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

    Kegan187

    I find this extremely hard to use. First of all, whenever I am trying to claim town blocks, I can never find the edge of my town, even with the ~wilderness thing whenever you leave the town as it doesn't always pop up. Secondly, I have 500,000,000 coins and it says I do not have enough coins, even though it only costs 25.0 coins.
     
  3. Offline

    M1sT3rM4n

    The prefixes are still bugged. I set the prefix to President, and now it returns Leader<Playername>,

    Yes, with a Comma. Mayors get no prefixes, only colored names.
     
  4. Offline

    Shade

    It extracts the money from the town bank.
    pastebin your town levels file. it looks like you edited wrong.
     
  5. Offline

    Legionarius

    Apparently iConomy 4.1 fixed some of their lingering issues (see also hanging database IO). Are we compatible? Just curious. As always, @Shade , keep up the good work.
    --- merged: Mar 1, 2011 2:15 PM ---
    If you want to extra careful, just edit the delimited CSV in excel. Its quite a bit harder to make a delimitation error there.
     
  6. Offline

    M1sT3rM4n

    Config file:

    Town file:

    Nation File

    Are you supposed to edit the Town and Nation files to change prefixes? That makes the config file redundant?
    --- merged: Mar 1, 2011 2:20 PM ---
    I also run iChat though, so that might be conflicting with the prefixes.
     
  7. Offline

    Schreckschraube

    Shade wrote:​
    3. read the permissions spoiler in OP
    Edit: Also, I'm not 100% sure if the override works with towny.wild.block.123 etc.​
    --------------------
    You, Shade, say I should not bump my posts, but you dont answer :(.
    I really love Towny, but there is just this problem with the building outside of cities.
    The players on my server should not build with strong blocks (for an example stone) in die wild - how to realize?

    If I want to set towny.wild.block.[block id], must the towny.wild.build with in the permissions?
     
  8. Offline

    Legionarius

    @Shade , when you get a chance - town spawn still appears to be working on death, even with all allow_spawn configs set to false. Unless I am being a derp and did something wrong (which is always possible).

    EDIT: Players not affiliated to a town are spawning somewhere in the air and falling to their deaths repeatedly. Not just new players on first log. Just a heads up as I haven't touched anything to do with spawn or my CB build. Weird bug with town affiliation/spawn.
     
  9. Offline

    Will-ko

    I'm having a problem with default users not able to build in the wilderness even though I have it enabled.
    This has only started happening since I updated.
     
  10. Offline

    Kegan187

    @Shade Oh, okay. But is there any better way for me to be able to see the borders of my town without me having to turn off building in the wilderness?
     
  11. Offline

    M1sT3rM4n

    Unless you would like a physical wall that follows you or turn on the resident map option, no.
     
  12. Offline

    Will-ko

    How about a setting on the mayors list that turns a 1 block thick section of dirt around the boarder into glass and then back again when turned off. Maybe have a 5 minute auto-turn off.
     
  13. Offline

    maxsteele

    CraftBukkit #450, Permissions 2.1

    I just opened my server to players. We have no towns defined yet.

    Now that they're coming in and walking around, I'm seeing this in the console:

    Code:
    12:29:45 [SEVERE] java.util.ConcurrentModificationException
    12:29:45 [SEVERE]       at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:782)
    12:29:45 [SEVERE]       at java.util.ArrayList$Itr.next(ArrayList.java:754)
    12:29:45 [SEVERE]       at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(CraftWorld.java:437)
    12:29:45 [SEVERE]       at ca.xshade.bukkit.towny.MobRemovalTimerTask.run(MobRemovalTimerTask.java:58)
    12:29:45 [SEVERE]       at org.bukkit.craftbukkit.scheduler.CraftWorker.run(CraftWorker.java:33)
    12:29:45 [SEVERE]       at java.lang.Thread.run(Thread.java:636)
    It's coming up every now and then.

