[SEC/FUN/INFO/CHAT/TP] Towny Advanced v0.88.0.0 - Land and town management [3020+ 1.7.2-R0.3]

Discussion in 'Archived: Plugin Releases' started by ElgarL, Jul 7, 2011.

  1. Plugin: Towny

    New Towny Website!

    Taking Shades' Towny a step farther.

    A versatile, player-controlled land management plugin for use with Bukkit/Tekkit/Spigot/Libigot, offering solutions for pvp, griefing, chat, inflated economies and monsters.

    Features (open)

    Towny includes a wide variety of features to offer instant enhancements to your traditional Minecraft server.
    • Allows players to own and manage land based on a pre-set grid layout.
      • Players join towns and purchase plots of land.
      • Players decide who can build, destroy, use "switchs" and use items on every plot they control.
      • Towns can join together into nations, further structuring a server into teams.
      • Towns grant protection from monsters, pvp, fire, explosions and greifing.
    • Wilderness Rules (Optional)
      • Area between towns is wilderness, with its own build permissions.
      • Limit players' interaction with the wild to just harvest-able blocks, keeping the wild pristine.
      • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
      • Block explosions and fire.
    • PVP Enhancements
      • Server with a strong PVP aspect will find Towny's grouping of players to be invaluable.
      • Prevent friendly-fire. (Optional)
      • Nations split players into larger teams.
      • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
      • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
    • Teleporting/Warping and Spawning (Optional)
      • Players can spawn to their town upon death.
      • Players can spawn to their town or a town that is within their nation/allied with their nation.
    • Customized modified chat. (Optional)
      • Colours, group prefixes and suffixes, nation, town, towny titles.
      • Channels for general, local, town, nation, moderator, admin and custom channels.
      • Anti-spam feature.
    • Shop plugin support. (Optional)
      • Limit shops to special Shop Plots, enhancing realism.
    • Economy plugin interaction. (Optional)
      • Supports all economy plugins.
      • Charge money for plots, towns, nations.
      • Flexible tax system.
      • Upkeep to remove money from the economy, stopping rampant inflation.
    • All Permissions Plugins supported. (Optional)
      • Perms 2/3, GroupManager, BukkitPermissions, bPermissions, PermissionsEx, etc.
    • Multiworld Support
      • Flexible settings for every world.
      • Enable/disable Towny in as many worlds as you like.

    • No other plugins, but is best with Questioner, so that invitations are given by Towns and Nations to residents and towns.
    • Questioner 0.6
    • Essentials 2.5+ - (Towny /town spawn's obey Essentials teleport cooldown)
    • All permissions plugins are supported and provide greater customization (recomend GroupManager).
    • Economy plugin of your choice.
    (We no longer recommend using PEX at all. It breaks TownyPerms due to the reflection PEX performs.)
    Supported Economy Plugins
    • iConomy 5.01
    • iConomy 4/5 *
    • iConomy 6 *
    • EssentialsEco *
    • BOSEconomy *
    • Craftconomy *
    • * Requires Register.jar 1.8+ (or Vault) in your plugins folder.
    • Any Vault-capable economy plugin that supports false-player accounts. (Do not use register if your economy plugin is supported by vault.)
    Plugins That Support Towny
    Download Towny
    • Release Version: Link
    • Dev Versions/Jenkins: Link (Majorly Different - Visit IRC channel before using.)
    • Install Guide
    Towny Wiki Site

    Suggestions and Issues
    Make a suggestion - Link
    Report an issue - Link
    • Credits: Many thanks to all contributers including, but not limited to: Fuzziewuzzie, Shadeness, LlmDl, SwearWord and dumptruckman.
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    Hi there,

    ive got a question about towny. Ive got a capital city wich is only used for trading, shopping or group finding. So its got no real residents exept the Admins and Mods. Is it possible that residents of minor citys can interact with buttons, signs, plates, chests and so on but can nothing destroy?
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    When I do /town deposit (Amount)
    2011-09-29 17:42:26 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'town' in plugin Towny v0.76.1.0
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:41)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:163)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:353)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:756)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:721)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:714)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:464)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    Caused by: java.lang.NullPointerException
        at com.palmergames.bukkit.towny.object.TownyEconomyObject.collect(TownyEconomyObject.java:39)
        at com.palmergames.bukkit.towny.object.TownyEconomyObject.pay(TownyEconomyObject.java:47)
        at com.palmergames.bukkit.towny.command.TownCommand.townDeposit(TownCommand.java:1658)
        at com.palmergames.bukkit.towny.command.TownCommand.parseTownCommand(TownCommand.java:267)
        at com.palmergames.bukkit.towny.command.TownCommand.onCommand(TownCommand.java:90)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:39)
        ... 12 more
    Bukkit 1185.
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    Yes, each town/resident can set 4 perm groups (build, destroy, switch, item_use.) You'll be able to allow all players to use switches in your capital city.

