HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
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Introduction
HyperConomy is the all in one economy and shop plugin. It can be a simple chest or sign shop plugin, a Vault compatible economy plugin, a region based shop plugin with many configurable options, or even a complex system of economically competing towns and kingdoms. Any vanilla Minecraft item can be traded in HyperConomy and virtually any custom item can be added as well. Prices can be configured to change dynamically or they can be set as desired. To quickly edit prices and settings you can double click on HyperConomy.jar to access the GUI editor. HyperConomy has many features including things such as item price linking and item displays. Read below or check out the wiki for more information.
New Chest Shops:
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Features
- Supports all standard Minecraft items. (fireworks, lore, books, maps, damaged items, etc.)
- Supports the addition of unlimited custom items.
- Integrated economy plugin.
- Player to player, player to shop, and shop to player trading.
- Dynamic pricing system based on a hyperbolic curve.
- Item price linking (price of recipe item is based on price of component items)
- Player owned shops and chest shops.
- Item frame shops.
- Showcase style item displays.
- Localization.
- GUI Editor for easy manipulation of price settings.
- Price floor, price ceiling, static pricing, initial pricing, sales tax, purchase tax, unlimited stock option and much more.
- Dynamic tax rates. (Rich players can be taxed more than poor ones.)
- Supports MySQL and SQLite.
- Allows the creation of an unlimited number of economies, which allows for economically competing towns, kingdoms, factions, or other groups.
- Supports command-free economies using transaction signs and chest shops.
- Price information, history, and more can be displayed on automatically updating information signs.
- Price update notifications for any or all items.
- Experience and enchantment trading.
- When a player enters and leaves a shop, HyperConomy displays a customizable message.
- Nearly everything can be changed while the server is running.
- Unwanted features can be disabled.
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Requirements
- None. If you'd like to integrate with an existing economy plugin using Vault, you will need the following: Vault and an economy plugin such as BOSEconomy, iConomy, or Essentials Economy
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Versions and Development Builds
- Recommended builds are marked with [RB] and are generally thought to be stable and bug free.
- Builds marked as [Beta] are as bug free as possible, but often have large code changes which may result in the appearance of new bugs.
- Builds marked as [Dev] are development builds that I've decided to upload to BukkitDev. I may upload dev builds on occasion to provide easy access because Bukkit staff does not allow linking to development builds.
- Development builds may contain bugs as I work on releasing a new [Beta] build. They may also contain fixes for bugs found in [Beta] builds. Use these builds if you're looking for a bug fix, or would like to try out a new feature I've just added. Also, feel free to search for bugs in the development builds. Any help with testing is greatly appreciated!
- Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
- The latest development builds can be found here.
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Add-ons
- HyperMerchant
HyperMerchant is a graphical user interface for your players to use to interact with HyperConomy shops.
It is also includes the ability to easily create Citizens npc shopkeepers for your HyperConomy shops. - HyperConomy Web
HyperConomy Web creates a web page for HyperConomy, displaying information about all shops, items, and price history. The web page appearance can be customized to fit your server.
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New Features, Bugs, Problems, etc.
- If you have a question, or find a bug, first check the FAQ. I will try to include as many helpful questions and answers as possible.
- If the FAQ doesn't help, don't hesitate to post your question or make a ticket.
- If you do find a bug, please include which version of HyperConomy you're using, the full error message or stack trace (if there is one), the version and type of Minecraft server you're running, and an explanation of how to reproduce the bug or what causes the bug.
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Donate
- If you'd like to send me a donation for the time and effort spent making this plugin, you can do so here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=AMK9AR4CVKEJJ
- To those who have donated: thank you very much for the support. If you'd like to be listed as a donor here just send me a message.
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Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
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Basic Tutorial
New tutorial videos to come...
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Posted Sep 11, 2014So.. How do I reset the shops, without making the signs that are placed unusable, and without toching the economy? Just setting the prices, and stocks, to how it is by default
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Posted Sep 10, 2014@underestimate1984
Could you give an example of this? I'm not sure I understand what you mean.
