[Inactive][SEC/FUN/INFO/CHAT/TP] Towny v0.71 Community Edition [953]

Discussion in 'Inactive/Unsupported Plugins' started by croxis, Jun 28, 2011.

  1. Offline

    LlmDl

  2. I do plan on adding rent multiplier so you can control rent better.
    a 20 person town should pay more rent/upkeep than a 2 person town.
     
  3. Offline

    Drago1128

    I did they too busy sry but ty
     
  4. Hello gents! I need help!

    I have a player with the name format of "_xxx_xxxx" and towny doesnt make a resident file for that player. Also Any try to add that player to a town give just an error (invalid name/player or something). Yes, old problem..

    How do deal with that?
     
  5. Offline

    Delois

    Thanks for taking this on!

    I know there was talk about making town tax scale with town size (in plots of lands). Is that still in the works since the community took it over? Would love to make our 2 massive towns pay more, but still have our small ones live...
     
  6. That was a long hunt but i found the solution already: name_check_regex=^[^\s]+$
     
  7. Offline

    RedAlex

    Lava placed on a claim territory by a non resident of the city you have a solution for this?
     
  8. Offline

    LlmDl

    It's been fixed for .72
     
  9. Offline

    croxis

    Update! So I gave up with other solutions and decided to just use bukkit's internal persistence engine. Right now I am just testing MySQL but this should work with flatfile systms such as h2 or sql lite. I'm writing the compatibility layer right now. My hope is to release a testing version tomorrow to make sure the plugin is working correctly. After that all I need to do is add some converter code. Depending on the timing of things this will be part of the monolithic 0.72, come afterwords in 0.73, or vice versa.
     
  10. Offline

    RedAlex

    Cool this is a good news :)
     
  11. Offline

    MartN

    after the update from fuzze edition to your edition i have the following problems(using permissions 2):

    -> the wild permission doesnt work.
    user cant destroy in in our famingworld via
    - 'towny.wild.build'
    - 'towny.wild.destroy'

    -> the /t spawn command doesnt work.
    "[Towny] Town spawn travel is forbidden"
    but travel is alowed via command

    this works in the fuzze Edition :(
     
  12. Offline

    croxis

    Can you post your towny config file and your permission2 config file
     
  13. Offline

    MartN

    Code:
    allow_outposts=false
    allow_resident_plots=true
    allow_town_spawn=true
    allow_town_spawn_travel=true
    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
    daily_backups=true
    daily_taxes=false
    database_load=flatfile
    database_save=flatfile
    day_interval=86400000
    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_resident_perm_ally_build=false
    default_resident_perm_ally_destroy=false
    default_resident_perm_ally_itemuse=false
    default_resident_perm_ally_switch=false
    default_resident_perm_friend_build=true
    default_resident_perm_friend_destroy=true
    default_resident_perm_friend_itemuse=true
    default_resident_perm_friend_switch=true
    default_resident_perm_outsider_build=false
    default_resident_perm_outsider_destroy=false
    default_resident_perm_outsider_itemuse=false
    default_resident_perm_outsider_switch=false
    default_town_name=
    default_town_perm_ally_build=false
    default_town_perm_ally_destroy=false
    default_town_perm_ally_itemuse=false
    default_town_perm_ally_switch=false
    default_town_perm_outsider_build=false
    default_town_perm_outsider_destroy=false
    default_town_perm_outsider_itemuse=false
    default_town_perm_outsider_switch=false
    default_town_perm_resident_build=true
    default_town_perm_resident_destroy=true
    default_town_perm_resident_itemuse=true
    default_town_perm_resident_switch=true
    default_town_postfix= Town
    default_town_prefix=
    delete_old_residents=false
    deleted_after_time=5184000000
    dev_mode=false
    first_run=false
    flatfile_backup=zip
    force_pvp_on=false
    friendly_fire=false
    health_regen=true
    health_regen_speed=3000
    inactive_after_time=86400000
    item_use_ids=259,325,326,327
    last_run_version=0.68
    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.
    logging=true
    max_plots_per_resident=100
    min_distance_from_town_homeblock=0
    mob_removal=true
    mob_removal_entities=Monster,WaterMob,Flying,Slime
    mob_removal_speed=5000
    modify_chat_name=false
    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_abandon=&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
    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!
    name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$
    name_filter_regex=[ /]
    name_remove_regex=[^a-zA-Z0-9._-]
    nation_creation_admin_only=true
    npc_prefix=[NPC]
    price_claim_townblock=25.0
    price_death=10.0
    price_death_wartime=200.0
    price_nation_neutrality=0.0
    price_nation_upkeep=100.0
    price_new_nation=1000.0
    price_new_town=250.0
    price_outpost=500.0
    price_town_spawn_travel=10.0
    price_town_upkeep=10.0
    pve_in_non_pvp_towns=true
    reset_log_on_boot=true
    save_on_load=false
    show_town_notifications=true
    switch_ids=64,69,70,71,72,77
    town_block_ratio=32
    town_block_size=16
    town_creation_admin_only=true
    town_limit=3000
    town_respawn=true
    unclaimed_plot_name=Unowned
    unclaimed_zone_build=false
    unclaimed_zone_destroy=false
    unclaimed_zone_ignore=0
    unclaimed_zone_item_use=false
    unclaimed_zone_name=Wildness
    unclaimed_zone_switch=true
    using_essentials=false
    using_iconomy=false
    using_permissions=true
    using_questioner=false
    wartime_base_spoils=100.0
    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=100.0
    wartime_warning_delay=30
    
