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 20, 2012Is it possible to disable groups from buying/selling certain items/enchantments/itemcategories?
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Posted Sep 19, 2012@SeanBrockest
All sell prices the same as default, and static.
All buy prices 20% above sell, and static
All items available in infinite amounts.
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Posted Sep 19, 2012@RegalOwl
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Posted Sep 19, 2012I started using this plugin a few days ago, and really like a lot of the features. however i've come to hate the automatic adjustments of pricing. My server is too small, and it's cumbersome.
I really wanna keep using hyperconomy though. ALso i really like the initial default sell prices (1$ for dirt, 4k for diamonds, etc)
How hard would it be for me to configure hyperconomy the following way
All sell prices the same as default, and static.
All buy prices 20% above sell, and static
All items available in infinite amounts.
Can i do this with hyperconomy? or should i look for another plugin?
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Posted Sep 19, 2012@donald1440
Just set "use-web-page" to true in the config.yml file. You may have to restart your server a couple of times to get it working. By default it can be reached at [your server ip]:8765
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Posted Sep 19, 2012@BigMichi1
Yep, just crouch and left click it if you have the hyperconomy.admin permission.
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Posted Sep 19, 2012@Etsija
Currently transaction signs are not attached to shops in any way. They can be used anywhere regardless of shops. I could make a config option that forces players to be in a shop when using them, however. And then the shop permissions would work for them.
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Posted Sep 19, 2012@Etsija
If the SQL buffer isn't empty when shutting down the server HyperConomy will save the buffer in a folder called temp in a file called buffer.txt. See if you have that folder/file. If you do I could take a look at it to see if the error is coming from there. Did your server shut down cleanly or did it crash? Typically buffer.txt will be deleted soon after restarting your server. So if that file is gone the error is from something else.
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Posted Sep 19, 2012How do you create a website with price info?
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Posted Sep 19, 2012@RegalOwl I'm looking forward to the next updates then.
also i looked again for the leaves problem. it seems like harvest them with shears is the same like using creative inventory. and using silktouch results in another damagevalue. strangely it say on all kinds of leaves "oakleaves" if obtained like this.
so i assume it's a MC bug and there is no need to support a bug i guess(?) and a thrid dv can be found by using /give player 18 1 13 in singleplayer 14,15,16 works too.
@BigMichi1
you can remove missplaced transaction sign by destroying the block behind or use the /break command while looking at the sign.
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Posted Sep 19, 2012I've a funny idea: Since you're already collecting history-data... Why don't you create something like hourly financial news, which show the top 5 products Something Like
Top raises of the last two Days
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1. Redstone +225%
2. Goldingot +175%
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Worst raises of the last two days
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301. Pumpkin -105%
302. Melon - 117%
You maybe could make this as Command too?
Also I'd like to Inform you, that I'll start programming a Standalone PHP-Frontend for this Plugin with some little Features in it. For example my users asked to get an Overview of ther Chestshop-Sales, Graphs for Market-activity and lots more. I'd like to share it with you, once it gets in a prensentable state if you're intrested in it.
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Posted Sep 19, 2012is it possible to remove a [sell:buy] sign when misplaced?
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Posted Sep 19, 2012RegalOwl, using "hyperconomy.shop.myshopname" does not seem to work for transaction signs. A player is forbidden to use /buy and /sell commands, if not given the permission for the shop, but he can still use the transaction signs inside the shop. Our shops are primarily sign-based, and therefore, using the current permissions is not enough to prevent using buy and sell signs per shop.
I think "hyperconomy.shop.myshopname.buysign" and "hyperconomy.shop.myshopname.sellsign" would do.
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Posted Sep 18, 2012Yesterday, seems like our server's MySQL connection was terminated. This can be seen from LogBlock now importing stuff from text files into SQL tables.
Now, HyperConomy spams dozens of these when starting the server. What could be the reason? I see that HyperConomy has now written a 130 kB file called "history.yml" to the disk. I assume this is the way it does in case the SQL connection is gone for the moment. I suspect the java errors are due to trying to import this file into SQL now?
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Posted Sep 18, 2012@dunicht88
Currently there is no way to disable tax messages. I can alter it so that it only displays if there is tax for a future update, however.
Also, a language file is a planned feature, and I like the idea of customizable sign colors. I can add that in an update as well.
And I wasn't able to find multiple damage values for leaves. Do you know of a method to get the alternate damage value? The only thing I can think of is that perhaps silk touch would do it? Natural leaves of course have a different damage value, but as far as I know they are impossible to obtain legitimately.
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Posted Sep 18, 2012@RonnChyran
Nice, I left you a comment on Github. I will need to investigate Maven. :D
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Posted Sep 18, 2012@ryvix
I just tested leaves and they worked as expected. The damage values should be 4,5,6, and 7. Hold the leaves and type /ii and it will display the damage values. Perhaps they were removed or changed in your SQL tables or items.yml files somehow? If they were deleted you can add them back easily with the /ymladditem command when holding them in your hand.
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Posted Sep 18, 2012is there a way to disable the "tax" messages? e.g. i sell something and it says "You sold X Itemname for X Currency of which X Currency went to tax"
it's annoying/confusing since i don't (want to) use taxes. i'd like it to show just "you sold X Item for X Currency" is that possible? if yes, how?
also i'd like to translate it for my players, but it doesn't seem to have a locale/language file. is there a option to customize some messages elsewhere? if not, i'd like to ask for adding this in a future update.
and one last thing: i'd like to change text colors, specially for signs. some of us are using texturepacks where signs have a white backround and it's not nice to read the signs...
those things aside, i like the plugin and it works surprisingly easy.
@ryvix leaves have at least 2 different damagevalues each. and it doesn't matter if you get them with creative mode or by using silk touch/shears. they are random and i found it out after MC 1.3.x release. try it yourself, you'll get f.e. 2 different stacks of oakleaves if you harvest them. solution to the problem would be adding the other leaves with their dv to the items list. i just didn't set up shops with leaves, cause getting leaves is a piece of cake an no one uses so much leaves that he have to buy them...(?)
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Posted Sep 18, 2012I mavenized HyperConomy for you https://github.com/RegalOwl/HyperConomy/pull/2
It can be built automagically with Jenkins, more info in the pull request
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Posted Sep 18, 2012Hi there,
We noticed that leaves weren't working. We couldn't sell leaves to the shop. I see them in the items.yml file but maybe they have the wrong data value or something. I don't know if that is related to the items having different values when on the ground or when in the hand or not. I am not 100% sure which values you are using from where just yet, just thought I should let you know. I don't know if there are other items that don't work or not
Thanks!