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 Dec 14, 2014Opps just worked out you can use the shift key to to rotate the number in 10s silly me :)
Very smart thinking ahead like that :)
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Posted Dec 14, 2014Thanks Regal you are a true star. Is there a chance you could add a wheel click option to the scroll signs which will reset it without scrolling past loads of numbers or double click the middle mouse wheel for 64
Just a idea if you have the time but no biggie if you don't feel upto it because it still a great option :)
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Posted Dec 13, 2014@underestimate1984
Thanks for letting me know. This is fixed in the latest dev build. I'll put out a new release soon.
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Posted Dec 13, 2014Players cant break chestshop sign with most the dev builds just a little heads up :) not sure if there is added permission change?
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Posted Dec 11, 2014It would be helpful if you could send me a copy of a database that took hours to load. Any version would be fine. I could figure out what the issue is. There were some old versions that didn't remove inactive player accounts that might have slowed loading, but not to that extent.
The database increasing in size is normal; HyperConomy just generates a lot of data on an active server. The majority of the space is price history. This can be disabled in config.yml to save space. The second biggest user of space are logs. HyperConomy logs every balance change to a player's account and every transaction. You can clear both of these logs easily with /hcdata clearhistory and /hcdata clearlogs. Unfortunately these two commands won't actually shrink the database, they will only free up space within it. This is just the way MySQL and SQLite work. To actually shrink the database you have to use a special command after freeing up space. For SQLite it's VACUUM [table] and for MySQL it's OPTIMIZE TABLE [table]. I'll see if I can integrate those commands into HyperConomy so that they're easy to use.
What version are you running which you want to transfer to the latest build? The latest build requires a few prior updates before it will work. The upgrade path is on this page: https://github.com/RegalOwl/HyperConomy-Documentation/blob/master/Wiki/General%20Information/Troubleshooting.creole
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Posted Dec 11, 2014The new GUI editor is amazing and it solves all the complaints I had about the difficulties in editing deriving from the adding of the database. I have a few concerns though:
1. If I try to replace the old jar with the new one the plugin simply refuses to start but when I remove the folder it starts. How do I transfer my old economy to the new one without having to manually add every little variable into the GUI?
2. The database file has (not tested in the new GUI version) always become more bloated over time, eventually requiring me to exporttoyml and delete the database file or it would take hours for the plugin to load after a restart. Has this bloat problem been solved? If not, what can we do about it so the plugin eventually doesn't simply become unable to start due to bloat?
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Posted Dec 3, 2014@lANTHONYl
The bukkit repository seems to not be working properly. I've added all of the artifacts you need to my repo. You may need to remove the bukkit repo from pom.xml for it to work though.
Also, the hc-dev branch has been updated to the latest code and to bukkit/spigot 1.8 if you'd like to try the latest version. It still needs some more testing but it should be working for the most part.
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Posted Dec 1, 2014I'm trying to build HyperConomy on jenkins but it's reporting some unmet dependencies. Would you be so kind as to help me get this sorted? Here's the build log. Thank you RegalOwl :D
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Posted Nov 25, 2014@roracle
Here is the documentation page for transaction signs: https://github.com/RegalOwl/HyperConomy-Documentation/blob/master/Wiki/Shops/Transaction%20Signs.creole
Economies are entirely separate from each other. Anything you do in one economy will not affect another one. Each economy is an entire set of items and their prices.
Gold nuggets' stock affecting the price of gold ingots is a separate thing. In order for this to work all you need to do is set use-composites to true in config.yml.
Unlimited stock is possible but needs to be improved. Set unlimited-stock-for-static-items to true in config.yml and then set the items to static pricing with /hcs static [name]. The price will not be dynamic but the stock will be unlimited. The only quirk is you need to set the stock to be above 0 for the static items. This will be fixed in a future update.
