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 Nov 9, 2012@z00100100
It doesn't need to be off, but the plugin does need to be disabled with /hc disable. When you're done editing type /hc enable.
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Posted Nov 9, 2012At first couldn't figure why the configs wouldn't stay edited. Then figured out that server needs to be off to make edits to the configs.
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Posted Nov 8, 2012@chrisk123999
Ah yep, this will be fixed in the next version and is fixed in the latest dev build.
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Posted Nov 8, 2012For some reason all the commands aren't returning anything. /hc is the only one that shows a list. For example: "/hc info" doesn't send anything to the client.
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Posted Nov 7, 2012@Etsija
If there is nothing on the sign except an item name, there is no data stored anywhere that can repair them. You don't have any server backups that would contain the signs as they looked prior to the corruption? You could also just edit the signs with the signedit plugin and then run the /repairsigns command.
The command searches through all specified blocks and finds any HyperConomy compatible info signs and then adds them to your signs.yml file. This would allow you to repair all of your signs in the event that your signs.yml was deleted. The command will report that it fixed signs which were already fine; it doesn't care what's currently in the signs.yml file.
All you have to do to virtually guarantee that your signs will not be lost is to run a single backup of them after making them with /hcbackup.
As far as bugs, if you're able to find out what causes sign corruption let me know. There is only one place in the code which actually changes the info signs and I don't know of any bugs in it. I can add some extra checks to make it even less likely that a sign can be wiped, however. My guess is it's something weird relating to a server crash or a /reload or something. I really don't know. My signs have been running fine for months and months so whatever it is, if it exists, is exceedingly rare.
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Posted Nov 6, 2012Hmm, I don't understand what the command is supposed to to, but whatever it does, I'm pretty sure it cannot in the end repair these signs, which the plugin screwed up...(they should be "sb" and "stock" signs):
https://dl.dropbox.com/u/6411310/2012-11-07_07.42.28.png
I think the problem is
It did report somethink like "58 signs were fixed", but nothing happened.
Here's how my signs.yml looks like after the repairs. Basically it is exactly the same as before (i.e. corrupted, as you can see): https://dl.dropbox.com/u/6411310/signs.yml
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Posted Nov 6, 2012@Etsija
K, try the /repairsigns command in the latest dev build. I limited it to a 1 million block cuboid per scan to prevent crashes/extreme lag. So the maximum you can do is a 50 block radius unless you shrink one of the parameters. You can use /repairsigns 50 to just do an area around where you're standing 50 blocks in all directions. Or you could use /repairsigns 100 10 100 to scan around you 100 blocks in the x and z directions and only 10 blocks up and down in the y direction. Let me know how it works.
Only issue with it that I know of is that any data for special enchantment signs is lost. All new signs will end up as diamond enchantment signs.
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Posted Nov 6, 2012Great! Looking forward to it!
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Posted Nov 5, 2012@Etsija
Yeah I could work on a /repairsigns command or something like that. It would be an interesting challenge. And you're right, it might be very laggy. :D I'll see what I can do.
I have no idea how the signs.yml was corrupted.
EDIT: I don't have time to finish it tonight, but I've got it working mostly. History signs and enchantment signs add more complexity, but I should be able to finish it soon.
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Posted Nov 5, 2012RegalOwl, I found out what is causing the sign problem: signs.yml is totally corrupted. It now only contains these two type of entries for the sold items anymore:
1.
2.
No other sign types in signs.yml anymore. We use SQL. So, HyperConomy plugin must have corrupted the file at some point - because we have changed nothing in our server for weeks.
The only backups are from August. Is there nothing else we can do, like delete the whole signs.yml and let the plugin recreate it? Or, could you implement a command with which the plugin would scan our signs and recreate signs.yml? It does not matter if this would use heavy calculation and be laggy; probably it would not be used often at all.
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Posted Nov 3, 2012@ryvix
Definitely sounds like something is going wrong with /loaditems then. There was a pretty severe bug in the /loaditems command prior to the most recent version which could have caused something similar to what you're reporting. (An endless loop) You were using the latest version when you ran the command?
Also, do you have some way to block bukkit's built in item stacking? If not it's probably irrelevant if you hook into HyperConomy since bukkit's own item stacking would still result in allowing the displays to be picked up after the stacking was cancelled in your plugin. If there is some way to block bukkit's item stacking it would be easy to add an API method which returns the bukkit Item objects which are functioning as displays for use in your plugin.
I think the solution that I added in the upcoming version may be sufficient, it makes it much much harder to steal the items (perhaps impossible when combined with WorldGuard), but the most elegant solution would be to just somehow block item stacking for displays altogether.
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Posted Nov 3, 2012@RegalOwl
I am using my own ItemStacker plugin, there is a link in my sig below. Maybe I could hook it into this plugin somehow.
