Inactive [SEC/FUN/INFO] Towny v0.59 - Resident/Town/Nation hierarchy + Grid Based Protection [531]

Discussion in 'Inactive/Unsupported Plugins' started by Shade, Feb 4, 2011.

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    Towny is a plugin for Bukkit (originally from but discontinued from hMod) that allows players to create towns and nations, along with simple alliance controls. The world is broken up into a grid using 16x16 grid cells as default (for those familiar it's broken up into chunks). Each town is given a certain number of these cells and gains more as the town holds more players. These cells can be controlled by a town's mayor to set build/destroy permissions, define the town as PvP zone, and put plots up for sale using iConomy. Once a town joins a nation, it's residents can then start building in it's allied towns, but joining a nation makes you susceptible to losing your towns protection when the world is at war.

    Sec: Block permissions + Allies can't attack each other. Mob removal within towns. World PvP options.
    Chat: Town + Nation chat.
    Econ: Extension for iConomy that has a daily upkeep for towns and nations.
    Fun: War event.
    Info: Remembers when player last logged in as well as when they first registered.
    Tp: Town spawns and teleportation as well as onDeath that uses the town spawn.

    ~ News (Read this; it's usually of your interests)
    Add the node '' if you're using permissions. No one can expand their towns without it.

    March 24: I added a filtering system on names. Some people were getting some serious breakage when people used special characters for town names. If you installed one of the versions before 58, you will need to make sure this config value is correct name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$ or you'll get errors or worse for anything with underscores, dashes and periods. If you want to add to this, brush up on regular expressions or try this ^[^\s]+$ expression (1 character or more of any character but space). Be forwarned, I'm not sure that'll work as I'm rather new to them myself. You might want to make sure of this before updating, as your town names should be filtered accordingly. I also changed how world names were calculated, any worlds with / in it (to represent a subfolder) will probably have their world data reset (actually it's just starting a new file with a new name, so you could probably copy over you data in Towny/data/worlds).

    I also updated my website, so some links will probably break. Pretty much all them actually. In other news, the configuration page documentation is pretty!

    Old News:

    ~ Required Plugins
    This plugin isn't 100% required for Towny to run, but it eliminates gaping imbalance.
    • Questioner: link - Used to give confirmation to things like adding a player to a town, or asking the town's mayor/assistants to join a town. Towny will also use the polling feature to create elections, opt in wars, and other such things that require confirmation from both parties to not cause crazy imbalance. (Not all features in this description have been added as of yet).
    ~ Optional Plugin Extensibility

    These plugins are NOT required to be installed, and Towny should be 100% functional without them. If you notice a bug with them installed, post it.

    • Essentials: link - Used to check teleport cooldown and costs when using the /town spawn command. Requires EssentialsTele to be installed as well.

    • Permissions: link - Used to decipher if a player is a towny admin using the node 'towny.admin'. Otherwise, only operators will have the ability to use the admin commands.
    • Permissions 2.1 by Niji:link - No longer compiled against, but probably will continue to work.
    • GroupManager:link - Alternative to Permissions. Requires "fake" Permissions. Rename the fake plugin to "Permissions".
    Permission Nodes (open)

    • towny.admin : User is able to use /townyadmin, as well as the ability to build/destroy anywhere. User can also able to make towns or nations when set to admin only.
    • : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • : User is able to expand his town with /town claim
    • : User is able to create a nation (only is use when NATION_CREATION_ADMIN_ONLY is on)
    • towny.wild.* : User is able to build/destroy in wild regardless if the config says no.
    • towny.wild.destroy
    • towny.wild.switch
    • towny.wild.item_use
    • towny.wild.block.[block id] : User is able to edit [block id] in the wild.
    • towny.spawntp : Use /town spawn when allow_town_spawn=false
    • towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.

    • iConomy: link - Used for a large amount of functionality like taxes, cost to start a town or nation, and selling plots. Towns and nations have their own bank account, used to deposit and withdraw during the daily upkeep. War brings in a another addition with stealing a bit of gold when you kill an opponent, and bankrupting towns in order to kick them from the event.
    Read this if your using iConomy (open)

    Balance. The default install of Towny cannot and will not balance it perfectly for every single server. This is where you, the admin, comes in. Also, just because you can put a price on it, doesn't mean you should.

