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 Jan 14, 2013@KStorm1
Thanks. :)
Do you mean a tax rate sign that shows the tax rates for purchases, sales, enchantments, static items, or initial items? The tax % can change if dynamic tax is enabled, so I'm not sure how well this would work.
Taxes are calculated per sale. So selling a stack of 64 items will result in the tax being calculated for all 64 items at once.
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Posted Jan 14, 2013@Zilacon
Hmm, I can't seem to reproduce this one. I'm not sure how it's possible. Does it still occur if you restart the server?
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Posted Jan 14, 2013@AssRealm
Your error is likely caused by a corrupt displays.yml file. Are you using item displays?
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Posted Jan 14, 2013Getting this error now:
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Posted Jan 13, 2013http://pastebin.com/R1tFfGtE
Error with HyperConomy 0.959
Craftbukkit latest version 1.4.6 R0.3
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Posted Jan 12, 2013RegalOwl, you are amazing! This is by far the best shop mod, econ mod, out there.
One more thing to add in, maybe you can make an info sign that shows tax rate?
This kinda ties into the math also, when you are calculating tax, does it tax the amount as a whole, or add them up individually? Because with my small increments of cost, if they tax individually, the tax almost always come out to zero, despite the fact that I expect a small amount if sold in a stack.
I'm hoping it calculates tax after the stack gets sold. Although I'm sure this will be answered once I get the mod installed to the latest dev build and run a few admin tests.
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Posted Jan 11, 2013@RegalOwl
After server restart, issue went away.
Thx
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Posted Jan 10, 2013@KStorm1
I've added an option to disable selling when you have less than the requested sell amount. It's in the latest dev build: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/95/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.959-SNAPSHOT/hyperconomy-0.959-SNAPSHOT.jar
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Posted Jan 10, 2013@KStorm1
I see what you mean. Allowing players to sell less than what was on the sign was actually a feature request. I can add a config option for this so it can be set either way.
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Posted Jan 10, 2013@Zilacon
@amojica
Can you try this build and see if it fixes your error? https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/94/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.958-SNAPSHOT/hyperconomy-0.958-SNAPSHOT.jar
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Posted Jan 10, 2013Thank you for this mod, it is so good in combining a lot of different mods together making things so much easier.
I would like to make one suggestion though. Please make it so when you set a shop to sell say a full stack of 64 items, and buy a full stack of 64, do not let players sell in increments. Because when dealing with say an emerald market, you tend to set things a bit lower than .01 per item.
Say if I wanted 64 of a said item like seeds to sell for .5 emeralds, each piece is effectively 0.0078125 emeralds. Selling 64 at a time would net me .5 emeralds, but if you have say 65 seeds, you would sell the last one for .01... Making an exploitable situation where someone can sell 65 seeds for .65 instead of .5 for the intended price.
Not a huge deal, but just something to think about. It would also discourage people who don't "farm" said item to cash in on the item by selling individual pieces they find randomly.
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Posted Jan 10, 2013@RegalOwl
Yup.
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Posted Jan 10, 2013@Zilacon
Does this still occur for you on version .958?
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Posted Jan 10, 2013@amojica
Does this still occur after a server restart?
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Posted Jan 10, 2013@Carambaz
I could add an /hcset command to allow you to set all options at once.
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Posted Jan 10, 2013@amojica
@Zilacon
Will look into these errors tonight hopefully.
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Posted Jan 9, 2013@amojica
Getting this error :(
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Posted Jan 8, 2013I'm using 1.4.6-R0.3 , ver 958 , using YAML , and get the following every 4 minutes:
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Posted Jan 7, 2013hm....the price console is very hard, 400+ item, how can i everytime /setmedian...../setstock...../setstartprice......
can u make more easy for set
like /set [item/ID] [1] [2] [3] [4]
[1] = stock , [2] = median , [3] = startprice ,[4] = staticprice
example : /set diamond 1000 1000 300 0
at the item.yml when i set wrong 1 space will not work full list :\
and hope default all item disable the price, i lazy for tune something not selling item...
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Posted Jan 6, 2013@RegalOwl
Hi, seems to be working now. Thank you so much. I love this plugin.