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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    I'd just to say the problem I was having with taxes is completely solved. The server also appears to be using less resources now - so nice work; latest update is winner!
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    Thanks for the reply! I feel silly enough having missed a couple of those alraedy existing options so on with the relevant replies :)

    Never actually palyed FV but you have a good point, but I only intended to mean wilderness has a quota, in town as much as they like. Values would have to be carefully controlled by admins to make it not feel like FV. Maybe hourly quotas was wrong, perhaps more the WoW approach to points, weekly, so all in one go or dribs and drabs. whatever floats your boat. Enough to stop massive strip mining but also enough to allow expansion as necessary. I suppose if it can be setup to allow planting as you say I can allow trees etc, then it's their problem at the end of the day!

    Yeah my preference would be server wide, I love the idea of a deep underground pvp/mining free for all crazy melee.

    Yeah I know it's cheesey to say 'other games to it like that' but those games that do are the more successful pvp games. Another option is that a defending town can accept the war, the war proceeds as normal, however they can also declare peace, paying off the attackers ransom. Some games use that well, but I'm unsure whether I liek that too much compared to just having some good old fashioned war, and leaves litle consequences to attackers.

    But basically always war is too much, only war in admin controlled blocks is just a bit..weird. Ocacsionalworld war brilliant of course! Making people think and choose is almost always the best option. Consquences craete meaning in actions, etc.

    That's all thats needed IMO, because the rest of the server setup defines whats needed, it was just the town settling spoiling it.

    Sorry if this is a dunce question but only count in towns or everywhere? Or do you mean the server setting, I want PVP to be off be default, but turn offable if people desire, unless their town is in a war in which case it is forced on. I will try and re-read as much docs as possible after work.

    This is more just a case of I want some chests which new players can use, without any hassle, but if I turn off switch then only new players 9still town members) can enjoy the town fully. Passwords would be useless in such a situation. It's no biggy, just a cosmetic feature more than anything.
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    Phantom Index

    Confirmed! Mobs are removed! thank you :p
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    Is it possible to select lots, not based on Chunks? Because I already have like a City in my server where I want to Integrate Towny in. We have lots, But the sizes are not Chunk based.

    Is it already possible to select custom shaped lots?

    If not, Will really like to see it.
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    Fiddle with TownBlockSize in the config. Other than that I can't help you.
    --- merged: Feb 15, 2011 3:32 PM ---
  8. Why do you think mob removal is not working or why did you change stuff if it made it stop working ?

    thanks for older versions its good to be able to downgrade.
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    Old version was doing terrible threading and crashed when using mob removal. You shouldn't use it in the old versions. The new version just uses the scheduler built into Bukkit. The reason why it might not work is the way I determine the mobs, which hasnt changed.
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    Can i make a large Nation or town, where people can join? like 2 big towns where people can join and build...?
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    i got the towny working the only problem is im unable to make a town. i dont get an error or anything. for example i type: /town new Camelot and nothing happens. no error nothin. its like i never typed it. ive also tried: /town new Camelot xusername and it responds [towny] not registered. help me out here. thanks =)
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    I have been receiving the following error with one of our server nations using the latest CB. Not sure what caused the error as it was working fine for a few days. Other nations do not share this issue.

    [Towny] Database: [Load] flatfile [Save] flatfile
    [Towny] Loading Error: Exception while reading nation file Britain
            at com.shade.bukkit.towny.object.TownyUniverse.getTown(
            at com.shade.bukkit.towny.db.TownyFlatFileSource.loadNation(
            at com.shade.bukkit.towny.db.TownyDataSource.loadNations(
            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 nation data 'Britain'.
    [Towny] Version: 2.0.20 - Mod Enabled
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    Oh why does making a town have to be so difficult with 1 block size? I changed it from 16 to 1. :(
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    I've also have had the error that averad has been getting, and it causes the towns it "can't load" to be deleted.
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    Okay, been using towny since 0.17, installed just fine, seems to run just fine, but not sure about everything. We are only 6 people, and only 1 to 3 of us on at a time. Is there more detailed instructions on every option available somewhere? We want to get our town up and going before opening it up to the public.

    In the mob_removal_entities what is the wording for Spider Jockey? Do I add it as CraftSpiderJokey or what?

    Last thing (for now) what does the Switch option in things do... we haven't noticed anything yet.
  16. Edit and *Facepalm....
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    Sad that it requires a plugin that is essentially broken.
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    Heinz Harald

    Great Plugin! I love it!

