HyperConomy

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http://dev.bukkit.org/media/images/75/621/hyperconomybanner4.jpg
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Getting Started|Wiki|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 showcase style item displays. Read below or check out the wiki for more information.

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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.
  • 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

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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

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Donors

  • 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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  • Avatar of roracle roracle Mar 29, 2015 at 06:02 UTC - 0 likes

    @shmancelot: Go

    I'm not sure exactly, but the hyperbolic curve is a good starting point. The goal is not to have things cost a lot of money, especially on tiny servers with 10 people or so. The goal you want is to have things cost very little, so even a little gain seems like a lot.

    In this way we can scale the money system as the server grows. This way if the server has a good few months of player migration and the money system gets going really well, those who still have money in their account after they leave or take a break will not affect the rest of people's ability to trade, too.

    When it comes to the discussion of economies, we should make a note right now that most ideas are going to be dead ends because it is either too inflationary or depressionary, and some ideas just seem good until you either put it on paper or in practice. This really is a trial and error sort of thing.

    Maybe a new project should be started to tackle this issue head on directly? This way it could be built ground up with an "expanding" player base (and economy as a result) in mind.

    The only rule is to not give any money out of thin air. Something has to be traded for that money, and a gold backed banking system with unlimited funds seems to be the easiest starting point. This way only players actively mining gold will have money to work with, and can therefore trade it with others.

    As for making money in the stocks, I'm not expert either, but I've played Minecraft enough to where I can have at least some inclination as to how it might work in the game world.

    Cycle:

    1. Player mines/smelts gold
    2. Player trades gold to bank for backed cash
    3. Player uses cash to buy stock or trade with players

    In this way the only money in the world is what was gathered in gold. IE: world money = how much gold was mined/found (nuggets, blocks, etc that spawn otherwise)

    This is the system I currently have. The uselessness of Gold in Minecraft never ceases to amaze me, but that's why giving it the use of "backing cash" makes most sense.

    I think hyperconomy is fine the way it is, aside from an option for an item-backed system (gold) that can be turned off from the market settings.

  • Avatar of shmancelot shmancelot Mar 27, 2015 at 20:20 UTC - 0 likes

    It's a GOOD idea, and as you say, this conversation is essential, because it is complicated. I am not an investor or broker or banker or accountant or anything like that. I don't have any background in what we are talking about; nothing I have said is conclusive or authoritative.

    Try to imagine a server with only 10 players. What kind of investment system could be made for that little server, that the players would have fun engaging in? I think it will have to mainly be manipulated by the software, since there aren't enough players to keep it evolving/fun. As more players participated (the market activity grows), the software would interfere less.
    If the market is in commodities, (in game items), what algorithms will manipulate the prices?
    I bring this up, because I think there are extremely few servers with the kind of population (a great number of mature players) that would enjoy playing with the market. But there are lots of servers with only a few dozen players who might be interested in the concept.

    Last edited Mar 27, 2015 by shmancelot

    BFAK:90709223,a01af5c3a2a229e9cf522c67f08275a5f79815de2d709b8674048b52bba318d9

  • Avatar of roracle roracle Mar 27, 2015 at 09:21 UTC - 0 likes

    @shmancelot: Go

    Well it was just an idea after all. lol Money is hard to do in Minecraft, but without talking about it the way we have been, it's likely no one will ever make a stable system.

    But you're right, it's almost impossible to do futures with this, which is why I suggested it the other way. I originally had the idea that investors would be a different permission group because it would likely be the big dog players with a lot of money who wouldn't mind throwing their tons of cash around. Remember, everyone is practically working with fiat, so it's not like anything will ever be owed. We have that advantage: debt is eliminated, which solves TONS of problems with economic stability.

    Last edited Mar 27, 2015 by roracle
  • Avatar of shmancelot shmancelot Mar 27, 2015 at 08:21 UTC - 0 likes

    @roracle: Go

    I was thinking of a stock market where investors purchase ownership in a business or corporation.
    The example given is like a futures exchange. That would be more managable.

    In a minecraft futures exchange, where do the futures derive their value? In other words, someone must guarantee that the commodity will actually exist. You invest in dirt futures, someone has agreed in advance to mine that much dirt, or they have that much dirt.
    Or the plugin can create the dirt, but that will push the price down over time, so you would never make long term investments.

    Dirt that is promised through a futures contract can't be sold to anyone else. It has to be stored until the holder of the futures contract redeems it. The futures contract can change hands though, at varying prices, until the futures contract is redeemed.
    By tying up dirt in unredeemed futures, you can artificially limit the dirt supply, causing the price of dirt to climb.

