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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    But it doesn't conflict with being a member in several towns, i think. My towns are suppose to be thematic (China, Space, Rome etc), and if you can build only in one town - it sucks :(
  3. Aint there a way to disable the sign board? its so irritating and i cant find it in the config. And i still wanna be able to view when i go to the wilderness so i cant disable town notifications either...
  4. Think its under essentials disable-signboard = false or somthing
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    Under the "Permissions" spoiler tag thingy in the original post it mentions this one:
    towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.

    I think that is what you need to tinker with (either removing 'towny.publicspawntp' for the Permissions group those users are in or setting allow_town_spawn_travel=false in the main config file.) In other words, I think it is just a settings thing not a 'broken' thing :)

    I have a fresh server with Bukkit 617, Minecraft 1.4_01, and about 10 plugins (like Permissions, mcmmo, and Runecraft) and I just set up towny off FuzzeWuzze's build here:

    I set up a time at the spawn area with me (the server admin) as the mayor and I 'gave' myself some coins and then deposited them in to the town's account. When I ran /towny top money it did not error out and returned more or less what I expected, something like: "[Top Bank Accounts] PhoenixHaven Hamlet : 4,730 Coin Qanthelas : 80 Coin" (spread out over 3 lines.)

    So, basically, the /towny top money command is not hopelessly broken (at least not for me.) I'm wondering if perhaps you have some towns with characters in their names that have since been 'banned' (like someone above had posted about a town named Kul'Grath.) Can you give us some more information to help you out? Posting your plugins/towny/settings/config/properties file by copying all the text and pasting it here on the forums inside code tags ([code and [/code with the ] at the end of each) would be a good place to start, at least :) Also, if you have any error logs from the console or anywhere else for that matter, post those, too :)

    Edits and Derping (open)

    Well nuts, on a related note, is there some sort of config file for towny? To install on my server all I did copy/paste in the .jar file from Fuzze's .zip file (so I ignored the 'source' folder) over to my server's plugins folder. I think there is supposed to be some sort of file around for editing the upkeep amounts and fun stuff like that. Where is it?

    EDIT: Well, nuts again, reading I see that there is indeed supposed to be a /plugins/Towny/settings/ but my server didn't generate that (so far as I can tell.) Any ideas? (Honestly, I'm a bit surprised Towny even works without that file.)

    EDIT after the EDIT: Ahha! I downloaded the version of towny from the original post, stopped my server, overwrote Fuzze's towny.jar file with the shade towny.jar, fired the server up, and bam! It made the towny folder (inside the plugin folder) and filled it with all the good stuff like the file :D So, might want to not that new users will have to do that sort of process. I'm going to throw all this in spoiler tags to set this little tangent apart :p

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    Any reports on success with latest rb #670?
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    So we got towny running and everything is fine, only that nobody has permission to /town claim and expand their town! How do i fix this? Thanks.

    "[Towny] You do not have permission to expand your town."
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    Sigh yea i just saw this, expect a new build in abit if they didnt change too much

    Here it is for 670 for you updating quick to get around this apparent exploit.
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    Thanks Fuzze, you a good guy.

    P.S. is it possible for an admin to make a town and leave it, for example
    Main Town -> = Admin Made, but he wants to be a neutral player and join another town,

    Will that town fall into ruin or how can it be made so it doesn't fall into ruin?

  10. Offline


    Hey this is actually a great idea, I might try it out. Thanks for the reply.
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    To solve that problem when the world started i simply changed the Town block size to 8x8 and modified the claim price
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    It seems that after upgrading to 0.61 with CB #617, the plot borders seem to have been shifted one block over. In some towns, the plot boundary is 1 block to the East and in another town its 1 block to the North (confirmed via Towny map and the fact that one wall of one resident now belong to the resident who owns an adjacent plot).

    Can you think of what may have caused the shift? Is it some kind of rounding error with the coordinate system Towny is using or something else? Any suggestions for a fix would be appreciated (and thanks for fixing Towny for 1.4 while Shadeness is MIA).
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    shade said this might happen in one of his posts. it was a bug he had introduced early on that affected every plot in the
    negative coord ranges or 3/4 of them
    he said he wasn't going to fix that particular bug
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    Since the new Recommended Build for Bukkit is out (as of not very long ago at all, like an hour or something) I have updated my server and I'm posting on the threads for all the plug ins I use to let people know how the plug ins are doing. I won't be able to fully test everything (it is almost midnight my time and I need to sleep :p) but I figure this way we can at least get things started :)

    In the logs, here is all I have (after just firing up the server) for Towny:
    2011-04-08 07:45:22 [INFO] [Towny] Database: [Load] flatfile [Save] flatfile
    2011-04-08 07:45:22 [INFO] [Towny] Using: Permissions, iConomy
    2011-04-08 07:45:22 [INFO] [Towny] Version: 0.61 - Mod Enabled
    Note that this is using FuzzeWuzze's 617 release:

    /towny map and /town (while standing in my town) show just as I'd expect them to (the claimed land and bank balances are still there) so that's a good sign. I'll fiddle with that 670 release you posted Fuzze, but I'm gonna go to bed for now :p In any case, even the 617 release seems to work just fine in 670 (but that's with only very basic testing.)