    Here is my config.properties:

    Show Spoiler
    allow_outposts=true
    allow_town_spawn=true
    allow_town_spawn_travel=false
    commands_nation=/nation,/n,/nat
    commands_nation_chat=/nc
    commands_plot=/plot
    commands_resident=/resident,/r,/res,/p,/player
    commands_town=/town,/t
    commands_town_chat=/tc
    commands_towny=/towny
    commands_towny_admin=/townyadmin,/ta
    commands_world=/townyworld,/tw
    database_load=flatfile
    database_save=flatfile
    day_interval=86400000
    death_price=10
    debug_mode=false
    default_capital_postfix= City
    default_capital_prefix=Capital:
    default_king_postfix=
    default_king_prefix=King
    default_max_town_blocks=64
    default_mayor_postfix=
    default_mayor_prefix=Mayor
    default_nation_postfix= Nation
    default_nation_prefix=
    default_town_name=
    default_town_postfix= Township
    default_town_prefix=
    delete_old_residents=false
    deleted_after_time=5184000000
    dev_mode=false
    first_run=false
    flatfile_backup=zip
    friendly_fire=false
    health_regen=true
    health_regen_speed=3000
    inactive_after_time=86400000
    item_use_ids=259,325,326,327
    line_not_perm_to_new_nation=&6[Towny] &bOnly admins are allowed to create nations.
    line_not_perm_to_new_town=&6[Towny] &bOnly admins are allowed to create towns.
    mob_removal=true
    mob_removal_entities=Monster,Slime,Creeper
    mob_removal_speed=5000
    modify_chat_name=true
    msg_buy_resident_plot=&6[Towny] &b%s bought %s's plot!
    msg_couldnt_pay_taxes=&6[Towny] &b%s couldn't pay taxes%s
    msg_del_nation=&6[Towny] &bThe nation %s was disbanded!
    msg_del_resident=&6[Towny] &b%s lost all his Towny data!
    msg_del_town=&6[Towny] &bThe town of %s fell into ruin!
    msg_join_nation=&6[Towny] &b%s joined the nation!
    msg_join_town=&6[Towny] &b%s joined town!
    msg_mayor_abadon=&6[Towny] &bYou would abandon your people? Choose another mayor with '/t set mayor' if your sure.
    msg_new_day=&6[Towny] &bA new day is here! Taxes and rent has been collected.
    msg_new_king=&6[Towny] &b%s is now the king!
    msg_new_mayor=&6[Towny] &b%s is now the mayor!
    msg_new_nation=&6[Towny] &b%s created a new nation called %s
    msg_new_town=&6[Towny] &b%s created a new town called %s
    msg_plot_for_sale=&6[Towny] &b%s put the plot (%s) up for sale!
    msg_registration=&6[Towny] &bWelcome this is your first login.@&6[Towny] &bYou've successfully registered!@&6[Towny] &bTry the /towny command for more help.
    msg_war_eliminated=&6[Towny] &b%s was eliminated from the war.
    msg_war_forfeited=&6[Towny] &b%s forfeited.
    msg_war_join=&6[Towny] &b%s joined the fight!
    msg_war_lose_block=&6[Towny] &b(%s) belonging to %s has fallen.
    msg_war_score=&6[War] &b%s scored %d points!
    nation_creation_admin_only=true
    npc_prefix=[NPC]
    price_claim_townblock=25
    price_nation_neutrality=0
    price_nation_upkeep=100
    price_new_nation=1000
    price_new_town=250
    price_outpost=500
    price_town_spawn_travel=10
    price_town_upkeep=10
    pve_in_non_pvp_towns=true
    show_town_notifications=true
    switch_ids=64,69,70,71,72,77
    town_block_ratio=0
    town_block_size=16
    town_creation_admin_only=true
    town_limit=3000
    town_mob_damage=false
    unclaimed_plot_name=Unowned
    unclaimed_zone_build=true
    unclaimed_zone_destroy=true
    unclaimed_zone_ignore=14,15,16,21,56,65,66,73,74,89
    unclaimed_zone_item_use=true
    unclaimed_zone_name=Wilderness
    unclaimed_zone_switch=true
    using_essentials=false
    using_iconomy=false
    wartime_base_spoils=100
    wartime_death_price=200
    wartime_home_block_hp=120
    wartime_min_height=60
    wartime_points_kill=1
    wartime_points_nation=100
    wartime_points_town=10
    wartime_points_townblock=1
    wartime_remove_on_monarch_death=false
    wartime_town_block_hp=60
    wartime_town_block_loss_price=100
    wartime_warning_delay=30