    I think the big hurdle to overcome is making it scale down so small. Even if your server had 1000 players, the need for an exchange is nearly non-existant. In the real world, if you purchased 2000 cubic yards of soil, what would you do with it? You likely don't have the infrastructure to move it, or perhaps the land to store it. Not to mention the time involved. In minecraft you can store 2304 cubic meters of dirt in your inventory in a matter of seconds. Futures trading is neccessary and convenient in the real world, but might seem like a nuisance in minecraft.

    Last edited Mar 27, 2015 by shmancelot
  • Avatar of roracle roracle Mar 27, 2015 at 07:32 UTC - 0 likes

    @shmancelot: Go

    Well, "buying stock" as in, investing in the (say) dirt. Think of stock as another type of money, almost like a bond. You are making a bet that dirt will gain, and the more you bet, the more potential you have to make. Your bet is usually equal to the cost of whatever you might be buying. This can be minuscule such as with dirt or cobblestone, but also it could cost more per stock (as in 1 of an item is one stock, in Minecraft's case). The profits made go to the investors, but ONLY the profit. Once that is done, he can then sell his stock back to anyone who might be buying, or sell it back to the market itself. The best practice of any good economist is to invest a little bit in everything and let the gains of any given item that day support your daily needs at the time.

    Now think of it this way, it's the easiest way to explain: you eventually get there: you bought 20 stock of EVERY item stock in the market. Whew. That's a lot of items, and some items were probably pricey. You bought them at the value they cost (without fluctuation of prices). You don't actually get the items though, you get a bond saying you are backing 20 sand, 20 dirt, 20 oak woods, 20 everything (after all you spread your money to every item). That money goes into the market.

    Say we have 1 coal at 1 cent. You invested in 20 of them, so you spend $0.20 cents on backing the market value of coal. As more coal is bought the price goes up, the demand is higher. Of course you let it reach it's minimum items first so there's that as well. As the value of coal goes up, it might become worth $0.10 cents each, bringing your 20 of them to a total worth of $2.00! You made $1.80! Of course this can go both ways, which is why it's best to invest in a little of everthing, and a little more of everything doing well, and a little less in things doing bad. It's tedious, but would be a fun way to play Minecraft. A new money game for big rollers on larger servers (and an incentive to get more on a server, as well).

    See, the money the players use to buy stock will be injected into the stock market. This raises the amount of items that can be backed when an item is sold before the market runs out of money. The more investors, the more money there is to work with. The more money, the more opportunity for taxes, the more taxes the more jobs (if Jobs Reborn ever implements my idea of paying from a server account only if there's money for it).

    Last edited Mar 27, 2015 by roracle
  • Avatar of shmancelot shmancelot Mar 27, 2015 at 02:20 UTC - 0 likes

    @roracle: Go

    On my server with HyperConomy and GoldIsMoney, one coal has a static value of 1. Gold nuggets have a static value of 9, ingots 81, bars 729 and gold blocks 6561.
    When you purchase something from a shop, gold and coal are removed from your physical inventory. If you don't have any gold or coal, you cannot purchase.
    It is commodity money, except for the balance in the economy account, which I suppose is representative money.

    GoldIsMoney works with Vault, and it works with offline players. Their account balance is whatever gold was in their inventory when they logged off, and their inventory is updated when they log back on. You are not required to use gold as currency, you can configure it to use any items at all.

    I don't think there is a stock market system in HyperConomy. It would be quite the endeavor. What sort of activities would cause a stock's value to fluctuate?

  • Avatar of roracle roracle Mar 26, 2015 at 03:58 UTC - 0 likes

    @shmancelot: Go

    Well, physical "money" is cash; money is the idea, cash is the physical representation. Money is like the pool and cash is what is available to you. Ergo, a number representing how much you have is just as fiat (if not more fiat) than paper money. They are the same thing, but digital numbers are cheaper to produce in real life. In the same way it would take less programming to get a digital currency over a physical coin system.

    Also are you saying I can dictate by setting the static price of Gold and Diamond to what I want? Also, is there a way to "invest" in stock, where you buy a share and if the price goes up you make money, goes down you lose money?

    Edit: The cash pool and money pool are different, but since we have enough fiat in digital number form to cover any supposed cost of anything, it allows us to have a stable system with growth (one could use banks to give interest to inject money into the system, which in turn is made into fiat because that's how Minecraft works: you own your money, you are a lock box).