    If you do not want to use iConomy with Towny, then turn this off.

    These, a the building blocks towny. They are what separate a user from being a hobo in the street to a fine war vet puffing on a cigar in his manor's den. Set the town to be a reasonable price. Either set this price low, so anyone can start a town, or set it high forcing a band of players to group together the funds. Same with nation. If you desire each and every town to have it's own nation, then set it low. If you desire only two or three nations over the land, then set it high. Remember that nations are used to let people build in other cities, so it shouldn't be unreasonable. If you want only a set amount of nations, make the creation of nations admin only.

    Do not make this price unreasonable. It will prevent a town from expanding unreasonably, but in doing so, also makes towns a very hard thing to establish. Big areas, or projects because very hard for users to protect, and you shouldn't deterr people from big projects as they will make your server more interesting.
    This price should probably scale on the lower side if you plan for towns to claim very large areas (or lots of town plots). In fact, since there are other ways to limit the size of towns (max town blocks) you should even consider expanding to be free.

    This is the server's own tax on the towns. It should kill off the inactive towns on your server.

    Makes dieing more fun, and more of a hassle even when your inventory is empty. The focus of the second, for during war, is to bankrupt a town. Since when a player runs out of funds, it's taken from his town, and when the town runs out of funds, the town is eliminated. Make the price zero if you do not wish for that.

    Same with the death price, but more direct towards the town.

    Don't charge a fee for this unless you have to.

    ~ Useful Links
    New Website
    Old Website
    Other Links
    ~ FAQ (Read This If You Have Questions)

    I've answered some common questions in the second post of this thread. Be sure to check it out.

    ~ Bugs
    If you notice a bug. First make sure you are up to date with the latest version of Towny. You can find out the version with the command /version Towny.

    Before posting the bug, please check the last page or two to check for if others have posted it. If you have anything to add to it, then quote that particular post. Checking my posts is usually a good idea as I tend to answer 5+ posts at once.

    Also be sure to check my Known Bugs & To Do List.

    Things that are useful to add to you posts:
    • Describe what you did right before the bug appeared. Describe the situation.
    • Error in the console (ca.xshade.bukkit.towny...). Paste the entire thing, use code tags.
    • Most logic has debugging messages. If your skilled at problem solving, try turning on debug mode (/ta set debugmode on) and read the console output during the time of the bug. This might not always apply to every bug possible.
    • If you notice any bugs in block protection going awry. Post the cache messages shown in debug mode. They help tell what towny is thinking during.
    ~ Spread The Love

    Donate! Donating keeps me interested in the project and more susceptible to implementing your outrageous demands! I'll more 'n likely add them anyways though, but the love is appreciated!
    For those wonderful people donating 1 cent. Save your money. Paypal takes 5% of transactions, rounded up to the nearest cent. One cent of one cent is, well let Jayne give you the idea. Your thoughts are appreciated though.

    Awesome Peeps: Hawkheart, Nameless 1¢ donator, Dharrk! Cool guy from Germany. Legionarius. Another 1¢ donator... The Quezo Collective. Rockstar04! ShatteredBeam. KHobbits, ! Janb !

    ~ Latest Version - Download Here
    [Usually Tested with:]
    • Install Notes:
      Place Towny.jar in the plugins folder that should be created when you launch the CraftBukkit server. Then run the server. If you're using permissions, be sure to add or users will not be able to expand their towns. Check the other permission nodes as well. After getting Towny running, configure it. Towny has lots of options allowing it to run in many different ways. The default setup is doubtful to be perfect for your server.
    Remember, remember, to back up your members. (Make a backup when updating)

    Note: v0.17 onwards will automatically backup the data folder in "plugin/Towny/backup/" as the server boots, and each daily interval.

