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 Sep 1, 2012@GamingG
I can look into partial stock soon. I'm guessing it may be a complex addition. If it's too difficult to put in soon I can see about blocking damaged items.
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Posted Sep 1, 2012RegalOwl, if it's not possible to get partial stock working such that selling a damaged item or its enchantments would result in a partial item being added to the shop, would it be possible to add an option to prevent damaged items from being sold to the shop?
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Posted Aug 30, 2012@RegalOwl
Ah I see, I am trying to get the value of them when they are placed on the ground so maybe that is why. In the plugin I am editing it takes items on the ground and transmutes them into other items so I am trying to get a price for the purchase and sale value and make them transmute. It gives an error like Array index out of bounds -1. I will get a stack trace.
Ok, here is the relevant part: http://pastebin.com/xjwNkEtG
I can test anything any time you like.
Thanks =)
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Posted Aug 30, 2012@BadForumSoftware
That's what the new dynamic sales tax is for. It currently has a bug in it, however, that I'll be releasing a fix for shortly. You can set it up so that the tax doesn't affect new players at all, and only begins to tax once a player has reached a certain amount of money. Once at the money-floor value, the dynamic tax rate will increase until it reaches the maximum tax rate (which is reached at or before the money-cap). So with that if you set the maximum tax rate to 100 percent, you could prevent rich players from making any more money, except for chest shops and other sources of income on your server.
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Posted Aug 30, 2012@BadHaders
hyperconomy.use is given to everyone by default. To prevent this you will have to deny the default permissions for people that you don't want to be able to use the economy. It's unfortunate that I had to make the plugin this way, but without giving default permissions a permissions plugin would be required to use HyperConomy.
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Posted Aug 30, 2012@ryvix
I can send you a test version if you want to see if those errors are still present in what will be the next version. I'm not sure what is going on with pistons/doors/repeaters. Those items have different forms depending on their damage values, so perhaps it's related to that? HyperConomy is only designed to handle the version that is in inventory, which for pistons that is a damage value of 7. What error are you getting? I've added a lot of new API methods for manipulating the economy. I'm sure there are still many useful things that I can add though.
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Posted Aug 30, 2012Ok, we're having kind of a strange problem that isn't related to technical stuff. One of the users of our server cleverly exploits loopholes in our economy. For example he realizes that melon seeds are worth more than melons, so he buys lots of melons, crafts them into seeds and then sells them off again at a profit. The nice aspect to this is that all of our prices are pretty balanced, the negative aspect is that this guy has optimized his tactics to a degree that he's now having much more money than everyone else. He is by far the richest guy, having 10 times as much money as the 2nd richest guy and having even more money than the hyperconomy account.
We currently have no taxes at all, so if this guy makes mistakes while trading, he can simply trade his stuff back, that's one reason for his success. So we thought about having taxes but that would discourage new users from trading stuff. So like any state that's not controlled by corporations, we thought about higher taxes for the rich :P
So, is it possible to include different tax rates on trades depending on someones wealth?
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Posted Aug 30, 2012I have a strange problem. The plugin seems to be disregarding permissions, the players with the hyperconomy.use perm can buy and sell like they should be able too, but so can everyone else. I saw a use permissions line in the config, and changed that, but it didn't fix it. This is a critical error, and my entire server economy relies on this plugin o.o What do i do to fix this? I'm not getting any error logs...
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Posted Aug 29, 2012How is the API stuff coming along? I was having a similar error as before but this time with trying to get the true purchase price of some items including Pistons, Doors and repeaters. I don't know what else but those were some of them. Just figured I would mention it. Thanks =)
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Posted Aug 29, 2012@RukuTheWolf
Yep, I'll see if I can include that in the next update.
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Posted Aug 28, 2012Can you work on a global price floor and ceiling, that would be really handy.
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Posted Aug 27, 2012@Keselo1
A stack trace is just the full error message in the console. I'll work on a Tekkit update soon.
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Posted Aug 25, 2012@RegalOwl
I'm running Tekkit. What do you mean by stack trace? Sorry if that's a newby question, I'm still learning a lot.
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Posted Aug 25, 2012@Sadragos
So hyperconomy.notify works with bPermissions but not PermissionsEx?
EDIT: After some research it may be a bug in PermissionsEx (https:github.com/PEXPlugins/PermissionsEx/issues/452)
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Posted Aug 25, 2012@RegalOwl No, I've nothing disallowed, that has anything to do with Hyperconomy. I've even testet to grant every single Permission itself (insteadof using hyperconomy.use), still the same. Testet everything with bpermissions and it seems to work. However I'd really love to see it in PEX, since i must use it...
I've running your system now for two day and my user are loving it! Really great work!
By The Way... you can do several cites per Post - my Mailclient is acting like crazy ;)
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Posted Aug 25, 2012@chrisk123999
Currently the web page is generated dynamically using only Java/HTML. I plan to make a PHP standalone version for easy customization, however. The java source that generates the web page is available on Github, but I'm not sure it will be extremely useful for remaking it in PHP.
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Posted Aug 25, 2012@nrkid9
Items will not start using dynamic pricing until there is a certain amount of stock in the shop. At first they use initial pricing, which is like static but will transition to dynamic eventually. If you want to prestock your shop and start all items/enchantments in dynamic pricing mode use the /setstockmedianall command.
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Posted Aug 25, 2012@Keselo1
What version of craftbukkit are you using, and could you paste the stack trace of your error in a ticket?
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Posted Aug 25, 2012@Sadragos
Several people have mentioned this and I will look into it. Have you denied any permissions? hyperconomy.notify should do it if it's working properly. I'll test it.
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Posted Aug 25, 2012@Sadragos
A worldwide shop is something I plan to add in the future. For now just manually make a massive shop that covers your whole world. This will not cause any lag.