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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    you can try what i did, use multiverse and make a seperate battleground world, warring factions build and destroy all they want then you simply reseed the map.
    have you experimented with altering the iconomy table, adding a towny field at first run and then setting that field true when adding towns. if the field is at the end and is allowed to be null it shouldn't mess up iConomy operation.
    then /towny top could look for the towny=true flag.
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    I posted this in WorldGuard too, its pretty much the same message.

    Any chance Towny block protection could cancel the onBlockDamage event at stage 1 of damage? This would make the plugin compatible with my mcMMO and stop abilities from tearing through Towny protected areas.

    I get dozens of complaints about this and it would be awesome if you did this.
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    I vote for this as a high priority fix
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    Much with @nossr50 post above, I share the same complaint.

    If the plugin author could add in a way to check to see if a region is protected by that plugin, it would be greatly appreciated, as I am sure many others would be. I don't want to be demanding, but to me, it seems like a good idea, to at least allow other plugins to utilize your protection zones.
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    So, maybe im crazy but i swear somewhere in this thread or somewhere i read that in Towny it forces you to be a certain distance of blocks away from another town to claim the plot?

    If so, what setting am i missing as i scoured the list over and over last night after someone claimed a town area all the way up to my neutral starting area.

    Oh and another question on building rights in towns.
    How does a mayor keep people from being able to build in his town but ONLY be able to build on their own purchased plot? For example I invite a player as a resident and they can build or destroy any town claim that isnt sold...when in reality i only want them to be able to purchase lots to build on. Is that where friend status comes in? You make them friends not residents?
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    every one is able to create towns, and i only want the admins and OPS to create towns, i dont see any option for it in the config..
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    Nathan C

    Yep, I have that problem too. I think it's a bug with the game.
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    Every day my residents' plots randomly go up for sale, even though they have plenty of money to pay taxes. They still own the plots, they're just available for purchase.
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    Tyler Alstott

    I'm having a problem where nation status seems to be cleared every so often for no apparent reason and without warning.

    I.E. in the morning I'll create a nation, set a capitol and a king and the settings will remain intact, chat messages include the "king" prefix when that player speaks and [/nation list] returns the name(s) of the defined nation(s). A couple hours later I'll return to the game to find the nation list blank. I'm using CB 531- I don't see this as being a conflict with another plug-in but if need be I can list what I'm currently running.

    Any ideas as to what the problem may be? (EDIT: upkeep is set to 0 in config)
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    I put the towny.jar in my plugins folder and nothing happend when i restarted... i need a reason why this happend?
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    Crazy crazy errors with latest Recc build 556, something about invalid regex. Have latest Questioner/iConomy/Permissions.

    2011-03-23 22:57:36 [SEVERE] java.util.regex.PatternSyntaxException: Illegal character range near index 26
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.error(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.range(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.clazz(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.sequence(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.expr(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.compile(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.<init>(
    2011-03-23 22:57:36 [SEVERE] at java.util.regex.Pattern.compile(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.TownySettings.isValidName(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.object.TownyUniverse.checkAndFilterName(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.object.TownyUniverse.newWorld(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyDataSource.loadServerWorldsList(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyFlatFileSource.loadWorldList(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyDataSource.loadAll(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.object.TownyUniverse.loadDatabase(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.Towny.onEnable(
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.e(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.a(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.d(
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] ca.xshade.bukkit.towny.NotRegisteredException: world is an invalid name.
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.object.TownyUniverse.newWorld(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyDataSource.loadServerWorldsList(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyFlatFileSource.loadWorldList(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.db.TownyDataSource.loadAll(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.object.TownyUniverse.loadDatabase(
    2011-03-23 22:57:36 [SEVERE] at ca.xshade.bukkit.towny.Towny.onEnable(
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    2011-03-23 22:57:36 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.e(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.a(
    2011-03-23 22:57:36 [SEVERE] at net.minecraft.server.MinecraftServer.d(
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [SEVERE] at
    2011-03-23 22:57:36 [INFO] [Towny] Using: Permissions, iConomy, Essentials, Questioner
    2011-03-23 22:57:36 [INFO] [Towny] Version: 0.55 - Mod Enabled
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    Redownload and delete your config, im doing some testing with a dude, and you were caught up in it.
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    wat are u planning for ur next towny v55?
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    Thanks, will do.
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    Do they show up as + in the map?

    Wuh? I never did that.

    no longer for sale? did someone else buy it? can the mayor put it back up for sale?