    Is it possible to make the ignored blocks for wilderness permission controlled. For example:
    On my server are different classes like miner ect. I just want to give the miner class the possibility to break down stone in wilderness.
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    I can't for the life of me figure out how to turn "Switch" on to everyone in my town... i'm tired of leaving all my doors open! Would anyone know the trick to this?

    My main spawn point and city for everyone to use is essentially broken without a way to turn this off... perhaps making a nation and letting everyone join will help or something?
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    CB 323, Towny 0.20 - It appears to be working... I've watched mobs wander into town and a moment later.. <poof!> and they're gone. I can't confirm if this is appearing on my server console at the same exact time... but it's showing up and I figured I'd let you know.

    Player count: 2
            at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
            at java.util.AbstractList$ Source)
            at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(
            at Source)
            at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
            at java.util.AbstractList$ Source)
            at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(
            at Source)
    Player count: 2
    2011-02-16 16:52:21 [WARNING] Can't keep up! Did the system time change, or is the server overloaded?
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    Eh? Which? If there are any problems when not using an optional plugin, tell me. I don't have enough time to test every single possibility.
    --- merged: Feb 16, 2011 11:33 PM ---
    Hmmmm. In order to do this efficiently... Alright how bout this (concept):

    if block_in_wild and ingored_block and hasPermission("towny.wild.block." +

    The above permission would be towny.wild.block.15 if you were mining iron ore.
    towny.wild.* would still let you edit anywhere in wild.
    towny.wild.block.* would let you edit any ignored block.
    hasPermission(id) is always true if Permissions isn't installed.

    Further testing is needed. My current speed approached 0ms for a cached edit, and ~8ms to determine the cache. It shouldn't be too bad.
    --- merged: Feb 16, 2011 11:36 PM ---
    /t set perm resident switch on
    /t set perm ally switch on
    /t set perm outsider switch on

    I should probably make a /t set perm switch on
    --- merged: Feb 16, 2011 11:38 PM ---
    Oh thankee. That'll be fixed for next version.
    --- merged: Feb 16, 2011 11:39 PM ---
    Unfortunately, there's no way to determine riders (easily). I might get round to it later, but you should be fine with labeling spiders (the base). Since teleporting the spider will pull the rider behind it.
    PS: sorry for the lack of documentation.
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    hmm, im trying to figure out how to remove the king, city, nation stuff. i edited the config files but they still show up? is it just something hardcoded in?
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    Um, if you notice anything hardcoded you'd like ability to customize, and it's not in the level configs, then mention it here and I'll do my best to change it.
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    After updaint I can't claim more land for my town, and it is giving me no error.
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    I haven't the slightest clue why, but this plugin makes me think of dwarf fortress.
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    Oh, they're optional! Duh, my glaring mistake, sorry!
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    what controls total # of blocks a town can claim? It looks like there is some config for it in town-levels.csv, but in-game I don't ever seem to see those same values. It more appears as if the # of claimable townblocks is fixed ratio to the # of residents. E.g. each new resident the total # of claimable blocks increases by 16. Does the plugin ignore the town-levels.csv in relation to the # of claimable blocks? I'm guessing it has something to do with town_block_size or town_block_ratio in the

    Also, what does the value of day_interval mean? Is that in-game ticks? What value is equal to a minecraft day?

    Also, what is the health_regen_speed mean? Does a lower number make regen faster? or slower?

    I love the plugin so far, but a lot of config is very uncommented/undocumented and as such I have no idea what most of it does, or if the plugin even listens to that config value.... I might try to throw this in the debugger and look myself when I have time...
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    When the player bring up the town into (/t or /n) Im trying to set it up to not say KING Unrivaledneo, or show up nation after the Nation name. I edited the config file to show this but it still shows up. Maybe its cause I edited after I started the nation, or I missed something? know how to change it?
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    --- merged: Feb 17, 2011 6:26 AM ---
    It's hardcoded. I'll change >.>. Thing is, that can't really depend on the levels since it's not really the prefix or postfix but a description, so it needs it's own value in the config, and uh, yeah. I'll get round to something.
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    @Shade ah my bad i thought you were asking if i saw if anything was hardcoded I wanted change, im tired haha. Thanks though my server loves this mod keep up the work.
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    Im unable to understand why, but I'm getting an error when starting up my server.

    Edit: *Facepalm* My Bukkit jar was outdated.
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