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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    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
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    all you would need is LWC. why even bother building in chest protection for towny? Iconomy is critical to this addon, so I'm pretty sure put that on the front burner lol
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    Next important question: What is the news for multi-world support?
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    You're misunderstanding me. If a person can open your door and get into your house, then they can also get into your chests. If LWC is rendered obsolete by this fix, then that's one less thing eating server memory. There's no reason a person should have to bury their chests inside the borders of their supposedly safe area in order to keep from having their things taken.
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    why do some of my users citys keep randomly deleting when I start up my server?
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    of course it could. Will I bother? No.
    Not yet. Look for when I have it so you can set the mayor of a town to an NPC. That'll be one way. There's a couple other ways I could code it but that'll be coming first.
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    Shade I don't mean to be pushy I don't want you to take this post in that way, I was wondering if there is a fix or you're looking into the problem I had/decarthado had? I have the same error messages that he shows i didn't notice them til he said them. I am not sure if I am doing something wrong or if it is on the scripting end if I am doing something wrong please inform me because my community is dying for a RP Medieval City Siege server and you're plugin is TEH BOMB! :) Thanks again for making this.
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    im looking in to it.
    --- merged: Feb 8, 2011 1:57 AM ---
    claim rect 5 is actually selecting (16*5) by (16*5) by 128 (from bedrock to clouds).

    When you claim area in towny, its in the form of 16x16x128 chunks of land. Claim Rect is used to select a perfect rectange (square) around you. Basically you claimed 10x10 area of chunks.
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    The plugin is not creating a config file for me to edit. I'm using CB # 267. Is there a way to download the config file somewhere?
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    hm.. Cant seem to get permissions working OR any of the admin commands. Without permissions i am an op but the plugin simply doesnt recognize that
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    Phantom Index

    GUYS! If you're trying to get Towny 0.10 working on bukkit 266and up. It won't work. It's broken! Wait until Shade releases his new version. I'm sure there will be a lot of fixes in that new one.
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    i wouldnt say broken completely. Just missing a few things. Remove claim when you delete a town. and also, can you set a price for a plot?
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        Ability to unclaim areas.
        Daily and initial cost to nations to stay neutral.
        Changed the way admins permissions are dealt with.
        New nations actually cost now.
        New command /towny prices. Shows the prices for a new town, nation as well as your town's plot price and upkeep costs. It also shows similar aspects for your nation.
        Flatfile database backup on server start as well as during the daily scheduler.
        Rewrote Claim and Unclaim to use the same methods for selecting area.
        Switch permissions using BlockInteract. Switches may or not actually work and hooking this event may cause bugs.
        World names loaded from server take the last token after spliting with "/". Eg: Name=map with "worlds/map".
        HomeBlocks show up as H on towny map.
        Deposit for both town and nation banks. Any resident can deposit. Withdrawal/Deposits show a message to all online.
        World names that represent subfolders, eg: "worlds/normal" are use the last token when split with "/". So the example world would use "normal".
        Added permissions:
        onMoveChunkTransitions update. Added unowned plot name as well as a homeblock and for sale notfier.
        Added command /townyadmin backup to force a backup at any time.
        Fixed bugs.
        Some tax output during new day.
        Let the daily interval be customizable.
        Added command /town spawn [town] with settings and price.
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    Shade, would you mind quickly explaining how towny works (or is planned to work) across worlds?
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    The bukkit version has always had multi world in mind ever since I noticed it in the API.

    Universe is a bunch of Worlds. Each world has it's own TownBlock grid. Resident/Town/Nation are universal. Now that you have "/town claim outpost", you should be able to make you own outpost towns even on other worlds. I haven't tested it, but thats the intention.

    I also might be making each world have its own unclaimed zone properties. As well as ability to disable claiming on a world.
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    you are a very talented programmer.
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    AWesome, thank you Shade.
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    .12 is straight broken i think. Makes everyones inventory reset on server restart. Many of the commands dont work, i would say most at this point, and huge error. saying org.bukkit.server.getworlds()ljava/util/list; (is it up to date?) and then many more errors on the list.

    updated java, craft bukkit is up to date i think. is this for another version or something?

    Bukkit was out of date
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    This is compiled on 271, but seems to run fine on 289 (latest)...
    --- merged: Feb 9, 2011 6:57 AM ---
    Considering your error, I think you've got an older version.
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    yeah, wow they update bukkit this fast? im way outdated 266
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    There's about 2-4 updates each day.
  22. hey for what stand the TOWN-[Home]?
    --- merged: Feb 9, 2011 4:45 PM ---
    and what means the permissions in /town ?

    B=ra- D=ra- S=ra-?
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    Hey, I have a couple of questions:

    1) Is it possible to specify the price of individual plots? If not would there be anyway to add this feature?

    2) Is there a way to change the size of each plot? I have "apartments" on my server and it would be nice to be able to define each of those as one plot. If not, would this be something that could possibly be added in the future?


    3) I know in the hMod version of Towny there was a way to make it so the map would automatically update as you walked, is there a way to do this yet in this version?
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    What version of Bukkit are folks using ro run Towny? While list in the /plugins list, none of the commands seem to function in-game and configuartion files are not being generated. It does not appear to be loading properly for me.
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    Home stands for the homeblock, or the origional townblock claimed when the town started. it can be moved and should be used as the towns center since the town spawn can only be set within it.

    There are 3 groups of people other than yourself.
    Residents (of your town) (or friends from your list)
    Allies (the others towns in your nation or allied nations) (resident perms include your town's residents as allies)
    Outsiders (anyone not from your town or doesnt fall under the other two categories) (this permission doesnt afflict resident plots)

    There are 3 different types of actions you can prevent.
    Toggling Switches (not 100% confirmed if this works, I just wrote it yesterday)

    So the above line used in your town status is this:
    Perms: Build=ResidentAllies(not Outsiders) Destroy=ResidentAllies(not Outsiders) Switches=ResidentAllies(not Outsiders)
    --- merged: Feb 9, 2011 10:30 PM ---
    1) I'm debating on that. For now the process works so I'll come back to working features later and work on those that don't.

    2) No.

    3) /r set mode map. /r set mode reset, to turn it off. /r set mode map townclaim, if your interested in claiming nearby.
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    error updating build permissions cache my users are getting this when trying to interact with the wild, im not sure how to fix it.
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    Some commands give me the error "You are not in a registered world" or "Not registered" and I can't find help on the docs. What I'm doing wrong?
  28. thank you shade
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    Hi! Have an error for non-op players. When they destroy block, they had:
    [Towny] Error updating destroy permissions cache
    Hw can i fix it?
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    Minor bug checking permissions. Will be updated in 0.14
  31. Hello,

    Either Towny works badly at home, or I understood the tuto: (can you make me a recapitulatif of premiere orders has to type?

    Because I make / town here ca name ca seems to work, / town new has not the area to work I am lost help I

    Thank you very much
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