    Code:
    groups:
        Default:
            default: true
            info:
                prefix: ''
                suffix: ''
                build: true
            inheritance:
            permissions:
                - 'logblock.tool'
                - 'lwc.protect'
                - 'towny.wild.build'
                - 'towny.wild.destroy'
                - 'SpawnControl.spawn.use'
                - 'StopLava.canUseLava'
                - 'slotgroups.group.default'
    Permissions Config is from our Wildness/Farmworld.
     
  14. Offline

    LlmDl

    Your config says you are still running 0.68 and not 0.71 and since your config includes:

    unclaimed_zone_build=false
    unclaimed_zone_destroy=false
    unclaimed_zone_ignore=0
    unclaimed_zone_item_use=false
    No one will be able to do anything in the wilderness except switch. Update to 0.71 and use the towny.wild permission nodes instead of the config.
     
  15. Offline

    Ziden

    im using iConomy 5.0 with MySQL.

    Towny crashes the server every 50 minutes, if anyone types town top money, instant server crash

    any fix for this ?
     
  16. Offline

    LlmDl

    Post your bukkit build, towny build please. Basic "I need help" stuff.
     
  17. Offline

    Ziden

    Oh, im sorry for the leak of information. Im using bukkit lastest RB (953), and towny 0.71
    my server clock was 6-8 with towny, is noy 16-17 without it. I loved that plugin but it was eating my server apart =( Was i doing anything wrong ? is there any plugin incompatibilities ? Im using worldguard and factions, both have lil issues with towny.
     
  18. Offline

    LlmDl

    I use towny and worldguard with no issues.

    The 'top money' error is mentioned in the OP, usually caused by a corrupt database.

    If you can wait a day or two we've got a new build that is nearly done being fixed/tested. It's missing pretty much all of the bugs that have plagued Towny for months.
     
  19. Offline

    nacs

    0.72 sounds incredible. Thanks to all devs who picked up work on this!

    Really looking forward to mySQL integration especially.
     
  20. Offline

    cheepz

    Is there an option in the towny config for the ability of outsiders being able to access town-resident chests?

    I'd like to set that to "off"...
     
  21. Offline

    Syntaxlb

    Thx for the reply, nice plugin !!

    last question, it's possible to set "price_town_upkeep" in function of the number of resident in the town ?
    For example if the price_town_upkeep ratio is "10", if the town has 3 resident, the town must paid 30 daily
     
  22. Offline

    Jesseg2

    I tried /town set plottax
    But it didn't do anything....
    Town still pays 250 for each day, and players don't even pay the plottax either !
    plottax did NOTHING....
    no matter how I set it all that happened is each day the town pays 250....
     
  23. Offline

    LlmDl


    Go into the config and add '54' to the switch IDs list. This will add chests to the list of blocks included in the switch check. Then just '/t set perm outsider switch off' (though outsiders shouldn't have switch perms.)

    The upkeep is different from taxes. Upkeep is there to remove towns and nations that have no money/are inactive. You can leave it off if you don't have a large server/don't care about removing inactive towns.
    Taxation options will be improved in a future release.

    did you try /town set plottax 300 (insert whatever number you want)
     
  24. Offline

    Syntaxlb

    Oh god, i'm now confused !

    But if i want the towns pay [$] taxes daily server (or nation). The only solution for the time being, is to use "price_town_upkeep" ?
     
