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Getting Started|Wiki|Commands|Permissions|FAQ|How To|Troubleshooting


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.





  • pr4xt3roy -> CapricaTown
  • 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 Valconeye Valconeye Apr 30, 2016 at 05:55 UTC - 0 likes

    When interacting with Hyperconomy (buying/selling), any items in your inventory with UNBREAKABLE attribute gets wiped; effectively breaking the item.

    I've tested this with 2 unrelated (to themselves, and to hyperconomy) plugins. It also isn't related to any specific plugin, just any item with new attribute data on it.

    Here is a way to replicate what i am talking about:

    Give this item to yourself.

    /give @p diamond_sword 1 0 {AttributeModifiers:[{AttributeName:"generic.attackDamage",Name:"generic.attackDamage",Amount:7,Operation:0,UUIDMost:60910,UUIDLeast:439450}],HideFlags:6,Unbreakable:1}

    Then interact with a shop (buy/sell something). The NBT tag data will be removed from the item.

  • Avatar of RegalOwl RegalOwl Apr 25, 2016 at 15:16 UTC - 0 likes

    @mrelfire: Go

    What doesn't work?

  • Avatar of RegalOwl RegalOwl Apr 25, 2016 at 15:15 UTC - 0 likes

    @timsavage: Go

    Just keep in mind all the features that player shops have. Individual buy and sell prices can be set. The main thing to keep in mind though, is you have to use /ms stockmode to switch the shop to use the economy's stock. Otherwise the stock levels are manually set or added to.

  • Avatar of RegalOwl RegalOwl Apr 25, 2016 at 14:39 UTC - 0 likes

    @Tibsfox: Go

    Haha yes, no high frequency trading. Thanks for the suggestions. I'll look into some performance improvements.

  • Avatar of mrelfire mrelfire Apr 22, 2016 at 04:55 UTC - 0 likes

    @RegalOwl: Go

    thanks I try => doesn't work at all, any other suggestion please

    P.S. I am suing K cauldron 1.7 https://repo.prok.pw/pw/prok/KCauldron/

    Last edited Apr 22, 2016 by mrelfire
  • Avatar of timsavage timsavage Apr 20, 2016 at 02:15 UTC - 0 likes

    @RegalOwl: Go @shmancelot: Go @DarkRiseOnline: Go

    Thanks for the replies to my rant, I'll try converting my server shops to player shops. Are there any other caveats I should know about before doing so?

  • Avatar of Tibsfox Tibsfox Apr 19, 2016 at 02:29 UTC - 0 likes

    @RegalOwl: Go

    It's not causing excessive load on the minecraft server aside from a lot of garbage collection. The mySQL server is where all the load is. There are ways to calculate a cumulative moving average with only the recent change and the previous averages over a given time without having to parse the entire history of price changes. https://en.wikipedia.org/wiki/Moving_average talks about it and there are some good examples on stackoverflow.

    We aren't doing high frequency day trading here ;) so the number data points probably doesn't need to be very large/accurate to yield a useful indication of price changes over time.

    Thanks for looking into it.

  • Avatar of RegalOwl RegalOwl Apr 19, 2016 at 00:13 UTC - 0 likes

    @mrelfire: Go

    I'd recommend version v0.974.57 [Beta] for 1.7.10

  • Avatar of RegalOwl RegalOwl Apr 19, 2016 at 00:12 UTC - 0 likes

    @FireTTO: Go

    The enchantments should come installed in HyperConomy automatically. If you're trying to add custom enchantments there isn't really an easy way to do this. That's something I'd like to add for the future, however, since it will also make updating the items easier.

    It is possible to add enchantments using the GUI, but it's a bit technical. You'd have to know the Bukkit/Spigot name for the enchantment and add it to the data section for the item. I can help you out if that's what you're looking to do. You might be able to figure it out by comparing the enchantment data to other enchantments that are already in HyperConomy.

  • Avatar of RegalOwl RegalOwl Apr 19, 2016 at 00:08 UTC - 0 likes

    @timsavage: Go @DarkRiseOnline: Go @shmancelot: Go

    As shmancelot said the solution is to use player shops. if you toggle the stock mode with /ms stockmode they function just like server shops. This seems to be confusing to many people, however, so I can look into simply removing server shops from the code and just create player shops automatically behind the scenes, which will solve this problem.

    The way it currently works is that a server shop is essentially a direct opening to the economy it's attached to. When items are added to an economy, they are also added to the shop. But I can see why this is a problem with updates, so I'll work on a solution for the next update. Thanks for letting me know.


Date created
Mar 29, 2012
Last update
Mar 21, 2016
Development stage
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GNU General Public License version 3 (GPLv3)
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