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 Jul 10, 2012@Jadedcat
You need to lock the store.
Type /lockstore
Edit your config.yml
Type /reloadfiles
Type /lockstore to unlock your store.
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Posted Jul 10, 2012I am having a slight issue. I want to remove some of the items in the item config. And adjust the pricing on others. But everytime I do it resets the whole config the next time the server loads.
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Posted Jul 10, 2012Hey there!
Just a simple request: Could you please change the "startsWith" at line 2033 in your Cmd.java (here) to "contains" if the input has more than one letter? That would improve the search feature a lot.
Have fun,
Addi
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Posted Jul 10, 2012@RegalOwl
Thanks so much for the info, that helps a lot!
I'm getting two errors, Error #7, Error #41, couldn't find any documentation for error codes, what's causing these?
Additional question, I enabled dynamic tax, set the tax rate at 50%, set the floor at 20,000, and left the cap at what it was at. You mentioned setting a purchasing tax, I set a tax for buying at 6%. It seems like diamond tools and diamonds are high, (IE 4,000 ea, have you changed these on your server, or have the default prices worked for you?)
You also mentioned the scalebypercent command. Should I reduce the prices, or does that actually make a difference? It seems like even by reducing the starting prices by 50%, it all realistically washes out to be the same in the end?
Is there any good reason I should place a tax on selling? and do you think these percentages are reasonable? (In terms of most players do have some economy funds stored, and likely a nice amount of items)
Thanks again for your input, it really is appreciated.
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Posted Jul 10, 2012@Talaysen
If you'd like to lower the prices for all items you can lower them all proportionally to one another with the /scalebypercent command. /scalebypercent startprice [percentage] and /scalebypercent value [percentage] where /scalebypercent startprice 50 would cut the price in half.
I'll work on a tax tutorial video when I get the chance. If you're running a fresh economy with no items in the shop but where players already have a lot of money I might try using a dynamic sales tax. (You have to enable it in the config.yml) The dynamic sales tax will increase the tax rate for players depending on how much money they have. (This will prevent players that play constantly from gaining a huge advantage over less frequent players.) You can specify a money floor and a money ceiling such that when players have less money than the money floor they will not be taxed at all and when players are at or above the money ceiling they will receive the maximum tax percentage. So basically, if you wanted to, you could entirely prevent players with over $1 million from making any more money, or just allow them 50 percent of what a new player would make, or any other value that you'd like. If you're using chest shops, however, rich players will still be able to make money from other players, though likely with more effort as they will have to hunt for chest shops.
A light purchase tax usually also works at first in order to encourage stocking the shop. (It makes selling to the shop preferable to buying from it.) Once the shop has plenty of items it could be removed or lowered. I also like to keep a tax on items, especially ones that use a static price, so that players can't just buy and sell it constantly without consequence as that will fill the logs with spam purchases.
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Posted Jul 10, 2012I just reinstalled hyperconomy (had been a little reluctant to use it when my server first started, but now that we have a stronger member base, I'm willing to give it a shot).
The prices seem a little high, but I imagine that after people start buying/selling, everything will balance out eventually, so not too worried on that end. I believe in the documentation it says that you can add an initial purchase tax to encourage people to sell?
I'm a little confused in regards to the whole tax situation, based off a fresh install, where users have funds (from the prior setup), and likely a good bit of items on hand, how should I proceed with taxes?
I tried to find a bit more documentation on the taxes, but it's still hard to grasp for me, should I add a tax to selling, buying?
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Posted Jul 8, 2012@GamingG
Yep, I see what you mean. I'll apply sales tax to the signs. The prices are different for buying and selling even without tax, unless the item is using static or initial pricing.
And I'll see about a value sign. I could just replace the current "value" sign with that. It's probably not used much currently.
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Posted Jul 8, 2012@RegalOwl Well, unless dynamic tax is activated in the config, the number shouldn't change. Right now, I have a global shop set up on my server that has both buy and sell prices list for an item, but the sell price doesn't match up due to the 5% sales tax I have, making that sign somewhat useless. If neither took tax into consideration, then both signs would show the same value, wouldn't they? Instead of going that route, perhaps consider adding a value information sign that lists the price before tax. The buy and sell information signs can be perfectly accurate as long as dynamic tax is off, so it'd be nice if those could take the tax into account, too, though.
