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.

Thread Status:
Not open for further replies.
  1. Offline


    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 '' 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:

    ~ 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.

    • Essentials: link - Used to check teleport cooldown and costs when using the /town spawn command. Requires EssentialsTele to be installed as well.

    • 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.
    • : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • : User is able to expand his town with /town claim
    • : 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.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.

    • 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.

    If you do not want to use iConomy with Towny, then turn this off.

    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.

    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.

    This is the server's own tax on the towns. It should kill off the inactive towns on your server.

    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.

    Same with the death price, but more direct towards the town.

    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:]
    • 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 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
    	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.
    	Fixed default setting for regex.
    	Removed debug statements.
    	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?

    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?
    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


    Sounds like I am sticking to 0.46 lol
  3. Offline


    I still had the same problems with official 493, alternative 493, and the latest build.
  4. Offline


    Could someone please either tell me or provide me a link which explains what each line of the config.props file actually changes because a lot of them I'm not really sure what it does.
  5. Offline


    seeing as no one notices the big blue underlined link in the link How to configure towny. I've added a lovely link right underneath it in the useful links section.
    Retry the fixed CraftBukkit. I swapped it with one Rek compiled like 15 mins ago. Turns out he probably left in some other junk he changed. I put back up the one a community member compiled for us.

    The one before most likely worked.

    And what the fuuuu- Towny. Work shity piece of...

    Alright. Screw that approach. Anyone who downloaded that copy of CB. Delete it and go back to the offical copies.
    Towny now remembers the last block location a player was at. Probably what I should have done in the first place, but considering it was the API that was broken. >.>

    Uhg anyways. v49.
    By the way, ignore the pissed off moodish typing. Unproffesional I know, but arrrg.
    Raspberry and M1sT3rM4n like this.
  6. Offline


    Could someone explain to me how I can effectivly use this to claim land for my town, then setup plots easily? I want people to be able to buy different sized plots on the map (such as 6x6, 8x8, 10x10 etc) and I am not sure how to do this properly.

    I have claimed the land for the town, and I tried marking out plots using sectors, but if I put each sector up for sell, then they would be right beside eachother. I want a 1 block walk-way between them. How would I do this?
  7. Offline


    Sooooo, v47-49 had my awesome fix for /tc that bitchslaped every other plugin that wanted to use commands. v50 is so cool, he's like, you know what, you can use those command if you like.
    Towny is based on gridlikeness. You could make it 9x9 for 8x8 plots, and make a self imposed rule on your plot owners to not build on the 1 block padding.
    M1sT3rM4n likes this.
  8. Offline


    If there is no way to do it automatically with Towny, would another plugin be able to do it? I know a server that does this and I would love to be able to do it as well.
  9. Offline


    Is there any issue using Towny v.50 with Craftbukkit #450? I just can't update to #493 without making sure all plugins work with it, but I'd really like to get the towny chat logging implemented quick.
  10. Offline


    I'm running a server with Towny and MultiVerse...

    Is there a way to have Towny apply only on a per world basis?

    My setup plan is:
    Towny would run on the primary 'world' that all users would initially log into...
    Migrating our existing vanilla server world as a secondary world that users can portal to (and continuing with free build / destroy) -- This would keep our existing players happy by moving all their existing construction et al
    And finally, third, I'd like to just allow free build / destroy in a Nether world

    So essentially what I'm asking is would there be a way to get towny to only restrict / apply itself to a specified world initially with, perhaps, different configs for different worlds at some point in the future.

    Thanks for all the great work!
  11. Offline


    I have a problem. Everyone can build in every city. As in towny zones are not working. Even when the town permissions are set to B:--- and D:--- . Default groups have the permission to build in the wild, and other member have the town claim permission. The Towny prop is default. CB 493 latest towny. I can give a list of plugins I use but the only other using zones would be WG which doesn't interfere I think. Anyone got a idea?
  12. Offline


    Submitting another bug:

    Players go invisible after they use the /town spawn command, as well as when they /town spawn to other places. They fix this by relogging into the server.
  13. Offline


    i've the same problem since 0.46 all permissions on users plots are: B=fao D=fao etc…
    @Shade: I think admins need more right. First the possibility to change permissions on city/users to help mayor starting a city or fix the "fao bug"

    Btw is it possible to create public plot? (for marketplate for outsiders) Or to put permissions on a plot? ^^
  14. Offline


    May I know the ranks this plugin?

    As for currently I know these 3 ranks.

    Mayor - when u first start adding residents
    Lord - when you have more than 6 residents

    King - When you start a nation.

    Are there anymore ranks?

  15. Offline

    Geoff Winans


    The ability to enforce minimum populations in a town.

    town_minimum_population = 3

    In order to create a town, you do all the normal steps:

    /town new [TownyName]

    The plugin responds: Your town is pending creation. You need at least 2 signatures to complete the creation of the town. This user then tells his friends; "Hey, sign my town charter!"

    His friends type:

    /town sign [name]

    Once the minimum number of signatures is reached, the plugin notifies the creator and tells them to then find their new home.

    If, at any point, the town falls below the minimum number of players, they then have:

    town_under_population_timer=3d (3 Days)

    .. to find another signature.
  16. Offline


    Apologies if this has already been asked but I have a question regarding the maximum town blocks. In the config file I see these 3 attributes:


    I understand that town_block_size changes the amount of actual blocks in a grid, but I don't get how the other two work.

    town_block_ratio says that it controls how many town blocks can be made by a town (numResidents * ratio), so using the default as an example, a town with 4 players would make a town that could claim 64 town blocks (4x16). So what is default_max_town_blocks for? Does that mean that once a 5th person joined the town, no more blocks would be available to claim because the default_max_town_blocks is set to 64, which you already have?

