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

    Shade

    Oh right. Continue on.
     
  3. Offline

    GyD

    I don't see that in the log but any plan on nation plot?
    My idea:
    - To buy a nation plot, It have to be next a town plot or an other nation plot.
    - If a city want to join a nation it have to touch a nation plot
    - King can set build/destruct right (ex: you can harvest trees and seed sapling )
    - Admin can overwrite rights in config

    It's just an idea ( maybe not a good one :p )
     
  4. Offline

    Shade

    Um. There's no real reason to do that really. It's process could be achieved with the nation's capital, or any town. There's no reason to become a nation, just for that.
     
  5. Offline

    KuhCouch

    Is it possible to make Towny compatible with Nether-Plugin? (Post)
    would be really great =)
     
  6. Offline

    Racha

    Please help me about this:
     
  7. Offline

    Thijsbeer

    @Racha isnt that the purpose off this plugin?
    otherwise you'll have to phrase your question better .
     
  8. Offline

    Heinz Harald

    Sounds fantastic! Pls make this possible!
     
  9. Offline

    Shade

    That;s a bug. The respawn bug i posted about earlier. its bukkits fault. Someone recently submitted a pull request so it should be fixedsoon.
    --- merged: Feb 17, 2011 8:09 PM ---
    You'll need minimum two people.Have them stand in two different townblocks. Then both say
    /town new [name]
    /nation new [name]

    That's how you do it.
     
  10. Offline

    Arisilde

    Hey, just curious. Did you ever finish making /town spawn work with the teleport delay/cooldown from essentials? It doesn't seem to be working ATM.

    Also, could you add an option to let towns go to war with each other instead of just nations? My server is on the smaller side, and we don't really have enough players to form nations. It's more like rival towns. Due to town protection there's no good way from them to raid each other. If we had the war feature, towns could be hostile to each other so they could raid, while still having protection against the rest of the towns.
     
  11. Offline

    Demonical Monk

    When I use /town set perm off to allow my users build/destroy/switch only on their plots, after reload or server shutdown via stop in terminal Towny forgots those settings and allows every resident to do everything everywhere. Thats real crap. Also mob removal with settings:
    Code:
    mob_removal=true
    mob_removal_entities=EntityZombie,EntitySkeleton,EntityCreeper,EntitySpider,EntitySquid,EntityGhast,EntityPigZombie
    mob_removal_speed=5000
    Doesn't give any effect. In debug mode it says something like "Removed 0 monsters (200 all)" every 5 seconds. Maybye Entity names changed? You didn't tested it before plugin release? -.-

    Also I cannot use natural health regen instead of Towny's one. I want users to regen they health everywhere but:
    Code:
    health_regen=true
    health_regen_speed=3000
    heals only in town and:
    Code:
    health_regen=false
    health_regen_speed=3000
    never heals :O

    First two things about permissions and mob removal are most necessary for me, but nothing works. Im using Towny with Essentials and WorldEdit+WorldGuard. Please, fix that crap ;(
     
  12. Offline

    Sixpak

    You either haven't updated Towny, or if you did (it's version .20 now) you didn't update the config which is most likely the problem. The entities have changed.

    It's
    Code:
    mob_removal=true
    mob_removal_entities=CraftSlime,CraftGhast,CraftChicken,CraftCow,CraftPig,CraftSheep,CraftCreeper,CraftGiant,CraftSkeleton,CraftSpider,CraftZombie,CraftSquid,CraftPigZombie
    mob_removal_speed=5000
     
  13. Offline

    averad

    Using CB 339 console is being spamed with these errors.

    Code:
    Feb 17, 2011 6:34:13 PM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at com.shade.bukkit.towny.TownyFormatter.getFormattedName(TownyFormatter.java:213)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerMoveChunk(TownyPlayerListener.java:191)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPlayerListener.java:119)
            at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:154)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:115)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    
    Code:
    SEVERE: Could not pass event PLAYER_TELEPORT to Towny
    java.lang.NullPointerException
            at com.shade.bukkit.towny.TownyFormatter.getFormattedName(TownyFormatter.java:213)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerMoveChunk(TownyPlayerListener.java:191)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPlayerListener.java:119)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerTeleport(TownyPlayerListener.java:127)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.java:159)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:256)
            at org.bukkit.craftbukkit.entity.CraftPlayer.teleportTo(CraftPlayer.java:154)
            at me.taylorkelly.myhome.Home.warp(Home.java:102)
            at me.taylorkelly.myhome.timers.WarmUp.addPlayer(WarmUp.java:29)
            at me.taylorkelly.myhome.HomeList.sendPlayerHome(HomeList.java:71)
            at me.taylorkelly.myhome.MyHome.onCommand(MyHome.java:98)
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:17)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:77)
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:171)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:628)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:597)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:589)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    
     