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Posted Jul 8, 2012@Jakky89 I actually like the fact that items are not linked in price. This requires users to determine whether it's worth it to, for instance, buy items and craft them to save money, or if they should just buy the end product. It also allows quick-witted users to make money when particular items fluctuate in price too much, like the other day on my server when diamonds went up in price significantly, but diamond blocks did not, allowing a user to profit off of buying 10 diamond blocks and reselling them. If such a feature was to be added, I would like to see it off by default, or at least very easy to disable.
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Posted Jul 7, 2012Yeah youre right. It's not good to link the price of craftable items to the price of items needed to craft them. But vise versa it would be good. I would be glad if you add an option that the value of craftable items gets calculated from their reciepes (if that craftable items worth isn't defined in config/database). Maybe also add a percentage that the craftable items are more worth than items needed to craft them.
Also you don't need to make the list of linked items by yourself. You can simply use the built-in feature of the bukkit api to get the recipes for a specified item (see http://jd.bukkit.org/apidocs/org/bukkit/inventory/class-use/Recipe.html):
static List<Recipe> Bukkit.getRecipesFor(ItemStack result)
If you got the recipe(s) you can recursively calculate the price sum through the items needed to craft the given item and then take the lowest price if there is more than one recipe available.
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Posted Jul 7, 2012@Jakky89
This is a feature I'll probably allow players to customize themselves if I add it. I'm probably not going to make the list of linked items myself.
There are a number of problems with linking all items to just basic items. The first problem is that often the basic items are more valuable than the composite items. For instance, if all composite items were linked to basic items, and someone sold a bunch of magma cream to the shop, the price of slimeballs would also be affected and would subsequently decrease. The decreased price of slimeballs wouldn't necessarily reflect the true value of slimeballs. In fact, slimeballs will usually be more valuable than magma cream (minus the price of blaze powder) simply because they're more versatile. (Can be used for sticky pistons etc.) So when someone selling magma cream decreases the price of slimeballs, few players will ever sell their slimeballs because they will be undervalued in the shop. Linking items to each other will result in various situations where the shop will have a lot of certain items and none of other items, whereas letting items all have their own price will result in all items reaching their true economic value and shop stock after a period of selling and buying.
The other issue is that when all items are linked there is far less money available in the economy, and the economy is far simpler than it otherwise would be. Players often like to take advantage of price discrepancies between composite items and their basic components, selling and buying items in the shop to make a profit. If all items are linked to basic items, this becomes impossible and there are far fewer ways to make money as a merchant. This might work well for some smaller servers, however.
Nonetheless, a lot of people seem to want this feature so I'll let them customize items how they want when I add it. I have some other things I need to add first though. :)
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Posted Jul 7, 2012Hi,
I like this plugin but I think it needs some improvements:
It would be great if you could implement item dependencies. For example if Diamonds get lower value, everything that is crafted out of Diamonds (e.g. Diamond Pickaxes, Diamond Swords, ...) would be affected in price too and vise versa. Another idea is that you only need to set up start worth etc. for basic items other items are crafted from. Then if you need the price for e.g. Diamond Pickaxe, you calculate the price from the recipe out of basic items. I think it would be complicated but it also would be a great feature!
You could use Bukkit.recipeIterator() and Bukkit.getRecipesFor(ItemStack result).
Sorry, my english isn't verry good but I hope you understand what I mean :)
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Posted Jul 6, 2012@GamingG
The enchantment pricing bug should be fixed in the next version. And sales tax can't be displayed on signs since it can vary between players. To make it consistent I may remove purchase tax from signs as well.
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Posted Jul 6, 2012@ShindaShinigami
I think I may add additional signs in the future such as weather or time change signs.
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Posted Jul 3, 2012@ShindaShinigami
HyperConomy can't do that currently. But you could set something up to do that with my other plugin ActionZones.
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Posted Jul 3, 2012@MasterFarmer
In theory the signs should never cause lag. So you should be able to use thousands. They will just be slow to update.
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Posted Jul 3, 2012@GamingG
Could you give me a step by step method to reproduce the enchantment pricing bug?
I've been without electricity the last 3 days since a massive storm damaged the area I live in. Hopefully I'll be able to get back on my main computer soon. :)
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Posted Jul 3, 2012Is there anyway to make HyperConomy control Time? As in, could i make a [Sell:Buy] sign that would allow someone to pay to make it daytime?
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Posted Jul 2, 2012So how many signs can I use until my server really starts to feel lag?
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Posted Jul 2, 2012@RegalOwl After switching out some information signs, I noticed that the price displayed on Sell signs does not take tax into account. Also, I did the math, and it looks like the enchantment pricing bug is showing the exact price it would show if all of the taxes were applied instead of just the applicable ones.