RealStore
RealStore
Overview
RealStore allows users to create stores in which to sell goods. Goods are purchased with item-backed currency such as gold nuggets, gold ingots, gold blocks, diamonds, and diamond blocks. Stores are created from chests and each item may have an individual price. This includes sub-items such as colored wool. The store may also have a default price for any item which does not have a specific price. Any purchases from the store are deposited in coffers that the store owner has defined.
Features
- Allow players to setup stores and set prices
- Anti-grief included on stores and coffers
- Customization of prices on items in stores
Commands
All RealStore interactions start with /RealStore or /rs
- /rs coffer add - The next chest a player hits will become a coffer
- /rs coffer remove - The next chest a player hits will be removed from their coffers
- /rs store add - The next chest a player hits will become a store
- /rs store remove - The next chest a player hits will be removed from their stores
- /rs price $$ (where $$ is a number representing the price of an item in gold nuggets) - The next store a player hits with an item will have the price set to $$ for that item in the store
- /rs price $$ default (where $$ is a number representing the default price for items in gold nuggets) - The next store a player hits will have the default price set to $$ for any item whose price has not been set.
Permissions
- RealStore.* - Allows players access to RealStore transactions. There are no sub-permissions as all features require one another.
Currency
In-game currency may be interchanged in any way. The important thing to remember is Diamonds will only be used as change if a player has diamonds in their inventory.

- Gold Nugget - The base currency for all items
- Gold Ingot - Equal in value to 9 Gold Nuggets
- Gold Block - Equal in value to 9 Gold Ingots or 81 Gold Nuggets
- Diamond - Equal in value to 1 Gold Block, or 9 Gold Ingots, or 81 Gold Nuggets
- Diamond Block - Equal in value to 9 Diamonds, or 9 Gold Blocks, or 81 Gold Ingots, or 729 Gold Nuggets
Configuration
None currently
Use
Setting Up a Store
- Setup a coffer on a chest using /rs coffer add, which is where the currency will be deposited from store purchases
- Setup a store on a chest using /rs store add, which is where players will purchase items from you
- Set prices on your store using /rs price $$ (where $$ is the value in nuggets) then hit the store with an item to set the price of that item
- Set the default price on your store using /rs price $$ default (where $$ is the value in nuggets) then hit the store to set the default price. (The price of any item that did not have it's price specifically set with /rs price). Without setting a default price, any item that did not have a specific price set will be 1 nugget.
- Place any items you want to sell in your store
Purchasing From a Store
- Open the store by opening the chest
- Click on an item in the store to check the price
- Take a single currency item from your inventory and click on the item you wish to purchase
- The currency will be deducted from your inventory and deposited in the store owner's coffer
- The purchased item will be deposited in your inventory
Special Notes
- The currency item on the cursor during a purchase will not count toward what you can spend, therefore it is recommended, that a stack of one (1) gold nugget be used to purchase an item
- Any currency in your inventory will be 'colored up'. For example, if you have a stack of 64 gold ingots, they will be turned into a value equivalent in gold blocks
- If, during a purchase, you have a diamond in your inventory it will 'color up' using diamonds. (This may soon change)
- Diamonds will not be deposited in coffers, only an equivalent amount of gold
- If all of a store owner's coffer's are full, it will send the items directly to the owning player if they are online. If they are not online, no deposit will take place and the money will be lost!
- A player may setup as many coffers as they wish, currency will be deposited in the first coffer and when it is full, it will try the next, and so on.
- Coffers and Stores may not be broken by normal means by any player.
- A player may not open another player's coffer, though there is a special way to rob a store or coffer! :)
- Tools and Weapons in stores are unique based on type and damage values. Therefore a used diamond sword is considered different than a new diamond sword.
- Enchantments are not considered when setting item prices. Therefore a diamond pickaxe with SilkTouch I would be considered the same as a diamond pickaxe of unbreaking I. To set different prices of these items, use the damage modifier mentioned above.
Bugs
Because of the vast nature of this plugin, please use the GitHub Issue tracking system to submit bugs, issues, and feature requests. GitHub Issue Tracking
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Posted Apr 2, 2012Okay, I will wait until you implement admin shops if you ever do before I use this plugin. Keep up the good work!
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Posted Apr 2, 2012Okay, I will have to wait for now then to implement this plugin. I will be watching for the update sometime in the future.
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Posted Apr 2, 2012@TaterTotsYum
Interesting idea. Currently, no this is not included. I may look at including this in the future.
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Posted Mar 31, 2012Are there anything like admin shops? ex. Unlimited stock and/or no coffers needed?
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Posted Mar 28, 2012@bigscary
bigscary,
If you truly believe that this enhancement is a must, then please be so kind as to put the issue into the Ticket system as an enhancement, and I will see about implementing it. You are right that it would not be difficult to modify the pigmen drops, and it would be a configuration option... with a default of false. :)
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Posted Mar 28, 2012Farming pigmen is mostly without risk. They're super easy to kill, and the nether is much less dangerous than night time even above ground in the normal world.
I realize there are other plugins which can be used to close this gap, but it's simple for you to add a quick feature to stop those specific drops. Because it's simple, I think you should do it - when a plugin leaves a gap that must be filled by another plugin, there's a chance that will cascade down into some ugly business. In general, I think any plugin developer who changes Vanilla gameplay in a way that allows for exploit should plug the gap, unless it's very complicated and expensive to do so (that's why I don't ask you to roll your own version of Obfuscator).