  14. Offline

    Shade

    Code:
    v0.21:
        Resident permissions are persistent.
        Added add+/remove+ to select offline residents.
    v0.22:
        Nation server upkeep is now taken.
        Added command /townyworld (/tw) to manage worlds.
        You can now set world PvP, and if a world is claimable.
        The slightly spammy messages during war have been filtered to show every 10 damage. They can be viewed with the modes "wardef" and "waratk".
        Added modes "tc" and "nc" to talk in a particular chat without typing /tc [msg], etc.
        Created Long config values. "Deleted after time" was overflowing int.
        Added to world options, isDefault (use default settings in config), as well as per world permissions, ignore ids, and unclaimed zone names.
        Fixed MobRemoval.
        Moved some help commands around.
    --- merged: Feb 18, 2011 3:28 AM ---
    That's the whole point. Regen of health inside towns. There's bound to be a plugin to regen everyone everywhere.
    --- merged: Feb 18, 2011 3:31 AM ---
    That would render the whole point of nations useless. It's also not like you can't have just one town in a nation.
     
  15. Offline

    averad

    using cb339 and towny v0.22 console spamming following error when players use /town spawn. Server using essentials spawn and tele.

    Code:
    Feb 17, 2011 11:18:33 PM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_COMMAND to Towny
    java.lang.NoSuchMethodError: com.earth2me.essentials.Essentials.charge(Lcom/earth2me/essentials/User;Ljava/lang/String;)V
            at com.shade.bukkit.towny.Towny.checkEssentialsTeleport(Towny.java:424)
            at com.shade.bukkit.towny.event.TownyPlayerListener.parseTownCommand(TownyPlayerListener.java:758)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerCommand(TownyPlayerListener.java:242)
            at org.bukkit.plugin.java.JavaPluginLoader$5.execute(JavaPluginLoader.java:144)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:623)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:597)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:589)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    2011-02-17 23:18:33 [INFO] isnug tried command: town spawn
    2011-02-17 23:18:37 [INFO] [HEROCHAT] [g] isnug: umm
    Feb 17, 2011 11:18:44 PM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_COMMAND to Towny
    java.lang.NoSuchMethodError: com.earth2me.essentials.Essentials.charge(Lcom/earth2me/essentials/User;Ljava/lang/String;)V
            at com.shade.bukkit.towny.Towny.checkEssentialsTeleport(Towny.java:424)
            at com.shade.bukkit.towny.event.TownyPlayerListener.parseTownCommand(TownyPlayerListener.java:758)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerCommand(TownyPlayerListener.java:242)
            at org.bukkit.plugin.java.JavaPluginLoader$5.execute(JavaPluginLoader.java:144)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:623)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:597)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:589)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    2011-02-17 23:18:44 [INFO] isnug tried command: town spawn
    
     
  16. Offline

    Dharkk

    Is there a way to let everyone build and destroy in a world that is not claimable? Or should this automatically be done?

    -EDIT-

    Also, just noticed that pvp will say that it toggled off but will stay on.

    -EDIT-

    Ahah, didnt see the per world permissions thing, but what are the permissions to make it so everyone can build?
     
  17. Offline

    Arisilde

    I know it would render them useless, but on my server we just don't use them. It would be a lot simpler if we didn't have to create dummy nations just to be able to get our towns to be able to war each other. If you don't want to do it that's fine obviously. It's just a suggested option. I know my server specifically would benefit from it.
     
  18. Offline

    Stig

    Okay.. so i think i might need some help with this permissions plugin :confused:

    i need these lines this put into permissions but i don't know how to do that myself, whenever i try it just gives errors:

    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.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.spawntp : Must have this permission to use "/town spawn [town]" (teleport to other towns).

