Dynamic Market 2.0!
Links with Vault and Any Economy Plugin!
With Dynamic Market, item costs are updated basted on the total amount of the item available in the global shop.
Item prices are determined by a single easy to use text files.
Set it up yourself or take the defaults!
Details:
Creates a global shop will all items in the game for players
Allows anyone to buy and sell directly to it with /buy and /sell
Item prices dynamically change with supply and demand
Config allows you to choose what items are listed and the base price level
Item prices are basted on their crafting materials, so the shop will never allow infinite money buys and sales
Prices change quickly when there are very few in the shop and change instantly after every sale
Prices are tied to the items base materials, Watch how selling an iron shovel decreases the price of iron ingots!
Commands:
/buy <item> <amount>
/sell <item> <amount>
/sellall
/sellhand
/iteminfo <item>
/infohand
/infoHand
Each will access the global prices for all items and determine what the requested items should cost.
How are prices calculated?
Simply put, the price of an item is the inverse of the quantity. With half as many items, the price will double. With twice as many, the price with half!
What about crafting? Doesn't that lead to abuse?
We thought of that! Every item has a recipe stored with it. That recipe is used to calculate prices basted on availability. Every time that recipe requires a craft, there is a "crafting tax" added to the item! The same is true for smelting and farming!
How to setup?
Provided with the jar is a folder. That folder should be put into the plugins folder with your jar. That folder contains information on pricing and crafting. Edit it for customizing your economy or just take the defaults!
Lets look at some examples:
Thats all folks, feedback apriciated
Links with Vault and Any Economy Plugin!
With Dynamic Market, item costs are updated basted on the total amount of the item available in the global shop.
Item prices are determined by a single easy to use text files.
Set it up yourself or take the defaults!
Details:
Creates a global shop will all items in the game for players
Allows anyone to buy and sell directly to it with /buy and /sell
Item prices dynamically change with supply and demand
Config allows you to choose what items are listed and the base price level
Item prices are basted on their crafting materials, so the shop will never allow infinite money buys and sales
Prices change quickly when there are very few in the shop and change instantly after every sale
Prices are tied to the items base materials, Watch how selling an iron shovel decreases the price of iron ingots!
Commands:
/buy <item> <amount>
/sell <item> <amount>
/sellall
/sellhand
/iteminfo <item>
/infohand
/infoHand
Each will access the global prices for all items and determine what the requested items should cost.
How are prices calculated?
Simply put, the price of an item is the inverse of the quantity. With half as many items, the price will double. With twice as many, the price with half!
What about crafting? Doesn't that lead to abuse?
We thought of that! Every item has a recipe stored with it. That recipe is used to calculate prices basted on availability. Every time that recipe requires a craft, there is a "crafting tax" added to the item! The same is true for smelting and farming!
How to setup?
Provided with the jar is a folder. That folder should be put into the plugins folder with your jar. That folder contains information on pricing and crafting. Edit it for customizing your economy or just take the defaults!
Lets look at some examples:
Spoiler: recipies/items.txt
wooden_axe: oak_planks 3, stick 2
wooden_hoe: oak_planks 2, stick 2
this sets the cost calculation for two different items. When buying or selling a "wooden_axe", the plugin will adjust prices as if you bought or sold 3 planks and 2 sticks! Then some tax is added on to make if fair.
Edit this file at your own risk, but it should be self explanatory.
If there is any item recipe missing you can add it yourself or leave a comment and ill add it.
Code (Text):
wooden_axe: oak_planks 3, stick 2
wooden_hoe: oak_planks 2, stick 2
Edit this file at your own risk, but it should be self explanatory.
If there is any item recipe missing you can add it yourself or leave a comment and ill add it.
Spoiler: cost/blocks.txt
cobblestone: 1
andesite: 5
Code (Text):
cobblestone: 1
andesite: 5
Spoiler: cost/blocks.txt
These are examples of cost files. For items without recipies, listing them here gives a base price for the item and then it will fluctuate around that as people buy and sell
The specifics of going from `cobblestone: 1` to an in game price are probably over complicated, but this number is not the literal price but a relative price when compared to other items.
Increasing the value will act as if you just sold a lot of cobblestone into the shop and decreasing it will act as if you removed some.
The specifics of going from `cobblestone: 1` to an in game price are probably over complicated, but this number is not the literal price but a relative price when compared to other items.
Increasing the value will act as if you just sold a lot of cobblestone into the shop and decreasing it will act as if you removed some.
Thats all folks, feedback apriciated
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.14, 1.15
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.
Dynamic Market 2.0 is a free Minecraft Java mod. Compatible with Minecraft 1.14, 1.15. Downloaded 1,615 times (via Spigot). Download it and open it directly in the game.