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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    Great mod, few things I've noticed:
    I set price_town_spawn_travel=5 and it doesn't seem to be taking any money when my users use the command. Also as a side note, perhaps consider implementing a separate permission for this? such as towny.spawntele or something, just in case we don't want basic users to be able to use it?

    I set /town set perm off, but people are able to modify plots that are for sale. Home plot is okay, and I believe plots that are not for sale are OK, but for sale plots are not protected.

    '/town set perm' gives incorrect examples (it says Eg: /town set ally off, it should be /town set perm ally off)

    I think this plug-in is disabling my iChat plugin from coloring people's names. I had Builder being colored using iChat and Permissoins, then I installed this plug-in and a few others and now people's names won't colorize. My name (the king and admin on the server) still colors, but basic users do not.

    '/Townyadmin givebonus' doesn't have a reciprocal, how do you remove the bonus? '/townyadmin removebonus' doesn't seem to exist?

    '/towny version' doesn't work, it shows the Craftbukkit version instead of the Towny version

    if you have a plot which used to be a Home plot and you make another plot a Home plot, the previous Home plot can not be edited by Residents of the Town, even after it becomes unowned.

    if you buy a plot and unclaim it, then make it the Home plot, residents of the Town cannot edit the plot even if you set '/town set perm resident on'

    lastly- i may have simply missed the option, but is there a way to turn off the one line scroll when you move between zones? (when you enter someone's plot and it says ~Name)
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    Looking good so far, Shade. brought it up on my server to give it a test. We're probably going to use it to split a very large city using a district structure.

    I can see where all your hard work came from :) Thanks a ton!
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    How can you add 2 mayor's to the same town?

    Thanks in advance :D
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    One's a mayor, the other is an assistant. He has basically every a mayor can do.
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    I'm not sure how exactly this is working. For a while plots that were for sale were editable, then they weren't, then they were... might be something wrong with the permissions coding for towns? I'm really not sure, I'll do more extensive testing on my server and get back to you.
    Like this:
    A B
    ^ plot A is a home plot and is uneditable. Plot B is unowned and notforsale and is editable by residents, allies, and outsiders. /town perm set [on] is configured

    B is now made the homeplot and is uneditable.

    A is now unowned and notforsale, however since it used to be a Home plot it is now uneditable for some reason. This is what we were experiencing on my server.
    is there a command to do it? i don't want to disable it completely, just want to let people turn it off when they want it off
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    I cut and pasted what you wrote in the first post and it still doesn't always seem to work. it's noticeably better, but for some reason I'm still getting random mobs popping up now and again. I have an entire island under protection. The north end is a giant volcano made of smooth stone, the center is a town, and the south end is an entirely wooded mountainous region. The north end seems to be working fine, no mobs except in the couple blocks I haven't been able to claim yet. The center town area is predominantly working, but still I'll get a random zombie here and there. The wooded southern end of the island however, which is completely covered in town protection, is also completely covered in mobs.

    Is there some kind of glitch where they can still spawn around trees, or is there maybe a height value somewhere that can be adjusted? I can't explain it, but the effect is pretty consistent.

    I'm using the latest towny and cb302

    EDIT* I just noticed I'm getting this error:
    Exception in thread "Timer-6" java.util.ConcurrentModificationException
    at java.util.AbstractList$Itr.checkForComodification(
    at java.util.AbstractList$
    at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(
    at java.util.TimerThread.mainLoop(
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    So everything in town-levels will override the stuff on the config file?
    Does Towny claim by chunks anymore?



    Would that be the proper format of the town-levels file if I want towns to grow by 256 blocks, or 16x16, per member? It gives me an error every time I try to save it
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    This mod is ridonculous, I love you.
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    Quick question: Is tax collection enabled? I noticed it only collects when I do a /townyadmin newday. I'm using Towny 0.17 & CB302. Thanks. ;D

    Nevermind, I found the option in the config. It figures up to 24 realtime hours. :p
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    I need some confirmations/indications about config of towny :
    • A plot is equivalent as townblocks ?
    • default_max_town_blocks define the max of number townblocks that a town can claim ?
    • town_block_ratio is the number of townblocks that a town can claim when the town war created ?
    • town_block_size is the size of a townblocks (like 16*16 by default or x*x if town_block_size are set at x) ?
    Thanks for the answer :)
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    @ _Oni_
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    Am I correct in thinking that the *war* just awards winners with money based on kills and points, and that land ownership does not actually change hands?
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    Thanks ;)
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    one other thing i noticed: the monster removal seems hit or miss. some nights it's perfect and there are no monsters in town, some nights they just pop up. it seems random, not sure what's causing it.
    --- merged: Feb 13, 2011 9:24 PM ---
    Plugin Author:
    Here's my pitch at war (for the thousandth revision lol). If you've ever played my minigames mod, this'll be a little familiar.

    warTime = on/off - This can be toggled by an admin. It can be instantaneous or has a delay. Might even try to get a scheduled time for war (eg: 7-8pm) but that'd require a lot of thought and work.

    When its off, people can claim/create/delete/edit towns/nations/townblocks/allies/enemies etc.

    When its on, everything is locked (you can still use nation leave), all towns belong to a nation, will have their townblocks given x HP (use whatever name you want for it, just a general example of my idea).

    I'm debating just keeping the list of enemies for show and having all nations become enemies unless otherwise allied. Possibly instead make an option to be a neutral nation, taking no part in war.