    • iConomy.payment - Allows users to use /money pay
    • iConomy.access - Allows users to view other players accounts.
    • iConomy.rank - /money rank
    • iConomy.list - /money top
    • iConomy.withdraw - /money withdraw
    • iConomy.deposit - /money deposit
    • iConomy.reset - /money reset

    How would the permissions file look like with those implemented so it would work? i'll post the permissions default file also:



    # Supports "Default" and "GroupUsers"
    plugin:
    permissions:
    system: default
    ##
    # Groups can contain inheritance.
    # To make a group inherit the permissions from another
    # group simply place the groups name in the "inheritance:"
    # field seperated by commas.
    #
    # Example: inheritance: Default,Admins,
    ##
    # All permissions including the asterisks must be placed in single quotes.
    # like so:
    #
    # - 'general.spawn'
    #
    # Otherwise errors will happen!
    ##
    # Globalized Permission settings:
    #
    # If a permission contains periods (.) you can denote a globalized parameter:
    #
    # - 'general.*'
    #
    # This will allow you to use all general commands.
    #
    ##
    #
    # Single Asterisk denotes all commands:
    #
    # - '*'
    ##
    groups:
    Default:
    default: true
    info:
    prefix:
    suffix:
    build: true
    inheritance:
    permissions:
    - 'general.spawn'
    Moderator:
    default: false
    info:
    prefix:
    suffix:
    build: true
    inheritance:
    - Default
    permissions:
    - 'general.time'
    - 'general.teleport'
    - 'general.teleport.here'
    - 'general.player-info'
    Admins:
    default: false
    info:
    prefix:
    suffix:
    build: true
    inheritance:
    - Moderator
    permissions:
    - '*'
    ##
    # DarkGrave has control over all commands.
    # sk89q can use /spawn & /time
    ##
    users:
    darkgrave:
    group: Admins
    permissions:
    sk89q:
    group: Default
    permissions:
    - 'general.time'
     