    Or does the ratio override the default?
  17. Offline


    I've seen this with a lot of plugins that use warping.
  18. Offline


    Suggestion :

    add a option to make /tc or /nc the default chat.
    like /towny set chat tc to switch to town chat. /towny set chat default to get back to normal chat.
  19. Offline


    The strikethrough confuses me. Should I upgrade to 493 (custom version) / towny .51 or not? I need to upgrade because we are having hashmap error and all sorts of problems that (supposedly) have been addressed in the newer craftbukkit versions...
  20. Offline


    Spiritax, there is already a command for that.

    /resident set mode [mode] .. [mode]
    tc : Talking to your town won't require you to prefix "/tc".
    nc : Talking to your nation won't require you to prefix "/nc".

    So assuming u wanna talk only in town chat, /resident set mode tc

    Hope this helps.

    Side note : I used to player etherion :D
  21. Offline


    @Shade or anyone else for that matter, is it possible to edit your town and nation level files, reupload and simply do a /ta reload? I tried to add another town level to the end of the town file, and edited the nation postfixes etc but my nation postfixes seem to be stuck on 'Nation' even when I wiped out the entry in the config file (unnecessary I know). Or is it just not possible to edit these files once a town/nation has been established?

    EDIT: Does .51 work with 522 (latest promotion) as well as iConomy 4.4.5 ?
  22. Offline


    Indeed it does, at least on my server.
  23. Offline


    I found a serious problem in the plugin.
    When out of town, the player is not held in the city (outsider) pushes a wooden plate,stone plate, opens the door, he has become the full rights for the construction and destruction in the city. In what may be the problem?
    Rights apply to the next rejoining the game.

    All settings are correct. At version 1.2 minecraft such problems did not exist.
    Our server version 1.3 and version bukkita 522

    sorry for my english =( i am from russia :)
  24. Offline


    Another interesting bug:

    Protection works on first destruction attempt.

    For example, blocks destroyed with 2 tnts set off at different time. First time, the blocks aren't destroyed. But if the 2nd TNT explodes before the blocks revert back to original, the protection is compromised.
  25. Offline


    having a big issue with using doors in a city. Residents are getting "residents do not have permission" When defaults are unchanged. I looked at defaults and changed all to true except for outsiders, and they still are not able to open doors. After 2-3 minutes most people can open their doors. Odd bug
  26. Offline



    Is there any possibility to have PvP zone ?
    I mean is it possible to disable PvP everywhere except in some town ?
    At the moment I am able to enable PvP in some town but in Wilderness, PvP is still there.

    Thanks in advance
  27. Offline


    /tapa <town> <player>  adds a player to a town
    /tapk <town> <player>  kicks a player from a town
    /tatc <town> claims a plot for a town
    /tatu <town> unclaims a plot for a town
    /tafs sets a plot forsale
    /tans sets a plot notforsale
    as an admin these would make my life 1000% easier.
  28. Offline


    More bug submissions:

    Some users are still failing to register with Towny upon their first login, which makes them able to bypass protection.
  29. Offline


    there should be 10 or so backups by now probably. Did you try them all?
    Why not ask them?

    I think it should work. iConomy didn't make any updates during that time. You could probably solve this with an easy test... >.>
    /townyworld (/tw) should give you the ability to make settings per world. /tw set usingtowny off, use that on any world you want unaffected by towny. Try testing the settings, rebooting the server after you've set them. I had reports "towny world" data wasn't persistent ahile ago. If you notice anything reverting after reboot, tell me.
    [MERGETIME="1299756725"][/MERGETIME] in v50+? Upgrade if not.
    read the townlevels.csv and its nation copy in the settings folder
    Towny version? If you are not running v50 or above, upgrade.

    yes. the default is seed values incase the townlevels file is empty. it's basically non-hardcoded seed values.


    /ta reload only updates the towny configuration settings. A full reload needs to be done to do the latter.
    Wouldn't you have to have 2 tnt already placed?
    there is no option for it no.

    What scenarios are these users failing under? 10 people logging in at once?
  30. Offline


    It looks like most people just need to upgarde. My issue is with cb 522, towny .51. The door thing is really weird. It says that residents dont have permissions to use the door. I changed the resident ally perms to true and that didnt seem to change anything. When they first log in they cant use the doors and are stuck (unless they simply break the wall next to it) after a few minutes they come back and doors work fine.

    default_town_postfix= Town
  31. Offline


    Bug report: "/town spawn" doesn't work, and it generates the following error. I'm using Towny v0.51, and it generates the same error in craftbukkit v493 and v531.

    10:48:34 [SEVERE] Could not pass event PLAYER_COMMAND_PREPROCESS to Towny
    java.lang.NoSuchMethodError: com.earth2me.essentials.User.get(Lorg/bukkit/entity
            at ca.xshade.bukkit.towny.Towny.checkEssentialsTeleport(
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.parseTownCommand(Tow
            at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerCommandPrepr
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
            at net.minecraft.server.NetServerHandler.c(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:230)
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(
    10:48:34 [INFO] Decarthado issued server command: town spawn
Thread Status:
Not open for further replies.

Share This Page