HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
______________________________________________________________________________
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:
______________________________________________________________________________
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.
______________________________________________________________________________
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
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
______________________________________________________________________________
Basic Tutorial
New tutorial videos to come...
-
View User Profile
-
Send Message
Posted Aug 8, 2012@RegalOwl: Thank you SOOOOOO much of your very valuable information regarding chest shops. And, it is absolutely fantastic that you have added line 1 option for the fixed prices to the chest shop signs. That is exactly what our Shopkeepers have been looking for! They were asking me whether using fixed pricing in player-owned chest shops need a lot or tricks (setting up an own economy for each Shopkeeper etc.) But you've saved all potential hassle from us by line 1 option!
With my most questions answered now, I think HyperConomy is so superior to any other economy plugin that we are definitely going to switch over to using it. With it, we can have - global economy with dynamic pricing - player shops with fixed prices
Two more questions - please bear with me:
1. Is it so that using the hyperbolic pricing actually simply tends to over time regulate the stock of each material to around the median stock? I was pondering this yesterday and to me it seems so.
2. Just to make sure: the initial pricing of the crafted items is based on the corresponding prices of the raw materials, right? I checked yesterday and this roughly speaking seemed to be so.
-
View User Profile
-
Send Message
Posted Aug 8, 2012Hi. I noticed that there is a dynmap folder in the hyperconomy folder. Is that supposed to go somewhere else? Or is it still a work in progress. :) Can't wait for the web page.. I get a lot of questions regarding "how many are in the shop - what price is it". I was going to build a wall of signs with a second sign to right click to buy. (simple command signs)
Thanks for the wonderful plugin. :) My people love it.
-
View User Profile
-
Send Message
Posted Aug 8, 2012Is it possible to change the default messages in this plugin, aka does it have multi-lang support? If not, is it a planned feature? :)
-
View User Profile
-
Send Message
Posted Aug 8, 2012@Etsija
Player chest shops do not affect the global economy at all. They're totally separate; they just get their prices from the global economy if a price isn't specified on line 1. The advantage of chest shops over the global economy is that they are tax free. While it may be harder to find the item you're looking for in a chest shop, you're likely to get a better deal. And if your server is using dynamic sales tax, this will be especially valuable for rich players. Once the rich player has reached the money-cap for dynamic tax, they will be unable to make money (or much money depending on your settings) without buying and selling from chest shops because anything they sell to the global shop will be severely taxed. Also, after a recent update, you can specify your own price for chest shops on line 1. I updated the chest shops page to show this. This allows you to either set custom prices (lower or higher than market value) for all items in a chest, or just use the global market value. If you're using multiple economies, the global market value for items in your chest shops will change depending on which economy you're a part of. (When you enter a shop it sets your economy to the shop's economy.) You can check your economy with /ei. Basically, the chest shops could be a separate plugin. They're not a required part of an economy and you can turn them off in the config if you don't want to use them.
-
View User Profile
-
Send Message
Posted Aug 8, 2012Hmm, actually the more I read about this plugin, the more I feel that they will make player-owned (sign+chest) shops obsolete. Which is not a bad thing at all - it just alters the economy system from what we have been used to. It makes every player a "shopkeeper", who are free to take use of the dynamic pricing, speculate with the prices and make money where they seem fit, while buying the stuff when it's cheap. In short, something resembling a real-life stock market.
Prove me wrong, please. :) But the idea is very intriguing indeed!
-
View User Profile
-
Send Message
Posted Aug 7, 2012I have one important question for those of you who use HyperConomy: how do the player-owned sign shops affect the global economy?
Assume we only use one economy on our server, which means all items in the server use global pricing concept.
If I have understood it correctly, the dynamic pricing is based on the global stock values, i.e. how much material is in stock at the moment. Etc. if someone sells a large amount of material to the shop, its value drops according to the hyperbola.
But what about the player-owned sign shops with chests? Do transactions (selling to / bying from) to these shops affect the global stock value? In other words, are the sign+chest shops really necessary at all when using only one economy at the server?
I think I understand how this plugin works when - only one economy is used - only "global", server-owned shops are used
But I don't quite grasp the usage of player-owned shops. Maybe I'm missing something?
-
View User Profile
-
Send Message
Posted Aug 6, 2012Just want to let everyone know I'll be on vacation starting tomorrow. If you find any bugs while I'm gone just leave me a ticket and I'll work on it when I get back. I should be back either the 21st or 22nd.
-
View User Profile
-
Send Message
Posted Aug 6, 2012@Etsija
The shop should work with any one character symbol. It might also work with multiple characters, but it might cause problems for some signs.
