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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    440 would have been fine to use if inventories weren't so glitchy.
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    nope, 440 fucked too
    well i found the issue and it appeared to be that the town had suddenly been marked as outsider ok to destroy, build etc when viewing the /town permissions - this was never changed on that town, nobody was ever in the town to do this as it was just one person and the town itself was created with recent towny and bukket 520+

    Issue lingering here somewhere so i'm going all the way back to 440 for now
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    That was the issue I told him a while ago where Towny would fail to register someone and they would "appear off of the radar" and be able to override anything.
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    I have permission issues on my server as well, tho i have been able to replicate a different behavior over and over. Running .51 and cb493 at the moment.
    1. I have a normal default player that is not part of a town.
    2. The player first tries to break/build in a zone that has outsider permissions turned off. They get the not allowed error as expected.
    3. Next, the player breaks a block just outside of the town borders.
    4. The player then comes back into town borders and is able to freely break and build with no errors. The perms have not changed, still set to forbid outsiders access.
    5. Log the player offline, then back online. and I am then able to replicate this sequence over and over from #2
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    My server was semi-griefed today. I won't rely on Towny for protection now until Shade shows that he's committed to fixing the protection part of it.

    There's no use having such an elaborate Town system with all these taxes and whatnot if it can't even perform simple protections.
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    This is really is one of those bigger team effort type of plug-ins. Ambitious with a lot of moving parts and a lot of testing needed to make sure it keeps working right.
    M1sT3rM4n likes this.
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    Michael Briggs

    Found the source of a bug at this time, no idea how to fix it so I'll mention it now. Any item in the "Unclaimed_zone_Ignore" is allowed to both be placed and destroyed in my towns. If I remove them (actually have to leave just one item) then that item is no longer usable in town by non-residents. Not sure if this can be traced back to a greater issue in the rest of the permission system, but it's a start.
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    /tw set usingtowny off
    ... does not seem to be persistant. Stopping and starting the server applies towny to all worlds again
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    SweetCraft Girl

    LOL!! I cannot be arsed to follow Zenexers willy nilly "decentralize" then "centralize" Essentials changes that split up all that crap at server 1.3 and now its going all back together? Hooray for you being more up to date that me! Thankfully, i see what is being done and am looking for alternatives because nothing but conflicts coming down the road now for other plugins.

    I have my plug-in list on my drop box; if you wouldn't mind, i could use a timely post like the one above letting me know when they are updated as well. I prefer a personal touch, not an auto-update notifier.

    I pay .20c per plugin notification so....get ready to get rich, should you accept this MISSION.
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    Are there any developer API features to this? I would love to have stuff like Towny.loc.isInTown() and Towny.player.getTown(). Would really help for us customized servers! Thanks
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    The PC Tech Guy

    How do I remove individual mobs? The graph you linked on your website is no longer available.
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    How can i change other town mayor [ im admin ] it shows Mayor doesnt belong to town ;/
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    I get this error when starting or reloading Towny:

    16:42:49 [SEVERE] For input string: "500.0" loading Towny v0.51 (Is it up to dat
    java.lang.NumberFormatException: For input string: "500.0"
            at java.lang.NumberFormatException.forInputString(NumberFormatException.
            at java.lang.Integer.parseInt(
            at java.lang.Integer.parseInt(
            at ca.xshade.util.KeyValueFile.getInt(
            at ca.xshade.bukkit.towny.TownySettings.loadConfig(
            at ca.xshade.bukkit.towny.object.TownyUniverse.loadSettings(TownyUnivers
            at ca.xshade.bukkit.towny.Towny.loadSettings(
            at ca.xshade.bukkit.towny.Towny.onEnable(
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(
            at net.minecraft.server.MinecraftServer.e(
            at net.minecraft.server.MinecraftServer.a(
            at net.minecraft.server.MinecraftServer.d(
    It's for town neutrality cost.
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    I also ended up rolling back from .51 to .46 (what I was running before), because this last version didn't seem to be reading any of the configurations files correctly.

    eg. When .51 was running, /towny prices stated that the town start cost was 250, but I had a higher number set in the config file. Same with all the other prices on that list.

    And the Town Size in the town details info (/t) wasn't displaying correctly either. A town with 7 residents shown to have a maximum of 112 plots, when I expected it to have 48 as per the first few lines of the town-levels.csv file I had set up:
    0,, Homestead,Landowner ,,1
    2,, Homestead,Landowner ,,16
    4,Hamlet of ,,Leader ,,32
    6,Village of ,,Mayor ,,48
    8,Village of ,,Mayor ,,64
    I tried repeatedly to change the prices and the town levels and reload to get them to change, but they didn't. The prices remained the same, and the max lvls stayed at 112, no matter what change i applied.

