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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    Oh wait. I can't use your fix actually, at least not the part having to do with using the chunk class. Cells are not bound to 16x16. They can be 10x10 or whatever.
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    use only the parseCoord(int, int) then... it fixes the math to get townBlockX and townBlockY from the current global coordinates X and Y... considering the cellSize

    As far as I tested, it gives the same values of chunkX and chunkY if cellSize is 16... even near boundaries with negative coordinates.

    (I even improved the math some minutes ago... instead using double to test if a fix is needed.. I use the rest of integer division)

    here is the code, again:
        public static Coord parseCoord(int x, int z) {
            int xresult = x / getCellSize();
            int zresult = z / getCellSize();
            boolean xneedfix = ((x % getCellSize())!=0);
            boolean zneedfix = ((z % getCellSize())!=0);
            return new Coord(xresult - ((x < 0 && xneedfix) ? 1 : 0),
                    zresult - ((z < 0 && zneedfix) ? 1 : 0));
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    I just installed this and I've no idea what I'm doing hah.

    Not sure if this a problem or not, but PvP doesn't work outside of the town. the PVP is true in the and worked previous to me creating a town. I was also wondering how I would stop people, even residents, from building in random areas in the town.
    Thanks to anybody who helps!
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    you need to set wilderness permissions on settings file of Towny...

    If you read the tutorial... by default... wilderness is locked everything to force people create towns...
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    	Changed function name that is now used in Bukkit.
    	"_" is now skinned as spaces with formatted names.
    	Fix for world data persistence. World names with / or spaces are now filtered to use _ instead.
    	Set perms will clear the cache now.
    	Added /ta town [town] ... to be used for admin use. /ta town [town] add is the only command for now.
    	Option to not delete and start log from new when the server starts up.
    	Plausible bug with resident plot permissions.
    	Multiworld persistent.
    	Default permissions for new towns etc now work as intended.
    	Permissions is now treated as every other optional plugin.
    	You can claim without being OP when Permissions isn't installed.
    	Trying a new method for mob removal.
    	Now canceling spawn events within towns instead of waiting for the removal.
    Allies can't attack each other. Turn friendly fire off if you wish it so.
    Use this to prevent everyone except the mayor + assistants (and the admins) from building in ced town: /town set perm off
    AnjoCaido likes this.
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    I've also noticed that towns that are deleted from the list still remains as .txt inside the folders. Are they supposed to be there?
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    I origionally didnt bother deleting them as a backup method before i did backups programatically. Expect that to happen in the futurish.
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    Nice update... when you commit I'll merge your changes...

    /ta town [town]

    Is to join a town as assistant or to create towns? (I tested now.... it's to add someone on the town, it is a grrreat help!)

    TY for adding more admin commands.
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    Because it basically forces cities and towns to be divided into 16x16 plots, when we are more like after this: (buildings with varying sizes and some floors on top of other buildings) (that's actually a town we built on our server before, but that is irrelevant for now)

    However, the plot system works nicely if you're planning on having a more... "regular" city.
  11. Shade, can I suggest options to charge upkeep on per plot- and per resident-base? Our little rascals start to gather players that dont seem to play any longer to bump up their plot limit and I would love to counter that with the upkeep.
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    Seems to be working now.
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    Could someone that has gotten their city protection working post their towny config file? And the CB version they are running? Maybe there is something I've overlooked and I really hate to abandon this plugin since my server absolutely loves it.
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    I had accidentally claimed a part of the town and now it's considered 'your plot' instead of the town property.
    How would I fix this? Thanks.

    When I walk into it , it gives me this text output:

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    I did notice my Towny files went blank yesterday which I thought was caused by using a bad/illegal character in a username, but could have just been an upgrade? I've tried to recreate the problem using various characters, but no blank files or errors other than Towny trying to find files that it couldn't originally make due to the bad/illegal character(s).
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    Umm. Just assign someone a few adjacent plots and they can make whatever size building they want. Towny causes virtually NO limitations the way I use it.

    Go to if you want an example.

    And if you're really feeling fun and want to designate different floors of a building to different people, set the plots of the building to allow ALL permissions, then use WorldGuard to assign the different rooms/floors to different people. It's not that hard and the two plugins work well together (when controlled properly).

    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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    It would be nice if Town upkeep costs were proportional to size/residents count.

    When I do /ta town Amsterdam add DuskDream
    To add someone in a city, I receive the message that I'm not mayor or assistant.
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    I get this error running the latest recommended build of Bukkit and v0.54 Towny.

