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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    Hmm the protection seems very buggy! it works sometimes and sometimes everyone is allowed to build!
    This is my config. and ppl can build anyways!

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    With the newest Towny update, my server map's officially borked :p
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    Is there any way for admins and mods to see what's going on in Towny chat channels?

    Also, is there any built-in chest protection planed? Does it work if chest added to switch or itemuse?
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    Yeah same issue still :( Updated to CB 550 in dire hope it would fix it somehow. But even with Towny 0.52 Town protection still is a hit and miss. Shade, if you manage to fix it i'll donate ya 50 bucks!
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    One guy created a towny, but the name is null, and he cant do anything there, it is not showing in the data/towns ;/ And i cant delete it.
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    protection hit and miss cb 522 towny .52. It was working on some parts for destroy, but then someone was able to build on a protected area.
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    towny.wild.block.[item id].[action]

    So if I set wilderness build and wilderness destroy to false in the towny config file,
    I can allow it in permissions with that ^?
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    Server log says I'm using Essentials build 2.0.285. The teleport cooldown setting is in %serverlocation%\plugins\Essentials\config.yml. I set mine at 120 seconds for anybody who's not an admin.

    Thanks for being on top of this. I forgot to mention my Essentials version the first time around. Also, the problem seems to have resolved itself with Towny v0.52 and craftbukkit v531.
    Here, wrote you some code. :p

    While 1
    send("tDESU DESU DESU DESU{enter}")
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    I'm using bukkitdev 531 and Towny v.51. Everything seems to be working fine except the fact that I cannot build anything in my friend's nation's capital's Home. I am part of his nation and the only thing I seem to be able to do at his capital's Home is destroy blocks. I wish to make it so that I can build anywhere in the entire nation. Your assistance would be much appreciated. Thank you.

    EDIT: I could build before anywhere in the nation when I was using v.44

    EDIT 2: "Residents aren't allowed to switch here." This message comes out when a resident attempts to open a door in his or her town. I enabled everything to true as well. I really liked the simplistic system in v44 without these perm_resident, etc. options. Everything went according to plan.
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    Still having the problem with Towny cache'ing everyone as admins.
    And no, no one has the 'towny.admin' node.
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    Alright, forgive me for being a little new to this, but I'm either blind or the answer isn't very apparent.

    Everything I find in documentation refers to town permissions as RAO (resident/ally/outsider). The mod seems to refer to the permissions as FAO (friend/ally/outsider). My confusion begins here, because my brain tells me that "friend" is not a replacement for "resident" as the mod actually does allow you to specify other users as "friends." Furthermore, to test if my logic was misguided and if "friend" really was the new "resident" I tried setting permissions to allow friends to alter blocks. At that point residents were unable to. My ultimate goal is that residents will have permission to build/destroy/switch/itemuse and anyone that is not a resident (ally, outsider) can only perform switch/itemuse. I have no concern over permission for friends as resident, ally, and outsider are the only ones that will hold any value to me.

    I hope that my question was thorough and that it is no bother for you, but I love the changes you've made to this mod and I just find myself at the point where I cannot provide this answer to myself and it is quite vital to the way I intend to run my server. When I'm through setting up my server I'll be sure to send donations your way. It may be a game but the work doesn't go unappreciated! Thanks in advance.
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    When someones leaves town and joins a new one, what can be done with their plots if they did not put them up for sale before leaving?

    I have a few plots with members that moved away, but they can't put them up for sale since they are no longer part of that town.
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    I just discovered that the "build" protection does not incorporate doors. Need that added please.

    EDIT: Also, the player must leave and reenter the plot affected by set perm commands for the permission to be actualized.
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    Yes they all saved properly, and i don't get any errors when loading. Btw it only deletes them off the towns/nations.txt, and the .txt for the world they're in, in case i didn't make that clear enough in my first post.
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    I do wish /r didn't conflict with my chat plugin's reply-to-last-sender command.
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    I've had the occasional problem of losing all of my town data, forcing me to re-found my town and try to re-add all my old residents. I was just wondering which flatfile that sort of information is stored in? I have my server hosted with multiplay, so I'm sort of grasping blindly at trying to deal with the issue since I don't have much ability to explore on there.