    You didn't tell us which version of towny, or link to anything like your config/startup. I will gaze into my crystal ball...

    I see....

    I see......

    You need the dev version! Beware there are new permission nodes which you will want to search for! Fear not! They have been posted repeatedly in the last few pages!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    Im using the newest dev version of towny but whenever non admins try to break blocks in town they get you are not registered in towny try relogging..how do i fix this?
    Tadas159 likes this.
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    Anyone that's downloaded Dev Version It's botched up! .19 will be around shortly. Sorry!

    Join the IRC, if you were set up correctly it would be working.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Sep 9, 2018
    Tadas159 likes this.
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    Same problem here!
    Need a fix fast! please
    Edit: Thanks for a fast answer :D

    @LlmDl Could you pm me when it's uploaded? thanks :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    It's up
  9. Offline


    Where is it? Towny_Dev was uploaded 6 days ago, is that it? you updated it? Could you pass a link ? :)
  10. Offline


    First post has the link, its a redirect so just open/run the .html it links.

    To sum things up:

    Current Dev Version is (open/run .html redirect to download.) This will be replaced with a release version shortly.
    If you use any economy plugin other than ico 5.01 you will need Register 1.5 in your plugins folder and using_register: true in your Towny config.yml

    Along with the new permission nodes added in there are new nodes for /town spawn:
            - towny.town.spawn.* : Grants all Spawn travel nodes
            - towny.town.spawn.town : Ability to spawn to your own town.
            - towny.town.spawn.nation : Ability to spawn to other towns in your nation.
            - towny.town.spawn.ally : Ability to spawn to towns in nations allied with yours.
            - towny.town.spawn.public : Ability to spawn to unaffilated public towns.
    The changes between and are all bugfixes and the dev is safe to use. Full changelog

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    Any plans to add built-in support for economies other than iConomy 5? Register is completely broken it seems, I've switched to using Essentials Eco since iConomy 6 is not working correctly yet, and although Register v1.5 was released recently it still throws errors on server start-up and shut-down, and I'm not the only one getting them.
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    i search for a way to generate every Chunksnapshot on our Map/claim the complete Map(our Map is 1000x1000, radius).
    Our actual Servermap is a little bit old, but we have the clean Version without buildings of this Map.
    Since 1.8, Chunkregenrate Plugins doesnt work because of the new Worldgenerator.
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    Is there a way to get rid of the war flags? I tried to change it to blank but it just went back to fence. I'm getting tired of not being able to place fence and having to have my players do it for me :( <-- sad OP
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    It was fixed in the dev version of Towny, part of Shadeness's in-development war-mode that got set 'on' by default.

    The war-mode itself is a little bit premature and probably shouldn't be used right now, but it will enable a very nice steal-your-town-blocks option to war.
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    :p Okay, I'm getting mixed messages here. I've now read on the Register BukkitDev thread that the Register.jar is supposed to go in the 'lib' folder on the server not the 'plugins' folder as stated at the beginning of this thread. I put it there and am not getting errors anymore (but not actually sure if it's working either), but can someone confirm since a lot of people seem to be having the same issue.

    If this isn't the solution, I'll jump on IRC then. :)
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    What are the choices for this:

            database_save: flatfile
            flatfile_backup: zip
            backups_are_deteleted_after: 7d
            database_load: flatfile
            daily_backups: 'true'
    MySQL or SQLlite? :confused:


    You are correct, you have no errors because it isn't running. It has to be in plugins.
  17. Towny stores a snapshot of the TownBlock when you claim it. It only holds a snapshot for claimed areas.
    If you want to snapshot the whole map you'd need to claim the whole map (perhaps on a test server). Then transfer the data files to the live server.

