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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  1. Offline

    Shade

    Towny
    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 'towny.town.claim' 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: http://www.xshade.ca/towny/news-archives


    ~ 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.

    Mechanics:
    • Essentials: link - Used to check teleport cooldown and costs when using the /town spawn command. Requires EssentialsTele to be installed as well.
    Permissions:

    • 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.
    • towny.town.new : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • towny.town.claim : User is able to expand his town with /town claim
    • towny.nation.new : 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.build
    • 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.



    Economy:
    • 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.

    USING_ICONOMY
    If you do not want to use iConomy with Towny, then turn this off.

    PRICE_NEW_TOWN
    PRICE_NEW_NATION
    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.

    PRICE_CLAIM_TOWNBLOCK
    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.

    PRICE_TOWN_UPKEEP
    PRICE_NATION_UPKEEP
    This is the server's own tax on the towns. It should kill off the inactive towns on your server.

    DEATH_PRICE
    WARTIME_DEATH_PRICE
    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.

    WARTIME_TOWN_BLOCK_LOSS_PRICE
    Same with the death price, but more direct towards the town.

    PRICE_NATION_NEUTRALITY
    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: http://ci.bukkit.org/job/dev-CraftBukkit/promotion/]
    • 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 towny.town.claim 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
    Code:
    v0.55:
    	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.
    v0.56:
    	Fixed default setting for regex.
    v0.57:
    	Removed debug statements.
    v0.58:
    	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?
    http://towny.xshade.ca/help/setting-up-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?
    [​IMG]
    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
  2. Offline

    zcminecraft

    This is not my first mod, and i got no message when i logged in, no commands worked for it, and i have no idea what i did wrong, i as i said, i only put the .jar in my plugins folder and its not working, could it be my craftbukkit version?
     
  3. Offline

    dumptruckman

    Perhaps you should post what your CB version is!
     
  4. Offline

    darkwarriors

    have multiworld support?
     
  5. Offline

    Jeppo

    Thanks..
    Residents can still build/destroy on other residents plots, tho :/
     
  6. Offline

    dumptruckman

    The resident needs to set their own permissions. Likely /resident set perm off.

    Though if they want to allow people they need to do /resident set perm friend on
    after that. And then of course friend people.
     
  7. Offline

    zcminecraft

    I don't know what version i have, but what version should i use for this plugin to work?
     
  8. Offline

    Jeppo

    Thanks! :D
     
  9. Offline

    blinghung

    wat version do u think will have the /town wall?
     
  10. Offline

    dumptruckman

    Well, I'd almost always use the latest recommended craftbukkit build... Or whatever build is listed in the PLUGIN TITLE RIGHT IN FRONT OF YOU. which is 531. However, I just booted up on 556 (The latest recommended build and it seems fine.)
     
  11. Offline

    Kene

    Please make it so abnormally sized plots can be protected resident by resident. In my town, I have 20x20 plots that cannot be resident protected due to overlay. It'd be nice to be able to.
     
  12. Offline

    dumptruckman

    I doubt Shade will fix this because it was a risk you took after upgrading from 16x16 plots to 20x20 plots AFTER people had already claimed 16x16 plots. I believe he said somewhere before that if you tried to do this it WOULD cause problems.
     
  13. Offline

    MrAdam

    Would it be possible to get an option to adjust city upkeep based on the amount of chunks it got?
     
  14. Offline

    PPowerHouseK

    So I have made a town, and I cannot expand it because, " I do not have enough town blocks" or "Selected area not attached to edge".
    So how do i get more town blocks, and how do I get on the edge?
     
  15. Offline

    dumptruckman

    To get more town blocks, you need either to add more residents or an admin must give you bonus plots with /ta givebonus <townname> <amount>

    The not attached to edge error is for 2 reasons, either you're trying to claim something you already have claimed OR you're not in a plot adjacent to a plot you've already claimed. In the second case... you have to claim stuff that's next to your town basically... if you want to claim land that's not attached to land you have already claimed, use /town claim outpost... but beware, this usually costs more than the town itself.
     
