DynamicEconomy
DynamicEconomy introduces your server to an economy where the prices constantly change based on the supply and demand of items. |
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Depends on [Vault] Vault Download Link | ![]() |
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Download
Here's a video with an overview of some of DE's features, graciously made by WoopaGaming!
Plugin is in BETA - Meaning it is not as perfect as I would like as of yet. I am still constantly adding features. Once I'm happy with the feature list, it'll be released into v 1.0. Expect v1.0 to have Chest Shops.
Support Pages
There's a lot to understand about DynamicEconomy, so visit some of these helpful pages!
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Features
- Buy and Sell items in a global shop.
- Price automatically adjusts based on supply and demand!
- Customizable price ceiling & floor!
- Prefix the chat output with anything you'd like!
- Choose whether price changes are announced globally, locally, or not at all!
- Includes a custom alias file, so you can customize the aliases you use (Add whatever word in the world to stand in for, say, diamond, so if you call /buy purpleelephant it can buy you diamond!) - Even better, it already includes hundreds of aliases.
- Add items to items.yml at your whim! Just make sure to add aliases for them in alias.yml!
- Sort items into different groups, and then limit users to only being able to purchase or sell items from particular groups!
- You choose the default amount sold/bought if the user leaves out the amount argument.
- Features 340 items: the most commonly traded and used, as well as non-obtainable items and potions!
- Also, you can sell and buy enchantments! Enchant your items with any enchantment at any level, and then sell items from an item instead of selling the entire item itself!
- Custom Items.yml puts you in control of item prices, minimums, maximums, descriptions, and everything else!
- Change the price, price floor, price ceiling, price velocity, and stock, all from in-game without a restart or reload!
- Custom in-game command allows you to reload the DynamicEconomy config.yml
- Features help screen of all commands, usages, and descriptions
- Assess which features of your config are on and off from in-game.
- Simple permissions: permission is the same as the command name.
- DynamicSign - Signs that show the price, stock, velocity, ceiling, or floor of any item in REAL TIME! You can also change the colors the sign displays in!
- Find out the durability of any item in your inventory, or your armor!
- When you sell a tool or armor, the price you receive is proportionate to how much of the durability was used up. If an item is 25% used up, a player will only get 75% of the total price when he sells it! Stops "Infinite tool" abuses.
- Update Checker & Downloader!
- Sell and buy EXP!
- Data values for all woods, wools, saplings, slabs, and inks!
- Option to use either set-amount item velocities, or a percent velocity.
- The option to turn on "Price-Decay-Over-Time", meaning, if items aren't purchased for a long time, their prices will decrease! This is fully customize-able to the last bit; customize percent of price decrease, what's considered a "long time", and how often to check for these items! Or disable it all-together!
- Also, in addition to price decay over time, there's also price inflation over time, so items that aren't sold for a while will have an increase in price! This encourages sale of those items!
- Multi-World support!
- /sell hand and /price hand for selling or checking price of the item you're holding!
- Ban items from in-game instantaneously!
- Customizable random events! Make your own wacky random events that change the prices of items!
- Customize standard DE messages! Up to 32 of them, currently!
- Use your own custom currency.
- Custom log.txt file personalizes logging of all user commands for very intuitive, useful, and helpful logs for Server admins. No need to fuss over confusing server logs and exceptions. (You can disable it, if you want, too!)
- Sales & Purchase Taxes!
- Set taxes from in-game!
- Extensive region control! Select your own 3D regions in which users can buy and sell items!
- Alternative commands for /buy and /sell, so you can use other popular economy plugins in conjunction!
- Basic location control, such as setting a minimum height from bedrock in order to access the economy.
- Loans! With custom payback times, minimum and maximum loans, as many loans as you'd like, and more!
- Dynamic Interest rates for loans!
- Ability to ban the sale OR purchase of certain items!
Planned Future Features
Optional Interest Rates/Taxes on purchases and sales[ Completed 2/6/2012 5:47 pm in v .5.1]Loans with Optional Interest Rates[ Completed 2/23/2012 11:31 pm in v .7]- Chest Shops!
Option to either set IR/Tax statically, or have it dynamically change based on economy conditions.[ Completed 2/25/2012 12:08 AM in v .7.2 ]Sale of tools will give amount appropriate to current durability (A tool almost worn out will receive a very little percent of total price when sold)[ Completed 1/6/2012 11:05 pm in v .2]Optional Random Events that change item prices[ Completed 3/4/2012 1:07 AM in v .8.0 ]Price decreases over time if item is not purchased[ Completed 2/26/2012 1:42 AM in v .7.6 ]Option to not allow some items in the market.[ Completed 2/25/2012 12:36 AM in v .7.3 ]- Option to lose money upon death
- Option to store money in a bank account
Option to log all transactions[ Completed 1/22/2012 8:41 pm in v .4]- Extended abuse prevention: Looking through the kinks to ensure the dynamics of the economy are not abused by players
Update Checker[ Completed 1/21/2012 2:12 pm in v .3.2]- Prevent you from buying if you do not have enough inventory space
Data Values (35:1 etc)[ Slight addition in v.5.3 ] [ Completed 2/25/2012 11:32 pm in v .7.5 ]Location-based controls[ Slight addition in v.5.2 ] [ Completed 2/19/2012 9:24 pm in v .6 ]- MySQL Databases
Alternative Commands[ Completed 2/7/2012 10:18 pm in v .5.2]Marquee Signs (Signs that show the price and info of a given item)[ Completed 3/18/2012 1:27 AM in v .8.1 ]EXP Transactions[ Completed 3/19/2012 12:44 am in v .8.3 ]- Region Flags
- Much much more!