    ~ Old Versions
    Show Spoiler

    ~ Change Log
    Change Log for past versions
    	Fixed reloading the towny config.
    	Added regex check for all names. Names must be alphanumeric with the exception of underscores in place of spaces. Old names with invalid characters will be filtered appropriately.
    	World names are now filtered like the other objects in the universe, worlds with / are no longer just using the last token.
    	Reworded errors when making new towns. "You" was hardcoded, and didn't take into account admins making towns for others. To clarify, money is taken from the new mayor's bank account.
    	Added new config option save_on_load. It's defaulted to off (which is opposite to what it was before). It will no longer to a giant save on startup which assured that what's in memory = saved in file. This should speed up startup of particular large db.
    	Files are deleted when the object is deleted. It will not delete existing files, so files deleted outside of towny's regular actions will remain.
    	Added allow_resident_plots to enable/disable plot commands, essentially freezing the plot system.
    	Fixed admin add command (you couldnt add if you werent a mayor/assistant of any town).
    	The admin set mayor command will now add the person to town if he/she isn't already. The npc part of this command now works as well.
    	Fixed default setting for regex.
    	Removed debug statements.
    	Fixed default regex settings.
    ~ FAQ (Read this)

    What is a town?
    A town is a collection of residents (or just one resident) with one resident as the mayor. A town also has a bank which the mayor can withdraw from. A mayor can also have assistants who have the same powers as him/herself. Towns can have taxes that will be taken at the end of each day interval.

    How long is a day interval?
    Default is 24 hours. You can change this in the configuration.

    How do I start a town?
    Read the Brief Tutorial.

    Can someone belong to or own more than one town?
    No. You can claim outposts if you want to protect somewhere not connected to your borders.

    What is an outpost?
    An outpost is a type of claiming aspect that a town can do. Claiming an outpost will not limit you to your towns borders, allowing you to start a protected area some else, even another world.

    What is a nation?
    A nation is a collection of towns (or just one town) with one town as the capital. The mayor of that capital is the king. A nation can join the war event, as well as ally other nations. A nation also has it's own bank. It can also tax the towns that belong to it.

    Is MySql or another database format supported?
    No. Only flatfile, and loading flatfile-hmod is supported.

    How do I set up the maximum town blocks?

    Can I select a small cuboid, not attached to the grid for (my town/plot)?
    No. Towny is not cuboid, and depends on the grid system.

    Can I limit Town/Nation creation?
    Yes with town_creation_admin_only and similarly, nation_creation_admin_only.

    People can't build in the wild!
    The default for towny is to force a player to make a town before building, after gathering resources from the ignore item ids. You can turn this feature off with unclaimed_zone_ options in the config. You can also set specific permissions per world for the wild with the /townyworld command.

    What are the permissions?
    Each town and resident has his own permissions. For residents, the permissions are used for his/her residential plots. For towns, it affects all townblocks within the town that are unowned.
    • Switch permissions are for items like levers and buttons.
    • Item Use permissions are for letting people use items like buckets and lighters.
    • Resident plot permissions use the "resident" permission level a little different, as he/she doesn't control any residents. Instead, this permission is used for his/her friends list.
    Permissions are shown in your status with B=rao D=rao S=rao I=rao, where r = resident, a = ally, and o = outsider. The capital B= denotes the build permission. The minus symbol "-" is used to show that your are denying permission to the specific permission.

    To edit your permissions ingame, use the "/[res/town] set perm" command. Further examples of the commands can be found on the Master Command List.

    What are taxes?
    Taxes are an automatic method of keeping a town's economy, as well as slowly killing off town's that are inactive.

    Any player can view the taxing personal to them with /towny prices.

    Town Collection
    The following are taxes that a town's mayor can set. The taxes are deposited into the town bank. The mayor himself, as well as his staff (assistants) are exempt from these taxes.
    • Resident tax: Each resident in the town has to pay this. Failure to do so will kick you from the town. Mayors can set with /town set taxes [$].
    • Residential plot tax: Each resident who owns a plot in town will be charged this amount for each plot they own in that town. Failure to do so will have the resident losing ownership over the plot. This is charged before residential taxes. Mayors can set with /town set plottax [$].
    Nation Collection

    The following are taxes that a nation's king can set. The taxes are deposited into the nation's bank.
    • Town tax: Each town in the nation has to pay this except for the capital town. Kings can set with /nation set taxes [$].
    Server Imposed Taxes

    The following are taxes that the administrator must set in the configuration. These are global taxes intended to slowly kill off inactive towns/nations.
    • Town tax: Each town in the world pays this. Failure to pay will destroy the town.
    • Nation tax: Each nation in the world pays this. Failure to pay will destroy the nation.
    How do I configure the wilderness?

    Towny has a few options for this. The default being that you cannot edit in the wild at all. Forcing players to make towns to begin construction. You can turn this option off globally in the configuration (unclaimed_zone_[permission]). You can also change it for a particular world with the /townyworld (/tw) command. Anything to do with the wild globally can be set per world.