    What are you doing to "restore" afterwards?

    Not happening, and no it's not.

    Towny ver + Bukkit ver?

    no other mayors experiencing this?

    You refering to BlockDamageLevel.STARTED?

    Er, expand on this?

    Theres an option to start a town a minimum distance from another towns homeblock.
    Fuck. I'm adding that other one to the FAQ.

    You're obviously blind.

    Did the server restart?

    This your first plugin? Did you not get a message when you logged in. Was there no messages in the console?


    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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    Towny 0.54, Bukkit build 556 (promoted)
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    Hi, I have Towny implemented on my server.
    The problem:
    I create a town and remove the permisions for outsiders: "/town set perm outsider off"
    never the less: the outsiders can destroy and do anything they want.

    Towny: 0.54
    CB: 531

    here my configfile:

    Also this plugins installed:
    - AnjoSecurity
    - AutoRepair
    - BankAccount
    - BorderGuardLite
    - DeathTpPlus
    - Essentials
    - GroupManager
    - HeroBounty
    - iConomy
    - iMonster
    - LocalShops
    - Lockette
    - LogBlock
    - Questioner
    - SimpleSave
    - WorldEdit
    - WorldGuard
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    [SEVERE] ca.xshade.bukkit.towny.NotRegisteredException: ssss.main is an invalid name.

    can I not have a . in my world name or something?

    * thx for this awesome mod btw
  20. Offline


    Turns out I don't know jack about regular expresions sometimes. That, or my earlier typo made me overlook something.


    Add the * between ] and $.
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    How could that not be called a poor limitation? In real life you could have as many houses as you want. You can live in multiple countries/cities/etc. I am interested to hear your logic behind this decision. This mod is awesome, and one of the best ones I have seen, but there is only two things I do not like. 1 being that it's restricted to 16x16 (i know you can change this) blocks and there is no ability to specify say 20x10x15 or something. The second thing is this limitation of 1 town per player. If those two things where changed, I would have to say this would on my top 10 list.
  22. Offline


    @Shade Yes I am, its the damage level that happens from contact with the player.
  23. Offline


    i got the name check error and got it by myself to work.
    i had to change this too
  24. Offline


    1) Every single freaking command would require you to specify what town your talking about. Yes you could probably "remember" what town each player is talking about at that moment, but it's a huge pain, as it requires changing every command.
    2) The whole leveling aspect is based on residents. If you can join multiple towns, then it just becomes a "Pay me money to make you town bigger" thing. You could have a "main" town where your weight is actually counted. That, or redesign / remove the leveling system.
    3) You actually care about what town your in. So long as the town your in is properous, you could leave it for a short while to go to the town your friend is in.
    4) You don't end up with 200 towns no one gives a shit about, but they still exist because there's 10 guys who're on their 10th town.
    5) The current code makes the assumption each player only belongs to one town. This requires rethinking every logic and assumption I've ever made to make sure it doesn't create a shit ton of bugs.

    I will say though, that if and when I rewrite the plot system, I'll try to make it so that you can own plots in other cities, but you'll be charged twice as much or something. This might be a little of what you'd want, but as I've stated before: I will not make residents "belong" to more than one town. If you have friends in another town, have those two towns become nations.

    =.= For some reason I think you should be sending a changed damage level or something, but your lucky I slightly remember that I should be stopping at all 3 moments (or you used to). Ah well. v59 will be your saviour.
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    towny v0-58

    i set a town spawn,
    i go to another world, i type /t spawn and i get brought back to my town spawn.

    i then reboot the server,
    i try /t spawn and get "town has not set a spawn location."

    i open the file for the town and the spawn location is listed
    just found that the town spawn line is deleted from the file
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    Is it possible to set the town-permissions so that:

    Mayor: Can build/destroy on all plots in town.
    Resident: Can only bulid/destroy on own plots.

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    after my little changs to get towny back running i killed all my data, thanks got for my backup and i am back to 0.54
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    I'm getting the same problem. Any ideas?
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    Having that problem since ages. Shade does't seem to care much about it. Ah well.
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    change the name_remove_regex line to

    and it should stop eating your files
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    I've found that if you make this change while someone is online, it will not apply to them until they re-log. Try that?

    Yes... type /town set perm off. Put plots up for sale with /plot forsale.
    Make sure you set a plot price (if you want) with /town set plotprice.

    Then you can also tax for each plot with /town set plottax.

    This shit is really simple.

    Honestly, this is the best permissions setup in my opinion.
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