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 Aug 16, 2012@PsychoFad
I second the tekkit config. I have no idea how long it would take to go through all the possible items in there but I am guessing a really, really long time.
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Posted Aug 16, 2012@etsija Yes you can move both ways SQL > flatfile I had owl add a command for it. it is listed some where in the changelogs. And i know there is a way to go from flatfile to SQL already Because i already used that as well :D
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Posted Aug 15, 2012@BeastsMC
"/removeitem all your_shop" followed by "/additem cobblestone your_shop" will do the trick.
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Posted Aug 15, 2012How do you disable items? I couldn't find it in the config guide or in the main post. I don't want to sell every single item, I only want to sell a select few. How would I go able disabling all the rest?
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Posted Aug 14, 2012@RonnChyran
Yesterday, this happened to me too! Am considering moving to plain flatfiles now, since the MySQL connection seems not to be very reliable and fast atm. Is there any way to import flatfiles into MySQL later on, if the connection starts working reliably?
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Posted Aug 14, 2012Ok....I have a question....I see this is Tekkit compatible but the items.yml does not include any of the custom Tekkit items, ores, woods, etc. Has anyone used this on a Tekkit server? I really don't have the time to add all of these items in myself for my small server (family and friends) but would LOVE to use this on our server to allow some of the not so Tekkit savvy players a chance to buy some of the cool stuff available to them on the Tekkit server.
Has anyone taken the time to do this for their own server and would you be willing to share your configs with me? I would greatly appreciate it since I have very little interest in Vanilla minecraft after the awesomeness of Tekkit has gripped my life. :) Vanilla minecraft feels so empty without being able to build complex factories full of pneumatic tubes and pipes!
I actually run 2 servers on one machine locally at my apartment: 1 vanilla 1.3.1 (everyone is an OP) and 1 Tekkit 3.1.2 (Survival legit) and have around 10-15 members all together. I have a few plugins on the Tekkit server but only allow /home, /back, /spawn, and /tpa for warping and i just had to add an elevator plugin for my 9 floor factory (why is there no mod for this in Tekkit?) I would love to add Hyperconomy to the mix to give it a realistic stock market economy so my members could sell some of wares (not everyone has what it takes to make solar panel arrays ya know!)
Anyways, sorry for the book. Thanks if you can help!
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Posted Aug 14, 2012Ever since 0.944, during a restart, it just gets stuck at "Saving to Database" for about 10 minutes..
Any way you can optimize this?
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Posted Aug 13, 2012Trying to get the SQL connection work - but am getting tons of these, plus other types of Java errors from SQL connection.
http://pastebin.com/7vFhQncx
What is the issue?
EDIT: Forget it - this was due to our server provider not providing enough SQL connections. They fixed it - and now it seems to be working.
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Posted Aug 12, 2012@pigzinspaceXP
No it isn't - and anyway, there is a very informative video about it. You might want to check it out.
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Posted Aug 12, 2012Making a shop is such a pain in the ASS! Can u give me an example because i can never create a shop.
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Posted Aug 12, 2012Any way you can include the web files in the next release? I'd like to be able to host the files on our appache server instead of having the plugin host it.
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Posted Aug 10, 2012Hey.. I would really like the ability to change the way, infosigns display their informations.. for now its fixed at displaying the price of 1 Item.. but i would like it to display the price of a whole (64) stack.. Since it's just one number, i thought i could simply overwrite it in the .jar but i really dont have any experience with java programming.. could somebody tell me how to get this?
Oh and.. i totally forgot: This is a great plugin. With the implementation of transaction signs it has grown way better than dynamicshop (and is better kept up to date). Im really glad, you took all that time and did this plugin.
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Posted Aug 10, 2012Quick question about the commands.
I'm having an issue with the /buy command to buy items from the shop. I have the BuyCraft plugin installed which uses "/buy" command to open up the donations help in-game. So whenever someone types "/buy mossycobblebrick 64" it just defaults to the buycraft help menu. Is there anyway around this? Or do I have to just choose between your plugin or BuyCraft to use on my server?
EDIT: Fixed it. Just for anyone else having this issue when using BuyCraft and Hyperconomy. This is from the readme file inside your buycraft folder:
If you are using a plugin which already uses the /buy command, follow the instructions below to fix this problem:
1. Download a program such as WinRar which is capable of opening .jar files. 2. Open the Buycraft.jar file with the archive program you previously downloaded. 3. Inside Buycraft.jar, you will find a file called plugin.yml, open this file with a text editor. 4. Scroll down to line 7 of the plugin.yml file, and change "buy" to either "donate", "store", "shop", or "purchase". 5. Open language.conf which is located in the Buycraft directory, and change the "mainCommand" variable to the command which you chose above. 6. Save all modified files, and restart your server - job done!
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Posted Aug 10, 2012Hi again - Just quickly - what is the best way to import the new item values into the shop? I'm running a single economy with sql. Should I just manually put them in, or can I replace the yml files in the plugin folder and load from them. I don't want to zero out my stock. :s
Thanks. :)
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Posted Aug 10, 2012@Etsija
All I did was activate the port and I now have a (marvelous) page! I have sql running too. :)
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Posted Aug 9, 2012@RegalOwl; What do we actually need to set up the webpage? We hire our server from FragNet, and they allow us to get a new port open if needed, but what else? I don't think they'll allow us to install any new SW to their server machine...
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Posted Aug 9, 2012@Etsija
The stock won't necessarily center around the median stock. It will vary depending on the server. If somehow your server had the values of all items set perfectly, then they would all center around the median stock. But setting perfect prices or figuring out an item's exact value is very difficult. So eventually items will center around some stock value between 0 and infinity, but it's unlikely to be the median even though that is possible.
The pricing of items is more or less based on their ingredients. Some may be worth slightly more when produced due to the slight inconvenience of crafting, and some may be a bit less because the raw material in some situations is more valuable than the end product because it's more versatile.
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Posted Aug 9, 2012@pgirl
Glad people like it. :) As far as the dynmap folder, HyperConomy doesn't use or have such a folder. My guess is that someone dragged or accidentally moved it to the HyperConomy folder. The web page is already working as well. Just enable it in your config.yml file. I'll be improving it in the future.
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Posted Aug 9, 2012@thernztrom
Not yet, but that's definitely something I'll try to add in the future. I'll need to figure out a good way to do it since this plugin has hundreds of messages.
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Posted Aug 9, 2012If someone has experience about changing your server economy to HyperConomy, your learnings would be very valuable. On our server, there are currently a bunch of players who have by mining & trading become outrageously rich. I really think the new economy should be started "from scratch", ie. players money should be downright purged - otherwise the new economy will be instantly terribly unbalanced.
But how to compensate the richest players, so they don't feel like we've just thrown away a year of their hard work?