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 Jan 18, 2015@xs0lidus
That's an InfoSign. It just displays the buy price. You want a transaction sign which has the third line as either [Buy] for buy only, [Sell] for sell only, or [Sell:Buy] for both.
So I'm guessing you want it like this:
line 1 = Torch
line 2 = blank
line 3 = [Sell:Buy]
line 4 = 1
Line 4 specifies the quantity bought and sold per click.
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Posted Jan 18, 2015@RegalOwl
I'm having trouble selling items with signs. Here's my process:
Create shop using /ss p1 shop & /ss p2 shop
Allowed all items to be traded and set stock for torches.
/objectsettings for torch -> https://gfxf.net/image/tq
And the sign -> https://gfxf.net/image/tw
But I cannot buy or sell any torches using it. I assume I right click the sign? (tried left and right)
Thanks.
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Posted Jan 18, 2015@RegalOwl
Thanks!!!
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Posted Jan 17, 2015@charleyx115
Categories.yml was moved into the database during the last update. Categories are much easier to edit now with the GUI editor. Just double click the full version of HyperConomy.jar.
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Posted Jan 17, 2015@Dutch_Boy
Been planning to make a page there when I get a chance. Thanks. :)
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Posted Jan 17, 2015@snakemansos
I'll see if I can figure out where the Blacksmith trait repo is. It just needs to be updated for the latest HyperConomy versions.
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Posted Jan 16, 2015I don't see a categories.yml in my HyperConomy file? I just have an errors.log,config.yml,Hyperconomy.db and the languages folder.
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Posted Jan 16, 2015Not sure you already put it on spigot but if not -> http://www.spigotmc.org/resources/
The plugin works great and support is great. The plugin will be used more if you put it on the spigot site.
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Posted Jan 15, 2015(Spigot 1.8) Problems with Blacksmith trait on citizens-2.0.14-SNAPSHOT & hyperconomy v0.975.3 [Beta]. If i downgrade to hyperconomy-0.974.4-SNAPSHOT Blacksmith works properly but i cant add new blocks and items from 1.8 to shops & hypermerchants...you can fix that? error-here: http://pastebin.com/MiqaFE36 Sorry about my language i speak spanish
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Posted Jan 15, 2015@Dutch_Boy
Ah I see. Should be an easy fix then. HyperConomy only creates the tables once when installing itself. It detects this by checking the hyperconomy_settings table for the version number. If that doesn't exist it creates all the tables.
You can clear the history table to save space with /hcdata clearhistory. Clearing it is safe, it just needs to keep its structure. You can also clear the log tables with /hcdata clearlogs. To reduce the size of the database afterward you can use /hcdata compactdb.
The composites table is just a reference table which determines the relationships between composite items and component items. Deleting something from it won't actually remove an item from HyperConomy, but it could cause problems for other items. To remove an item you'll want to delete the item from the hyperconomy_objects table. The GUI editor can do this easily or you can use /hcd [object] name.
To fix the composites issue the /hcdata updatecomposites command should work. It won't add any items back into the game. (/hcdata importmissing will though) For history just move that table over as well and then empty it. (Or empty it first.) Or copy the table from a fresh install of HC.
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Posted Jan 15, 2015The history table is missing. We moved to another host and moved almost (except that one.) to the new database by importing them in phpmyadmin. The history table was to big to import so i thought it would make a new one by it self. Looks like it didnt.
We removed some/allot items out of the composite table so players cant buy them (like bedrock command blocks etc) Also our skyblock shop is almost empty. Only some necessary items are in that shop
We dont want the items back in so. I think if i use one of those command it will put them back in the database.
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Posted Jan 15, 2015@Dutch_Boy
It's saying your hyperconomy_history table doesn't exist. Does it? The second error would likely also be caused by a missing table.
Could someone have messed with your database? I need to update the composite error message since composites are now in the database. Make sure you have a hyperconomy_composites table as well. I can fix that message and add a debug option which will print the failing composite item. That error message about a composite should be fixed since some item likely isn't loading properly. It might be possible to cause that by deleting an item that was needed in a recipe or something like that.
You can easily repair any damage to the composites table by using the command /hcdata updatecomposites. I'd also try /hcdata importmissing to make sure you have all the items. If your history table is missing it may require some manual fixing.
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Posted Jan 14, 2015I just thought lets take a look and see if the economy plugin is having some problems.
http://pastebin.com/vrWza9RF
I found this in the error file.
Infinite loop when loading composites.yml. You likely have an error in your composites.yml file. Your items will not work properly until this is fixed.
I find this pretty strange, because its bin running for days now and i just popt up in the error list.
And the SQL write things make me a bit feel afraid. I see that error ALLOT! The survival error list is now 4735501 lines long.
Its bin running from -> 2015-01-12 04:17:22.255
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Posted Jan 13, 2015@BIGYIIN1
Great, good to know it works. :)
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Posted Jan 13, 2015@Dutch_Boy
I turned off error logging for multi-server mode in the latest build. Seemed to be too dangerous to randomly create a 10 GB file.
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Posted Jan 12, 2015@RegalOwl
I got it to work dude. I realized all the shops can be accessed globally with /remotemenu command. So in bossshop. when someone clicks foodshop Bossshop runs the commands
Player timed command /Close inventory %player%(which closes bossshop menu) /Remotemenu Foodstore (which opens my hyperconomy foodshop)
8)
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Posted Jan 11, 2015How the hell can a backup get so damn big??
http://gyazo.com/8fb53ea45164816a4087228e5ea79ae6
Edit
Holy fock. Never let your debug on for more then 1 hour :D Error file of 10G :D
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Posted Jan 10, 2015@BIGYIIN1
Probably not, but I'm not entirely sure since I haven't tested it. There might be a way if you manually create multiple regular shops and set their bounds to be very large. It depends on how BossShop works. The problem with setting it up that way is there is no way to tell which shop you're in unless it's somehow specified since all of the shops would overlap. I can look into adding an extra command parameter to specify the shop.
If BossShop used the HyperConomy API I think it would work now since the shop can be specified.
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Posted Jan 9, 2015Hey RegalOwl. Great plugin, really like the hyperbolic curve concept. Is it possible to setup more than one global economy? I would like to if possible setup a Global shop for each item category. If this was possible i could use hyperconomy as my economy plugin and shops while using bossshop gui to setup commands to point to the hyperconomy shops. I could then use bossshop for fixed price spawner shops etc.
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Posted Jan 9, 2015@Dutch_Boy
Ok, /hcgive should work with the console in the latest build. Also I reverted the change I made which caused the HyperMerchant issue for now. I'll reapply it in the future.