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

    Umbra

    Yes. Would be great if you could update.

    Thanks
     
  3. Yes it is a very high load laggy plugin

    @FuzzeWuzze if you find the bug or need my config files message me but im in the UK so i'll be on later

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  4. Offline

    FuzzeWuzze

    Theres no reason for this, i literally have done nothing to the plugin but rename a few functions and change how a few block placement functions are forwarded, ive modified maybe 5 lines out of his thousands of lines of code, and almost all of those are conditional if statements. And your the only one to post this issue so i dont think its just the code.

    Its related to iConomy changing over to their new dumb(imo) h2 database i think, ill see what i can figure out.

    I just wanted to verify is this the error you guys see that starts it all?

    [INFO] [iConomy] Failed to set balance: org.h2.jdbc.JdbcSQLException: NULL not allowed for column "ID"; SQL statement:

    For some reason one of my Towns on my database has a Null Iconomy account? notsurewtf?
    I just wanna make sure thats actually what your seeing and not just my database being screwed up.

    Also do any of your towns have Abnormally long names? The town thats erroring out for me is 17 characters long

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  5. Offline

    xlilcasper

    I know you got your plate full Fuzze, I really appreciate the work you have been doing. I would recommend splitting off your code into it's own plugin and thread at the very list until Shade gets back. Also, i'm having a comparability issue and I'm not sure if it is something that needs fixed in this plugin or the other so I'll be posting in both threads. I'm using this plugin dev-gen-menumetamod-v0-5-1-client-menu-framework. I have setup the config file for it so that it would do a few town commands from the menu. Simple things like /map and /town list. However everytime I try to do a command from this plugin that towny should handle, I get unknown command. Other ones for say essentials and such work fine (/warp /playerlist) Just towny that is having the issue getting it's commands from here. Not sure if it's just not "listing" the same way as others or what. I know this is low priority but I figured I would post it anyway.
     
  6. Offline

    JDD

    On Bootup
    CB 670


    Code:
    20:33:28 [INFO] [Towny] Database: [Load] flatfile [Save] flatfile
    20:33:28 [INFO] [Towny] Using: Permissions, iConomy
    20:33:28 [SEVERE] PLAYER_ITEM loading Towny v0.6 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
            at ca.xshade.bukkit.towny.Towny.registerEvents(Towny.java:225)
            at ca.xshade.bukkit.towny.Towny.onEnable(Towny.java:128)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:127)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader
    .java:578)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    r.java:216)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:115)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:93)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    20:33:28 [INFO] Vanish 1.5.2 loaded.
     
  7. Offline

    rmb938

    I have a town on denyAll for outsiders and they can still destroy stuff
     
  8. Offline

    scessel270

    JDD, i am having the same problems, any solutions?
     
  9. Offline

    FuzzeWuzze

    I dont know how this is possible its failing to even load properly. Can you post your entire server startup log and datestamp on your Towny jar?
     
  10. Offline

    BBFPaco

    Or, just give Shade time to get back? Wasn't he only gone 1 week and everyone can't live without Towny?

    We just whitelisted the server for now and can wait a bit. New update will be out next week anyway, probably breaking mods again.
     
  11. Offline

    Zayk

    Could you please add support for BOSEconomy? Would be forever grateful
     
  12. Offline

    FuzzeWuzze

    Well hes been over a week, and hes logged into the forums multiple times but never posted, so take that for what you will.

    FWIW my version is working more or less perfectly on my CB670 server with my old towny files that were created with CB531. There are still some permissions problems i think here and there, but it loads and people are joining and leaving towns fine.

    Not sure why other people are having issues.
     
  13. Offline

    dslip

    I am running build 670 and am getting 'odd' behavior with Towny. Great Work FuzzeWuzze, but I think unless this plugin gets some attention soon its going to have to replaced by something else :(
     
  14. Offline

    Sich

    yep, but what else ?
    My server is using this plugin, the "grid" of towny is used for every town....

    Do you know any other plugin working like this one ? Specially with taxes / resident and / plot ?

    For the moment I always run the old craftbukkit on my side... I use some unofficial version to allow 1.4 clients to connect. But apparently the 1.5 will be soon out... I don't know how many we could wait for Towny...

    This mod is very important on my server, all the cities are based on...