    Last edited Mar 26, 2015 by roracle
  • Avatar of shmancelot shmancelot Mar 26, 2015 at 00:45 UTC - 0 likes

    @roracle: Go

    Have you used GoldIsMoney plugin?
    You can literally set dirt to be the base unit of currency. On my server I use coal as the base unit, but you can set any items as currency of any value you choose. Then you must set their prices static to match in HyperConomy db.
    As you said, selling 1 dirt for 1 coal makes it easy to game the system. I will have to test that. Maybe I will switch the base unit to dirt.

    Of course players no longer have money in accounts and have to dedicate a number of slots of their inventory to "wallet space". But it is more fun to have "physical" money.

  • Avatar of roracle roracle Mar 25, 2015 at 15:00 UTC - 0 likes

    @RegalOwl: Go

    Immediate question: What would it take to remove gold and diamond from the database for now?

    In the future, it would be nice to allow a feature in the config to track gold and diamond trade and fluctuate, resetting bank's trade prices once a real earth day to the latest "market price" based on what's been traded at the bank that whole previous day, but disable from the market directly, with a minimum price for in case the admin switches between backed/market run economy. The gold can be infinite and diamond can be "once it's sold it's sold" so people have to be careful and keeps the money supply low (as diamond is very useful for other things, thus allowing items made with diamond to cost far more and give players capital gain). Then, if/when the world gets full or almost full (or whatever the admin wants) he can switch over to enabling gold/diamond for free trade on the market? The backed items should be configurable, too, doesn't have to be gold or diamond, could be lapis or nether quartz shards. This should be an option because early on, a physically backed economy is always a good economy. As the server/civilizations grow, a more flexible approach has to be attained, by switching to a full stock market allowing those once unattainable items to now be purchased back and effected by buying and selling, as the mineral wealth (to produce fiat wealth) will run dry, and the goal will no longer be allocation of the physical resource, but allocation of the fiat. That is the second step before entering a true credit based society (which is the step before a post-hunger society where money matters much less), which we don't have to address the credit based system yet, and never have to address post hunger on a Minecraft server (we will never have heal commands for the common folk for the most part).

    It's been very difficult finding anyone to help work on making a stable economy. Having tried using multiple plugins to achieve this closed-flexible economy has been frustrating to say the least. I hate the idea of infinite money, but I do believe in the power of the "dollar" inflating and deflating based on how many users there are and how many players are spending. Of course at first the people will be wealthy. This is because for the most part, no one has enough to really sell that they aren't using. The way I sell and buy gold and diamond is using SignShop to make up for the lack of being able to trade, and it's infinite stock and infinite money. SignShop also allows a more functional capitalist economy on top of the free market economy, as they naturally compliment each other in practice and in ideology. This also allows for using things like SlimeFun and all the items in that to trade among each other if they are not in the stock market, merchandising is where the real money is at!

    However the goal isn't to have a LOT of money (though a billion dollars or even 100 billion would be considered "top tier" in an extreme case), it's a race to have the MOST money of what is available! Regulating the amount of money helps keep prices low, so the dollar itself can flux. This is based on people's perception of how much money is available (and actually able to be traded, usually in 100's of cents, aka 0.01) vs the market cost (which may be lower than 0.01 cent). For example, even though the market price of cobblestone is worth 0.00001, but the players can sell it for 1 at 0.01. In this way, he has more economic power, because he got his money from what is available in the fiat money pool, allowing him to sell other, more expensive things lower if his cobblestone sells well, helping him compete with the market even. The perception of the people with less money will notice the drastic change if someone is monopolizing and this is where you came in with the "progressive tax" system, where rich people will pay higher taxes, good thing you put that in there! :)

    Like any commodity, the dollar loses power (value) the more of them there are, therefore all the mineral wealth will possibly cause inflation, BUT if the server moderately grows and somehow people are prevented from mining gold/diamond if it isn't on their territory (by whatever means, Towny, Factions, etc) this can be kept to an even more well-regulated economy. You could even have an algorithm or block of code that determines how much land is owned vs how much money there "might be" based on the gold/diamond ore spread on that, and once the total money actually made is equal to how much gold there should be, it switches over to the stock market. As more and more land is claimed, it could switch back to the physical backed method where gold/diamond is disabled in market but trade-able at bank, using the last set price from market, or reset to minimum price if market price is below that.

