[SEC/FUN/INFO/CHAT/TP] Towny Advanced v0.88.0.0 - Land and town management [3020+ 1.7.2-R0.3]

Discussion in 'Archived: Plugin Releases' started by ElgarL, Jul 7, 2011.

  1. Plugin: Towny

    New Towny Website!

    Taking Shades' Towny a step farther.

    A versatile, player-controlled land management plugin for use with Bukkit/Tekkit/Spigot/Libigot, offering solutions for pvp, griefing, chat, inflated economies and monsters.

    Features (open)

    Towny includes a wide variety of features to offer instant enhancements to your traditional Minecraft server.
    • Allows players to own and manage land based on a pre-set grid layout.
      • Players join towns and purchase plots of land.
      • Players decide who can build, destroy, use "switchs" and use items on every plot they control.
      • Towns can join together into nations, further structuring a server into teams.
      • Towns grant protection from monsters, pvp, fire, explosions and greifing.
    • Wilderness Rules (Optional)
      • Area between towns is wilderness, with its own build permissions.
      • Limit players' interaction with the wild to just harvest-able blocks, keeping the wild pristine.
      • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
      • Block explosions and fire.
    • PVP Enhancements
      • Server with a strong PVP aspect will find Towny's grouping of players to be invaluable.
      • Prevent friendly-fire. (Optional)
      • Nations split players into larger teams.
      • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
      • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
    • Teleporting/Warping and Spawning (Optional)
      • Players can spawn to their town upon death.
      • Players can spawn to their town or a town that is within their nation/allied with their nation.
    • Customized modified chat. (Optional)
      • Colours, group prefixes and suffixes, nation, town, towny titles.
      • Channels for general, local, town, nation, moderator, admin and custom channels.
      • Anti-spam feature.
    • Shop plugin support. (Optional)
      • Limit shops to special Shop Plots, enhancing realism.
    • Economy plugin interaction. (Optional)
      • Supports all economy plugins.
      • Charge money for plots, towns, nations.
      • Flexible tax system.
      • Upkeep to remove money from the economy, stopping rampant inflation.
    • All Permissions Plugins supported. (Optional)
      • Perms 2/3, GroupManager, BukkitPermissions, bPermissions, PermissionsEx, etc.
    • Multiworld Support
      • Flexible settings for every world.
      • Enable/disable Towny in as many worlds as you like.

    • No other plugins, but is best with Questioner, so that invitations are given by Towns and Nations to residents and towns.
    • Questioner 0.6
    • Essentials 2.5+ - (Towny /town spawn's obey Essentials teleport cooldown)
    • All permissions plugins are supported and provide greater customization (recomend GroupManager).
    • Economy plugin of your choice.
    (We no longer recommend using PEX at all. It breaks TownyPerms due to the reflection PEX performs.)
    Supported Economy Plugins
    • iConomy 5.01
    • iConomy 4/5 *
    • iConomy 6 *
    • EssentialsEco *
    • BOSEconomy *
    • Craftconomy *
    • * Requires Register.jar 1.8+ (or Vault) in your plugins folder.
    • Any Vault-capable economy plugin that supports false-player accounts. (Do not use register if your economy plugin is supported by vault.)
    Plugins That Support Towny
    Download Towny
    • Release Version: Link
    • Dev Versions/Jenkins: Link (Majorly Different - Visit IRC channel before using.)
    • Install Guide
    Towny Wiki Site

    Suggestions and Issues
    Make a suggestion - Link
    Report an issue - Link
    • Credits: Many thanks to all contributers including, but not limited to: Fuzziewuzzie, Shadeness, LlmDl, SwearWord and dumptruckman.
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    Hmmm, I'm trying to force all towns to have monsters spawn on and pvp on so I have these settings set:
    force_pvp_on: 'true'
    force_town_monsters_on: 'true'
    But it doesn't work, monsters still don't spawn in town and you can't attack other players
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    We used "Towny" back when it was under HMOD. The server has been down for some time and is now being put back up. I see Towny has been converted/built for Bukkit now. Awsome! How is the war system working right now? Our server is PvP and I need the towns to be able to conduct wars, ect...
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    The settings in the config are just the defaults, the real settings are stored per world. Use
    /tw toggle townmobs and /tw toggle forcepvp while you are standing in the world you want to change.