  25. Offline

    LlmDl

    No, the upkeep money doesn't go anywhere, it is only for checking to see if a town is broke and should be deleted by the server.

    Taxation is seperate and taxes on residents go into the townbank, taxes on towns goes into the nationbank.
    If you were a nation you'd type /nation set taxes 200
    to receive 200 per day from each town.
    If you were a mayor you'd type /town set taxes 20
    to receive 20 per day from each resident or /town set plottax 10
    to receive 10 dollars per plot from each resident.
     
  26. Offline

    croxis

    This is an often requested feature however there is no real easy way of setting this up to please all reasonable configurations without irking someone. There are two options I can think of.
    Option 1: Add it as a permission flag. This would affect all chests in town. The same would apply to private resident plots too. Other plugins (LWC, etc) can still be used on top of it. The downfall of this is there are more flags for mayors to keep track of.

    I personally think it makes more sense to have LWC integrate with towny and use that interface to protect chests, doors, signs, etc. There are a few more flags to remember but it also gives players more control over their chests/doors/etc without increasing the complexity as much. It could, in theory, also allow plugins that integrate LWC to use the towny flags as well.

    While it is possible to add I don't like it from a game design perspective. What it does is penalizes towns for growing larger, the opposite of the goals of this plugin (in my opinion). I would much rather look at using a method of diminishing returns instead of penalties, such as the option of a log function for the amount of new plots per new person (first new person town gets 16 new tiles, next person is 14, third town only gets 10, and so on). That way towns still benefit from growing, just not as much as a smaller town.

    Plot tax taxes residents who bought plots from towns. I think you want to adjust the upkeep flag.
     
  27. Offline

    Syntaxlb

    Oh ok, i understand better ! It's because i have not create nation..
    Hoping that a ratio taxe / resident is possible in a future update ^^
    Thanks you, very.

    Ultra-last question :

    - It's possible to set a default town to a new resident (user) on the server ?

    - It's possible (even if i don't think so) to set a taxe for user who don't have town ? Or a means of force them to have a town .
     
  28. Offline

    LlmDl

    You can set a default town in the config. Look for default town name =

    A resident must be in a town to be taxed.
    I agree with this, not so much with a diminishing increase of plots per resident. If there was such a thing it should tick down every 4 or 5 residents, not each one.
     
  29. Offline

    Syntaxlb

    It's true that on that side .. you're right. This is another way of looking at things.

    Maybe make a option "town_taxe_ratio" with "on / off" for example. Because this improvement would be for me very well on my server.
    If it's not possible, or if you don't want to do this. this plugin is still very good ! Thanks ;)

    Thanks !

    Yes, but I'm looking if there's a way to force residents to have a town (in the config file, or other..)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  30. Offline

    croxis

    Time for a basic (and long winded) economic lesson me thinks with upkeep vs taxes!

    In any economy you have sinks and faucets. They work just like the water kind. Water comes into your house through a faucet, it leaves through a sink. Same way for an economy. Money comes in to an economy through a faucet, leaves through a sink.

    In minecraft there are a lot of faucets. Some are infinite (earning money by killing mobs, regenerating ore) some are more limited (selling pig saddles*). New money is created and inserted into the economy, usually by giving it to the player. A sink is where money is destroyed. Buying an apple from an infinity supplied server store and eating it is an example of a sink.

    Paying another player is neither a faucet nor a sink. One player loses the money, one player gains money, but money is not created or destroyed. It just moves to another corner of the economy.

    How does this relate to towny? Taxes are neither faucet nor sink. Money is moved but not created or destroyed. Upkeep is a faucet. The money is taken by the server and it is destroyed. Not only does it serve as a handy way to clear out dead towns and nations, but it also helps move the economy.

    Cash flow is the most important when setting up the economy of your server. In theory it is possible to have an economy that is fully self sufficient with no sinks or faucets and money constantly moves, but it requires a static population size. When does that ever happen?

    So, what does that mean for setting up your server? If you are going for a more creative type of server, without actually having infinite resources, you will want a lot of faucets and little sinks as most of the money will be invested in buy blocks. If you are looking for a more traditional player economy you will want to balance the number faucets with the number of sinks. People should be making and spending money in roughly equal amounts.

    *As an aside, it can be argued either way if blocks are a limited resource, infinite resource, or even a faucet at all. I think it is entirely situational based on the circumstances of the server, but that relationship needs to be understood to set up a functioning economy.
     

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