    This may be caused by a conflict with Towny and WorldGuard. I had made a cuboid with WorldGuard at our spawn point, and set the flag to turn off mobdamage. This could be conflicting with Towny trying to allow mob damage in the Wilderness, which is what the spawn is considered.

    I have removed that mobdamage flag from the WorldGuard cuboid and I'll update here if I still get the java error.

    EDIT:

    No, not a conflict with WorldGuard. I just got the java error again. Something's not quite right.

    DOUBLE EDIT:

    Shit. I just found I was using .39 of Towny. I just updated to .45 . We'll see if it's still happening.

    UPDATE:

    Nope, not getting the java errors. Players will start creating their towns soon. This should be interesting. :)

    DOUBLE UPDATE:

    Now that players have placed towns, I'm starting to see those java errors again:

    Code:
    13:57:23 [SEVERE] java.util.ConcurrentModificationException
    13:57:23 [SEVERE]       at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:782)
    13:57:23 [SEVERE]       at java.util.ArrayList$Itr.next(ArrayList.java:754)
    13:57:23 [SEVERE]       at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(CraftWorld.java:437)
    13:57:23 [SEVERE]       at ca.xshade.bukkit.towny.MobRemovalTimerTask.run(MobRemovalTimerTask.java:58)
    13:57:23 [SEVERE]       at org.bukkit.craftbukkit.scheduler.CraftWorker.run(CraftWorker.java:33)
    13:57:23 [SEVERE]       at java.lang.Thread.run(Thread.java:636)
    
    Towny .45, CraftBukkit #450, Permissions 2.1. Help!
     
  14. Offline

    fallarnon

    Not sure exactly what a townblock is but if townblock == plot then yes, it crosses the X-axis.
     
  15. Offline

    maxsteele

    I have had a second java error come up:

    Towny .45, CraftBukkit #450, Permissions 2.1:

    Code:
    16:32:04 [SEVERE] Could not pass event PLAYER_COMMAND_PREPROCESS to Towny
    java.lang.StringIndexOutOfBoundsException: String index out of range: -1
            at java.lang.String.substring(String.java:1949)
            at java.lang.String.substring(String.java:1916)
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerCommandPreprocess(TownyPlayerListener.java:319)
            at org.bukkit.plugin.java.JavaPluginLoader$6.execute(JavaPluginLoader.java:150)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:641)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:612)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:606)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:230)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    
     
  16. Offline

    Machete.Panda

    Hey Shade, Thanks for the help. The server in question was new and unpopulated so I removed everything and just left the minecraft server, bukkit, iconomy, and towny. It seems to have worked.
    I'm still baffled because I had not changed any permissions in towny.
     
  17. Offline

    Raspberry

    I'd like to see a minimum distance between town creation being able to be set by the config files and perhaps at the nation level...

    We've got an interesting situation on our test server where two (soon to be warring) nations have built their capitals about a half a dozen plots from each other.

    I can see it being a source of frustration to find a nice plot of land and start your city only to have somebody claim their "H" just 2 or 3 plots away...
     
  18. Offline

    sumTard

    would it be possible to add the option to limit the amount of plots a resident can claim? And is there an option to remove a plot from someone? I noticed that even if they are kicked from a city, they still own and control their plot inside it, is this normal? Thanks!
     