Donation
Your donation helps my development of this plugin and possibly more!
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=USZYP9PCHSVJW
Requests:
Player created stalls. =)
shorter help command it take to much time and effort to write /dynamiceconomy each time you need to tell a new one how to do it Maybe shorten it to /dyneco or /de
@arjunyg
"free-market"? You mean servers with economies featuring static prices that never change, and therefore have no depth to the experience?
Yes, there's no way to re-create a real-world economy into a game. But I'm trying to simulate it as best I can, as to introduce a new depth to the game
Hey guys, I just added v.2 Here's the link and changelog: http://www.curse.com/server-mods/minecraft/dynamiceconomy-v-01/566281
Added /getdurabiltiy command
When you sell armor or tools, durability affects how much money you will get.
i dont really see the point in this. i guess it stabilized the economy but supply and demand are supposed to be observable factors that work by themselves in a healthy economy This really ruins the sort of "free-market" that i like on many iconomy servers.
fantatic idea
@padakoys - Thanks! Let me know what you think :)
@GokouZWAR - That's not currently how the system works, although I could see working that in or some aspect of it in the future to increase efficiency. The way it currently works is that all items start at a particular price defined in items.yml (I already added custom values for all items, but you may change them). My values are based on gold ingot = 300. The prices reflect the ease of finding or creating the item. When an item is bought, its price increases by its Velocity, kind of like a change-rate per transaction. If an item is sold, its price decreases by its Velocity.
This way, the price is determined by how many people sell and buy it; if people sell it, it gets cheaper because of higher supply. If people buy it, it gets more expensive as this demonstrates demand.
There's also a built in "spread" system that prevents people from doing /buy stone 1000, /sell stone 1000 and making instant profit. Because if you look at it, when you execute the /buy, stone is at, say, 5. When you sell it, it's at a higher price because you just bought it (and as such price went up by purchase amount (1000) times velocity of stone (say .1). So when you /sell, stone is now at 105. However, the variable spread performs a calculation to decrease how much you get from selling the stone back, so you actually earn back exactly the amount you spent to purchase the 1000.
@StephaneBPlot - Thanks! I plan to! :). I want to be able to integrate ChestShop, Showcases, etc, and include many options for such.
@quickclay - I'll be working on it soon :). I plan to put in a few extra features and making it more extensive before jumping into multiple plugin integration though.
I would love to see this as a plugin for existing shop/buty/sell systems! If your algorithim for prices could be used to set the worth values of items in essentials, for example, that would be amazing!
So is the price based on how close the stock is to 0?
Seems logical that the price should be based on the stock levels of the item. For example: The shop owns 1000 diamonds so the price of diamond is cheap to get rid of them (say 10 per unit as a buy price and the sell price is really low like 1.) so as the stock goes down the buy price starts going back up as well as the sell price. Say at 500 the buy price for diamonds now are at 50 and the sell to shop price is a little higher, say like 10. As the stock continues to drop the buy price should start exponentially increase, at say 100 stock the price of diamond is at 150 per unit buy price and now the sell price also starts rising to make people want to collect diamonds and sell them, say it's now at 100. When the stock of the shop goes to it's last 10 or so, the buy price is like 300 and the sell price is now even higher say 250 per diamond.
The way the admin could control it is by adding a "virtual stock" of items to the shop. If the admin wants to prevent people from just buying out the entire stock of diamonds he could toss some extra diamonds into the market by giving the shop a quick stock of diamonds.
Is this how this works or is the entire pricing system randomly generated based off a randomly based value system?
Also is there anyway to incorporate this with something like chestshop where you have to physically go to a shop to buy the items instead of being able to buy stuff on the fly? Your armor dies so quick buy some more diamond (and you don't even have to leave the mine to do it) craft some new armor real fast, and you're good to keep going...
At least have some kind of a delivery delay system where the admin can set how long it takes for you to have the item actually dropped into your inventory (with a notification that the item is delviered) or either have a system where you can set deliveries to a specific box that's yours so you don't have to worry about reserving inventory slots for incoming items. (IE you buy 20 stacks of cobblestone)
Interesting plugin, I may be interested in trying it out.
I am going to test this!! It looks great.