    2011-03-17 20:26:24 [WARNING] The server will make no attempt to authenticate usernames. Beware.
    2011-03-17 20:26:24 [WARNING] While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose.
    2011-03-17 20:26:24 [WARNING] To change this, set "online-mode" to "true" in the server.settings file.
    2011-03-17 20:26:24 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-544-g6c6c30a-b556jnks (MC: 1.3)
    2011-03-17 20:26:24 [INFO] Preparing level "world"
    2011-03-17 20:26:24 [INFO] Preparing start region
    2011-03-17 20:26:25 [INFO] Preparing spawn area: 69%
    2011-03-17 20:26:26 [INFO] LWC    Loading shared objects
    2011-03-17 20:26:26 [INFO] LWC    Native library: plugins/LWC/lib/native/Linux/i386/
    2011-03-17 20:26:26 [INFO] Starting Minequery server on *:25566
    2011-03-17 20:26:26 [INFO] [Permissions] version [2.4] (Phoenix) was Initialized.
    2011-03-17 20:26:27 [INFO] WorldGuard loaded.
    2011-03-17 20:26:27 [SEVERE] null (Is it up to date?)
    at ca.xshade.bukkit.towny.Towny.loadSettings(
    at ca.xshade.bukkit.towny.Towny.onLoad(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.d(

    Somehow QUESTIONER didn't upload to my server properly, reuploaded it and we are now good to go. :) sorry

    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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    i have this really annoying thing going on that when my server crashes towny data hasnt been saved properly, today a town was completely rolled back 5 times because of server crashes. my own town was partially saved right but i had to give the poor guy compensation all day, and listen to him moan. anyone else experiencing this?

    ps. im off to a lan party this weekend so its a really bad time for this to happen.
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    Whats the option to allow non-admins to claim squares?
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    I am the owner of my town, and am looking to enable a public tree farm in it. But, I have my town set to not allow build/destroy anywhere but in residents owned plots. Is there a way I can keep my non build/destroy to keep my walls/castle safe, but allow building on a couple of plots for a tree farm/garden?

    Ideas anyone?
  22. Offline

    Adam Shefki

    Sorry to come in here with this, but I'm having a neat little problem. Fresh server, craftbukkit runs fine, and when I have no other plugins installed I still get this error:

    2011-03-17 23:31:44 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-516-gdf87bb3-b531jnks (MC: 1.3)
    2011-03-17 23:31:44 [INFO] Preparing level "world"
    2011-03-17 23:31:44 [INFO] Preparing start region
    2011-03-17 23:31:45 [SEVERE] invalid LOC header (bad signature) (Is it up to date?)
    org.yaml.snakeyaml.error.YAMLException: invalid LOC header (bad signature)
        at org.yaml.snakeyaml.reader.StreamReader.update(
        at org.yaml.snakeyaml.reader.StreamReader.peek(
        at org.yaml.snakeyaml.reader.StreamReader.peek(
        at org.yaml.snakeyaml.scanner.ScannerImpl.scanToNextToken(
        at org.yaml.snakeyaml.scanner.ScannerImpl.fetchMoreTokens(
        at org.yaml.snakeyaml.scanner.ScannerImpl.checkToken(
        at org.yaml.snakeyaml.parser.ParserImpl$ParseImplicitDocumentStart.produce(
        at org.yaml.snakeyaml.parser.ParserImpl.peekEvent(
        at org.yaml.snakeyaml.parser.ParserImpl.checkEvent(
        at org.yaml.snakeyaml.composer.Composer.getSingleNode(
        at org.yaml.snakeyaml.constructor.BaseConstructor.getSingleData(
        at org.yaml.snakeyaml.Yaml.load(
        at org.yaml.snakeyaml.Yaml.load(
        at org.bukkit.plugin.PluginDescriptionFile.<init>(
        at org.bukkit.plugin.SimplePluginManager.loadPlugin(
        at org.bukkit.plugin.SimplePluginManager.loadPlugins(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at net.minecraft.server.MinecraftServer.e(
        at net.minecraft.server.MinecraftServer.a(
        at net.minecraft.server.MinecraftServer.d(
    Caused by: invalid LOC header (bad signature)
        at Method)
        at org.yaml.snakeyaml.reader.UnicodeReader.init(
        at org.yaml.snakeyaml.reader.StreamReader.update(
        ... 22 more
    Not really sure what it means, honestly. I'm running on a disto of tinycorelinux and I've gotten other plugins (essentials, iConomy, etc) to work fine.
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    /townyadmin reload is broke.
    It seems like the PvP setting is broken as well.
  24. Offline


    Thanks heaps for this awesome plugin. I have read most of the thread, but knowing me, I'm likely to have missed the finer points.

    We are currently setting up Towny & we're about to implement NPC's & an arena for PVE (Monster Hunt plugin).

    My 2 questions:
    1: Once I install an NPC plugin I can then get an NPC to be a mayor of my city? (We have a large Major City, the centre focus of the map) So, I can then go off & create my own town?

    2: If I set up the arena as an outpost, can I set the outpost to PVE, but the main city as non-pve? So basically the outpost as a whole is governed by myself or my NPC (I hope NPC works) HOWEVER the settings can be different in the outpost, from the Main City.
    Main City - no PVP; no PVE
    Outpost - PVE on; PVP toggled as needed.