    Towny WAR is very very broken and will ruin your economy if you use it. There is work being done on it now with much more planned in the next month or two. My server is very PVP-centric and we're just skipping war for now, enemies still get to fight each other in the wilderness and PVP-enabled towns.

    @Kiborgik delete gimli from amber.txt and make sure he isn't in the residents.txt

    @mixxit that looks to me like the people trying to start a town either don't have the right permission node or they do not have the correct amount of money.
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    Thank you!
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    i know how fix, but its work for script - isnt it?
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    I have the EXACT same errors as mixxit.. and both permissions and money are covered...

    any ideas now?
  8. Is there already a town called Winterfell?

    If not the line thats generating that error is - iConomy.getAccount("town-"+name).getHoldings().set(0);

    So long as the name is not somehow null (which it can't be) it can only be iConomy returning a null.
    What version of iConomy are you using?
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    Was just wondering, is there an OP Command to add a resident to a certain town? I have players choosing sides, and trying to script it so when they Choose a side, it auto joins them to that nations main town
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    Use /ta town {townname} add {playername}

    If you use Questioner (you should) they still get a prompt where they must /accept or /deny
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    Having problem with towns deleting objects when they are unclaimed or fall to ruin.

    Had a serious crash occur earlier at tax time when one or more towns fell and Towny attempted to delete all torches and signs within their (former) borders. Was advised by Shadeness that there was a potential for all the rapidly updating light sources to be an issue, so I removed torches from the list of shit to remove, rebooted and crossed my fingers.

    Tax day happened again this morning, and again Towny tried to delete shit within the former borders, this time ONLY signs. I happened to have debug mode on and captured everything (because I'm a terrible admin and forgot to turn it off).


    Please note that the log his been trimmed, as no shit there are more than 410,000 instances of Towny checking various blocks and being repetitive, so I cut the middle out. It isn't any different from the portions that immediately precede or follow it.

    I have (hopefully temporarily) disabled the destruction of items on towns falling, but am hoping there is a way to overcome this.
  12. If you have debug on during an item delete it will be VERY slow. Probably disconnect all your players as the console spam is intense. I'll reduce the debug spam on item delete as it's not really needed now.

    I just did a test of a town going under. I had it remove 1000 torches, a dozen signs and multiple doors with no issues or lag.

    New Dev is posted. With the ability to disable plot_management delete.
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    My server has disabled Towny saying out of date using the latest recommended version, not Dev.
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    Hey guy

    Well, could you please make a support for Citizens? Maby, that you can define with a cuboid where an house is standing and then create Npcs in it? The Numer of NPC's is depending on how huge a house is.
    because then you only need a auto harvest plugin and you got a Minecraft Strategic Game!

    In a few month I'll be able to programm in Java. Maby I could help?

    Thanks forward

    Ah, and got something in addition: Of coure the NPC's have to pay they're taxes, and if they are near a factory or Farm and got a specific name, they get Recources in theyre Inventory, witch you can buy from them. The Prices sets the King.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
  15. I currently use Citizens on my live server, but it still has a few issues before NPC's are ready to roll out unrestricted.
    I believe they are waiting on another devs API update before the press forward with development.
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    a fried have a problem with Towny, Towny crash the server and he didn't know why... pls Help!
    here's the script:
    2011-09-09 12:47:19 [SEVERE] java.util.ConcurrentModificationException
    2011-09-09 12:47:19 [SEVERE] at java.util.AbstractList$Itr.checkForComodification( AbstractList.java:372)
    2011-09-09 12:47:19 [SEVERE] at java.util.AbstractList$Itr.next(AbstractList.java: 343)
    2011-09-09 12:47:19 [SEVERE] at java.util.AbstractCollection.removeAll(AbstractCol lection.java:336)
    2011-09-09 12:47:19 [SEVERE] at net.minecraft.server.World.cleanUp(World.java:1149 )
    2011-09-09 12:47:19 [SEVERE] at net.minecraft.server.MinecraftServer.h(MinecraftSe rver.java:450)
    2011-09-09 12:47:19 [SEVERE] at net.minecraft.server.MinecraftServer.run(Minecraft Server.java:363)
    2011-09-09 12:47:19 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(S ourceFile:422)

    --mfg Bujaka
  17. Fixed in dev.