    But as soon as I rolled back to .46, everything went back to what I expected them to be.
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    is it possible to put the upkeeping money in a pot which can be won at wartimes?
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    Yes -- you either have to relinquish the property since you can only be mayor / resident of one town. All the structures will remain in the old town, you just won't own them.

    You could ask the mayor of Town A to make you an ally of the town... that would allow you (and other allies) to still build on the plot.
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    This is unfortunately the same outcome on my server. Towny is in place so people can purchase land protection. I like the idea of wartime, nations, and taxes, but it seems that without the protection it's really all quite useless.

    The other stuff can wait, just get protection working
    M1sT3rM4n likes this.
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    Essentials version? I'm using 282. Also, could you post a demo of what I need to change to Essentials config to make the tp cooldown / charge with essentials?

    It doesn't block explosions. It does however remove mobs that wander into town.

    Not yet.

    There's no maximum for a town no. Can I ask why?
    The maximum townblocks available to a town is (numResidents * ratio). Setting this value to 0 will instead use the level based jump values determined in the town level config.

    No errors when loading? Did they save properly?
    & currently no you cant add prefixes to assistants.
    If you leave town a town, you *should* be losing all your plots. (maybe not right now [bug], but you will be)

    if door is a swith_id, turn switchs off for outsiders.
    try adding signs to switch ids, but that might not work. tell me if it does though.

    You sure the block isn't returning after x seconds?


    War only deals with money transfer. When someone loses, the won't participate in the war any longer.
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    Can you set kings and mayors yet?
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    pardon? use proper sentences.
    The status should show the bank account.

    there is not

    I'm just happy there are a few in the IRC that answer newbish questions from time to time.
    I'll add any code anyone else makes. Anyone who wants help untangling my code can just ask.

    Well that's bloody weird. Every test I do (with the default world) seems to work perfectly. What are you using for the extra world, and what's it's name (exactly)?

    plugin = Towny instance. not static.
    PlayerCache cache = plugin.getCache(player);
    TownBlockStatus status = cache.getStatus();
    if (status == TownBlockStatus.UNCLAIMED_ZONE)
        // Stuff
    public enum TownBlockStatus {
        OFF_WORLD, // In a world untouched by towny.
    // The following code will throw TownyException (actually, just NotRegisteredException, townyexception is a superclass)
    TownyWorld world = plugin.getTownyUniverse().getWorld(player.getWorld().getName());
    Coord coord = Coord.parseCoord(player);
    Town town = world.getTownBlock(coord).getTown();
    You can't add players to town, and making someone outside of the town a mayor doesn't work.

    I missed that when i made everything else real numbers. just use an integer for now.

    122=7*16 (in other words, default settings since it was using the ratio).
    No idea why it didnt load properly.
    admin-ly? Just mayors, and as I said to Racha, not usefully.
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    Ahhh true. Well im thinking of using this i just wanted to check what didnt work fully yet, but other then that not working, it seems good enough to use.
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    	Towny now caches the last block location a player was at.
    	Fixed towny being a pimp and taking over every other plugins command.
    	Fixed some concurrent errors during taxation.
    	Switch perms were outputting incorrectly.
    	Item use are now included in item ids usable in the wild.
    	The permission, towny.wild.block.[item id] is now towny.wild.block.[item id].[action], where [action] is build, destroy, switch, item_use. So just add .* onto the end to function normally.
    	No longer attempts to tax when using_iconomy=false.
    	Added support for Questioner (A simple manager for asking questions).
    		'/town add' will go through it to ask the player instead of immediately adding the player if installed.
    	Possible bugfix?
  24. Offline

    Michael Briggs

    I tried this Shade and it doesn't work. I am unable to get your plugin to properly utilize the town levels file. I've set town_block_ratio to 0, I've set it to nothing but still the server will not use anything other than the defaults. I desperately want to use the leveled town sizes. Please advise.

    Edit - Didn't see you just released .52, this was with .51 not sure if it's still a valid problem with .52.
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    If 52 no workie. Is the file overwriten with the default settings? or does it just not load? Does editing other values in the config apply themselves? If you can, turn on debug_mode, and check that the debug messages actually load the town-levels.csv etc.
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    Michael Briggs

    I'll run a test right now, give me 5 mins.

    EDIT - And yes, other options do load, such as unclaimed build destroy and what not properties.

    Edit 2 - cleared all towny files, put in 52 jar, started server twice to gen files, modified config and the town levels csv and when starting new town town levels.csv was not implimented. Will try to turn on debug mode when I get home.