    When a non-allied player enters the an active war town (part of a nation), and the townblock the player is in is an edge block of the town, then the hp will slowly fall to zero. When it hits zero, the town block is unclaimed. Letting the towns enemies drive closer to the home block. Possibly might force unclaimed zone permissions to off so people can't leach on fallen towns (since they cant reclaim till the end of the war).

    Losing the home block will unclaim all the town's remaining blocks.
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    having a problem whenever i restart my server
    i set my home block, then set spawn
    it works fine while the server is running but when i restart i get
     Exception while reading town file Bergen
    com.shade.bukkit.towny.TownyException: Spawn is not within the homeBlock.
            at com.shade.bukkit.towny.object.Town.setSpawn(
            at com.shade.bukkit.towny.db.TownyFlatFileSource.loadTown(
            at com.shade.bukkit.towny.db.TownyDataSource.loadTowns(
            at com.shade.bukkit.towny.db.TownyDataSource.loadAll(
            at com.shade.bukkit.towny.object.TownyUniverse.loadDatabase(
            at com.shade.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.c(
            at net.minecraft.server.MinecraftServer.d(
    [Towny] Loading Error: Could not read town data Bergen'.
    and the spawn info is removed from the town file
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    So, why won't my server generate the config file? Theoretically, I have it installed properly. Is it confirmed to work on craftbukkit v300?
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    I logged into my server a few minutes ago to find that my players were asking if I'd removed Towny. It was still running, but it had forgotten all of it's saved info as far as I could tell from inside the game. I checked the server files to make sure one of the admins didn't mess with anything, and all the files seemed to be in place. Is this a glitch with a certain version of craftbukkit, and is there a known way to get around it?

    Here's a zip with the towny .jar and the Towny folder:

    Server logs indicate it seems to be loading fine. I don't get any error messages.
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    This just happened to me too. Using '/town list' shows all the towns are still there, but using '/towny map' shows no town. It says "town: none, owner: tasoli" ... ?
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    Just downloaded towny today. I put the .jar in my packages folder and tried to start up my server and this is what I got.

    2011-02-13 19:31:48 [INFO] Starting minecraft server version Beta 1.2_01
    2011-02-13 19:31:48 [INFO] Loading properties
    2011-02-13 19:31:48 [INFO] Starting Minecraft server on
    2011-02-13 19:31:48 [INFO] Preparing level "cartosa"
    2011-02-13 19:31:48 [INFO] Preparing start region
    2011-02-13 19:31:50 [INFO] Preparing spawn area: 4%
    2011-02-13 19:31:51 [INFO] Preparing spawn area: 16%
    2011-02-13 19:31:52 [INFO] Preparing spawn area: 40%
    2011-02-13 19:31:53 [INFO] Preparing spawn area: 65%
    2011-02-13 19:31:54 [INFO] Preparing spawn area: 81%
    2011-02-13 19:31:54 [INFO] [iConomy] version [2.2] (Aime) loaded
    2011-02-13 19:31:55 [INFO] [Permissions] version [2.0] (Handler) loaded
    2011-02-13 19:31:55 [INFO] Loaded Essentials b137 by Zenexer, ementalo, Eris, an
    d EggRoll
    Feb 13, 2011 7:31:55 PM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: PLAYER_RESPAWN (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_RESPAWN
    at com.shade.bukkit.towny.Towny.registerEvents(
    at com.shade.bukkit.towny.Towny.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(
    2011-02-13 19:31:55 [INFO] Done! For help, type "help" or "?"

    No folder or config file has appeared. Is this something I can fix? If so how?

    Side note- I downloaded iconomy today too but it works just fine.
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    Too old build of craftbukkit, maybe?
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    i was convinced something that simple couldn't be it but it was! thanks Oni.
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    I keep getting this in the Console followed by a massive lag spike.

    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
    [Towny] Debug: onBlockPlacedEvent took 0ms
  26. Offline


    Love this Plugin!
    But... I have a question.
    Towny works great in the fact that when I turn off resident/ally/outsider no one can edit town blocks. If a block is for sale and someone claims it then they can build/destroy within that chunk. Like I said, that all seems to work great until I implement the Permissions Plugin. Then, no matter what permissions for the town I set, anyone can build on it. Whether its an unowned chunk or an owned chunk. Also people are able to build/destroy in the "Wilderness" when unclaimed_zone_build=false and unclaimed_zone_destroy=false.

    Basically I want it so that no one can build/destroy unless they claim and unowned chunk within a town. Not even in the wilderness. All this while using permissions for other plugins I'm using.
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    Do they inherit 'towny.admin'?
    --- merged: Feb 14, 2011 5:09 AM ---
    Turn debug mode off in the config to stop the messages. Not sure what caused the lag spike.
  28. Offline


    just saying hey like the mod, but it throws this around when it starts.

    [Towny] Database: [Load] flatfile [Save] flatfile
    [Towny] Version: 2.0.17 - Mod Enabled

    care to explain how it might be fixed?
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  30. Offline


    Hate to be a pest, but I suspect my post got missed in all the new posts. Can you comment on this shade?
  31. Offline


    Really liking this mod, but a couple questions:

    - I'm setting up towns for the different places on the map. Is there anyway to claim chunks for any towns after the first one? I have made new towns but I am tied to the first town I made and cannot expand the other towns.

    - I've tried leaving the first town (/town leave) and I can claim chunks for the second town. When I leave the second town (/town leave) the second town doesn't seem to exist anymore. Is this becayse it has no residents?

    - After you leave one town, how do you join another?
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