    Next time you need to post the Full log and version info.
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    Hey does .76 dupport MySQL?
    Also im stuck:
    on my server theres a central Town/City which is walled and plotted out, what i want is a way to claim the blocks from the center out to th walls... if that makes sense. is there a way to do this? instead of doing it by hand which is very very slow, and time consuming (because of the size of the City),
    Also is there a way to set prices to different plot sizes and mark them out with a fence?
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    Hey guy...

    just another thing: Could you please add support for BOSEconomy? iConomy is so fucked up! It doesnt works at all... it slows the Server like nothing else.
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    I think this plugin is really good but i think that it is to member based. Therefore i think admins should be able to configure more like the size of towns to the maximum size instead of having to get people to join your town. Also i have built a massive town but i am having problems selecting it as i'm not very good with towny so some advice would be nice but also could you add world edit support so you can select your town with world edit first then create it to your specified size. If any of the things i have listed already have a solution please reply to this with answers.
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    Towny is disabled on my server and red in the /plugins I have tried the latest and the dev version still not working.. can anyone help?
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    Sounds like you just need more townblocks. You can increase the townblock_ratio in the config to give more that 16 plots per player. Or, if you make the townblock_ratio: 0, then you can use the townblocks line of the town_level section of the the config, to give x number of townblocks per-resident. (A one-man town could have 400 townblocks.)

    The other option is to give towns bonus townblocks with /ta givebonus {townname} amount.

    The other option, new in 0.76, is the ability to buy townblocks with /town buy bonus amount, the admin sets how much each townblock costs and can also set a maximum number allowed to be bought.

    The worldedit selection-tool will never be added so you'd better get used to using the commands and the maps.

    Join the irc channel we can help you there.

    Towny does not support MySQL yet, it is slated for 0.90 or whenever all of the self-corruption in towny is fixed.
    Join the IRC for help with claiming your land, I don't know whether you're claiming these blocks as a town or a resident.
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    Ah thanks for the Info
    and ive joined the IRC
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    ElgarL: I have it disabled for now, probably a conflict with something else since this is the second time it crashed at town collapse but only the first time it did it with debug mode on. I'll let you know if I find anything out on my test server.
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    Can you add a feature so a town is limited by its height?
    Ex. I have a town called Exileville and Underworld. I want players to wander above Underworld (which is at about 4-20 y) and not see ~Welcome to Underworld. And allow them to build in wilderness. Is there a way to do so? I would really appreciate that.
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    I have a request.
    Would you be able to add a feature so that Admins can toggle per-town pvp, explosions, mob spawning etc via townyadmin without being a member of the town or messing around changing mayors?

    That would be awesome and v helpful for our server

    Thanks in advance :)
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    Hey ElgarL awesome changes to Towny love it gets better and better every time

    only problem i have really is plots put up for sale don't always save
    and don't know if IConomy 6 is supported or not but it seems to disable the towny plugin when trying it
    ive seen a few other Towny plugins like TownySpout and TownySociety would be cool if u bought on them guys to the team to help with development

    had a cool idea if u could add some sort of rank system to towny as well like making people Knights Guards for example
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    Please update Towny to Support iConomy 6!
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    Anyway you could add the ability to be mayor of multiple towns, particularly for those that have multiple worlds. IE have the ability to be mayor 1 town per world.
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    will you upgrade this to 1.8?
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    Further to llaraet's request, Would you also add permission nodes for those commands on the mayor, or the ability to disable them please?
    We dont want mayors to town toggle pvp etc, only admins can do it.

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