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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    Jm Erestain

    how the heck can you join a town

    also How do you go in war??? just kill people ???

    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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    my config file keeps resetting
  4. A mayor have to invite you
    /town add PLAYER
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    Also when you die in the nether, it charges you 10 times. So instead of just 10 iconomy for dying, it charges 10-100. Had to disable towny until multi world changes can work.
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    Is it something I configured Wrongly?
    My members create town spawn and they keep getting deleted.
    We have to reset it every 2-3 hours?

    known bug?

    Edit: Also, the 'towny.admin' permissions doesnt seems to work since I upgraded to 0.54
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    Ehm... What about MySQL support? :)
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    Is iConomy supposed to read towny entities as players?

    Show Spoiler


    I was even able to reset 'towny-war-spoils' through '/money reset towny-war-spoils'...

    • AutoStop
    • CraftBukkitUpToDate
    • HeroicDeath
    • iChat
    • iConomy
    • iZone
    • MCDocs
    • NoCheatPlugin
    • Permissions
    • SimpleAlias
    • Spawnlist
    • WorldEdit
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    I got an interesting suggestion from one of my users, so I think I'll pass it on to you.

    They suggested adding a setting to allow block editing by restricted users when under sea level (64 block high or so?) so that mining would be possible even when wilderness protection is turned on. I think I'd probably use it myself if that option existed. Perhaps add sub nodes (?) to the wild permissions such as

    Just a thought.
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    You could've just removed all the aliases for the plot command, but i'll add an option to completely ignore the command altogether. Look for it in the changelog.

    You can buy back the plot if your the mayor by using /plot claim.
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    Jm Erestain

    I guess its much easier to use AnjoCaido`s group manager

    EDIT : BTW can you add BOSEconomy support or if there is any how???
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    Er, [Home] is the homeblock, where the town was first formed and where the spawn point is. However to unclaim a plot you use /plot unclaim.

    I did some work on names an filters. Hopefully it should work now.

    Upkeep is to kill off old towns. Making it proportional to resident count would ruin the effect of it being a lower cost per resident. I'll add it to my todo list, but i frown on it. It'll be a different tax altogether, and will not delete the town if the town cant pay.

    It's in bloody red. At least 3 times.

    Unclaim the area. You cannot have 2 different permissions for 2 different areas.

    Try redownloading.

    Next version will allow admins to set mayor as npcs. /ta set mayor [town] npc
    Permissions and settings are global to the entire town. No exceptions. You can start a nation and make another town, with specific permissions. You will need someone else to control said town however.

    The file not being deleted shouldnt' have anything to do with it being impenetrable. Is it still recognized on the server?

    If either plugin says no, then it should stop. In order for you to edit, you need both to so okay. For some reason, this doesn't sound like the case here. I checked worldguard, it seems to do its checks after Towny does, but I don't cancel the event prematurely or anything. When did this first start happening?

    When they go /questioner list, it still shows they have a question?

    you cant

    turn off friendly fire in the config

    Backup your map. Reload it after? Well that was easy.

    What does it say in the towns status? Read about permissions in the FAQ.

    Nice question. You should of thought of this when you installed the plugin. You can change the size to something smaller if you need more precision, or have the town walk through the plots. a 4 block wide road, sharing 2 blocks on each plot. Then bite peoples heads off if they edit the road.

    War needs work. I made questioner for a reason (allies need to ask the other). Enemies are pointless (was a security risk, again, questioner was needed).
    Every. Single. Message. Fuck. Not happening soon. Not unless you can code even slightly.

    The wording was wrong. The user your creating the town for doesnt have the cash.
    If you're op, you're a towny admin and all it's permissions. Don't give op to people who you don't trust the server with.

    So you're only charged in the nether?

    Fucking red. man. Freaking bolded red.
    War is a big money game atm.

    admin turns it on


    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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    That is correct, that is the only other world I have setup. I even tried messing with /townyworld
    Also there is a bug that when I died in the nether, it would sometimes charge multiple times for one death. I haven't tested it in the normal world though since it was always set to 0.
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    Jm Erestain

    just that? no???
    its just that i cant get sqlite or mysql to work for iconomy...
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    I don't plan on rewriting Towny to use a generic proxy that could attach on to any economy plugin in the near future. If there was 10 more users complaining about this than bug reports, I'd consider it more. However, there isn't. Nor am I interested in doing so as the current setup works. Better?
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    Jm Erestain

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    I dont respond to bugs or reports of that kind. You find out when i update the changelog.
    As for that particular suggestion ... I'll add a link to my github's todo list.
  19. Thanks for your reply but unfortunatly you didnt reply to my request. Im neither mayor nor player. Im one of the adminstrators of the server I mentioned so I would love to have that features Ive humbly suggested.
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    That was Jm Erestain, not me.

    I was asking about a problem between iConomy and Towny...
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    The hell. I could'a swore i made a post about the /towny top command. iConomy falsely assumes its banks is only used for players. There's no distinction between the two, and theres no way to flag in it iConomy.

    Also. I do not respond to bugs, feature requests or anything along those lines unless I desire more info on the topic submitted. I do read the posts. Every damn one in fact. However I make it my code not just make mindless posts or half promises. If you want confirmation that it's been added, read the changelog during updates.
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    @Shade yeah even when towns are 'deleted' (don't show up in /town list) the file remains AND the blocks stay protected. I assumed the latter was because of the former.
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    Was more upset that I was quoted about 'BOSE' than not responded to. :cool:
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    @Shade also, old school Towny would not allow sethome or home inside enemy town borders. Is that not possible with the current Essentials stack?
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    When someone gets kicked from town because they can't pay taxes, I noticed their lot goes up for sale, but when you add them back to town it's no longer for sale...

    How can they get it back?

    Thank you.
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    Adam Shefki

    I think you might be trivializing what I was asking about a little. Sure, this is doable, but I have 80+ players and if there are multiple wars/battles going on it's a monstrous pain to have to go around and restore things afterwards. I guess I could do just a global map rollback, but then that screws over the 'peaceful' nations that abstained from wartime events in favor of continuing to build. I can't spend my entire day cleaning up after players.

    I mean, I understand that what I'm asking is probably a difficult feature to implement, so there's that.
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    He gave me the same response a while ago :p I've since switched back to WorldGuard for protection. I will wait until this plugin matures before using it in my server again :(
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    Is there anything that can be done about players being restricted to 1 town? I think that's a very poor limitation.
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    kk, I saw permissions and was like "Awwwwww, damn" was hoping it was in config and im just retarded xD
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    I appear to have a problem with Towny (last two versions), that is where my /plot forsell doesn't work. Does not out any error, no exceptions in log, just doesn't.. out.. put... anything.

    To compound this, only appears I have this issue, assisstants in the town can do it no problem. (I am mayor). This has me utterly perplexed. Any help would be appriciated as to why this particular command fails.
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