    I've looked through the configuration files I have access to:


    However none of them seem to store actual town data, like owned blocks, or even residents, homeblock location, etc. So I was hoping you could tell me where that data is stored, so I can get them to add it to the accessible files list so I can manually reconfigure stuff.
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    omg man, so much griefing going on. Big brother isnt working right and neither is towny, this is just a nightmare for my server.

    Luckily mcbans is working lol
    M1sT3rM4n likes this.
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    I just went back to WorldEdit protection. Simple yet effective.
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    I actually tried to change /r to /re via the config file to remove the conflict with HeroChat, but the change didn't seem to take effect.

    Edit: Nvm, scratch the above comment. That was when i was running .51, when Towny didn't appear to be reading the config files. The command change does work in .46
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    It's possible for a Admin create various cities? When I try to create another city it complains I already had one. And I can't leave the city because I'm the mayor(and I want to be the mayor)
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    mmm I've used towny for a while now and the one issue I have is that you have to set a flat tax rate when working with iConomy. I think it would be really useful if you could set it so it taxed a % of total money. (IE I could have a 5 coin resident tax and then a 2% plot tax) I think it would really allow you to add more balance between the "rich" and the "poor" in a town.
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    MultiWorld support?
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    I have two "secondary" worlds... one is called "world-classic" and the other is called "nether"

    You can join the server and see it first hand...

    It's a non-public server without a whitelist...
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    It would be nice if there was an admin command where you could join a city and set yourself as assistant. So you can make changes without compromising the mayor seat even if he is off-line.

    It is so frustrating asking the mayor to add me to the city, than making me assistant do to something. I'm an admin!
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    We have two worlds on our server that we just implemented and towny became screwed up once we did that. We wpuld like to keep the multiworld and towny but cant figure out why its not working. I have cb b489.
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    Towny Buggs so hard by me (Every Day!)

    Crash all my Settings (Towns/Residents/Backups...)

    Reload doesnt Work...

    CB: 531
    Towny: 0.52


    Yeah, me to...

    Guys, Alternative?
  28. Hey Shade, thx for your awesome plugin!

    We have a problem while using townys global (wild) build-restriction. We want to use that to emphase on founding settlements but at the same time townys restriction overwrites Worldguard regions that we need for certain projects.

    Is there a way to make townys global wild-build-restriction to be compatible with Worldguard regions? (In case it isnt I would like to file this as suggestion)

    Keep up the great work - our server would feel naked without Towny! ;)
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    I'm not sure if this has been asked before, and I did read the FAQ, but didn't find it asked:

    Can you somehow disable the whole "plot" system? We'd like to have our towns be tight and, in a way, realistic, but if someone can suddenly claim a 16x16 area of the town only to himself, that kind of limits what you can do.
  30. Nobody can claim if you dont set them to sell - problem solved.

    Shade, it was really unfair that the min distance between homeplots is meant to be in plots instead of tiles? I had a nice wolpertinger-hunt to find the reason why nobody could place new settlements, hehe! Plz, plz update that in the documentation! thx!
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    That doesn't solve the problem, Zothen, as any player can be a mayor if they create a city, and thus, sell plots.

    This has to be one of the most confusing plugins I've ever tried. Like for creating nations, how can I make one? Every time it keeps saying "Not registered" or, when I also specify the capital, "X is not registered" (even though the city is - and OF COURSE the nation is not AS I'M CREATING IT).

    It's not all the plugin's fault, though. It's a bit of a shame you (presumably?) cannot add UI elements with these mods, or change e.g. blocks' colours. Would make this a lot clearer, in my opinion, but we have to wait and see if Notch ever adds server side capabilities for clients' UI.
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