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

    M1sT3rM4n

    Here's the giant list of issues and suggestions I have:

    Bugs:

    -People sometimes can't get kicked out of towns. When I issue the kick command, it says name still not registered.

    -Town protection doesn't seem to work. I invited someone to town, then kicked him. He was still able to build in the town and remove dirt.

    -The config.property doesn't take effect even when I changed the values around such as prefixes for kings, towns and nations.

    -Are wars are only toggleable by admins?

    -When someone dies, it takes away from 1 pt to 3 pts. Is that a bug? I am using default settings.

    Suggestions:

    -Have ability to change prefix of the Towny info display (Wilderness, entering town etc)
     
  3. Offline

    Shade

    the king is the mayor of the capital. aka remains both. each level has its own assistants however.



    For everyone else, Towny 40 uses iConomy 4.0. I removed the GroupManager support since it's not working. Also, it's using the command preprocessor.

    I'm going to be moving the commands to onCommand soon. That will remove native support for alias commands, and you will have to instead use another plugin to do it.
     
  4. Offline

    M1sT3rM4n

    Did you take a look at the list of bugs I posted?
     
  5. Offline

    Shade

    flat only
    --- merged: Feb 27, 2011 7:17 AM ---
    Feel sorry for yourself, as I cannot understand you. Sorry mate.
    --- merged: Feb 27, 2011 7:18 AM ---
    read faq
    --- merged: Feb 27, 2011 7:19 AM ---
    /tw set usingtowny off
    However, there seems to be a persistence problem, so wait until the changelog mentions thats fixed before depending on it.
     
  6. Offline

    Daveyo

    you say iconomy 4.0? is it also 3.0 or just 4. Really not looking forward to that switch lol. thanks for the update
     
  7. Offline

    M1sT3rM4n

    More errors when I try to use iConomy 4.0 with Towny when creating new towns:

    2-27-2011 1-49-53 AM.png

    More bugs:

    Now prefix for Mayor doesn't show up when you are the mayor, and the King prefix still doesn't change when I change it via the config.yml
     
  8. Offline

    Shade

    --- merged: Feb 27, 2011 7:57 AM ---
    4. Make sure to download from the mirror as the url for the regular mentions iconomy3. but that could be just me.
     
  9. Offline

    Legionarius

    @Shade if, say, some donation money started flowing your way, might you add a configuration like default_pvp:eek:n, set_pvo:eek:ff? We have figured out how to add these ourselves to the source etc, but id rather not write a patcher to update your releases for us each time. And I think other people would appreciate mayors not being able to set pvp on/off. It is my opinion that towns should protect you from outsider pvp, not a pseudo /god command! :)
     
  10. Offline

    M1sT3rM4n

    For the first one, they were online.

    For the 2nd and 3rd, no solutions?
     
  11. Offline

    Shade

    Basically you want to completely ignore town pvp? or do you want certain town to be allowed to pvp off. First is easier, second one would require more work. Either way im trying to make towny stable first.
     
  12. Offline

    M1sT3rM4n

    It would be nice to have towns to have PvP when one nation declares themselves hostile to another nation, and that would also be great if wars can be started that way, since PvP is still turned off even when nations declare themselves hostile to another nation. For example, nations can't go to war unless they have a minimum of 2-3 towns, and when they start wars, they need resource (Money in this case) to start one, and wars have a minimum of one IRL day or some other variable in length.
     
  13. Offline

    xspectorx

    I'll try to explain again.
    regular guest of the city, not a resident, can not be built in the city and nothing to break.
    After he teleports and come to town, he can break and build in the city.
    For example, he went away, then wrote / spawn and teleport to spawn, came to townand start breaking.
    version bakkita 440, and the latest build towny
     
  14. Offline

    Shade

    Towny Should be hooking teleports as movement events.
    Do the players recieved the "~ Town" message when the teleport in?
    --- merged: Feb 27, 2011 10:27 AM ---
    Alright. I've gotten Towny working with v0.43.

