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...
Everything's working great except the plugin stops me from being able to write on sign posts or any other plugins from being able to write on signposts.
using spigot 1.10 R0.1 snapshot. If you need motivation, go to spigot and you'll find ways to monetize!
hyperconomy-0.975.7-SNAPSHOT hypermerchant-1.6-dev
Cannot set the merchant traited Npc. Cannot use the shop.
Also, bugs when i set the hypermerchant trait
@RegalOwl
Something changed with spawn eggs in 1.10.. all eggs in HC are showing as shulker spawn eggs with the same ID. They now spawn eggs via command instead of damage value so /additem doesn't seem to work for them...
@TacoGerbil
Yeah, all those commands are the old version... all the ones on the github wiki page are the commands you need :)
@jaggy80
http://dev.bukkit.org/bukkit-plugins/hyperconomy/pages/commands/
under "Shop Management Commands".
Now IF I go to the Wiki and look at the FAQ there... I see the option to BAN... Since a description of Banning isn't made I avoided as I did not realize it was the same as "remove" in relation to this plugin's use of the word.
@RegalOwl
So I've never programmed or compiled anything, but looked at your code because I wanted to make the buy price a lot higher than the sell price. Found where to do it in your code and I was able to compile using ecilpse :) That was not easy for a noob!
Basically it was the "gap" feature I was wanting.. I made it 25% more expensive to buy all items because such a small gap made it easy to find ways to exploit if anything is priced even slightly wrong or if other plugins made certain items less rare, etc. This is all I changed in BasicTradeObject.java
totalPrice = (Math.log(getTotalStock()) - Math.log(getTotalStock() - amount)) * getMedian() * getValue() * 1.25;
(just added * 1.25)
I'm proud of myself! haha
@TacoGerbil
Not sure where you're seeing /removeitems on the FAQ. The FAQ page says to do:
/ss select shopname
/ss ban all
Thank you for the awesome plugin :)
How on earth do you remove all items from a shop? Instructions and FAQ say removeitems all nameofshop....... but it says "unkown command"..... PLEASE!!! :)
@RegalOwl
Thanks so much for your help! Would you ever consider accepting bitcoin donations?
How would you like reports of item default price issues? I found granite/diorite/andesite prices are too high when using components. Since netherquartz is one of their components, it makes their price ~$30 each which is way too much when you can find them in huge veins.
Default value for redsand is $15 which is too high if someone finds that biome, I think.
Will the high CPU issue go away after it has 7 full days of history?
Would a "Gap" option be a good idea? Basically a setting for each item to increase price difference between buy and sell. It seems players sell lots more than they buy and get money too fast.. when I increase stock/lower the value to decrease how much money they're making, it also makes the item (and component items) too cheap to buy. Even a Global Gap setting may help solve this issue.. I guess I could just control it with high sales taxes though..
I know you're busy so I don't expect any changes, these are just ideas :)
@jaggy80
For now the solution is either to disable the web page or reduce the time HyperConomy stores history. Had a lot going on recently and haven't had time to fix this yet, but it will be the next thing I work on.
Thanks for pointing out the price issues. I can fix those in the defaults. Cake can't really be reverse crafted due to the bucket of milk. I can look into the others. I'm guessing some of them were converted to craftables in a recent update and were missed.
Sorry for so many comments. Once web was enabled the cpu usage maxes out. I see it's continually querying mysql with the same query of the HC history table in time order.
When disabling HC it spams the below message about 30 times:
[PlugMan] HyperConomy has been disabled.
java.lang.NullPointerException
at regalowl.hyperconomy.util.History.getPercentChange(History.java:182)
at regalowl.hyperconomy.webpage.ShopPage.buildPage(ShopPage.java:82)
at regalowl.hyperconomy.webpage.ShopPage.access$200(ShopPage.java:24)
at regalowl.hyperconomy.webpage.ShopPage$1.run(ShopPage.java:50)
at java.lang.Thread.run(Unknown Source)
Nevermind on the webserver portion.. worked after another restart. I think Dynmap had an issue
Love the plugin, couple questions though..
Trying to enable web server and get this error on build 14: Exception in thread "Thread-697" java.lang.NoClassDefFoundError: javax.servlet.http.HttpServlet at regalowl.hyperconomy.webpage.WebHandler$1.run(WebHandler.java:68) at java.lang.Thread.run(Unknown Source)
Which I read could be cause servlet-api.jar isn't included in the main jar.. not a programmer so just guessing.
Also curious why witch and bat spawn eggs are massively more expensive than other spawn eggs?
Also found craftables: Cake, cactus_green, clay_brick, grassless_dirt, mossy_stone_brick, and moss_stone don't have "components"
@winter4w
Not currently, but you can hold a book and buy an enchantment which will be transferred to it.
@timsavage
Yes, set it to "hyperconomy" if you haven't changed it from the default. Player shops can be attached to any account, including banks.
@winter4w
You can set a price floor which will guarantee a minimum price. /hcs floor dirt 1 would set dirt to have a minimum price of $1, for example
@Valconeye
Sorry for the slow response, been extremely busy. I'll work on a fix for this. Thank you for the report.
@RegalOwl
With enchantments is it possible to make it spawn in a book instead of enchanting a item?
@RegalOwl
In regard to converting server shops to player shops: I perused the documentation but didn't find an answer to this question. Can player shops have the server account set as owner?
Ok so I am having some trouble. I understand there is a stock limit before the dynamic price kicks in but I want the dynamic price to start with no stock. For a example stone will be $1 with 0 stock and when they sell stone it sells for less. Is there just a simple command I can type in to get the dynamic prices to work right away?
Thanks