  16. Offline

    Luis

    hi i have tonwy v 0.54, cb 556
    im having this problem where all users can open door on any property even unclaimed. the setting are on denyAll for the town and residents plots.
    any help is appreciated :)
    thanks in advanced
     
  17. Offline

    dumptruckman

    Upgrade to .59... Then reset your permissions with /town set perm off and /resident set perm off
     
  18. Offline

    Luis

    ok thanks :) will try now
     
  19. Offline

    Daveyo

    OK, I had an issue where someone named '__prince__' was in my resident folder and towny was saying "error loading __prince__ bla bla" So then i would restart and no more error ok. But then i go to look at my /town list and all towns have 0 people in them. So I was like FU**.

    To solve this issue, I loaded from back up, manually delete __prince__ from both, the resident list, and the resident.txt file. After doing so i reloaded towny .59 and it had no errors.

    In conclusion if you have anyone who has joined your server with _ in front of it then towny will have big issues.
     
  20. Offline

    Luis

    nope nada did not work, any other suggestions?
     
  21. Offline

    bizzybusk

    people are able to randomly /claim others properites... whats up with that?

    and i dont understand how regular people are able to buy plots.. i dont see any command for it either on the website for example.

    Quote this please!
     
  22. Offline

    Zaros

    Every time I type /townyadmin, I get the panel with a 'unknown console command'x2 and the following:

    Show Spoiler
    Code:
    17:17:48 [SEVERE] Could not pass event PLAYER_COMMAND_PREPROCESS to Towny
    java.lang.NoClassDefFoundError: com/nijiko/coelho/iConomy/system/Account
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.getTotalEconomy(Town
    yPlayerListener.java:2991)
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.showAdminPanel(Towny
    PlayerListener.java:2952)
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.parseTownyAdminComma
    nd(TownyPlayerListener.java:2891)
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerCommandPrepr
    ocess(TownyPlayerListener.java:350)
            at org.bukkit.plugin.java.JavaPluginLoader$5.execute(JavaPluginLoader.ja
    va:182)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:255)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:637)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:608)
    
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:602)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:230)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:76)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
     
  23. Offline

    darkwarriors

    cool to add multiworld support, beacause this plugin go in conflit with worldguard, previus protected building.
    so it will be great to add a new map with that plugin!
     
  24. Offline

    dumptruckman

    What version of Towny and CB are you using?
     
  25. Offline

    wmchris

    is there something planned like public cities where everyone can join if they want w/o invite
     
  26. Offline

    Kene

    I meant it as in, there are no resident plots at the moment, The area in which people build is 20x20
     
  27. Offline

    fugue2005


    change the name_remove_regex line to
    name_remove_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$
    i had this same problem and following this earlier tip cleared it up
     
  28. Offline

    Incendia

    Urgh, I thought this was going to be simple to use. I just wanted simple claiming and protection, but this is complicated as hell >_<
    How can a person be part of more than one town? owner of more than one?

    I'm just looking for a simple "ok this land is mine, you can build here" I don't need all this fancy war stuff and plots and whatnot >.<
     
  29. Offline

    dddbliss

    No, only myself being an admin and mayor. Other mayors are having no issues.
     
  30. Offline

    Nam

    Thanks for explaining that Shade, I appreciate it. Based off of what you have mentioned, I can understand that it may be a bit of a large task based off what you are describing, but there may be a simpler way. I am a programmer as well, but not in Java, so I am just throwing this idea out there based off of my own thinking.

    Having an option to restrict how many towns someone can be part of would resolve the issues with to many towns. For instance, I could set it to 2 for my server, then people can be part of the main city, and part of another one. Perhaps instead of having the ability to be part of multiple towns as a resident, have it so that towns can set people from other towns as a friend/ally. This would prevent messing with the leveling system based off of how many residents are part of a town. And if a friend/ally can build inside of the town, then they could be "part" of multiple towns, but not really part of it. This way you should not have to re-think any kind of logic code processing how many residents a town has and stuff. But it allows people to do stuff in multiple towns. This way for towns that have public services (perhaps a roller coaster), they can add people as friends of the town so they can interact with property which is owned by the town.

    I hope my thoughts spark something, but either way, nice plugin, and I still love it regardless. I would just like to see some improvements.
     
  31. Offline

    Legionarius

    @Shade I'm drawing a blank as to what item_use_ids does. Does it restrict item uses in towns? Because I need to add doors, beds, boats, and redstone to a restriction list.
     
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