    Towny also has the ability to ignore certain blocks in the wild. Such as logs and leaves (in the default). These block ids can be set with in the UNCLAIMED_ZONE_IGNORE variable in the config. The default has it so that you can edit ores, glowstone, ladders, torches and minetracks in the wild.

    You can also change the name of the wild that pops up when you leave a town. Setting this per world would make the "wilderness" be more personal to that specific world. Eg: Setting the name to "Hell" for a nether type world would create a nice note when transitioning world to world.

    What are the "modes" a player can have?
    Each player has the ability to change how Towny interacts with him/her. The most common are for popup displays that show up as the player moves around in the world. They can be set with the /resident set mode [mode] ... [mode]. The modes are as follows:
    • map: Equivalent to typing "/towny map" as you walk between townblocks.
    • townclaim: Equivalent to typing "/town claim" as you walk between townblocks.
    • townunclaim: Equivalent to typing "/town unclaim" as you walk between townblocks.
    • tc: Your main chat output is to the town channel.
    • nc: Your main chat output is to the nation channel.
    Why are the cells off by 1 in the negative planes? and why is the plots 15x16 or 15x15 near origin?
    Read this post here. It's a simple fix, however, it would shift 3/4 of existing plots on every server currently using Towny, so I'm not changing this.

    How can I make it so resident can only build in their own plots?
    If you want this as default for every town on your server, be sure to change the default permissions in the config with default_town_perm_ to false. Now only the mayor + assistants have permission for newly created towns. If you want this for existing towns, or you only want your town to act in this way, you need to use /town set perm off.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 8, 2016
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    Quick question, does this have tnt/creeper block in towns? Would love that! Thanks.
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    @Shade the error with new user registration occurs at odd intervals. I didn't notice a strong correlation between the amount of users on the server versus the rate in which the error occurs.
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    Is there any way for an Admin or OP to add people to towns? Even towns they themselves don't belong to.
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    its a hard question... but... I am wondering if some types of functionality exist, say the first plot of land to purchase is only 16x16... can there be a max residents of 6 people? and the next Plot of land purchased (say 48x48) supports a max of 16 residents? and next is a bit bigger plot and increases more max residents?
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    Michael Briggs

    I have an issue with towny v51. During some testing I was unable to get the plugin to recognize the town-levels.csv config. Instead it would use the default settings, however, it did not stop at the default_max_town_blocks setting. I decided to do some tests with some friends and found it just isn't working as expected. The test we ran was to set the config data as follows.

    town-levels.csv (@shade please verify this is the correct name, I've seen you refer to it as townlevels.csv)
    0,, Ruin,Spirit ,,1
    1,, Hamlet,,,2
    2,, Village,Mayor ,,3
    3,, Town,Lord ,,4
    4,, City,Lord ,,5
    What happens is, when we create the town it starts with 4 blocks available... ? so right off the bat it starts off ignoring the town-levels.csv file. Then we add up to 3 residents and the total blocks available is 12... which is higher than the default max of 10. So either I'm doing something very wrong or something is off somewhere.
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    Yes latest 0.51. Everyone can build no matter if they are in a town. Or what permission it is in the town.
    I checked, players are listed in the resident file. So towny knows they are there. Using CB 522.
    Edit: Did some testing: A few seconds after I teleported someone into a town zone. They suddenly couldnt build/destroy anymore. Towny zoned worked for a bit. Then we walked outside the town into the wild. Then we walked back into the town and he could build/destroy again. Something is pretty bonkers here.

    PvP protection works flawlesslsy.

    Any help would be greatly appreciated, my people rely on Towny :/
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    I have a strange error. When i start Towny, it deletes some towns and nations off of the town.txt and nation.txt. I tried updating towny and bukkit but nothing seems to work. Any ideas?
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    Is there a way to change a nation leaders name? My friend Robo's name says LeaderRobo.

