[SEC/FUN/INFO/CHAT/TP] Towny Advanced v0.88.0.0 - Land and town management [3020+ 1.7.2-R0.3]

Discussion in 'Archived: Plugin Releases' started by ElgarL, Jul 7, 2011.

  1. Plugin: Towny

    New Towny Website!

    Taking Shades' Towny a step farther.

    A versatile, player-controlled land management plugin for use with Bukkit/Tekkit/Spigot/Libigot, offering solutions for pvp, griefing, chat, inflated economies and monsters.

    Features (open)

    Towny includes a wide variety of features to offer instant enhancements to your traditional Minecraft server.
    • Allows players to own and manage land based on a pre-set grid layout.
      • Players join towns and purchase plots of land.
      • Players decide who can build, destroy, use "switchs" and use items on every plot they control.
      • Towns can join together into nations, further structuring a server into teams.
      • Towns grant protection from monsters, pvp, fire, explosions and greifing.
    • Wilderness Rules (Optional)
      • Area between towns is wilderness, with its own build permissions.
      • Limit players' interaction with the wild to just harvest-able blocks, keeping the wild pristine.
      • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
      • Block explosions and fire.
    • PVP Enhancements
      • Server with a strong PVP aspect will find Towny's grouping of players to be invaluable.
      • Prevent friendly-fire. (Optional)
      • Nations split players into larger teams.
      • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
      • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
    • Teleporting/Warping and Spawning (Optional)
      • Players can spawn to their town upon death.
      • Players can spawn to their town or a town that is within their nation/allied with their nation.
    • Customized modified chat. (Optional)
      • Colours, group prefixes and suffixes, nation, town, towny titles.
      • Channels for general, local, town, nation, moderator, admin and custom channels.
      • Anti-spam feature.
    • Shop plugin support. (Optional)
      • Limit shops to special Shop Plots, enhancing realism.
    • Economy plugin interaction. (Optional)
      • Supports all economy plugins.
      • Charge money for plots, towns, nations.
      • Flexible tax system.
      • Upkeep to remove money from the economy, stopping rampant inflation.
    • All Permissions Plugins supported. (Optional)
      • Perms 2/3, GroupManager, BukkitPermissions, bPermissions, PermissionsEx, etc.
    • Multiworld Support
      • Flexible settings for every world.
      • Enable/disable Towny in as many worlds as you like.

    • No other plugins, but is best with Questioner, so that invitations are given by Towns and Nations to residents and towns.
    • Questioner 0.6
    • Essentials 2.5+ - (Towny /town spawn's obey Essentials teleport cooldown)
    • All permissions plugins are supported and provide greater customization (recomend GroupManager).
    • Economy plugin of your choice.
    (We no longer recommend using PEX at all. It breaks TownyPerms due to the reflection PEX performs.)
    Supported Economy Plugins
    • iConomy 5.01
    • iConomy 4/5 *
    • iConomy 6 *
    • EssentialsEco *
    • BOSEconomy *
    • Craftconomy *
    • * Requires Register.jar 1.8+ (or Vault) in your plugins folder.
    • Any Vault-capable economy plugin that supports false-player accounts. (Do not use register if your economy plugin is supported by vault.)
    Plugins That Support Towny
    Download Towny
    • Release Version: Link
    • Dev Versions/Jenkins: Link (Majorly Different - Visit IRC channel before using.)
    • Install Guide
    Towny Wiki Site

    Suggestions and Issues
    Make a suggestion - Link
    Report an issue - Link
    • Credits: Many thanks to all contributers including, but not limited to: Fuzziewuzzie, Shadeness, LlmDl, SwearWord and dumptruckman.
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    You haven't follow our install guide found on our wiki. You need either vault or register in your plugins folder.
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    Hi! i was wondering, are you able to be part of some person's town, while also being a mayor of one yourself? i would really love that feature if it isnt already implemented!
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    You cannot be a member of both towns, but you can own land in other towns. Mayors can make a plot into an embassy plot (/plot set embassy) then once it is put up for sale you can purchase it.
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    Would you be able to allow folks to be owners of more then one town? Just a suggestion for upcoming updates :)
    I would really find that useful!
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    It's not possible, the way towny is coded. Admins can however manage more than one town using NPC mayors.