    Drop the Register.jar in the plugins folder and enable using_register in the towny config.
    Currently only flatfile

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    you can't afford to settle a new town here.
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    I have a question regarding the way mobs are suppressed in towns.

    I have a small town, with mobs turned ON. (lets call it Mob Town)

    This small town is completely surrounded by another town. (lets call it Safe Town)

    Mob Town has *no* mobs. A single dark room was constructed. This room is 32x32x6 in dimension. Two players standing 30+ blocks away cannot spawn any mobs in this dark room, in Mob Town, with mobs turned on.

    SafeTown has mobs OFF, no mobs were found in SafeTown. SafeTown is NOT lit up well, matter of fact it's very poorly lit up. However, this should not matter because SafeTown has mobs turned OFF.

    When you turn mobs OFF, does it actually cause all of the blocks in a town to become "un-spawnable" as though they were water, slabs, or at a light level that is too high?

    Exactly how are you suppressing mobs in a town with mobs off?

    Is "no mobs in towns with mobs on" a known bug?

    Thank you very much for your time.
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    Yes that is what i mean.
    But is there any Command to claim a 1000x1000(radius) area?
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    Not enough money.
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    cant seem to get Towny to work :S my bukkit cmd whites "Error occurred while enabling Towny v0.76.1.0 (Is it up to date?): For input string 16x16"

    any help ? :)
  23. you edited yoru config incorrectly

    town_block_ratio: '16'
    Make sure you have enough cash, and enough available town blocks...
    /town claim ?
    will tell you the commands
    /town claim rect 250
    claims a rectangular area with a radius of 250.
    type '/tw' to see if World Mobs are on.
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    Ok, can someone please inform me of the use of having per world data files if towny is overriding them every time it fucking starts? I can't believe my eyes, it's the plugin that wont stop giving (or more accurately put, fucking you over).

    I run a server with 6 worlds, I want to run towny on one of them and disable it on the rest. So using the commands I disable towny for the others, it works then I have to restart the server for one reason or a rathor and it magicially re-enables itself. Great. So you think editing the data files so using_towny is false and then restarting the server would help? Nope.avi, it over-rides the file....every....time.....the...server....starts....like wtf?

    Ok so how about removing the write permission for the user running minecraft from those files? Nope.avi, War mode (which also cant be disabled in this version for some bizare reason) still propogates to all worlds regardless of wether using_towny is true of false.

    Towny is quite an experiance...on how not to code a plugin and it is so advanced (as the title suggests) that only a monkey that spends its whole day finging its arsehole could figure it out, far beyond the intellect of us mere human beings.

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    Yes, world mobs are on. We are currently using v0.76.0 . Mobs spawn in Wilderness like all-mad, but towns with mobs ON have little or NO mobs. This was confirmed by another town mayor with the same problem. He says that after a server restart, many mobs spawned but after that, it went back to very very little, or no mobs at all.
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    Join the IRC where shit gets done, no one likes to read a condescending post that's 3-4 paragraphs long. So you've had a hard time with a plugin? Firstworldproblem guy. In your 4 paragraphs you didn't do anything right.
    We need towny version number minimum. If you were a genius you'd have pastebin.com links to your towny config.yml and one of your world files.

    If you are on 0.76.0 you need to update, there was a release a while ago in which townmobs weren't behaving correct. The command to turn on mobs in town is /town toggle mobs. Make sure you've tried that after updating towny to the latest dev. If it doesn't work join the IRC and we can work you out.
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    hh it fixed it :) but have a new problem now it says "Towny does not have native support for iConomy 6.0.7b. you need the Register.jar"

    where do i fint that register.jar and what to do with it ?? :)
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    First post, drop it into your plugin folder.
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    thanks alot mate working now.. now i just need to set up wilderness and spawnarea ingame... any online guide for defining spawnarea as unclaimable and anti build/destroy and defining wilderness ?? :) would be awesome if there were one :D
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    There's a method to use NPC towns, described here, to set aside regions. We're just about to release now, so hold tight as it's almost entirely bugfixes.

    To Everyone: should be used ASAP, if you don't update to each release please do not skip this one.


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Sep 9, 2018
  31. Offline


    okay sound nice :) but i kinda still dont get how i define my world as wilderness and make a towny protection around spawnpoint... :S maybe im blind ivve res allmost the whole howtowny works and ive not seen anything about defining wildernes world

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