And yes, it sounds like Spigot is still going for now so I'll look into that.
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Posted Sep 10, 2014Hi i have a slight issue with users manipulating the dynamic server shop prices to take advantage of players shops that are buying from players.
The server shop has a 25% tax charge and the player shops are tax free.
Any help or ideas of how i can stop this from happening I have lost over 1.5million and had to remove all the [trade] and [sell] signs :)
Will Hypereconomy be made available @ spigot resources?
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Posted Sep 7, 2014It looks like the entire bukkit project may be dead. I'll be working on abstracting HyperConomy from the bukkit API so that it can easily be moved to whatever server software comes to replace it. (Sponge/Forge?) If this site somehow goes down it will be accessible on my github. I'll likely be moving as much as possible to Github to distance HyperConomy from bukkit.
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Posted Sep 7, 2014@xBlueXFoxx
I've got a setup working such that modifications to item settings such as stock are transferred between servers, and modifications to players such as changes in account balance are transferred as well. Those are the only things I have working so far. I'm not sure how useful other things would be such as shops or signs. I don't think some features such as signs will work properly when running multiple servers, but many things should. Do you need anything else to be transferred in real time between servers besides player balances and item settings?
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Posted Sep 5, 2014@xSilica HyperMerchant 1.56 is already outdated. Please advise the server owner to update to the latest development build (#98) of HyperMerchant.
A link to HyperMerchant development builds can be found here: http://dev.bukkit.org/bukkit-plugins/hypermerchant/
Also the menubuttons.yml should be compared to the default file here: http://dev.bukkit.org/bukkit-plugins/hypermerchant/pages/menubuttons-yml/
If any error still persists please share it with me on the HyperMerchant page, and I will be happy to fix it.
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Posted Sep 4, 2014Okay sorry I'm a bit late, I'm not the owner of the server so I don't have access to the console, but here is the error the console gave:
[20:28:00 INFO]: TwistedLemons issued server command: /shopmenu [20:28:00 ERROR]: null org.bukkit.command.CommandException: Unhandled exception executing command 'shopmenu' in plugin HyperMerchant v1.56 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:181) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at org.bukkit.craftbukkit.v1_7_R4.CraftServer.dispatchCommand(CraftServer.java:767) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.PlayerConnection.handleCommand(PlayerConnection.java:1016) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.PlayerConnection.a(PlayerConnection.java:846) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.PacketPlayInChat.a(PacketPlayInChat.java:28) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.PacketPlayInChat.handle(PacketPlayInChat.java:65) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.NetworkManager.a(NetworkManager.java:184) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.ServerConnection.c(ServerConnection.java:81) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.MinecraftServer.v(MinecraftServer.java:731) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.DedicatedServer.v(DedicatedServer.java:289) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.MinecraftServer.u(MinecraftServer.java:584) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.MinecraftServer.run(MinecraftServer.java:490) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] at net.minecraft.server.v1_7_R4.ThreadServerApplication.run(SourceFile:628) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564] Caused by: java.lang.NullPointerException at grokswell.hypermerchant.ShopMenu.UpdateSortingIcon(ShopMenu.java:286) [?:?] at grokswell.hypermerchant.ShopMenu.<init>(ShopMenu.java:88) [?:?] at grokswell.hypermerchant.HyperMerchantPlugin.onCommand(HyperMerchantPlugin.java:130) [?:?] at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) [spigot-1.7.10-R0.1-SNAPSHOT.jar:git-Spigot-1564]
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Posted Sep 2, 2014@FlyingPikachu
Thanks for letting me know that was missing. It's added in the latest build.
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Posted Sep 2, 2014@mossyblog
It was unfortunate timing that I tried to get a release out before a two week trip. I thought I had it working but there were a couple of minor issues which made the build unusable. The two SQL issues were pretty dumb mistakes which should now be fixed in dev build #437. If you try it out let me know if it fixes your issues.
