Economy basics

  • An economy is the largest piece within HyperConomy. Do not confuse HyperConomy's internal economies with an economy plugin. HyperConomy can function as an economy plugin, but this is not the same thing as an economy. Within HyperConomy, an economy is a set of prices, stocks, and other settings for all items, enchantments, and trade-able objects. It also contains players and shops.
  • The default economy that is created when HyperConomy is run for the first time is simply known as "default". You can create a second economy by using the /createeconomy command.
  • Each economy has a complete copy of all the items/enchantments that are registered within HyperConomy. This set of objects has its own unique settings and prices. The economy is where server shops get their prices and settings.
  • Every player on the server is also part of an economy. When they login for the first time they are automatically assigned to the "default" economy. The "default" economy cannot be removed and is always present.
  • The same is true for shops. By default, all shops are assigned to the "default" economy.
  • Both players and shops can move between the available economies through various means while the trade-able objects within an economy always remain there, permanently attached.

What is the purpose of an economy?

  • Say that a server has 3 economies: one is "default", which is always present, and the other two are "Economy1" and "Economy2". Economy1 contains a shop called "Shop1", and Economy2 contains a shop called "Shop2". "Shop1" is inside of a Minecraft town or kingdom, and "Shop2" is in a separate Minecraft town/kingdom. Because "Shop1" and "Shop2" are a part of different economies, each with its own unique set of prices, the prices in each kingdom will not necessarily be the same. Perhaps "Shop1" has a great supply of cobblestone while "Shop2" has a very limited supply. A trader that notices this might try to travel to "Shop1" to buy a large amount of cobblestone, perhaps braving dangerous areas or enduring a long journey. After purchasing cobblestone from "Shop1" and selling it to "Shop2", the trader will make a significant profit. The dynamics of multiple towns/kingdoms with multiple economies can become complex and engaging for traders.
  • There is no limit to the number of economies that can exist. There is also no limit to the number of shops that can exist within each economy. Each kingdom from the above example could have many shops.

How do you switch between economies?

  • As a regular player on a server, the only way to switch to a different economy is to enter a shop that is in a different economy than your current one. Your economy will always be updated to match the shop that you're standing in. When you exit that shop, you will remain in the shop's economy until you enter a different shop that is a part of a different economy. You can always check which economy you are a part of with the /ei or /economyinfo command.
  • Admins have access to the /seteconomy command which manually sets your economy to the one of your choice.

How do you change a shop's economy?

  • As a regular player, when you create a shop, it will always be a part of the economy that you're currently in. To change your shop's economy you will have to delete your shop, travel to a shop which is a part of a different economy, and then recreate your shop.
  • Admins have access to the /setshopeconomy command to manually change a shop's economy. This is useful for configuring server shops.


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