    See the mayor section of the How Towny Works wikipage.
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    Ummm I have a question about towny and multiworlds. So can I disable towny on certain worlds? Either in game (preferably) or through the config.
    Please Help.
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    Just go to the world and type /tw toggle usingtowny
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    i have read most of the other posts but i still can not fine a solution to my problem!
    if i want to add someone to my town i have to op him > add him>>deop him!
    but thats not my main problem i also have another one! nobody can build in the wild so i went to townyperms
    and add these permissions to default
    # 'default' is the permission set which is auto assigned to any normal town member
    - towny.command.resident.*
    - towny.command.plot.claim
    - towny.command.plot.unclaim
    - towny.command.plot.forsale
    - towny.command.plot.notforsale
    - towny.command.plot.toggle.*
    - towny.command.plot.set.perm
    - towny.command.plot.set.reset
    - towny.command.town.online
    - towny.command.town.leave
    - towny.command.town.deposit
    - towny.town.spawn.town
    - towny.chat.town
    - towny.wild.*
    - towny.wild.build
    - towny.wild.destroy
    - towny.wild.switch
    - towny.wild.item_use

    but still no one can build destroy or switch in the wild!

    could you solve this problem?
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    Give the nomad group towny.town.resident, that will allow them to join towns.

    You've doubled up the wild nodes. There's no reason to give any of the ones below towny.wild.* if you've already given them that one.

    If you still have problems file an issue ticket so you know which files/things we need you to show us.
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    How can i ally my town with another Town?
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    One of you needs to start a nation (/nation new NATIONNAME) then you'd get the other town to join the nation (/nation add TOWNNAME). Alternately two nations, which could be just one town each, can make each other allies using (/nation ally add NATIONNAME).
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    Is it possible to have a command that allows nation kings to kick people from towns in the nation other than his/her own? I'm the king of the nation on Rawcritics and I constantly find myself in situations where I'm sitting by, powerless, as someone in a nation town is doing something that calls for them to be kicked but the mayor of that town is offline. If there were a command that allowed me, as the king of the nation, to kick people from other towns, it wouldn't be an issue.
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    There isn't a command to do that now. The only option would be to temporarily remove the town from your nation.

    This would make for a good suggestion on teh issue tracker.
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    ok i was just trying to add the /t here command to all users, because apparently its not in the default townyperms. So I added the permission node towny.command.town.here

    and after I added that, people couldn't use the /t alias anymore. They need to use /town because /t is overrided by the essentials /t command. I deleted the permission node but it still didnt work. I bet this is a really simple fix but i dont know how. Please help
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    open the essentials.jar's plugin.yml and remove the t alias in the teleport here command. This will make it so player would have to use /teleport here.
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    So essentials doesnt have a plugin.yml, so I assumed you meant the config.yml. In there I cant find any way to disable aliases :/
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    Open the essentials.jar with winrar and open the plugin.yml inside of it.
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    I had a question regarding the commands supplied by Towny,
    My server runs with multiple worlds but there is only one where Towny is enabled, but they can only use the commands related to towny in that world.
    My question is, is there a possibility to allow the commands to be used on all the worlds instead?

    Thanks in advance
  22. Is it possible for towny to cause tps issues? If so, is there anything I can change to avoid it from doing so?
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    So I have two quick questions:

    Firstly, it seems that when a user joins the nation capital, then leaves it to make a town of their own, they also leave the nation. Then when they make a town of their own, it isn't affiliated with said nation. I'm not sure how to disable this, or how people get around this. Mainly, I want to make it so people can be part of the nation while not being a resident of a town, but I don't quite know how to do this.