    Note: This is what the log says about the Bukkit version, for those who want to know: 2011-04-08 07:45:20 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-646-gb61ef8c-b670jnks (MC: 1.4)
  15. @Qanthelas

    default_capital_postfix= City
    default_nation_postfix= Nation
    default_town_postfix= Town
    line_not_perm_to_new_nation=&6[Towny] &bOnly admins are allowed to create nations.
    line_not_perm_to_new_town=&6[Towny] &bOnly admins are allowed to create towns.
    msg_buy_resident_plot=&6[Towny] &b%s bought %s's plot!
    msg_couldnt_pay_taxes=&6[Towny] &b%s couldn't pay taxes%s
    msg_del_nation=&6[Towny] &bThe nation %s was disbanded!
    msg_del_resident=&6[Towny] &b%s lost all his Towny data!
    msg_del_town=&6[Towny] &bThe town of %s fell into ruin!
    msg_join_nation=&6[Towny] &b%s joined the nation!
    msg_join_town=&6[Towny] &b%s joined town!
    msg_mayor_abandon=&6[Towny] &bYou would abandon your people? Choose another mayor with '/t set mayor' if your sure.
    msg_new_day=&6[Towny] &bA new day is here! Taxes and rent has been collected
    msg_new_king=&6[Towny] &b%s is now the king!
    msg_new_mayor=&6[Towny] &b%s is now the mayor!
    msg_new_nation=&6[Towny] &b%s created a new nation called %s
    msg_new_town=&6[Towny] &b%s created a new town called %s
    msg_plot_for_sale=&6[Towny] &b%s put the plot (%s) up for sale!
    msg_registration=&6[Towny] &bWelcome this is your first login.@&6[Towny] &bYou've successfully registered!@&6[Towny] &bTry the /towny command for more help.
    msg_war_eliminated=&6[Towny] &b%s was eliminated from the war.
    msg_war_forfeited=&6[Towny] &b%s forfeited.
    msg_war_join=&6[Towny] &b%s joined the fight!
    msg_war_lose_block=&6[Towny] &b(%s) belonging to %s has fallen.
    msg_war_score=&6[War] &b%s scored %d points!
    name_filter_regex=[ /]
    And i get a crash when running /towny top money, but other towny top commands like land and residents work! Please help
  16. FuzzeWuzze, weve stumbled over a bug (using CB617 and Fuzzev4) when you try to found a town with a name that is allready taken. A plot appears thats named "~null", the money gets deducted via iConomy but the player is not member of that void place! Fortunatly it didnt do any real harm but I had to restart the server to get rid of it. A check for existing names would be very helpful, imo.

    Maybe Ive overseen it but may it be possible to log the money transfers from founding and claiming, too?

    Thanks for your dedication you put into towny! You really rock!
    Keep up the good work!
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    @FuzzeWuzze Could you please update for the new build 670 it loads no problem, but towns have weird output for town protections

    (b=--- d=--- s=--- i=---)

    Also appears players can destroy but not place blocks

  18. Offline


    Fuzze any chance you can fork this over to a new post since you seem to be maintaining it so well, would make the life of admins updating this plugin much more simplistic. I think the majority of the community would also appreciate that.
  19. Offline


    Thanks for the info fugue. A known bug that the lead developer refuses to fix?

    Any workarounds for this problem or ideas on what triggers the sudden shift in the plots?
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    As i've said JDD, not yet.

    Doing so would mean officially supporting it, and i dont have time IRL to do so really.
    Like i said when June comes if Shade never comes back and my classes end i'll look at forking this and supporting it.
    Until then its just minor things to keep it running and any major bugs.

    As for others
    For the person with money top issues, are you using iConomy? If so does the /money top and /money stats work?
  21. /money top loads but very slow, And /money Stats works
    but using /towny top money crashes
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    When classes release for me Fuzze I may be willing to help you out with it.
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     [SEVERE] PLAYER_ITEM loading Towny v0.6 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
        at ca.xshade.bukkit.towny.Towny.registerEvents(
        at ca.xshade.bukkit.towny.Towny.onEnable(
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at net.minecraft.server.MinecraftServer.e(
        at net.minecraft.server.MinecraftServer.a(
        at net.minecraft.server.MinecraftServer.d(
    is this up to date?
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    Ya same error here.
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    How do i disable towns form being listed in /money top.
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    You guys are using the CB670 version?
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    How do i disable towns form being listed in /money top.
  28. im running latest CB etc but get a crash when /towny top money is ran
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    Dont know how to disable towns from being listed, ill look into why towny top money is crashing tonight.
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    I am running CB 670 yep
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    I tried the release by FuzzeWuzze for 617 and although it worked, everything was slowed down. All commands where slow. Upon further investigation, the plugin was causing 100% load on the server. I removed it, and back down to under 10% load. I am not sure what's going on with development of this plugin, but I hope Shade does something soon to come out with an actual stable version of this plugin.
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