  19. Offline

    mixxit

    This is when a user does a /town unclaim all

    Build git-bukkit-0.0.0-483-gb7865d9-b480jnks

    2011-03-02 12:24:18 [SEVERE] Could not pass event PLAYER_COMMAND_PREPROCESS to Towny
    java.util.ConcurrentModificationException
    at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
    at java.util.AbstractList$Itr.next(AbstractList.java:343)
    at ca.xshade.bukkit.towny.object.TownyUniverse.removeTownBlocks(TownyUniverse.java:799)
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.townUnclaimAll(TownyPlayerListener.java: 1613)
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.parseTownUnclaimCommand(TownyPlayerListe ner.java:1430)
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.parseTownCommand(TownyPlayerListener.jav a:885)
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerCommandPreprocess(TownyPlayerLis tener.java:301)
    at org.bukkit.plugin.java.JavaPluginLoader$5.execute(JavaPluginLoader.java:145)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
    at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:611)
    at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:582)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:576)
    at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    at net.minecraft.server.NetworkManager.a(SourceFile:230)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
     
  20. Offline

    Will-ko

    Something in Towny appears to be mistaking every player as an Admin, thus they can enter everyones homes and edit all tarrain.
     
  21. Offline

    Novemberman

    is there a way to let player place torchs in the wild ?
    on my server im not letting players work in the wild but we can gather minerals, but witout the use of torchs cave exploring is kinda hard.

    also gathering wood outside town wall would be usefull...


    nevermind figures it out :)
     
  22. how did you do it novemberman? I'm having the same problem
     
  23. Offline

    ProjectInfinity

    Disabling wilderness PvP makes mobs invulnerable, my users are complaining :( Is this a known bug?
     
  24. Offline

    Sharlenwar

    In the settings file you can allow the wilderness to do different things:

    Code:
    unclaimed_plot_name=Unowned
    unclaimed_zone_build=true
    unclaimed_zone_destroy=true
    unclaimed_zone_ignore=14,15,16,21,56,65,66,73,74,89
    unclaimed_zone_item_use=true
    unclaimed_zone_name=Wilderness
    unclaimed_zone_switch=true
    So you can do a few things here, anyone can now:
    • Build - Place blocks.
    • Destroy - Mine, harvest trees, etc.
    • Use Items - To open doors, open chests, forges, etc.
    • Use Switches - Turned on, as I allow people using switches and what not.
    Now, anyone can definitely correct me if I am wrong. I have just been messing around with Towny today as it works nicely with iConomy 4.1.

    Hope that helps.
     
  25. Offline

    NekoMikan

    would it be possible to get claim toggle again? kinda miss only needing to hit the air to claim
     
  26. Offline

    Will-ko

    Code:
    [Towny] Debug: [playername] <co-ords> Cached Status: ADMIN
    
    [Towny] Debug: [playername] <co-ords> Cached Build: True
    
    
    The second one is either Cached Build/Destroy/Switch etc.
    Don't understand why it does this.
    Makes all permissions void.
     
  27. Offline

    sillyrosster

    The commands work but I can't create a town! I do /town new sillytown sillyrosster and it doesn't say anything!
     
  28. Offline

    godiceman

    permissions is not working and ive double checked this code and cant find anything wrong with it.
     
  29. Offline

    Shade

    THat could be it. Try it with it disabled for a minute. Because that;s the default config. >.> also the extra , is from me try to fix stuff in v45 and forgetting something and doing something else, just delete the extras.

    Yours couldnt be answered at the time of writing. ?The others were simple querying.
    Why not add the block ids to unclaimed_zone_ignore?
    --- merged: Mar 3, 2011 5:32 AM ---
    Your looking for: TOWN_RESPAWN
    --- merged: Mar 3, 2011 5:34 AM ---
    Try /tw. Everythings green right?
    --- merged: Mar 3, 2011 5:37 AM ---
    check v46
     
    M1sT3rM4n likes this.
  30. Offline

    M1sT3rM4n

    I will do that and see what happens.
     
  31. Offline

    Shade

    are other plots 16 in size? There's really nothing i can do right now to fix this. If i did, it would shift every townblock in the negative coords on every server. It's best just to deal with that one axis as a hiccup. sorry.
     
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