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 Dec 2, 2013@RegalOwl
Yes, everything as you stated. I also simultaneously updated Hypermerchant to its new version (could be unrelated though).
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Posted Dec 2, 2013Any possibilities to make the items for /makedisplay to their default name? most of the time i am figuring out under what itemID it has to be in order for it to display properly.
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Posted Nov 30, 2013@ryanthemagi
So you were updating from .973 to .974.1 with 'hook-internal-economy-into-vault' to true and 'use-external-economy-plugin' to false and it set all Essential's balances to 0? Was there anything else needed to cause it? I'd like to reproduce this so I can make sure it's no longer an issue. I've been looking at the code and I don't yet see how it's possible.
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Posted Nov 30, 2013@RegalOwl
I used /bal. It's not just that everyone's money was displayed as 0, but when I went into the userdata folder in my FTP, every single balance was reset to 0. To test to see if it was Hyperconomy's fault, I installed a backup, loaded the server, and the same thing happened. I then deleted HC, restored the backup, and it was fine. This led to me tinkering with the config settings of HC until I changed the previously mentioned options, at which point it worked properly.
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Posted Nov 30, 2013@ryanthemagi
I don't think there is any way your data was actually deleted, especially since it's not even stored in the HyperConomy folder. Did you check your balance with /bal instead of /hcb? /hcb or /hct would show 0 since HyperConomy's balances are 0 by default. HyperConomy was just using its internal economy instead of hooking into Vault.
The latest dev build will set the configs to try to use an external economy by default to avoid confusion.
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Posted Nov 30, 2013@shmancelot
Let me know if you'd like any new API methods.
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Posted Nov 30, 2013I'm not sure if this is a Hyperconomy, Hypermerchant, or some other issue, but I installed the new versions of the aforementioned plugins and after reboot, every single person on my server's balance was reset to 0 (essentials). Any ideas?
EDIT: I think I figured it out. I installed a backup of my userdata folder, booted the server, and again - all the balances of every player was reset to 0. I re-installed the backup, and set 'hook-internal-economy-into-vault' to false and 'use-external-economy-plugin' to true. This fixed the issue.
If I didn't have a backup of my userdata file, I would have been totally screwed. You may want to look into this.
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Posted Nov 30, 2013For those using HyperMerchant menus, a development version has now been released that is compatible with version 0.974.1 of HyperConomy. It can be found on the HyperMerchant github page, in the "jar" directory.
I stress that it is a dev version, so please if you find a bug or features are missing that you feel should be included, let me know =)
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Posted Nov 28, 2013@caribbeancruzer
Ah, I see what you mean. That is an important thing to add for buy shops. I'll add that to the todo list.
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Posted Nov 28, 2013@RegalOwl
Thanks for the prompt reply, what I mean by the second question, is there a way to cap the # of a item people can sell to you in a player or global shop. Example I may have $10,000 and buy bread for $4 each. Now a person could produce a ton of bread and sell it all to me and drain my funds. Instead I would want to say, I will buy bread but once I have 70 bread in stock, I would no longer buy bread from players till my max stock level has been lowered.
Once again thanks for your detailed replies and quite detailed plugin.
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Posted Nov 27, 2013@caribbeancruzer
The idea for player shops is that you only put in what you actually want to sell, or set the item to buy only with "/ms status [item] buy". By default all items can't be traded at all in a player shop.
I'm not entirely sure what you mean by the second question. If they sell a huge amount of an item the price will go down unless it is static. This will inject money into the economy when first starting HyperConomy, but only if using server shops. If only using player shops/chest shops no money will be added. The amount of money added from server shops can be lowered by lowering the price of all items with /scalebypercent value [percentage] and /scalebypercent startprice [percentage].
I may add this in the future, but it's somewhat complicated to pull off. You're the second person who has asked though so I can look into it again.
There are too many items in the default economy to show them all at once with a single command. The web page (HyperConomy Web) is one way that you can view all items and stock in a shop on a single page. It's linked above.
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Posted Nov 27, 2013Couple quick questions, I am evaluating this plugin for possible use but am concerned about the lack of ability to limit the amount of stock a person can sell as it could quickly drain a owners funds. Is there any ways around this as I see this feature is not yet implemented.
Second question is semi inline with the first, it would seem a person could quickly exploit the economy by just rapidly selling items, will stock caps exist for global markets along with player?
Third Question, any chance to use double chests for buy/sell/trade chests? Example would be if I wanted to buy/sell wood in large quantities, a single chest is quite limiting.
Lastly, maybe I have missed it, but is there a quick way to see what people are offering in their shops without having to /browesshop something that just provides a complete list of all items currently offered in one single command?
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Posted Nov 26, 2013@Vilicus
I think it will still work to make two shops next to each other and then change the display message to be either blank or match the first shop's using /setmessage This used to work a bit better than it does now. Now it may display the shop entry message when switching between shops.
Transaction signs currently can't interface with a shop, only with the economy that it is a part of. I'm working on a new map frame shop which will be able to integrate with shops.
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Posted Nov 26, 2013@Malachi21
hehe On top of the constant updates, this is really the only economy plugin that adds the ability to create trade between different locations.
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Posted Nov 26, 2013@MikeGold
Not yet, but I'd like to add that. I'll see if I can add that along with aliases and other custom item setting such as damage or enchantments.
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Posted Nov 26, 2013@Nikoskio
Will do. :) I will try to use the map frames to integrate transaction signs, information signs and item displays.
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Posted Nov 26, 2013@D496580
Sounds like a good idea. If you'd like we could work to integrate something like that into the plugin.
As far as taxes do you have a better idea as far as how to increase the price for sales/purchases? Tax in HyperConomy is more or less just a markup percent that transfers the excess % to an account.
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Posted Nov 25, 2013Thsis is pretty much the only economy plugin that is STILL being updated frequently. I will be using this for my server exclusively.
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Posted Nov 25, 2013Forgive me for I am an idiot. A few things I would like to know before I use this on my server.
Shop sizes, do they have to be cuboid in shape? I've managed to resize but i couldn't figure out how to add on cuboids to the original shape to increase the size. Can you only resize the one shop shape? Like if i wanted to make a shop T-shaped, is that configuring possible by adding additional cuboids to the original?
Transaction signs, if within a player shop, does a person buy and sell from the inventory of that players shop or are transaction signs like a global type of deal where they take from a server-wide inventory.
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Posted Nov 24, 2013Is there a way to add to the store items with custom name/lore?