    I think I will use the Fuzze update this week end and see what will happen.
     
  15. Offline

    Bashur

    Fuzze, I'd just like to thank you on behalf of my community for fixing this for us. We all thank you.
     
  16. Offline

    Ghostaunt

    On 670
    Code:
    13:05:02 [SEVERE] PLAYER_ITEM loading Towny v0.6 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
            at ca.xshade.bukkit.towny.Towny.registerEvents(Towny.java:225)
            at ca.xshade.bukkit.towny.Towny.onEnable(Towny.java:128)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:127)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader
    .java:578)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    r.java:216)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:115)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:93)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
     
  17. Offline

    scessel270

    2011-04-09 07:32:02 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPlayerListener.java:291)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:240)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:128)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(NetworkManager.java:198)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:72)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:368)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:283)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)

    thats what i get when uploading Fuzze's CB670 towny?
     
  18. Offline

    Olat

    Cant use the 617 version. Caused so much lag that arrows would stop mid flight and hang in mid air. It was absolute crazy. The moment i uninstall-ed Fuzze's 617 Towny .61 version the arrows fell to the ground and then could be shot normally. Lag was gone.
     
  19. Offline

    Lord Chaos

    I would love to see a feature where towns could buy resources from players, buy offering money for XX amount of resource. Like:

    Town X wants 50 coal for 50 coins each
    Town Y wants 5 diamond for 1000 coins each
    Town Y wants 10 Iron for 200 coins each

    Then a player could sell for instance 20 coal to Town X for 1000 coins total. Then Town X would only be buying 30 coal afterwards.

    And so on. The resources bought would be put in a town chest or in the mayors inventory.
     
  20. Offline

    cjbh1996

    Yeah I'm getting the NoSuchFieldError: PLAYER_ITEM too.

    Code:
    09:51:36 [INFO] [Towny] Database: [Load] flatfile [Save] flatfile
    09:51:36 [INFO] [Towny] Using: Permissions, iConomy
    09:51:36 [SEVERE] PLAYER_ITEM loading Towny v0.6 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
            at ca.xshade.bukkit.towny.Towny.registerEvents(Towny.java:225)
            at ca.xshade.bukkit.towny.Towny.onEnable(Towny.java:128)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:127)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader
    .java:578)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    r.java:216)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:115)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:93)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    Using CB 670. Update plox?
     
  21. Offline

    tomasn44

    This mod wasnt updated to 670 and the last update for this mod was on 26th of march and please dont try this mod
    (for now)
     
  22. Offline

    FuzzeWuzze

    Im really confused how this is happening with my version...ill be gone the next few hours but ill try to figure out whats going on.

    Not that these people are necessarily still browsing the forums, but are there other people using the CB670 version with no problems? I feel weird because mine is working fine on both my linux and my test Win32 server on this machine, so im trying to figure out what plugins people have that could be causing this. My best guess are things like WorldGuard/WorldEdit
     
  23. Offline

    dragonking

    i really need a new version, i wont update my server untill this one follows up since it is our antigrief -.-
     
  24. Offline

    Liger_XT5

    I backed up some pages and I believe this is the version I'm running. It's one of the links on the page with this post. Page 44.


    Good luck man!
    Great work too guys!
     
  25. Offline

    NeonJ

    The only problem I have with this plugin is that the protections don't actually work. I have my Resident and Town permissions on DenyAll and yet people can still build in my plots. Any way to fix this?
     
  26. Offline

    2insane

    So is block protection not working? I have set '/town set perm outsider off' as well as '/town set public off' and anyone (even outsiders) is able to build and destroy in my town. I am confident that I have expanded the town and everything. Also, this function happened to be working for me earlier, then my town ran out of money and collapsed. I built a new one, typed in those commands, and expanded it. Am I missing something, or is this just another bug that still needs to be fixed?

    Thanks.
     
  27. Offline

    zoolder101

    Guys, fuzze gave us an updated version top of page 44, use it.
     
  28. Offline

    2insane

    Unfortunately that happens to be the version I'm using, or at least the newest version of Fuzze's Towny.
     
  29. Offline

    Racha

    does this work on 670 with no bugs? Please some one ;(
     
  30. Offline

    Umbra

    I'd say yes.
     
  31. Offline

    Glen

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