    2b: Can you set up a section of your town, say "A" to be non-pvp & non-pve; however section "B" on the outskirts, you can edit that chunk to be PVP & PVE? So, you can choose to have each section 1 or the other, or a combination.
    This would be done when you set up the chunk with the /t claim P-on; E-off OR, you can edit it later by standing in the chunk itself and use an edit command /t chunk P-on; E-off .

    This would allow for a large (or small city) that finds a dungeon or, you can build an arena for games.

    Many thanks in advance,

  25. Offline


    I still have the following issue where people can override towny protection.
    I used several CraftBukkit, included the latest #556, it does not fix the problem.

    I have a town where perm are denyAll and resident perm are denyAll.

    I connect in town, I am in town and try to break a block, I am disallowed: normal
    10:49:52 [INFO] [Towny] Debug: Perm Check: Does bla have the node 'towny.admin'?
    10:49:52 [INFO] [Towny] Debug: Permissions installed.
    10:49:52 [INFO] [Towny] Debug: Permissions says false.
    10:49:52 [INFO] [Towny] Debug: bla (world,-1,-3) Cached Status: OUTSIDER
    10:49:52 [INFO] [Towny] Debug: bla (world,-1,-3) Cached Destroy: false
    10:49:52 [INFO] [Towny] Debug: onBlockBreakEvent took 3ms (bla, true)
    10:49:52 [INFO] [Towny] Debug: onBlockBreakEvent took 0ms (bla, true)

    Now if I go to wild, I can break a block, I am allowed: normal
    10:50:16 [INFO] [Towny] Debug: Perm Check: Does bla have the node 'towny.admin'?
    10:50:17 [INFO] [Towny] Debug: Permissions installed.
    10:50:17 [INFO] [Towny] Debug: Permissions says false.
    10:50:17 [INFO] [Towny] Debug: bla (world,-1,-2) Cached Status: UNCLAIMED_ZONE
    10:50:17 [INFO] [Towny] Debug: Perm Check: Does bla have the node 'towny.wild.destroy'?
    10:50:17 [INFO] [Towny] Debug: Permissions installed.
    10:50:17 [INFO] [Towny] Debug: Permissions says true.
    10:50:17 [INFO] [Towny] Debug: bla (world,-1,-2) Cached Destroy: true
    10:50:17 [INFO] [Towny] Debug: Perm Check: Does bla have the node 'towny.wild.block.1.destroy'?
    10:50:17 [INFO] [Towny] Debug: Permissions installed.
    10:50:17 [INFO] [Towny] Debug: Permissions says true.
    10:50:17 [INFO] [Towny] Debug: onBlockBreakEvent took 4ms (bla , false)

    Now I come back to town, and I can break a block, I am allowed: bug
    10:50:43 [INFO] [Towny] Debug: Perm Check: Does bla have the node 'towny.wild.block.4.destroy'?
    10:50:43 [INFO] [Towny] Debug: Permissions installed.
    10:50:43 [INFO] [Towny] Debug: Permissions says true.
    10:50:43 [INFO] [Towny] Debug: onBlockBreakEvent took 1ms (bla, false)

    It considers it is a wild block but he is in town. If bla disconnects/reconnects, permissions returns normal, Towny considers it is a town block and disallow player to build/destroy.
  26. Offline


    Well I just deleted towny and reinstalled it again on my server. And town protection still doesn't work. What else can I do? Right now running CB 556 and latest towny. There are no console errors and everything else seem to work fine but town protection. Even when everything is set to D:--- B:--- everyone can build/destroy anyway.
    What do you want to know Shade? I really hate to abandon this plugin as it was the plugin my whole server was looking forward to when I switched away from Hmod.

    PvP protection works, and building in the wild works too. IS there some permission setting or config entry I have to change in order to make town protection actually work?
  27. Offline


    Having an issue, @Shade where when a town can't pay taxes etc, it is deleted (which is what we want). But when that happens the town_name.txt file for that town isn't being deleted, so the town becomes an impenetrable ruin. Sort of defeats the purpose :) As always, keep up the good work.
  28. Offline


    I use this as well as WorldGuard and I have one town in particular where I have roads which I want protected. I have a WorldGuard region protecting the entire city, but if I add someone to the town, it seems to override worldguard regions and give the user access to everything in the city. I honestly can't stand the 16x16 block system you use (yes I know it can be changed) because I have stuff under the city I do not want available to people to build (such as subway). So I have been using both Towny and WorldGuard to control areas, but now it seems that Towny overrides WorldGuard for some reason. If I allow someone access to the town, but restrict access to areas with worldguard it doesn't work. Is there something which can be done about this? Perhaps using worldguard ergions for plots in towny or just make towny not override worldguard.
  29. Hi, I have some problems with Towny... I want that any newcomer can destroy and build in the wild. I use this
    - 'towny.wild.*' but when i hit a stone or something else it come back. Can anyone help me?
  30. Offline


    did you change the settings to allow building?
  31. unclaimed_zone_build=false

    Like this?
    I tried it in many ways...
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