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 25, 2013@leagris
I like the idea of player created shops. Adding that as a feature will be quite complex as I will have to add another layer of abstraction. I'm thinking that every shop could have its own stock. When a player puts an item into their shop, it will not only affect their shop's stock, but it will increase the stock in the economy that the shop is attached to. Players and transactions will no longer be able to directly alter an economy's stock, only a shop's stock. Every shop will have an owner, one of which could be the "server" owner, or whatever the server account is.
The only issue, other than complexity, is performance. If there are many hundreds of player made shops this could be quite intensive. So there might need to be a way to limit shop access.
Here's how it works currently: Chest shops can sell enchantments, but can't buy them from players. Shops and transaction signs collect money and taxes and put it in whatever account is specified as the global shop account. The only way to change the owner of a chest shop is to use a sign editing plugin to change the name on the top line.
I will add a /setchestowner command for admins to alter it. That would be useful.
The only way I'd consider switching to WorldGuard for shop region handling would be if it somehow had better performance. It's possible that it does, but it seems unlikely considering how simple and efficient my region checking code is.
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Posted Jan 25, 2013@RegalOwl
I'd like players owning shops, sell enchant and collect benefit/taxes, is that possible.
Actually, a chest shop can only sell physical items without enchants.
If using a transaction sign, where does the money benefit goes? Shops are only positional data without an actual owner. To which account do transaction signs collect money to? Actually I see no owner name on transaction signs. So no owner on transaction signs, no owner on shops, where does the money go? Is it the global account only?
How about using WorldGuard regions to define a shop/sign/chestshop owner/account? Then getting ride of the shops.yml alltogather?
Alternate question: How can admins or allowed user change the owner/account of a chestshop?
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Posted Jan 22, 2013@DivinityCraft
Oh, you mean the actual bukkit server log? This is probably caused by price change/stock notifications. If you disable notifications they will not show up. "/notify all" will toggle on/off notifications. I can change them to only send notifications to players with the "hyperconomy.use" permission, perhaps, as a fix. For now they are simply broadcast on the server.
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Posted Jan 22, 2013@RegalOwl
It was transactions I was referring to actually, is there an option regarding disabling them showing up in the console and getting logged in the server log?
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Posted Jan 22, 2013Thank you very much for answering and taking your time.
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Posted Jan 22, 2013@Pidjey
Hmm, I guess I need to add those to the commands list. The commands are simply /setfloor [item/enchantment] [price] and
/setceiling [item/enchantment] [price]
What do you mean it's inefficient? You don't have to predict the median stock. The median basically just controls how quickly the price changes. A large median = slow price changes, small median = rapid price changes. Generally more commonly sold items should have a larger median and rare items should have a smaller one. The default medians are generally alright, I think. If you have a small server you can scale them down with something like "/scalebypercent median 50" or make them larger with something like "/scalebypercent median 200".
I don't see how a linear price change would make this any better either. Either the linear system wouldn't allow you to change the rate at which the price changes or it would. If it doesn't allow you to change it certain items will quickly be sold out due to their rate of change being too high, or the price will hardly ever change due to the rate being too low. If linear pricing did allow the rate of price change to be specified per item, then the situation would be nearly identical to the median, except the system would be less forgiving since you'd have to not only pick a reasonable rate of change for every item, but you'd also have to make it more accurate since the rate wouldn't change based on stock levels as it does in dynamic mode.
Maybe I'm missing something though. I could potentially add linear mode if there is a benefit. :)
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Posted Jan 22, 2013@DivinityCraft
What events are showing up? I can add an option to only log transactions.
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Posted Jan 22, 2013How could I set floor and ceiling price?
Bay the way, is there any way to disable hiperbolic system to use linear? I see too ineficient cause its nearly imposible to predict the medium stack spected
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Posted Jan 22, 2013Is there a way to prevent hyperconomy events from showing up and being registered in the console log? I need to reduce the console clutter and I only need the transactions logged in the hyperconomy log file anyway.
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Posted Jan 21, 2013@dahmer55
I haven't tested it on tekkit recently. I can tomorrow.
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Posted Jan 21, 2013I'm so very confused here... I've tried the last two builds and none of them allow me to make signs. I'm using the latest Forgebukkit version, boseconomy and vault are both running, hyperconomy loaded just fine and I can create a shop. I'm in the shop, I try to make a transaction sign as explained in the pages here and all I'm getting on all 4 lines is !? Information signs on the other hand do absolutely nothing, I've double checked all videos and all the information I can find here and I'm doing everything right....yet it wont work :(
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Posted Jan 20, 2013@Zilacon
Ah well, I really don't know why it was throwing that error, but I removed the entire thing and came up with a better system. It shouldn't even be looking for that file in the latest beta build.
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Posted Jan 20, 2013@RegalOwl
I tried removing the space in the path and its still posting the error:
I will try the updated version and see if that works.
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Posted Jan 20, 2013@RegalOwl
It works now... xD Thank you ... :D
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Posted Jan 20, 2013@therealspoljo
Did you try restarting your server? Looks like the plugin is somehow half running.
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Posted Jan 20, 2013@Zilacon
Could you see if the FileNotFoundException is gone in this build? https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/101/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.959-SNAPSHOT/hyperconomy-0.959-SNAPSHOT.jar
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Posted Jan 20, 2013@RegalOwl
Whatever command I type I get the same error...
20.01 20:45:14 [Server] INFO org.bukkit.command.CommandException: Unhandled exception executing command 'COMMAND' in plugin HyperConomy v0.959
Example: http://pastebin.com/mY6HdZBT
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Posted Jan 20, 2013@Dr_Proffesor
To change all the median stocks at once use "/scalebypercent median [percentage]" This will change all median stocks by the specified percentage. (100 = no change, 50 = 1/2, etc.)
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Posted Jan 20, 2013Hello, I'm getting this error when I type /toggleeconomy:
http://pastebin.com/C2D5cnku
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Posted Jan 19, 2013@RegalOwl
What command to change the median for all items at once