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...
@chrisknyfe
The Tekkit version is currently extremely outdated. I can try to update it for the next release if it's still needed. The line12 thing was an old debug message that I apparently didn't remove for the Tekkit version. I wasn't sure if there were that many people even using the Tekkit build or if it was still necessary. Have you tried running the most recent build on Tekkit? And do you know if Tekkit has updated to a more recent bukkit recommended build?
I wanted to include support for Tekkit in the main build, but the last time I checked Tekkit was built upon an older version of bukkit which caused some minor issues. So its very similar to an older build of HyperConomy with several small alterations. It's possible that there are more issues now that I've added so many new features. Let me know if there are still errors while running the main build on Tekkit. I can try it later too, and I'll work on an update for it if needed. I can potentially just make a second branch/plugin for Tekkit.
RegalOwl,
In Hyperconomy-Tekkit, you have a print that reads "line12: <stuff from the first two lines of everyone's signs." While not a game breaking bug, it means everyone on my competitive server is reading eachother's signs when they create them.
Also, do you have the Hyperconomy-Tekkit source somewhere, perhaps in a branch? Or is the tekkit version simply an older version of the plugin for 1.1-R4? I wouldn't mind compiling it myself and removing the stray print (and possibly catching / fixing other bugs since this is going to be a widely used plugin on my server.)
@Warhawker
I'm liking this chest shop idea. There is a lot of complexity to chest shops, such as preventing explosions from breaking the chest etc., but I already have much of the basic functionality done. I'm thinking that they will work like this:
A sign with the following information must be placed above an empty chest:
Line 1: Can be anything.
Line 2: Either [Trade], [Sell], or [Buy].
Line 3: The name of the player that created the chest shop.
Line 4: Continuation of the name of the player that created the chest shop. (In case someone has a very long name.)
If the player creating the chest puts [Trade] the chest will be able to both buy items for the player and sell items for the player. If its [Sell] the chest will only allow other players to sell items to the chest, and [Buy] will only allow other players to buy items from the chest.
When selling items to the [Sell] or [Trade] chest, players will only be able to sell items that are already in the chest. So, if a chest has a diamond in it, players will only be able to sell diamonds to that chest.
The controls will be this:
A left click displays the price to sell or buy the item.
A right click buys or sells one of an item.
A shift click buys the amount in the item stack that you're clicking on. (If there is a stack of 64 cobblestone, for instance, shift clicking it will buy or sell 64 cobblestone.)
Let me know if you have any idea/improvements for this. :)
@Master_Zangetsu
Not yet, but I can work on adding that. I was thinking I'd just do admin shops, but it seems like it would be best to allow permissions for each individual shop. Like, for instance, if you have a shop named "Server Shop" the permission for that shop could be hyperconomy.shop.server_shop. And then the hyperconomy.shop.* could give access to all shops.
Is it possible to have perms access to one shop but not another ?
@sp3ktr4l
So player A has $100
Player B has $100
Player A sells B a ironingot for $5
So the end result is 105 for A and 95 for B
This would be a nifty idea, especially if player-player shops can avoid taxes to promote personal trading, rather than shop trading.
The personal trading could be off the record, not affecting shop price.
The sign could be just like any other data sign, but with [shop] instead of stock, or [sell:buy]
The shop sign could work 1 way, where you can only BUY from the shop.
@uthpastormatt
Like this
oakwood
-empty-
[sell:buy]
-amount per hit-
The music discs I don;t know the item names off the top of my head, but the 2nd line can be item data aswell.
Oak
Wood
[sell:buy]
1
For example
I cannot figure out how to sell the different variations of planks and music disks on a sell:buy sign. Any help?
@RegalOwl
"EDIT: I think I may actually have an idea for easy to use player created chest shops. I'm thinking that player created chest shops could just trade items at the current market value, but instead of trading with the server account, the money would just exchange between players."
That is a great idea, I really want people to be able to have their own shops, where they can take the money. Alternate chest shops work fine but it makes it so easy to abuse the system and get rich quick. A system where the prices are dictated by the main market value would be sweet!
@Sk8Sanctified
This is just a server wide plugin for now, though you could give certain players a shop. (Which gives access to the global shop.) I've thought about adding player shops, but that's probably unnecessary as there are many other plugins that can already do that. It's still a possibility though, if I think of a good way to do it.
EDIT: I think I may actually have an idea for easy to use player created chest shops. I'm thinking that player created chest shops could just trade items at the current market value, but instead of trading with the server account, the money would just exchange between players.
@ozybrum
I'll experiment with Buycraft to make sure they're compatible. For now you could just use the alternate command for /buy which is just /by
@Sk8Sanctified
I use it as a server wide shop and chestshop for player sales, they all just run through iconomy, vault, and registar. I am unsure if players can make shops.
Just how I use it.
I'm having to switch from another shop plugin I use because its quite glitchy. I may have read to fast but I was unable to find if there was anything about players making shops with this plugin.
Is that possible? Or is this just a server wide shop plugin?
@RegalOwl
Basically there are no errors in the server but when buycraft is installed the /buy command and anything following for my hyperconomy shop does not work (as if I just closed the chat box). Buycraft had/has not been configured in any way, I just removed it to fix the issue but I plan to use it soon.
@Acenone1
Yes, to disable history just set "store-price-history" to false in the config.yml file. And yes, /heldsell, /heldbuy, and /heldvalue all work well. The aliases also work. They're /hs, /hb, and /hv respectively.
So it's possible to disable history? Will that affect any transaction? So i'm guessing the signs act as stores, and u can do sell hand? Will update and try later!
@epicbastion
Currently all money should go into the "hyperconomy" account. In the next version there will likely be a way to change which account the money goes into. The "hyperconomy" account should be created automatically as well. Let me know if it's not there. :)
I am curious, I can not seem to find anything on this, the closed economy aspect is great, but where does the money go, if I am using iconomy and i have 4 different shops does the money for each transaction go to the individual shop account in iconomy or does it just float out there in the global closed economy? If its supposed to go to an iconomy account how do I set that up, there does not seem to be an account association command or anything.
@Acenone1
I haven't tested it with ChestShop, but I'd guess that it would work fine, especially if ChestShop doesn't have any overlapping commands. If it does I'll just add it on to the list like Buycraft. Let me know if it's not working and I'll add support.
I'm not sure what you mean by "stock up the sign". The signs are just an interface to access the global economy. If anyone sells an item to the shop, by any means, the sign will have stock that can be purchased. (Unless you choose to pre-stock your shop of course. Then it will always have stock.) With signs players have to choose how much they will sell in increments. The number on line 4 determines how many items will be sold/bought per click. If you set it to 1 the player will be able to sell/buy any amount but it will require many clicks.
And yes, you can completely disable signs. Just set all the sign options to false in config.yml And if the 100kb is referring to history, disable that too. :)
So does this work with chest shop? One thing I don't get is the signs. If I set up a transaction sign, how does the player stock up the sign? And define how much of the item he is going to sell. Isit possible to just have the sell hand function? Since 100kb is a lot of space!