    Using iConomy 4.0 (from the mirror).
    As well as the latest GroupManager (renamed FakePermissions to Permissions).
    Using the recommended build of Craftbukkit (440).

    Now for some Spartacus.
     
    Bilkokuya likes this.
  15. Offline

    Schreckschraube

    Is this version working with iConomy 4.0?
     
  16. Yes it does - just installed towny 0.41 with iConomy 4.0 and it works!
    --- merged: Feb 27, 2011 1:17 PM ---


    [SOLVED] I have a problem and seem to oversee the solution.
    My settlements (towny 0.41) seem to default to allow 16 plots but my town-levels.csv looks like this:

    Code:
    0,, Ruin:Spirit ,,1
    1,, Homestead,,,2
    2,, Hamlet,,,9
    4,, Village,Mayor ,,64
    6,, Town,Lord ,,128
    12,, City,Lord ,,256
    
    I have no idea where the 16-plot-allowance comes from and it seems that it somewhere overrides the town-levels.csv! Can somebody give me a tip to to fix this?
    thx

    Edit: Indeed I oversaw this:
    "town_block_ratio=16
    The maximum townblocks available to a town is (numResidents * ratio). Setting this value to 0 will instead use the level based jump values determined in the town level config."
     
  17. Offline

    Legionarius

    I just want pvp to be on everywhere, even in towns. With protected blocks it is my belief that your safety should be reliant on how well you've built etc. If someone can get in, they should be able to kill you, imo. For the same reason they are still allowed to open chests if they are able to get to them. We are a serious pvp server, and having the ability to "opt out" is not a good thing.

    Also as an aside, your plugin makes our server go round. I can't speak for everyone else here but I work full time and have a family - in addition to running our server (which is growing very quickly). And though I know java, I do not have time to develop a plugin of this caliber in addition to managing our forums and server maintenance. I cannot thank you enough for your hard work and near-constant updating and bugfixes. You sir, are a scholar and a gentleman. I just donated a measly 15USD in an effort to make future request of mine carry at least a little weight :).
     
  18. Offline

    xspectorx


    I do not understand you,
    can you explain in more detail what should I do?
     
  19. Offline

    dotnabox

    Thank you Shade for all your hard work. Would it be possible for a small request though? Post the version of CraftBukkit, Permissions, iConony, and Essentials you personally test when releasing your updates in the first post. I feel like it would make a lot of our lives easier. Thanks so much for iConomy 4.0 support!
     
  20. Offline

    maxsteele

    Here are questions I have:

    1) Can admins artificially create NPC residents to raise a town's population? We'd like to test out levels and such.

    2) Does Town spawn points for residents of a town work right now?

    Meaning, if a resident/mayor of a town dies, they respawn back at their town, rather than the server spawn point?

    I don't want players to be able to type /spawn <town> , I just want them to respawn at their town of residence if they die.

    3) If I use a multi-world plugin, like Multi Verse, it looks like towny is enabled in the second world as well. Does this mean that any towns created in the first world are going to have the same 'location' as in the second world? Or does Towny know the difference? Found my answer! /tw set usingtowny off . I'll use that command right away on my Nether map.
     
  21. Offline

    NotYetRated

    Getting an error with claiming town blocks. A player has more than enough funds, though when trying to claim a town block is told he has insufficient funds.

    Running: CB 440 - Permissions 2.4 - iConomy 4.0 - Towny 0.43 --(Running SQLite iConomy)
     
  22. Offline

    TOAST7312

    Code:
            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)
    16:18:31 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:31 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:32 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_ITEM to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerItemEvent(To
    wnyPlayerListener.java:136)
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerItem(TownyPl
    ayerListener.java:125)
            at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.j
    ava:170)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.ItemBucket.a(ItemBucket.java:133)
            at net.minecraft.server.ItemStack.a(ItemStack.java:64)
            at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:144
    )
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:483)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            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)
    16:18:33 [SEVERE] Could not pass event PLAYER_MOVE to Towny
    java.lang.NullPointerException
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerMove(TownyPl
    ayerListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.ja
    va:160)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    >
    I think there may be an issue with towny

    running bukkit version 250 or so, 257 was giving too many errors
    and towny .43
     
  23. Offline

    ProjectInfinity

    Is it possible to disable PvP for wilderness? I only want it to be enabled in towns which has PvP enabled and during Wartime. :/
     
  24. Offline

    Heinz Harald

    Thx for adding this feature. I love this plugin. But i it doesnt work on my server.