-
View User Profile
-
Send Message
Posted Aug 6, 2012@RustyDagger
Thanks for the help with answering questions. :D In the new version I'm going to release soon item categories will be added which will make adding and removing items from the shop much easier. Also, I've updated a lot of item names and prices. (Including oakwoodstairs etc.)
-
View User Profile
-
Send Message
Posted Aug 6, 2012@Etsija
Yes there is a config setting for that. It should work never used it my self.
-
View User Profile
-
Send Message
Posted Aug 5, 2012@RustyDagger: thanks for the info. Yes we'd like to create a server shop by actually first removing any items from it and then adding item by item. I guess that would be far easier than to start with a "full" shop, and then removing unwanted items from it.
One more question: the plugin seems to use dollars i.e. "$". Could it be configured to use other one-character symbols, such as "£" we are used to on our server. (Actually, we'd like to use € as we are in Europe ;)
-
View User Profile
-
Send Message
Posted Aug 5, 2012NOTE for those of you adding 1.3 items. DO NOT forget to rename woodstairs to oakwoodstairs For sanity.
You will also need to remove/change the old woodenslab Entry as that ID / data value can no longer be obtained with out cheats its now stonewoodslab.
-
View User Profile
-
Send Message
Posted Aug 5, 2012@Etsija
Yes there is a permission node to use the chest shops. You can find it on the permissions page:
hyperconomy.chestshop description: Allows the creation of chest shops. default: false
The server shop is also possible however it will take some setting up as you will need to remove a lot of the default items around 300 or so I would imagine. The shop by default has just about every item in the game in it so if you want to restrict that you can use the ingame commands to restrict the items each shop sells ( you can have more than 1 shop zone) or if you dont want to sell an item in any shop remove the item from items.yml
You may also want to consider disabling the XP and enchantment buy/sell systems in the config but that's totally up to you but the settings are there if you need to do that.
-
View User Profile
-
Send Message
Posted Aug 5, 2012Hi guys, we have been using ChestShop for our economy&trading for a long time now in our server, but this plugin's definitely got my attention, as it uses dynamic pricing - and shows nice design overall. My only question is: how steep a learning curve we would expect to have in case we switch from ChestShop to HyperConomy?
For instance, we have a player class called ShopKeeper, and ShopKeepers are currently the only ones allowed to have player-owned ChestShops. Does HyperConomy have some kind of permission node support for player shops?
In addition, we'd like to run server shop on our server, which provides the more rare items not possible to get in game.
-
View User Profile
-
Send Message
Posted Aug 4, 2012mm ok thanks for the info I had already lowerd the cost of the cocoa beans and the wool because my server was not going to be public before 1.3 :D
but idk if i even have chain-mail armor in my file lol I have so much missing and i dont know how I lost it.
iv re added all the important stuff any way :D
-
View User Profile
-
Send Message
Posted Aug 4, 2012@RustyDagger
I learned there are a few more items that are possible to get in survival. Ice and chiseled stone brick being the two that come to mind. So you might want to lower the price of ice and raise chiseled stone brick. (As it should be the rarest item in the game after dragon eggs.)
Villagers trade chain mail armor apparently. I haven't seen it yet though.
-
View User Profile
-
Send Message
Posted Aug 4, 2012@ regalOwl
How the F do you get chain mail armor? How the F did I miss that?
Thanks for the file buddy sure saved ma a fair chunk of time :D.
-
View User Profile
-
Send Message
Posted Aug 2, 2012If you're looking to add the 1.3.1 items to your shop here they are: https:dl.dropbox.com/u/72185894/newitems.yml Just copy and paste those into your items.yml file.
No guarantee that the prices are all perfect; they're just estimates. The new villager trading will make setting prices more complex. I'll have a new 1.3.1 version out soon, though it appears that the current version works alright on 1.3 as well. Also: you might want to reduce the price of chainmail armor, cocoabeans, brownwool as 1.3 makes them far easier to obtain. The default yml in the 1.3.1 version will have lowered prices for these items.
-
View User Profile
-
Send Message
Posted Aug 2, 2012@MantleCraft
I've been looking for this bug, as someone else reported it already. Try restarting your server (not using the /reload command) and see if it sends out a longer error message. Finding it with nothing but that error message will be very difficult. From what another person said it sounds like the bug is related to InfoSigns. Any additional information would be appreciated.
Apparently it only affects yml mode, so it might go away if you move to SQL. I should be able to fix the bug soon, but it has been difficult to reproduce.
EDIT: Thanks for the longer error message. I will try to fix it ASAP.
-
View User Profile
-
Send Message
Posted Aug 2, 2012@RegalOwl: I'm trying out 1.3 at the moment and without a 1.3 bukkit I can't even connect to my own server. I'm just messing around in Single Player mode until they release it.
After 1.3 is released, if you update the plug-in I'll glady mess with it and test stuff.