Also the lag is not just for a second or two. it actually near instantly says it imported the items. But then afterwards lags. The CPU went to like 300% and I waited several minutes and it never went down until I restarted the server. From what I can see the items are in there and I don't think that should be taking that long.
I will test the item stacking thing later on too and let you know how it goes.
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Posted Nov 3, 2012@ryvix
I'll work on a fix for the item stacker. I figured there was something that still needed to be done. Are you using NoLagg or a different item stacker?
As far as /loaditems, it has to scan through every entry in items.yml and enchants.yml, so it would probably lag a bit less if there was only the new items in items.yml and a blank enchants.yml. By major lag do you mean just for a second or two or longer? All the database writing is done asynchronously so after the scan it shouldn't lag. I'll test it and see what I find.
EDIT: It sounds like the item stacking is currently also an issue in ShowcaseStandalone. They created a feature request on bukkit's bug tracker for an item merge event but it's not yet been made. I have an idea that might bypass that problem though, we'll see.
EDIT 2: I think I've got it. See if you can find any way to stack with the item displays in the latest dev build. A new build will be out soon. :)
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Posted Nov 3, 2012I am wondering if the default minecraft item stacker can cause probems with this item display feature. I know items will form into a stack if you throw another one close enough. I know my ItemStacker plugin definitely causes an issue with this and will cause the display case item to form into a stack if you throw another identical item onto it allowing you to then pick up the items. I have to disable it in the config.
I also notice when I use the /loaditems command it causes major lag for awhile for some reason or another. I don't know if this should be happening.
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Posted Nov 3, 2012ITEM DISPLAYS
Demonstrates Item Displays, a new feature at .953, to decorate shop or show what items are in the shop.
Can type /makedisplay [name of item], (abbreviated /mkd) which spawns an item where you are standing. Sits on the block (or half block, demonstrated later) below. Item cannot be stolen, moved, blown up with TNT, pistoned, etc. Shows adding all items in 1.4 update. Buy and sell with transaction signs below displayed item.
Can type /removedisplay (or /rdis) to remove item in vertical column you are standing in.
Mentions language files to customize text or translate into other languages. States if we translate all the messages and send to author he will include with plugin. States /setlanguage will change the file dynamically in-game.
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Posted Nov 3, 2012@RustyDagger
For YML mode just paste the items into your items.yml file at the bottom. Here they are: 1.4 Items
For SQL mode do the same thing, or for simplicity just run /hcbackup (if you want a backup), delete your items.yml file, and replace it with the one in the above link. (Rename it to items.yml), and then use /loaditems [economy]. If you want the items in all of your economies you will need to run it for each one.
Static items can have unlimited stock if you enable that option in the config.yml file. I need to update that page. The config entry is "unlimited-stock-for-static-items". Just set that to true and then any item with static pricing will have unlimited stock. (Or, more accurately, the stock will never change from what it's currently at unless you manually adjust it with /setstock.)
Perhaps you could make some example chest shops at spawn, or make some of your own with prices a bit better than the global shop?
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Posted Nov 3, 2012@RustyDagger
We are supposed to use the /loaditems command I believe.
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Posted Nov 3, 2012@RegalOwl
Thanks it worked now :).
/reloadfiles is what i used the first time, then i tried editing the file then restarting.
This time i stopped, edited and started it again :).
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Posted Nov 3, 2012Hey owl,
How do we go about adding all the new items? Just drop in the new version? i'm still running YML.
also How do i go about setting the stock of an item to unlimited as i have some static items that keep running out and I have been manually adding more :( Im normaly pretty good at reading documentation but iv read it over a few times and cant see it maybe i'm just being derp :(
Nice work on the display items seems real simple and neat.
One last thing.
My players have not taken to the player shops at all for some reason they seem to Ignore that they even exist Any idea's to maybe make it more interesting to them?
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Posted Nov 2, 2012@mrchasez
Perhaps I don't understand; why is this bad? The load rarely ever happens on a server and no players will be online to be affected by it unless you're using /reload. Additionally, if it's a major issue for you, it can be largely eliminated by disabling a few features.
I tested it myself and as expected the delay is caused by either a slow SQL database/connection, the web page, or a massive amount of price history. On YML mode with price history disabled and the web page disabled I get a 1.2 ms load time. If you dislike the 1.7 second load you can simply disable those 3 things and it will be gone. With those 3 enabled on a fresh install it ranges between 400-600 ms. It seems reasonable that with a lot of price history, multiple economies, and a slow SQL connection the load might take a couple of seconds.
The MySQL load time is caused by dumping all of the HyperConomy tables into RAM. This has to be done otherwise the plugin would be very laggy during normal use. A one-time 300-600 ms load is worth it to make the plugin very fast and responsive during normal use.