    Edit 3 - Indeed no luck with any form of configuration. Here is the debug log -
    08:43:22 [INFO] [Towny] Database: [Load] flatfile [Save] flatfile
    08:43:22 [INFO] [Towny] Debug: Loading World List
    08:43:22 [INFO] [Towny] Debug: Loading Server World List
    08:43:22 [INFO] [Towny] Debug: Loading Nation List
    08:43:22 [INFO] [Towny] Debug: Loading Town List
    08:43:22 [INFO] [Towny] Debug: Loading Resident List
    08:43:22 [INFO] [Towny] Debug: Loading Worlds
    08:43:22 [INFO] [Towny] Debug: Loading Nations
    08:43:22 [INFO] [Towny] Debug: Loading Towns
    08:43:22 [INFO] [Towny] Debug: Loading Residents
    08:43:22 [INFO] [Towny] Debug: Saving Worlds
    08:43:22 [INFO] [Towny] Debug: Saving Nations
    08:43:22 [INFO] [Towny] Debug: Saving Towns
    08:43:22 [INFO] [Towny] Debug: Saving Residents
    08:43:22 [INFO] [Towny] Using: Permissions, iConomy, Essentials, Questioner
    08:43:22 [INFO] [Towny] Debug: Added town level: 0 [, Spirit , , 1,  Ruin]
    08:43:22 [INFO] [Towny] Debug: Added town level: 1 [, , , 2,  Hamlet]
    08:43:22 [INFO] [Towny] Debug: Added town level: 2 [, Mayor , , 3,  Village]
    08:43:22 [INFO] [Towny] Debug: Added town level: 3 [, Lord , , 4,  Town]
    08:43:22 [INFO] [Towny] Debug: Added town level: 4 [, Lord , , 5,  City]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 0 [0, ,  Wilderness, ,  Lands, Leader , ]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 1 [1, Dominion of , , ,  Center, Leader, ]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 2 [2, Lands of , , ,  Center, Leader , ]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 3 [3, ,  Country, ,  Lands, King , ]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 6 [6, ,  Kingdom, ,  Lands, King , ]
    08:43:22 [INFO] [Towny] Debug: Added nation level: 12 [12, ,  Empire, ,  Lands, Emperor , ]
    08:43:22 [INFO] [Towny] Version: 0.52 - Mod Enabled
    Edit 4 - It appears that after continued effort I was able to get it to finally load the town-levels.csv At this point I have no idea what exactly did it, but I think it may have had something to do with a full computer reboot...
  27. Offline


    We got this error on our server running CB 522 and towny 51 after updating the weird thing is that it seems that now matter how far I roll back with both CB and Towny the error persists. And sometimes I don't get the error at all when I change something completely not related but then if I restart without changing anything the error returns. I have now tried every recomended build between 500-527 and every Towny between 46-52.


    13:41:51 [ALLVARLIG] java.util.ConcurrentModificationException
    13:41:51 [ALLVARLIG]    at java.util.AbstractList$Itr.checkForComodification(
    13:41:51 [ALLVARLIG]    at java.util.AbstractList$
    13:41:51 [ALLVARLIG]    at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(
    13:41:51 [ALLVARLIG]    at
    13:41:51 [ALLVARLIG]    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(Craft
    13:41:51 [ALLVARLIG]    at net.minecraft.server.MinecraftServer.h(
    13:41:51 [ALLVARLIG]    at
    13:41:51 [ALLVARLIG]    at
    13:41:51 [ALLVARLIG] Unexpected exception
            at java.util.AbstractList$Itr.checkForComodification(
            at java.util.AbstractList$
            at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
            at net.minecraft.server.MinecraftServer.h(
    EDIT: I have realized that if I turn off mobremoval it works fine no errors at all. So it's a choice between not being able to log in to the server (which is what the error does) or being creeper bombed... I do not like those choices
  28. Offline


    Then I just cant change the mayor of town?? Well I am admin, and my friend changer his nick, i need to make his new nick mayor :)
  29. Offline


    Before yOu updated towny worked fine with Out editing. But I just updated(I do not use permissions.) And now some commands are broken. And the main thing is people can't claim land unless an Op. I do not have permissions. I'll be looking into the questioner. Thing. But please help, plus I do not understand Permissions I don't know where to add nodes
  30. Offline


    Very often info about claimed areas and mayor in different towns just resetting.. without any errors!
    So town have no town size, home block and a mayor!!
    Only server stop/backup/start can help..

    If problem of this issue cant be solved soon - can you add a possibility to save/reload town data for admins for fast backup without restarting the server?
    Also something like /townyadmin add <TOWN> <PLAYER> would be useful!

    Attached Files:

  31. Offline


    I was wondering if there was max residents so depending on how much land you buy, there is a resident cap. It would centrally allow a small town to support small numbers and larger town support larger residents! because the war declaring war works is based on the number of residents, which can be considered an exploit if someone has a small base but a Large number of residents
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