Nevertheless, I've been wanting to simplify/automate the SQL update code more than it currently is. The latest dev build has a new database layer for field manipulation that should greatly simplify database updates in the future so that issues are much less likely. ORMLite looks interesting. Thanks for pointing it out. I'll check it out some more when I have time. My DataBukkit plugin is already a pretty solid database layer which will be much better now that I've made the latest changes to the code. I'm not sure if it would be worth the effort to switch to something else, though, it would be nice to someday to support more than SQLite and MySQL.
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Posted Sep 2, 2014@timsavage
I will look into this.
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Posted Sep 2, 2014@xBlueXFoxx
K, I will look into adding this soon. Back from my trip. It may actually be somewhat complex but there is probably a way to do it.
Adding money over time would be a pretty simple feature to add. I'll look into that as well. It can be part of the time based price changes I'm planning to add.
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Posted Sep 2, 2014@johndcastro
Dev build #437 should fix your issue. Let me know if it works.
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Posted Sep 2, 2014How do I select a server shop to edit it? The commands page seems to still be outdated. :P
Edit: Nevermind! I see now that only the BukkitDev page is outdated, while the Github page is up-to-date. Fyi, the /ss command doesn't show a 'select' option in-game, which would be nice.
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Posted Sep 1, 2014The last stable build was v0.974.55 [Dev] (granted its dev status) but pretty much everything since has been plagued with MySQL errors (default value settings etc). I had noticed an odd thing in that with MySQL enabled the mod wouldn't actually load previous shops...it created them successfully etc with v0.974.55 [Dev] but when you stopped/started the server it wouldn't resurrect the previous shops?
Have you considered using ORMLite for your MySQL/SQLLite layer. I think you could get some easy gains here?
eg:
[INSERT INTO hyperconomy_players_temp (NAME, UUID, ECONOMY, BALANCE, X, Y, Z, WORLD, HASH, SALT) SELECT NAME, UUID, ECONOMY, BALANCE, X, Y, Z, WORLD, HASH, SALT FROM hyperconomy_players] java.sql.SQLException: Field 'ID' doesn't have a default value
Bugs like this continue to occur as i walk down the snapshot(s) to find a more stable edition. I'm assuming the RB for 1.6 would be solid but since I'm running CB in 1.7.9 i'm essentially stuck in the "no-mans" land of Release vs Dev hehehe :)
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Posted Sep 1, 2014@xSilica
Please send me the error that is printed to the console when this happens.
Also, which version of HyperConomy, HyperMerchant, and Bukkit/Spigot are you using?
Have you tried the latest development builds?
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Posted Sep 1, 2014When anyone tries using the /shopmenu command to view the shop on our server we keep getting some internal error: http://puu.sh/bhCCW.png Is there any way to fix this?
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Posted Aug 28, 2014I finally got around to trying player owned shops on my server, which uses component pricing. It seems that players cannot override prices for composite items, only their component items. Even if players had a way to discover the component items of each composite item (they don't), this would be far too complex for the average player to understand. Is it possible to allow price overriding for all items in player shops?
Thanks again!
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Posted Aug 26, 2014Oh, I also wanted to ask if another feature could be added, I'm kind of surprised there's not a lot of plugins that do this already, but possibly make it to where every online user gets x amount of money every x (time), (IE, $1 per hour, as a reward for being active/online on the server.)
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Posted Aug 26, 2014Hey, be sure to drop me a response when you have a build with the feature I suggested, I'll definitely test it out when it's ready.
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Posted Aug 22, 2014@johndcastro
Try restarting HyperConomy to see if the ms create error goes away. If not check the troubleshooting page and export your shop data and player data. The error seems to be caused by a shop having an owner that doesn't exist. Let me know if that helps. Id offer more help but the only computer I will have access to for the next week is my cell phone.