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Posted Nov 24, 2014@RegalOwl
Separate question: using different economies, will the prices of gold nuggets change if gold ingots are bought? That is, if I set goldingots to "ingots" and goldnuggets to "nuggets" (ingots and nuggets are names of economies) are they effected by each other during buy/sell? The thing is, I want them all to scale properly (linked, as nuggets become ingots, ingots become blocks) but I don't want to have every NPC sell all types. And can a server shop have unlimited stock? Users may wish to buy back at some point.
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Posted Nov 24, 2014@RegalOwl
I'm not sure I'm understanding. How do I go about this? Every time I set up a shop at all, it says no one is in it, and the owner of the shop _must_ have a shop in order for anything to be sold at all. IE: in the HyperConomy config, the default server shop account is hyperconomy. If I make a store called hyperconomy, then everything is fine. But I can't create an economy called "ingots" and have it sell for some reason. Keeps telling me "that shop doesn't have that item." This is after I ban all items, then allow gold_ingot.
Shop name: Ingots, Owner: kalabraxos (a server account I created), Economy name: Ingots
BTW: not sure how to do signs as server shop setup didn't go over it, but I'm using NPCs and I get this console error message when clicking them: npc #2 is assigned to a shop named hyperconomy. This shop does not exist.
EDIT: I figured it out, forgot to set the NPC to the correct shop. Blowing my own mind here. lol Helps to talk things out, eh?
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Posted Nov 24, 2014@roracle
Yes, if I understand what you mean correctly. Create a new economy called server or something like that. Set yourself to be in it with /seteconomy [name]. Create transaction signs for the items you want the server to trade. Switch back to the default economy, or create another economy if you'd rather not change default and use it. And then delete the items you don't want people to trade with /hcdelete object [name]. If chest shops are enabled players can still trade the items that are removed if they use a set price. If you want to stop that disable chest shops.
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Posted Nov 23, 2014Is it possible to set up server shops to only buy or sell one type of item? I want money to be gold, diamond, emerald backed, and only have THAT traded to the bank (with the dynamic of the buy/sell feature) but NOT have players trade it, but players can trade any other item. Can this be done?
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Posted Nov 21, 2014@Kilkencraft
Create an economy with /he create [name]. Set you economy to the new economy with /se [name]. Create a shop as usual. You can also edit the shop's economy with /ss economy [name] after selecting it.
To use the internal economy set use-external-economy-plugin to false in config.yml.
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Posted Nov 17, 2014Oh and one more thing, how do I set hyperconomy as my economy plugin, again sorry for being a noob, I forget how to make the server use that instead if essentials
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Posted Nov 17, 2014Eh.. How do I put each shop in its own economy and how do I make a new economy, sorry I'm pretty noob with this plugin.
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Posted Nov 17, 2014@Kilkencraft
There is no way to currently set the stock of all items in a shop. This could be added in the future though. It can be done, however, if you put each shop in its own economy. That way other shops won't be affected by /hcs stock all [number]
The other way that would work would be to export the database to CSV file, edit it, and then reimport it. This can be done with /hcdata exportcsv objects, followed by /hcdata importcsv objects to reimport. It could then be edited in Excel or Calc. If you're editing player shops it will be /hcdata exportcsv shop_objects
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Posted Nov 16, 2014Also: is there a command to restock or to stock an entire shop, if there isn't do you have any suggestions for easier ways to put in mass amounts of items with a certain number of stock (ex: /ServerShop StockAll (amount) (ShopName)) if that could be a command that'd be awesome, have a good day and keep up the amazing plugin work. Also I need to know very soon because the server I work on is about to use these HyperMerchants as our only means of buying and selling things.
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Posted Nov 16, 2014I need this answered ASAP, I don't know how to stock shops with the new version all at once, like lets say this is a server shop, it sells the redstone category, how do I stock everything at once with one command, because putting everything manually is insane. I think you for your time.
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Posted Nov 14, 2014@RegalOwl
That would be great. On my server we have waited for most items to hit the hyperbolic curve on it's own. But there are probably a few out there that haven't reached it yet.