    Also, is it possible to add prefixes to assistants and colors to assistants names?
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    I think Essentials conflicts with Towny. I cant use any commands when i use both Plugins:

    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.NetServerHandler.c(
    2011-03-11 18:43:43 [SEVERE] 	at
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.NetServerHandler.a(
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.NetworkManager.a(SourceFile:230)
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.NetServerHandler.a(
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    2011-03-11 18:43:43 [SEVERE] 	at net.minecraft.server.MinecraftServer.h(
    2011-03-11 18:43:43 [SEVERE] 	at
    2011-03-11 18:43:43 [SEVERE] 	at
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    Make sure essentials=true in your for Towny
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    I did. But whenever i reset the Server, the file will change essentials to false again.
    Commands like /Sethome and /home are working.
    /time day for exsample wont work.
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    I have a question regarding residency. Say I was a resident of Town A, not the mayor, and wanted to start Town B. Would I lose my property for Town A by making another town?
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    Make sure your server is stopped before editing the
    Essentials has changed a bit as well, merging almost all of their stand-alone nodes into Essentials.jar
    Make sure you're running an up-to-date version.

    If you're having a conflict with a ceratin / command, you can change the / commands towny uses in the as well.
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    SweetCraft Girl


    Essentials has divided their multitude of commands into MANY DIFFERENT STAND-ALONE JARS.

    Last i checked I am running:

    - Essenitals
    - EssentialsBan
    - EssentialsHome
    - EssentialsSpawn
    - EssentialsTele
    - EssentialsWarp

    -------------------------- And there is still EssentialsEcon, EssentialsChat, and Wait for it...EssentialsMineServer aka ZenCraft.

    So.. You are far from being current in the state of events here.

    Essentials divided up when 1.3 Server came out - FYI.
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    I've been thinking about wars and how they work mechanically. Some of this might take some really serious effort on the back end, but it's things I'd like to have considered (in an ideal game world, anyway).

    So ... yeah. Lots of things to think about, and I'm sure a bunch of them have been thought of and/or set aside for a while because of the difficulty to implement them. I still feel like putting them out there is something I had to do.
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    How to make that, people cant open door in my town?
    And is there any way to make that people cant use signs? Because i want to use craftbukkit gate ;(
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    "Just updated/planning on updating?
    You NEED to delete EssentialsHelp.jar, EssentialsTele.jar, EssentialsWarp.jar, EssentialsHome.jar, EssentialsUpdate.jar, EssentialsGod.jar, EssentialsBan.jar, and EssentialsEco.jar. They have been merged into Essentials.jar. Don't worry: you alternative plugins will still work!"

    That's from the official thread.
    Build 2.0.286 RC2

    I said MANY of the stand alone nodes had been merged into Essentials.jar. Looks like you're the one who's behind on the times.
    Thanks for being cute in your reply though. Makes this a lot more satisfying.

    If you'd like to keep up here is the link to their wiki:
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    Torches can be knocked down in towns even when build/destroy is set to off. Even on purchased plots, anyone can knock down torches. There a way to prevent this?
    Is there a way to designate different plots at different prices? I have some prime real estate around on of my castles which I want to charge more for, than the lots outside the castle. Any way to do this?
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    this occasionally happens to me also
    tunning cb493 and 0.51
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    If a town or nation loses a war, does it get completely disbanded, or just unable to participate in that war event anymore?
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    Is it possible to put all the taxes they pay to the Server in order to remain in the pot you win when you win a war?
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    Towny is extremely buggy on the latest recommended version. Protections are overridden and don't function, residents leave towns but still show up as registered when they aren't in any towns, and towns remain after being deleted by admins.
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    Unfortunately I have to agree. I still can't get town protection to work.
    M1sT3rM4n likes this.
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    latest build is not good shade - (548) permission to destroy anywhere again *sigh*

    rolling back to 531 fixes immediately
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    Is there a way to check the town's balance and nation's balance?
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    Is there anyway to have a prefix for a players name displaying what town they belong to?
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    He's probably busy with RL, so let's give him a couple of days.
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    Sorry if this has been addressed before, but, how do you stop players from destroying things in towns? The town has turned off all permissions (/t set perm off) and then allowed residents to do everything (/t set perm resident on).

    Both players in a town and not in a town can do this.

    We have CB build 531 and Towny v.51.


    Nevermind. I figured it out. Just turning off permissions isn't enough!
    You must use /t set perm outsider off
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    Christ, 531 worked for a while then stopped as well, rolling back to #493
    493 also broken...
    rolled back to 440 and it's ok
    M1sT3rM4n likes this.
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