    With this Permissions:
    and this settings in config.properties

    it allows me to destroy logs (ID 17) altough i havent the permission node for logs.
     
  25. Offline

    Silverlithium

    I've got an issue where my players are unable to claim land. I can claim land as as admin in the admins group in permissions. the admin group has towny.admin and towny.town.claim and I'm able to set up towns and claim land for the town. When I add anyone to the admin group and restart the server the admins can create towns but cannot claim any land yet i can while I have the same permissions as they do. Any suggestions or is this a known issue?
     
  26. Offline

    Charles Harvey

    Any chance that we can move to SQL type files as having over 800 open flat files diminishes efficiency on my server. Just wondering if sqlite at least will be supported at some point.
     
  27. Offline

    croxis

    I echo this as I would like to make a web interface for towny to make mayor's administration a little more easy :)
     
  28. Offline

    M1sT3rM4n

    For some reason, the prefixes still aren't changing for City, Nations, and Kings....
     
  29. Offline

    GilzaSVD

    Hm. If i need OFF town spawn. What i should do?
    I try change config:
    allow_town_spawn=true
    allow_town_spawn_travel=true

    To:
    allow_town_spawn=false
    allow_town_spawn_travel=false


    But /town spawn still work....
     
  30. Offline

    Michael Murphy

    I have a possibly good idea. I have an arena claimed within my town so that people can watch battles at night without worrying about mobs and without me having to worry about the light level of every block because it's rather big. It would be nice to see a list within towny of certain rects/polys that mobs can spawn in within a town so that my arena can have a nice automated mob spawning system to dispense them into the center for players to fight. And possibly a command and/or tool to set the boundaries of this rect/poly.
     
  31. Offline

    Schreckschraube

    Great Plugin! But I have some questions:

    1. Whats happening if a player have not enough money to pay the taxes?
    2. Whats happening if a player have not enough money to pay plot taxes?
    3. How to give players the ability to destroy in the wild and build in the wild only with some blocks? (like dirt and sand)? My permissions:

    groups:
    Default:
    default: true
    info:
    prefix: ''
    suffix: ''
    build: true
    inheritance:
    permissions:
    - 'foo.bar'
    - 'iConomy.payment'
    - 'iConomy.list'
    - 'iConomy.rank'
    - 'gastronomic.player.checkhunger'
    - 'gastronomic.player.hunger'
    - 'gastronomic.player.checkfood'
    - 'herosneak.sneak'
    - 'towny.wild.destroy'
    - 'essentials.motd'
    - 'essentials.rules'
    - 'essentials.me'
    - 'essentials.mail'
    - 'towny.town.claim'
    - 'towny.town.new'
    - 'towny.nation.new'
    - 'towny.wild.block.03'
    - 'towny.wild.block.24'
    - 'towny.wild.block.12'
    - 'towny.wild.block.06'
    - 'towny.wild.block.13'
    Moderatoren:
    default: false
    info:
    prefix: ''
    suffix: ''
    build: true
    inheritance:
    - Default
    permissions:
    - 'essentials.broadcast'
    - 'essentials.ping'
    - 'essentials.time'
    - 'essentials.ban'
    - 'essentials.kick'
    - 'essentials.mute'
    - 'essentials.kickall'
    - 'essentials.unban'
    - 'essentials.jail'
    - 'essentials.spawn'
    Admins:
    default: false
    info:
    prefix: ''
    suffix: ''
    build: true
    inheritance:
    - Default
    permissions:
    - '*'
    - 'iConomy.admin.grant'
    - 'iConomy.admin.set'
    - 'iConomy.admin.reset'
     
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