  19. Offline

    Demonical Monk

    Updated Towny to v.0.22 and now with settings:
    Code:
    mob_removal=true
    mob_removal_entities=CraftSlime,CraftGhast,CraftChicken,CraftCow,CraftPig,CraftSheep,CraftCreeper,CraftGiant,CraftSkeleton,CraftSpider,CraftZombie,CraftSquid,CraftPigZombie
    mob_removal_speed=5000
    After reload its:
    Code:
    [Towny] Error: CraftSlime is not an acceptable class.
    [Towny] Error: CraftGhast is not an acceptable class.
    [Towny] Error: CraftChicken is not an acceptable class.
    [Towny] Error: CraftCow is not an acceptable class.
    [Towny] Error: CraftPig is not an acceptable class.
    [Towny] Error: CraftSheep is not an acceptable class.
    [Towny] Error: CraftCreeper is not an acceptable class.
    [Towny] Error: CraftGiant is not an acceptable class.
    [Towny] Error: CraftSkeleton is not an acceptable class.
    [Towny] Error: CraftSpider is not an acceptable class.
    [Towny] Error: CraftZombie is not an acceptable class.
    [Towny] Error: CraftSquid is not an acceptable class.
    [Towny] Error: CraftPigZombie is not an acceptable class.
    And event execution gives:
    Code:
    [Towny] Debug: world: CraftPlayer{name=Rohgard} CraftZombie CraftSquid CraftSquid CraftSquid CraftSquid CraftPlayer{name=Sulo} CraftSkeleton CraftCreeper CraftCreeper CraftCreeper CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftSquid CraftPlayer{name=DemonicalMonk} CraftCreeper CraftSpider CraftZombie CraftCreeper CraftZombie CraftSkeleton CraftSkeleton CraftSkeleton CraftCreeper CraftZombie CraftZombie CraftZombie CraftZombie CraftCreeper CraftSkeleton CraftSheep CraftSheep CraftPig CraftPig CraftCreeper CraftZombie CraftChicken CraftChicken CraftChicken CraftPig CraftSpider CraftCreeper CraftSkeleton CraftZombie CraftCreeper CraftSpider CraftCreeper CraftPig CraftPig CraftSkeleton CraftSpider CraftZombie CraftZombie CraftCreeper CraftCreeper CraftZombie CraftCreeper CraftSkeleton CraftSpider CraftZombie CraftCreeper CraftSkeleton CraftSkeleton CraftChicken CraftSheep CraftSpider CraftZombie CraftSkeleton CraftCreeper CraftCreeper CraftSpider CraftZombie CraftCreeper CraftZombie CraftSkeleton CraftCreeper CraftCreeper CraftSkeleton CraftSkeleton CraftCow CraftCreeper CraftZombie CraftZombie CraftZombie CraftZombie CraftSkeleton CraftZombie CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftZombie CraftSkeleton CraftSkeleton CraftSpider CraftZombie CraftZombie CraftCreeper CraftCreeper CraftZombie CraftZombie CraftCreeper CraftCow CraftSheep CraftSheep CraftCreeper CraftZombie CraftZombie CraftZombie CraftZombie CraftZombie CraftSkeleton CraftCreeper CraftZombie CraftZombie CraftCreeper CraftSpider CraftSpider CraftZombie CraftZombie CraftSpider CraftZombie CraftSkeleton CraftSkeleton CraftZombie CraftZombie CraftCreeper CraftSkeleton CraftSpider CraftSkeleton CraftSkeleton CraftZombie CraftSkeleton CraftZombie CraftZombie CraftSkeleton CraftChicken CraftCow CraftCow CraftCow CraftCow CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftZombie CraftSkeleton CraftSkeleton CraftSkeleton CraftCreeper CraftPig CraftPig CraftCow CraftCow CraftCow CraftZombie CraftSkeleton CraftSkeleton CraftCreeper CraftCreeper CraftSkeleton CraftZombie CraftZombie CraftSheep CraftSheep CraftSheep CraftSkeleton CraftSkeleton CraftSkeleton CraftZombie CraftZombie CraftZombie CraftZombie CraftZombie CraftZombie CraftCreeper CraftSkeleton CraftSpider CraftCreeper CraftCreeper CraftCreeper CraftSkeleton CraftZombie CraftSkeleton CraftCow CraftCow CraftCow CraftCow CraftZombie CraftZombie CraftZombie CraftCreeper CraftZombie CraftSheep CraftSheep CraftSheep CraftSkeleton CraftCreeper CraftZombie CraftZombie CraftSkeleton CraftSkeleton CraftCreeper CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftSkeleton CraftChicken CraftChicken CraftSpider CraftSpider CraftSpider CraftSkeleton CraftSkeleton CraftSkeleton CraftCreeper CraftCreeper CraftZombie CraftCreeper CraftCreeper CraftCreeper CraftCreeper CraftCreeper CraftSkeleton CraftSkeleton CraftSkeleton CraftZombie CraftZombie CraftZombie CraftZombie CraftZombie CraftSkeleton CraftPig CraftPig CraftPig CraftCow CraftZombie CraftCreeper CraftSkeleton CraftCreeper CraftCreeper CraftCreeper CraftZombie CraftZombie CraftCreeper CraftCreeper CraftCreeper CraftZombie CraftZombie CraftZombie CraftSkeleton CraftSkeleton CraftZombie CraftZombie CraftZombie CraftZombie CraftZombie CraftCreeper CraftZombie CraftSkeleton CraftCow CraftPig CraftPig CraftPig CraftPig
    [Towny] Debug: MobRemoval (Removed: 0) (Total Living: 297)
    And there is a f***** horde of monsters in the city...

    Also permissions set with /resident set perm and /town set perm aren't persistent. After reload or server /stop it still runs back to default. Using flatfiles.

    My config: http://img.demonical.pl/dl/3daf7c23d317ac2596ca9da4abb74c21/config.properties.

    Edit: Generated new config file and now its:
    Code:
    mob_removal_entities=Monster,WaterMob,Flying,Slime
    With that settings mob removal works, but still cannot deal with persistent permissions. My data files were generated in version 0.13 if it depends.
     
  20. Offline

    Vittek


    Having the same issue on my server. Town spawn is broken.
     