    Another thing to do is to make the stock prices will blanket fluctuate with the overall money supply. This way, early on, it will be more of a barter system, and "coinage" will be more valuable, even allowing for using Gold-Shop plugin as a means of trade as well, but usually very early on, and later it may not even be useful at all. Of course this can be done by charging extremely low prices or market prices (again, early on the money supply will be so low the money won't matter as much as the items, thus trade chests start becoming more useful, if you can find a way to keep at least one of the items you're trading in the chest).

    To keep the dollar powerful, the supply must be kept low, and stimulated here and there. The best way to do this is taxation, then using that taxation as a means of doing various things, such as providing X% of taxes to back the stock market's money stock (this will likely be the most percentage of sales tax), X% running a lottery, and if someone wins they win a pot (or divide the pot if others win the same) among other ways of dividing taxes. Another way to do taxes, is give some to a Jobs account, so Jobs plugins can maybe be set to pay out from that account, encouraging people to do their jobs, then stop paying once the money is dry. The goal of course is to keep trade active and the money supply flowing.

    Also to mention your progressive tax system again (rich pay more) I have to say this will benefit the stock market. This is how, even in real life, people can get rich. In this way we would want to not have that tipping point where the hyperbolic curb is started, we'd want it more immediately so the money supply doesn't run out too much. This is much more effective than what most real-life countries do, which is print more money. Minecraft servers are very very guilty of this economic sin, by giving money just for breaking or placing a block. This isn't good because infinite money equals massive inflation, which makes prices skyrocket, and new players can't get a hold in the economy, creating economic classes in a game with no way of coming out on top if you're new.

    On the progressive tax system, there should be a way of determining the total amount of money, and people's "tax brackets" change dynamically. That would be a welcome improvement. It would otherwise be done manually most likely. Setting the tax bracket above 35% can be potentially dangerous to those who have been playing the game for a while, as too much tax can cause for slow growth, where 100% can cause stagnant growth, and that isn't usually desirable. People like being able to keep the money they earn, after all, they worked for it.

    I would suggest starting the market with cobblestone costing 0.01 cent, and everything else can be figured from that point on. I don't know how appropriate this is for what you've done, but I'm just making suggestions. Because it's a floating point integer, we have plenty of "tiny amounts" to work with, and IF people use Gold Chest, they could accumulate wealth quite easily. The end point is to make a useless piece of material, a variable in an economy plugin, the final "item" in game for trade, while giving players fun, alternative ways of trading while getting TO that point. Money creation is fun if we make it fun.

    I kept editing this and this may be my last edit: the problem with money multipliers in modern society (or rather, it's not used anymore in favor of a better way of making funny money) is that the amount of money is not equal to the amount of cash. We don't have to worry about this because the player account or town account or whatever, they act like their own lock-boxes. This means we are using an older form of banking, phsyically saving YOUR cash. The old way of thinking is "I give the bank 1000, it takes 100, lends 900 to person in need, person gives to THEIR bank, they take 81, lend the rest out. In the end the money is double, triple, quadruple counted, etc. This means they only have $1000 of actual cash out there, while the "money" out there is $10,000, due to being reborrowed over and over from person to bank to person to bank etc etc. Now milk costs 10x more than it did prior. It's a horrible way of handling money, and is unfortunately the way most people think it should work. It's called a pyramid scheme. The new method is very communist so we want to steer clear from that on Minecraft (or anywhere else). If you have any misconceptions about how money is made, please let's discuss because I think, so far as Minecraft goes, I have a good idea if I could just find someone willing to implement it. All in all, I had to bring up these "wrong ways of thinking" about banking and money in order to help you maybe reject some ideas you maybe thought were good based on the misconceptions. Keep this true in your heart, and the system will work: "you can't get something for nothing". As long as you remember nothing can come out of thin air, you'll have a good money system.

    I don't know if this covers the whole cycle, but if you have other input I'm welcome to hearing any criticism and other ideas.

    (by the way, don't forget, for the time being, how do I remove gold and diamond from the list?)

    Last edited Mar 25, 2015 by roracle
  • Avatar of RegalOwl RegalOwl Mar 25, 2015 at 04:08 UTC - 0 likes

    @Duffman6: Go

    K, I'll do some testing and get back to you. Thanks for the report.

Facts

Date created
Mar 29, 2012
Category
Last update
Mar 04, 2015
Development stage
Beta
Language
  • enUS
  • frFR
  • ruRU
License
GNU General Public License version 3 (GPLv3)
Curse link
HyperConomy
Downloads
48,631
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