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 28, 2012@RegalOwl
We spent days working on our prices. We can't simply change them
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Posted Sep 28, 2012@RegalOwl
I am not really sure if the leaves decay once placed still but they do appear to have different data values. I also noticed that some items had different ID values when placed from when they are held in the hand such as redstone, repeaters (on and off and in the hand have different values), redstone lamp (on and off), signs, cauldron, brewing stand, cake, sugarcane, and even some others that should be remapped which may not really have anything to do with your plugin. For example you couldn't really sell water or lava to the shop but I mapped those to water and lava buckets. There are various other interesting items like soil mapped to dirt, seeds or sprouts, beds, doors, double placed slabs, tripwire, flat snow mapped to snowballs, cocoa beans and nether wart. And a bunch of others as well that are unique in their own ways which I had to remap IDs, data or durability values.
So I was thinking it would be useful to be able to add multiple IDs, data and durability values as one item. However your API doesn't even need the data values to get the true price, only the ID and durability and then it must get the data value from the items database. So, pretty cool stuff =)
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Posted Sep 27, 2012@mrchasez
Testing the latest version of BOSEconomy, I'm able to replicate your less than .50 cent bug. This means the bug is either in BOSEconomy or Vault and not HyperConomy. At least the error message is fixed, though it was entirely harmless.
I tested it with both Essentials econ and iConomy and both work as expected. Chances are it's an issue with BOSEconomy and not Vault. It appears that BOSEconomy cannot handle any amount less than $1. If you make all of your item prices multiples of a dollar it will work alright. You can use "/scalebypercent value 200" and "/scalebypercent startprice 200" to double the price of all items. 400 would quadruple the price etc.
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Posted Sep 27, 2012@mrchasez
I think I found it...I'll have a fix in just a moment. I'm actually not sure that the error message is even related to the issue with items worth less than .50 unless there is some exploit related to it that I can't think of.
EDIT: Here's the fix for the error message: https://dl.dropbox.com/u/72185894/hyperconomy-0.950-SNAPSHOT.jar
From the looks of it, however, I doubt it's related to the < .50 cent issue. What version of boseconomy are you using so that I can replicate your environment?
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Posted Sep 27, 2012@RegalOwl
We are using BOSEconomy, everything over 50 cents pretty much works. However stuff like 0.05 cents don't
There is an error folder with 100 folders in it whats going on. Here is the error: http://pastie.org/4832589
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Posted Sep 27, 2012@mrchasez
I'm not able to reproduce this with a fresh server install. What economy plugin are you using? Also, are you getting error messages? Perhaps it's related to that? Could you send me the stack trace from your previous error?
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Posted Sep 27, 2012@RegalOwl
Hey, we just found a major bug. If users buy any item under 1 dollar, 1 by 1 it don't charge them. Meaning they can buy 50 stacks of cobble stone 1 by 1 and resell for a lot of profit. Or stone, or anything.
Please give me a quick fix.
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Posted Sep 27, 2012@ryvix
Yeah, linking items does seem like a good idea. If I included a price factor in the link then servers that want to link equivalent items would be able to do so. (For example iron blocks could be linked to the price of iron ingots.)
I'll test out the leaves myself. If they don't behave as natural leaves then it seems pointless to give them a separate damage value for silk touch. I was hoping that it actually worked...since that might allow some interesting redstone designs/traps.
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Posted Sep 27, 2012@jwmpine
Alright, well just let me know if you find anything. :) HyperConomy likely does use more RAM than most plugins so it could definitely exacerbate a RAM issue.
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Posted Sep 27, 2012@regalowl I think it did memory leak it was just a one time thing. We've been having issues with my server randomly restarting and we think it's attached to the ram. I more or less was sending in issue hoping that it was somethng known and could be fixed lol.
But it seems like after I took hyper offline the restarts keep happening so just ignore my first post as it doesn't seem to be tied to any issues and might of just been a 1 time error.
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Posted Sep 27, 2012@mrchasez
Could you send me the stack trace as well? There is some sort of bug for that error to appear, but it should be harmless. I'll work on a fix once I find the issue. Do you have an item called "porkchop" on your server? If not the error is likely something simple in one of the player commands.
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Posted Sep 27, 2012@NotYetRated
I can look into command customization.
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Posted Sep 27, 2012@jwmpine
I'm not aware of any memory leaks. It runs fine on my server for many hours. If there is one I will need the errors or more information to find it. Why did your server provider think HyperConomy has a memory leak? Any additional information, or a stack trace, would be appreciated.
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Posted Sep 27, 2012I am getting tons of errors like this; http://pastie.org/4828990
Yet the plugin is working fine?
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Posted Sep 26, 2012Any way we can get a method of changing your commands? I have another plugin which uses /hs, and it is used far more frequently than the hyperconomy /hs.... would be beneficial to be able to change it.
Also, do you have any write ups on the "multiple economy" support? I would like to see how it works, and what I can do with it.
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Posted Sep 26, 2012So my server provider after looking into my errors informed me that chatmanager and hyperconomy were creating massive memory leaks and causing my server to restart randomly.
Is there any fix for hyperconomy to solve this because I really don't want to get rid of this. I'd give you my error but it's not something I can simply copy and paste because of how large of the error it is.
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Posted Sep 26, 2012@RegalOwl
Well they don't seem to decay if I put them down but maybe they would have if I left them in the tree. I don't know. But it is possible to change the 7 jungle leaves to 15 jungle leaves if I place them and use silktouch on them again. I might have to put them in the air or something though. I don't really know exactly. But they did change eventually and I don't know how to change them back to 7s so maybe that isn't possible. Either way it seems a bit strange to add them as different items.
So it isn't possible to link them then yet somehow? That would be awesome if I could add multiple items as one or link them in some sort of relation.
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Posted Sep 26, 2012@mrchasez
Just use the alias for /buy which is "/by".
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Posted Sep 26, 2012@ryvix
Ah, that's nice that they added that. Silk touch leaves must be the same as natural leaves then, which means that they're a totally separate item from normal leaves. (The difference being that natural leaves will decay without nearby wood whereas normal leaves will not.) I will add them as a new item in the default yml in the next version. There isn't currently a way to have multiple data values for an item, though that could potentially solve some future issues.
For now you could add them yourself if you'd like. Just use /ymladditem and if you're using SQL /loaditems afterward.
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Posted Sep 26, 2012We have buycraft so /buy isn't working What do we do??