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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.



  • 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.




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.



  • 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.


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.





  • Baamoink -> Mantle-Craft
  • Thanks as well to all of the other donors that haven't requested a listing here.


Basic Tutorial

New tutorial videos to come...

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  • Avatar of RegalOwl RegalOwl Apr 12, 2015 at 18:12 UTC - 0 likes

    @TheBlackBeltPanda: Go

    Yes, just have HyperConomy set to use an external economy in the config.yml file. Then run the command /importbalance [name of your world]

  • Avatar of RegalOwl RegalOwl Apr 12, 2015 at 18:10 UTC - 0 likes

    @roracle: Go

    Sorry for the slow reply, I've been completely busy the past week or so.

    For now the easiest way to remove gold/diamonds from the database is to use the GUI editor. You can download the latest non Lite version of HyperConomy, double click on the jar, and then edit your database. If it's a MySQL database you'll need to connect remotely and put the credentials in config.yml. For SQLite you could download your database from your server, edit it, and then upload it back. Just delete the items you don't want using the editor for each economy. I'd recommend not editing the default economy so that it's easy to revert changes if needed in the future.

    I'll be working on some time based stock changes and perhaps random fluctuations as one of the next few features once I get some time. Hopefully this will help setup what you're looking for.

    In general I don't think there is any compelling reason to attempt to implement any of the complex financial instruments used in the real world into Minecraft. Some things might be fun but I'm not sure how useful they'd really be. It seems like all that is needed is an easily divisible money supply that doesn't inflate or deflate excessively. On my servers in the past I've tried using a closed economy system where HyperConomy's account starts with some amount of money and no additional money is injected into the economy. Players acquire the money by selling items to shops. The main problems with this are early players become rich, and money is destroyed when players leave the server. The first issue can largely be solved with dynamic tax rates. The second issue, I'm thinking, could be solved by having a gold/diamond/other items conversion shop or sign shop that only becomes active when there is less than X amount of money active on the server. For instance if a player stops playing for a month their money could be counted as inactive and the conversion shop would allow the injection of more money into the economy. Whenever the money supply is greater or equal to X amount, the injection shop would be disabled. If more players join your server and you feel the money supply is too small, you could easily inflate it by raising the X money amount and the injection shop will inflate the server. What do you think of this idea?

    I'm not familiar with ClearLagg, but there isn't anything that I can do to stop other plugins from deleting item displays. NoLagg hooked into HyperConomy for a while to prevent item display deletion. I'm not sure if it still does. An API method is available for other plugins to use.

    I'm not sure what you mean by keep gold fluctuating in price even though it's banned. It will work to ban an item but then indirectly trade it using composite items. If a gold sword is sold it will still change the price of gold even though gold itself can't be traded.

    You can set all items to dyamic pricing by using the /hcs stock all:median command. The only thing to be aware of is that this will create stock of items that haven't been created by players.

  • Avatar of roracle roracle Apr 02, 2015 at 00:47 UTC - 0 likes

    So out of curiosity, having banned gold completely from my server HyperConomy, can I keep the price of gold fluctuating with gold based items, as long as I don't keep gold static and instead trade gold using a different plugin (such as SignShop)?

    Also, how do I change the status from initial, to whatever the other options are? I'd like to set the entire shop to ignore waiting on stock, I'd like prices to go ahead and start fluctuating.

    Last edited Apr 02, 2015 by roracle
  • Avatar of TheBlackBeltPanda TheBlackBeltPanda Apr 01, 2015 at 18:35 UTC - 0 likes

    Is it possible to convert EssentialsEco player balances to HyperConomy?

    Subscribe and become a Pandaling today! youtube.com/theblackbeltpanda

    Owner of PandaCraft


  • 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. When you have 10 people and 1,000,000,000 diamonds, those diamonds stop costing so much, because there is a "surplus". But the more players interact, the value should rise naturally, no algorithms should be needed.

    I'm assuming with my method, that buying or selling to the stock market is useless early on, and until it reaches a point where it has enough money via taxation, then it should be able to sell freely (this will likely happen on a larger server). IE: the market isn't good for small servers in general, as it's still a "trade based system" on the whole.

    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.


    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. The few tools that can be made out of gold help keep the amount of cash "a little lower" than it "should" be. This helps keep the "Goldback" dollar stronger.

    Now when I talked about buying "shares" even though you don't actually buy the items (ie: buying a bond of 64 chiseled stone for 1cent per chiseled stone) is how a stock market works. You buy virtual goods, not physical goods. In this way, I could say "I bet chiseled stone will do well eventually" and buy some bonds of chiseled stone. I don't own the stone, but I own virtual chiseled stone at the price it currently costs. This way the item doesn't adjust in price, but when more people come in and start to trade chiseled stone (buy or sell) your bond in that will increase or decrease (depending on what people do). This is the natural method of stock exchanges. That we buy virtual items, and when they're actually available, that virtual stock can increase in value. You can then trade your "64 Chiseled Stone" bond you bought for 64 cents to the market at the current going rate (let's say it's costing more now) and end up selling it for 1.92, meaning you made a good $1.28. That means the stock is worth three times what you bought it for. At the same time, you can trade the bond back for the actual items if they are available.

    This would need a variable showing a players "stock value".

    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. Another question: ClearLagg and item preview, seems to destroy the item preview unless you put another block on top to remind it that it is there.

    Last edited Mar 29, 2015 by roracle
  • 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


  • 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?


Date created
Mar 29, 2012
Last update
Mar 04, 2015
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