Anyway I know you'll do what you want to do, so I'll stop arguing now. :)
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Posted Mar 28, 2012@bigscary
bigscary,
As part of any economy, the ability to 'earn' currency is a must. Farming pigmen is not without risk, especially in the nether. This is the same as mining for gold. These are ways in which players would be able to build their currency, their jobs, if you will.
There are, I am sure, plugins that will modify mob drops, though I would suggest not removing player's ability to earn currency in ways other than selling as this would, I believe, have a negative impact on the economy.
It is my intention that the next beta release of this will include the ability to modify the currency and ratios, which may create a solution to your concern.
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Posted Mar 28, 2012Hi archmage, I think this is an excellent idea and I plan to try it on a future server, if I can just get my hands on one. I have a small concern. Because zombie pigmen are passive until you fight them, spawn all day/night regardless of light level, and are easy to find due to the openness of the nether, I worry that players will "farm" gold nuggets rather than doing something useful like looking for valuable items they can actually trade with players. Will you please consider adding (at least as an option) a feature which will prevent pigmen from dropping gold nuggets?
I plan to use anti-x-ray (orebfuscator) to eliminate other cheats that would hurt this economy.
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Posted Mar 25, 2012Definitely trying this plugin, this is literally a super sexy plugin. Now all I need is someone to make a way to buy griefprevention sub-divisions and claims with an economy like this. Then my server will have a true currency. Thank you for this super sexy shop system. I will recommend!!!! -Tyler
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Posted Mar 21, 2012@ArchmageInc
Excellent! I'll download and install this evening and will route any player issues that come up through GitHub.
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Posted Mar 21, 2012@manyamile
manyamile,
Thank you for the geological history of the commodity value in gold. I always appreciate when people are able to provide research for their arguments. One of the main things to keep in mind is simplicity. This is, after all, a game. What I was able to pull away from your statement is that the occurrence ratio of these materials is close to 8:3 and that you agree the use value of diamond is greater than that of gold. Therefore it should have an increased value ratio. 9:1 is not terribly far from 8:3 (About a 26% increase in value of diamond) Which seems appropriate. In essence, your research has validated my approximation. :)
Never-the-less, I am currently working on adding configurabliity to currency and conversion rates so that an administrator may set the value as they deem fit.
At any rate, I have released the Beta version of the RealStore, in hopes that I can get some groups to test this and report any bugs. If you are willing to have your players test this, please do. Any issues should be reported through the GitHub interface which is linked above, as well as from the Ticket system.
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Posted Mar 20, 2012@ArchmageInc
I like the idea of multiple commodities acting as stores of value and agree that you should be able to convert between them. Regarding the value ratios though, you may want to consider the following real world example.
Geologically, silver is about 17.5 times more abundant than gold in the earth’s crust (.07 parts per million to .004 ppm, respectively, according to the USGS). Something close to this ratio has been recognized historically for thousands of years as a means of setting the relative value between gold and silver.
In Roman times, it was set at 12 or 12.5 to 1. The United States fixed it by law to 15:1 in 1792 under the First Coinage Act. France followed in 1803, fixing it to 15.5:1. The U.S. Congress passed the Second Coinage Act in 1834, slightly tweaking the gold/silver Ratio from 15:1 to 16:1. This better reflected market values at the time and drew it closer to the geological ratio.
With that in mind, I pulled the following data* from http:www.minecraftwiki.net/:
While I'd initially thought that it would be easy to create an exchange rate of roughly 84:8:3:3 from these ores based solely on their scarcity, that may not be the best method given that Diamond offers significant value as a commodity (armor, tools) whereas Gold is much more limited (Powered Rails being the only real product of value), and Lapis is strictly decorative.
Good luck sorting through the conversion ideas. I look forward to seeing what you do here and I'm sure my server's community would be willing to test this as you develop it.
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Posted Mar 20, 2012@manyamile
I defiantly wanted diamond to be included as a currency, and therefore it had to have some conversion from gold. The conversion should also be a common conversion within the system of the game (i.e. 1:1, 9:1, 1:9) Since 1 Gold Ingot = 1 Diamond did not appropriately emphasize the value of a diamond, the only next viable option was 1 Gold Block = 1 Diamond. If that were deemed insufficient, the only next viable option would be 9 Gold Blocks = 1 Diamond, which seems excessive.
As an after thought, in doing the 1:9 Gold Block: Diamond would allow me to add a crafting recipe in which players would be able to convert from gold to diamond on their own. Which may or may not be a bad thing.
I could have an inconsistent conversion between gold and diamonds (i.e. 2 Gold Blocks = 1 Diamond) but that didn't really fit with what I wanted to accomplish.
I would like to improve the ability to modify the currency conversions, though I have it marked as an enhancement until I can get the basics of the plugin off the ground.
I would be great-full if anyone were to test what is currently available, as it will help speed up the process of getting this released.
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Posted Mar 20, 2012Posting a comment so I'll remember to come back and check on this plug-in.
I own/admin the servers for monkeyhustle.com and many of the players on the mhkids server want to set up shops using chests to sell items. Most of the econ plug-ins I've reviewed are overly complicated for their needs. I want a commodity-backed economy, preferably gold, that allows any player to open a store by placing an item in a chest and defining the price.
I'm curious though, how/why did you come up with that particular conversion rate of gold to diamond?