    The second question mainly involves the /towny spy feature. I want my administrators to be able to use it, but we've had points in time where we've had to demote members of staff and have them turn off all their fancy bits (socialspy, god, etc). I found out how to manually turn those features off through essentials, but is there a way I can access someone in towny and disable /towny spy for them?

    Bukkit Version: Craftbukkit 1.4.7 R0.1
    Towny Version:

    Our config (in case you need it):
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    The first is not doable, the second would be done by removing the towny.chat.spy permission node.

    No tps issues for me. You could turn off the revert-on-unclaim feature. Use '/tw toggle revertunclaim' in each world to turn it off.

    Give players the permission nodes for those commands in that world.
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    @LlmDI: I'm trying to figure out how people do it, then. As a nation, will I just have to invite towns into my nation manually? How does that generally work?

    Also, I do realize removing the node will stop them from using /spy in the future if demoted. However, my concern is that while staff, they toggle /towny spy, then after demotion, they still have it active and are still spying on all chats -- similar to Essentials Socialspy. Does it work like that?
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    Your nation invites towns manually.

    After you demote a player, ask them to relog and kick them from the server. When they log back in they wont have the spy ability.
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    Alright. So the spy tool disables itself upon relog? That I didn't know.

    And I'll be sure to remember that, about needing to manually invite towns. Thank you so much!
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    If only it were so simple, if I would give them access to certain commands they can execute them without regard of their current standing in the town, now I could ofcourse dont add all the commands but than some people will still need to go to the towny world to execute those commands that require certain stature in their town
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    Towny has been released for CB 1.4.7-R0.1!

    Download: http://palmergames.com/downloads/tarel/Towny_Advanced.zip

    New in

    New commands:
    * *TownyChat* Added new channel handling support:
    New Permission nodes:

    * Add support for Wither explosion protection.
    * Add protection for Hanging object protection.
    * Add missing getHandlersList() to Towny events.
    * '/town leave' now triggers a TownRemoveResidentEvent.
    * Resident purges and admin deletion of residents now trigger a TownRemoveResidentEvent.
    * Town status now shows all player ranks, not just assistants (for testing to see if it's too much spam).
    * Players with no destroy perms for crops/soil can no longer trample even if the feature is disabled.
    * Added cancellable mob-removal event.
    * Added events for towns leaving and joining nations.
    * Added Shade's Closed economy system. You can now define an account in the config where any deleted money goes (needs serious testing).

    Bug Fixes!
    * Prevent players with no build permissions from rotating item frames.
    * Stop throwing NPE's on '/ta unclaim x'.
    * Correctly select townblocks to unclaim when using '/ta unclaim x'.
    * Fix Ender peral teleports into protected areas. (Only when enderpearl is in the item_use id list in the config.)
    * Prevent monsters breaking frames unless explosions are enabled.
    * Protect Hanging items from explosions per plot settings.
    * Attach PlayerMoveEvent to its related PlayerMoveChunkEvent (andre).
    * Fix outpost spawns to correctly use the outpost spawn permission when using no outpost number.
    * Fix town and outpost claiming to use the correct permission child nodes.
    * Fix saving a change of plot type.
    * *TownyChat* Fix chat spy.
    * *TownyChat* Only modify the chat format if modify_chat = true for all channels.

    Click here for a full changelog.
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    Not sure if this has been brought up before, but Is it possible to look into NationWar being select-able with Town War?

    So when Towny is installed, you can select to have NationWar(Default) or exactly the same war systems/processes but with Towns only?
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    Actually there was some talk of doing some work on war very recently.
    Town vs Town war is already a suggestion the issue tracker and on the now-gone dev.bukkit.org polls page it was the most-desired addition to Towny War.

    We're working at setting up a new towny home page and downloads section at the moment, but when that's in place maybe war will get some love.

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