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 Nov 2, 2012HyperConomy is taking 1714ms loading time (NoLagg examine) Which is really bad!
-
View User Profile
-
Send Message
Posted Nov 2, 2012@ricktza
Try switching it when your server isn't running. I'll check out the /reloadfiles command to make sure it's working.
-
View User Profile
-
Send Message
Posted Nov 2, 2012My config keeps resetting back to the old one when i enable sql...
I've entered the details correctly, am i missing something? maybe the address needs quotes?
-
View User Profile
-
Send Message
Posted Nov 1, 2012@GamingG
It was a dumb bug in the language file code... Sorry about that. Here's the fix until .953 is approved: https:dl.dropbox.com/u/72185894/HyperConomy.jar
-
View User Profile
-
Send Message
Posted Nov 1, 2012With HyperConomy v0.952 and the latest bukkit beta build, running just about any command results in this error (and nothing happens in-game except the internal error message):
http://pastebin.com/evpRGmNt
-
View User Profile
-
Send Message
Posted Nov 1, 2012@mrchasez
Interesting, I'll look into it.
EDIT: I'm not sure what caused that, but it shouldn't be possible in the next version.
-
View User Profile
-
Send Message
Posted Nov 1, 2012@RegalOwl
Using 1.4.2-R0.2 I now have errors I didn't on 0.1
http://pastie.org/5168794
-
View User Profile
-
Send Message
Posted Nov 1, 2012@Etsija
See if you have any backups of your signs.yml file in your HyperConomy/backups folder. It should automatically make a backup on every update and when you use commands like /scalebypercent. You can also make manual backups with /hcbackup
If you do have a backup you could just restore your signs.yml file from backup. (First make sure that that is actually the problem. If your current signs.yml file looks normal we can investigate further.)
Are you using SQL mode or YML mode? If it's YML mode, it sounds like some of your HyperConomy folder was either corrupt or deleted. If you're using SQL mode I'm not sure what is happening with the history signs. Perhaps it could be related to the issues with the other info signs.
-
View User Profile
-
Send Message
Posted Oct 31, 2012@RegalOwl
HyperConomy still works. I can use its commands. Also after a restart, sell/buy signs now work again, but all of our hundreds of price and stock signs are empty (they show only the name of product, but no numerical info), and history signs only show a question mark.
What could I do to try to fix this?
-
View User Profile
-
Send Message
Posted Oct 31, 2012@Etsija
Do your shops work? Is HyperConomy running? Have you tried restarting?
Also, does HyperConomy still prevent the signs from being destroyed?
-
View User Profile
-
Send Message
Posted Oct 31, 2012Version 0.95 in use. Nothing has changed in our server at all in the past few weeks. Today, HyperConomy has just completely stopped to work for the buy/sell signs. Completely - meaning nothing happens when you click them.
Mind you, we have NOT changed anything on our server.
No errors on Java console either. The signs are just dead.
...and no, we haven't upgraded to 1.4. Still running 1.3.2.
-
View User Profile
-
Send Message
Posted Oct 31, 2012@Underestimate
I'm not sure what you mean. How would refreshing help? Are the signs alright in your signs.yml file or are they messed up there too? If this is a bug, any additional information would be helpful for fixing it.
Your shop looks nice. :)
-
View User Profile
-
Send Message
Posted Oct 28, 2012Here are the 1.4 items for those looking to update. They'll be included in the next update.
1.4 Items
If you're using YML mode just paste them into your items.yml file. If you're using SQL put them in your items.yml file or replace your items.yml file with this file and use the /loaditems command to import the new items.
EDIT: If you're using SQL wait to do the import until the next build is out. There seems to be a bug in the /loaditems command. The latest dev build will work fine as well.
-
View User Profile
-
Send Message
Posted Oct 28, 2012@jwmpine
That's a good idea. I can add that to the todo list.
-
View User Profile
-
Send Message
Posted Oct 28, 2012@mrchasez
By load time you mean just as your server is starting? Are you using SQL?
I am curious to know what the 1582 spike is from, but if you're using SQL it's likely just from loading all the data into RAM. There is a lot of data to load and SQL isn't nearly as fast as code running in RAM, so a spike like that would be expected for server load. Because it's done all at once it won't actually cause long term or noticeable lag for anything. If there were many spikes that's when it would be concerning. To be consistent between YML and SQL the YML mode actually uses the same data structures that SQL does, so it's possible that loading all the data would also cause a spike in YML mode. Either way, a one time spike like that is totally harmless and isn't worth avoiding. Spreading out the load task over time would just slow down the server load process.
The other thing that will cause spikes like that is when it saves to file. If you don't want to save to file periodically you can just set the save interval to a very high number. Generally it's a good idea to save every once in a while since a server crash is always possible. I think it saves every 35 seconds as a default. I'll increase the default interval for the next version.
-
View User Profile
-
Send Message
Posted Oct 28, 2012@RegalOwl
Hey this plugin is being super intensive. At 1582ms load time. Here is the nolag report: https://dl.dropbox.com/u/40465785/2012_10_28-15_47_33.exam
-
View User Profile
-
Send Message
Posted Oct 24, 2012@RegalOwl
well i didn't want npc shops to have unlimited only because the idea was they only had a limited amount of stock that was easy to obtain but it costs at a higher price. Why i was wondering if there was a restock option that you could set as a timer that would restock the shop with extra supplies every few days or w/e. Like it was getting a shipment.
This is so players would be more likely to have their own shops to compete with more stocked items.
-
View User Profile
-
Send Message
Posted Oct 24, 2012@jwmpine
If you use static pricing there is now an option for unlimited stock. Just set unlimited-stock-for-static-items to true and any item with static pricing will have unlimited stock.
I will likely add admin chest shops as well which could have unlimited stock.
-
View User Profile
-
Send Message
Posted Oct 24, 2012Is it possible to set up admin/npc shops so that they restock after so many hours/days?
Only ask because as nice as setting up starting stocks are a player could buy them all out and really cause an issue.
-
View User Profile
-
Send Message
Posted Oct 23, 2012@mrchasez
Some of those errors are probably due to a harmless bug that will be fixed in the next release. Some might be from some unknown bug. Most errors shouldn't cause any harm, but I would like to fix them. The one where it was passed 'null' is interesting. Not sure where that would come from. Do you have a stack trace for that one? I basically set the plugin to record any possible error, even if it's harmless, so that it's easier to detect and fix bugs.
Also, If you're running the current development build there is a bug that produces lots of errors due to the new item displays.
I can add an option to turn off error saving as well....