  21. Offline

    averad

    Users are reporting that /town map no longer works and the spawn issue continues

    Code:
    Feb 18, 2011 2:29:17 PM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_COMMAND to Towny
    java.lang.NoSuchMethodError: com.earth2me.essentials.Essentials.charge(Lcom/earth2me/essentials/User;Ljava/lang/String;)V
            at com.shade.bukkit.towny.Towny.checkEssentialsTeleport(Towny.java:424)
            at com.shade.bukkit.towny.event.TownyPlayerListener.parseTownCommand(TownyPlayerListener.java:758)
            at com.shade.bukkit.towny.event.TownyPlayerListener.onPlayerCommand(TownyPlayerListener.java:242)
            at org.bukkit.plugin.java.JavaPluginLoader$5.execute(JavaPluginLoader.java:144)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:623)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:597)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:589)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    2011-02-18 14:29:17 [INFO] muzbush tried command: town spawn
    
     
  22. Offline

    unrivaledneo

    Haha yet again with more questions. Was looking up on your site but couldnt find any info on how Taxes work. I had residents with money and a low tax set as 1 but it still took away there plot?

    Also is it possible to connect multiple plots together for one big plot sale? Like 4 16x16 connected to make it one plot instead of buying 4?

    Also Anyway to make a mayorless town?
     
  23. Offline

    Waffletastic

    Is there anyway I can add myself back to a town that I accidently left?
     
  24. Offline

    Racha

    Well, can i make like 2 nations, witch i can join, but the nations are 2 big towns.. ? Hope you understand :)
     
  25. Offline

    Shade

    Feb 18: Version 0.23 is released fixing the failing with /town spawn due to Essentials breaking apart itself into EssentialsTele.
    Code:
    v0.23:
    	Updated Essentials extensibility to use the proper plugin.
    	Added option to disable removing a town/nation on monarch death.
    	Small grammar edit for when setting permissions.
    
     
  26. Offline

    fugue2005

    towny admins need to have the ability to add people to towns.

    it's a pain in the ass if one of my mayors doesn't log in and i can't fix anything.
     
  27. Offline

    Shade

    It shouldn't matter when they were generated. I just bought a new plot. Looked at my perms b=fa d=fa s=fa. Changed them with /r set perm ally off. So they were b=f- d=f- s=f- . Shut down the server.
    Booted it back up. Same perms.
    --- merged: Feb 19, 2011 2:24 AM ---
    The cooldown is there, I don't think I got the delay. I'll get round to changing that eventually.
    --- merged: Feb 19, 2011 2:25 AM ---
    Nope. You need the mayor to re add you.
    --- merged: Feb 19, 2011 2:27 AM ---
    I don't do support for permissions. Take it to their thread.
    --- merged: Feb 19, 2011 2:31 AM ---
    You must have at least one resident in a town, and it must have a mayor. It doesn't matter if the resident isn't an actual player who logs in, it just needs to have a file. Eventually I'll finish making dummy (npc) registration.
     
  28. Offline

    Demonical Monk

    Im typing /town:
    Now /town set perm off
    After typing /town its:
    Now /save-all and /stop and after reset /town gives:
    Downloaded minute ago from here: http://artifacts.lukegb.com/artifac...0.0.1-SNAPSHOT/craftbukkit-0.0.1-SNAPSHOT.jar
     
  29. Offline

    Shade

    A town is a collection of residents (or just one resident) with one resident as the mayor.
    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.

    And no, I'm afraid I have no idea what your asking.
     
  30. Offline

    Dharkk

    Still having issues trying to figure out what the world based permissions are. I went ahead and just globally set the ability to build/destroy in wilderness. I have the world as unlcaimable atm.
     
  31. Offline

    Shade

    I despise sneaky logic errors with a passion. Should be fixed in 0.24.

    Basically what was happening:
    new towns are defaulted with res on, and ally on.
    When it loads, it only takes the tokens "resBuild", if they exist, it sets them to true.
    So if there's no tokens (when it's denying all), it wouldn't set anything to true.
    But, the default started with some things already true.
    Basically, I forgot to clean the slate when loading. I wrote the loading function long before I added in default permissions so my bad.
    Now I'm wondering how my test case worked. :confused:
    --- merged: Feb 19, 2011 2:55 AM ---
    I love it when people don't talk in questions. Make my life doing support so much easier. It lets me talk about my virtual cows when things like that happen. Have you met Fred? He's a chocolate cow with some white spots on his back. Each day I get up to milk him so I have some fresh choco milk in the morning with my breakfast.
     
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