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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    no that would prevent building and destroying
  3. towny.wild.* : User is able to build/destroy in wild regardless if the config says no.

    But if i read this i think build etc. must switch to false.
    Also i tried it with true but i dont work.
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    Ahh my mistake I thought you needed the config too but I can't figure out what's wrong then sorry
  5. Maybe wrong Permissions?
    default: true
    prefix: ''
    suffix: ''
    build: false
    - 'towny.wild.*'
    - 'general.spawn'
    - 'general.tell'
    - 'general.who'
    - 'general.playerlist'
    - 'mcdocs./regeln'
    - 'mcdocs./hilfe'
    - 'mcdocs./motd'
    - 'lwc.protect'

    group: Default

    If i use the * Permission at all i can build and destroy
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    Build = false!
    That setting disables ALL building!
    Also why not make yourself an Admin/OP and give yourself the '*' perrmision
    Fritz3 likes this.
  7. Yes but the problem is when i set it to true the users can build in town. What can i do?

    True i can make myself to an Admin... but i dont want only Admins

    EDIT: I will test it again
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    Not only admins make a new group and set yourself to that group
    one sec let me look up me config I know you can disable building in towns (should be by default) but also plots
    Edit: look for these settings

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    When you die and the guy keeps hitting you, you keep loosing "DEATH_PRICE" repeated times. Instead of loosing one time.

    I'm using mcMMO, don't know if it makes any difference.
  10. Okay i tried out something... Now everyone can destroy in wild... and when i add someone to the town he can destroy all of the town thats now my problem
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    review my last post the settings you want to change are:
    set those to false If you want no one to build in cities
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    I'm having issues with users not been able to add peeps to their towns... There is no errors or anything the user type /accept they just not been added to the town.

    Build of craftbukkit: 556
    Towny version 0.54
    It was working totally fine for a while but now it seems it just doesn't allow it for some reason nothing has been changed either or until the server gets restarted then it will work for a short time... has anyone had this issue?

    Also Shade bloody awesome plugin mate loving it... I put this on to stop griefing but it has become so much more now with my community hehehe. good work mate.
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    Hey would it be possible for an option to turn off animal spawns inside towns as well?

    Im afraid people will quickly realize they can spawn animals by placing torches everywhere on grass and setting up a creep killer inside their town or something to mass harvest items and tank the iConomy lol...
  14. mob_removal=true

    Look in your config
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    Please, please, make it work with MySQL!:'(

    It's needed fo the web and web-admin manipulations.
    Also, I want to make a hack for MyBB, where on citizens=10 of the particular town will be created a forum with its mayor as moderator.
    It's not so hard to do, but without mysql support from Towny I just can't do that :oops:
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    Sorry to bring up old issues, but does anyone know how to set INDIVIDUAL PLOT PRICES.

    /town set plotprice sets them for all. Not what I need =/
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    Hello, I'm currently using War v1.2.1 [Bradley] and players that are residents of the same town cannot damage each other. Is there anyway of disabling this? Like the wilderness is PvP for everyone no matter what town or nation? If I missed a setting for this or there is an obvious solution I didn't see please point it out to me.

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    /t set perm pvp on/off

    should do the trick
    martin8768 likes this.
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    Adam Shefki

    So, for these War events...

    How possible would it be to 'save' the state of a nation at the start of a war event and 'load' it back in after the event ended? This'd let players kind've go total-war on one another during war events without the long-term repercussions of constantly having to rebuild or clean up stuff like lava buckets... basically, just a temporary fight, after which the Nation returns to the way it was pre-invasion.
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    Ben Bestvater

    This may have already been asked, but is towny compatible with worldguard? If not, what means of protection could we use if we went with towny? BigBrother?
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    How does this work with worldguard? Like can people still claim areas on protected areas from worldguard? Also - is there any way to make towny work on one world and not the others?
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    Yes... to turn off Towny:
    /tw [worldname] set usingtowny off

    Yes... to turn on Towny:
    /tw [worldname] set usingtowny on

    To list all your world names...
    /tw list

    All worlds will be listed with the number in [brackets] being the current number of players online in that world.
  24. Yesterday it works... but now it dont work -.- i dont know why but i need help.
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    Hi, i am implementing this plugin in my server, i hope you can answer some questions:
    - if i sell 9 plots like this:

    The guy in the red plot wont be able to leave the town without passing through another plot.
    I guess that the mayor should think how the town will evolve but this means that he will need to buy plots to make streets in plots of 16x16 and thats a realy big street...
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    Hello. I'm having some troubles using this plugin on a populated PvP server, because the War mode isn't working as well as I'd hope it to, so I had to stop it until it'll get updated.
    First of all, I'd like to ask you about how do the nation's relationships work? Because if a nation considers another as an ally, but it's not reciprocal, both of the nations won't be able to fight against each other.
    Also, I can't seem to find an utility to the enemy relationship? It would be so great if it could lead to a war between the implicated nations (assailant nation + ally VS nation under attack + ally).
    Another great thing to add would be the possibility to change how a player sees the name of another player in the chat depending on therelationship between their nations (enemies see each other in red, ally in green, etc.).
    Finally, as I'm french and my server too and as some of the towny's chat sentences aren't editable in the config file, a global language file containing all Towny's sentences would help me alot to translate this wonderful plugin :)
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    Alright, I am an admin on my server with iConomy. I have town_creation_admin_only=true, but when I try creating a town with:

    /town new TownName MayorName

    And I get:

    [Towny] You can't afford to settle a new town here.

    What the hell? Should I not be able to surpass the town cost and make a town myself? Also, I have full admin permissions set via Permissions 2.5.

    EDIT 1:

    Also, is not the purpose of Permissions to deny ops abilities given by mods? And yet, *_creation_admin_only gives ops permissions as well, with Permissions installed and functioning properly.

    I want to be the one and only one on my server who can create towns and nations without cost, whereas all other users will have to pay.
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    I am using Multiverse, I went into the nether and I cannot set the permissions for deaths to not take away iconomy. I have it set to 0 in the config. Any ideas?
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    Whats the option that allows players to claim tiles?
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    I had this too, the easiest way is to use iconomy to grant yourself money to buy the town claim.

    So can someone that has this installed tell me exactly what happens when two nations goto war?

    When the nation loses, its totally removed from the game? All blocks in the town are just set to air or something?

    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 changed my plots to 5x5, reduced costs and tax per plot to 1/10th and increase max limits by ten and it seems to work quite well, just enough room for me to define streets and so forth, and a good wall
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