HyperConomy
Getting Started|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 item displays. Read below or check out the wiki for more information.
New Chest Shops:
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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 and chest shops.
- 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
- None. If you'd like to integrate with an existing economy plugin using Vault, you will need the following: Vault and an economy plugin such as BOSEconomy, iConomy, or Essentials Economy
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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
- If you'd like to send me a donation for the time and effort spent making this plugin, you can do so here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=AMK9AR4CVKEJJ
- To those who have donated: thank you very much for the support. If you'd like to be listed as a donor here just send me a message.
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Donors
- pr4xt3roy -> CapricaTown
- 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...
@BadForumSoftware
I'm working on adding an account for the global shop where taxes will go. Players will also be payed from this account when they sell items to the shop. This will allow for a "closed economy". :)
This looks really good and seems to be much much better than Dynamic Economy in my limited tests. I'm wondering though where taxes go? I'd love to send them to an admin account.
@Norvuzirf
I can't seem to reproduce the issue you're having with §. Out of curiosity, what are you using to edit your shops.yml file? I'm guessing that your text editor doesn't support the § symbol. Have you tried Notepad+ +? Nonetheless, I agree that it might be better to use a more common symbol. That is unfortunate though, because I will either have to use a proprietary color code symbol or put ' s around the shop messages. The § is the most compact and simple way to add color. But I will experiment with quotes. Perhaps I can allow both methods to work.
The only time that the shop will limit sales is when it is changing from initial to dynamic pricing. Automating that is on my to do list. :) I made it that way initially due to the complexity of transitioning between dynamic and initial pricing during a single transaction. I will look into that more after I get a few other features working.
EDIT: I've got it working for the next version. You will be able to use & or § when editing your shops.yml file. If you choose to use & you will have to surround your message with ' '
Does Hyperconomy have some kind "market flood" protection? As soon as stock approaches half of median, i can't sell more.
Update: looks like if I sell precisely till median, it somehow allows to sell more.
And can you please change § to & or something else standard? It works one time, after reload symbol changes for something weird and shop gets locked because of error (ERRROR #27) in shop.yml
This works well with mob-arena and using exp bottles as rewards. "384"
It helps stock enchantments.
@theCed7
iConomyChestShop allows for player created shops where players set their own prices and trade items using signs and chests. This plugin creates a global economy, where players trade with each other indirectly by buying and selling from the server shop. In theory this plugin should work with iConomyChestShop. I haven't tested it though.
I wouldn't really say this has an advantage over iConomyChestShop, as they are designed to do different things. Both plugins might work well together.
There are some advantages and disadvantages to both systems, though. Using a global shop is usually a lot easier for players, because they don't need to craft a massive number of chests and signs. And also because they don't need to bother with formatting the signs to meet specific criteria. All that players need to know to use HyperConomy, for instance, is where the shop is and a couple of simple commands. /hs to sell, /hb to buy, and /hv to check prices is about all you would need if you didn't want to learn the item names etc. The advantage of using chest shops is mainly for server admins. It requires much less set up. And also it makes it so that players have to organize and develop their own trading networks etc, learning where different items are sold.
I suppose you could make hidden shops with HyperConomy too though. Or shops deep in a jungle or at the bottom of the ocean :) That's what I'm planning to do on my server.
@ozzyhughes
Well, not exactly. The problem with unlimited stock is that the price of an item is related to the stock of that item. Currently, if an item had unlimited (infinite) stock it would have a cost/value of $0.
If you use the new /setstockmedianall command, however, it will stock all of the items in the shop to their median values for you. And because the price will increase dramatically as the stock approaches 0, it will be impossible for the shop to ever run out of any item. (Unless it uses a static price.) This will make sure that the shop is always stocked with items. I'm not sure if this is exactly what you're looking for, however. :) If you do use the /setstockmedianall command, make sure to customize your items.yml file, because it will stock the shop with dangerous items such as bedrock, bottles of enchanting, and bedrock. You can simply remove those items from your shop(s) with the /removeitem command, too.
I will likely make an unlimited stock option for items that use static pricing in a future version.
And what's the big advantage compared to iConomychestshop or something?
Hi, i was wondering if theres a way to make unlimited stock? and amazing plugin btw :)
@Warhawker
That was intentional. I know it's not much work, but it takes a little bit of effort to craft melon slices into a block. Feel free to change it though.
Edit: Nevermind, I'll change it in the next version to be consistent with other blocks such as iron and gold. Nice catch. The prices aren't perfect yet. Let me know if you find anything else.
Noticed a small default pricing slip-up
Melon blocks are worth as much as 10 melon by default.
Version .905 is in the process of being approved by bukkit-dev. If you're having issues with /buy errors download it before it's approved at the bottom of this page.
@retricide
The /setstockmedianall command is added in this build too. I'll update the commands page later when I have time.
@RegalOwl
Ah, that makes sense. I agree a virtual stock could also become problematic - in both coding and performance. The stocking command you discussed sounds like a viable alternative, of sorts. I'll look forward to its implementation!
@retricide
Maybe. That would be easy to do for items with static prices, but complex for ones using dynamic pricing. That's because the item's stock plays a role in determining the item's price. Infinite stock would mean that the price is $0 ordinarily, but perhaps some sort of virtual stock could be used.
An easier way might be a command that simply sets the stock value of all items/enchantments in the shop to its respective median stock value. This would pre-stock the shop with all items and would make each item start out at its actual value. Would this be what you're looking for? I'll likely include that in the next version either way, just because it seems like a good idea. :)
@paininflictor
Try backing up and then deleting your entire HyperConomy folder before starting your server. If that doesn't fix the issue let me know in the ticket comments. I replied in your ticket as well. The next version will tell you which yml file is bad so that it's easier to fix errors.
Would it be possible to add an option to make shops have infinite, instea of player-dictated, stock?
Have posted a ticket on a problem I am having with lastest build of Java and .902 and .903 If you could please check ticket and see if you can help me sort this out. Thanks for being a developer, your efforts are appreciated.
I want to thank you so much for the help im not much with mods/plugins and getting them to work. but this combination does work. thank you so much for your help we will be using this on our server for our economy. thanks again
@orangemenace
Try using Vault 1.2.11 along with the dev version of HyperConomy. (The link is at the bottom of the page.) The dev version is full of half finished features so it might have bugs, but it seems to work with Tekkit. Let me know how it goes. The dev version will update frequently and hopefully the next release will support Tekkit.
i was running the latest version of vault which may as u said been the problem, the economy mod we have chosen is iConomy also at the latest version. as for tekkit we are running it at 2.1.1 the latest version. as of right now though i do not have access to the full stack trace of the error i will have to get them from my friend who is hosting the server. i did a little more testing of some of the commands that we would be using and as far as i could detect the buying and selling was the only problem.