Towny Full guide
Page 1 of 1
Towny Full guide
Residents¶
Every person who joins your server becomes a resident. Residents have their own command /resident which used by itself outputs a Resident Screen, displaying Money, Town, Plots owned and Friends.
Residents can join towns or choose to start a town of their own. Residents who join towns can claim plots that the Mayor of the town has set for sale. When a resident owns 1 or more plots, they will see a new line on their Resident Screen, showing plots owned and a perm line showing the plot perms given on all plots that resident owns.
Towns¶
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. Towns usually grow outwards from their home block, the townblock the mayor stood in during town creation. Townblocks need to be claimed beside other townblocks, unless the mayor claims an outpost in the wilderness.
Mayors¶
Mayors run towns and with the help of their assistants, manage a town and its residents.
It is not possible to run two towns unless you are also an admin. An admin can do the following to manage two or more towns:
Example: Admin SamBoiler
Admin SamBoiler wants to have a server-town, and his own town. SamBoiler would start by creating his Server Town and setting up taxes, plotprices, permissions. This sort of town should not give residents, allies or outsiders permissions in the Server Town. When SamBoiler finished making his town the way he wants he uses /townyadmin set mayor {townname} npc to place a fake 'npc' resident as mayor of the Server Town. Then SamBoiler leaves Server Town and creates his own town. Using the /townyadmin set mayor {townname} npc command SamBoiler can flip back and forth between towns. SamBoiler doesn't have to leave his town to add players to the Server Town though! He can use /townyadmin town {townname} add {playername} to add players to the Server Town or set default_town_name: 'Server_Town' in config.yml. SamBoiler can also add the NPC town into a nation using /ta nation {nation} add {town}.
Nations¶
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.
Kings¶
Kings lead Nations and are the mayor of the capital city.
Kings have the ability to set titles (prefixes) and surnames (postfixes) to the residents of the towns they have in their nation. This is done with:
•/nation set title {name} titlegoeshere
•/nation set surname {name} surnamegoeshere
Typing the commands with nothing after the player's name resets the title or surname to blank.
Configuring Mayor and King Titles, Town and Nation Names¶Towny gives you the ability to customize the naming scheme applied to Mayors, Kings, Towns, Capital Cities and Nations.
This is done with two sections in the config.yml
•town_level:
◦The basic layout of the townLevel lines are as follows:
- upkeepModifier: 1.0 namePostfix: ' (Settlement)' mayorPrefix: 'Hermit ' mayorPostfix: '' townBlockLimit: 16 namePrefix: '' numresidents: 1 - upkeepModifier: 1.0 namePostfix: ' (Hamlet)' mayorPrefix: 'Chief ' mayorPostfix: '' townBlockLimit: 32 namePrefix: '' numResidents: 2 ◦These are read as follows:
■upkeepModifier: 1.0 - Use a higher multiplier to increase the upkeep as towns get more residents.
■namePostfix: ' (Settlement)' - This is added to the end of the town name.
■mayorPrefix: 'Hermit ' - This is added to the front of the mayor's name.
■mayorPostfix: '' - This is added to the end of the mayor's name.
■townBlockLimit: 16 - This decides how many townblocks a town gets, it is only used if town_block_ratio: '0' is set in the config.yml.
■namePrefix: '' - This is added to the front of the town name.
■numresidents: 1 - This is how many residents a town needs to have in order to attain the prefixes/postfixes of the townlevel.
◦The two levels above are for towns of 1 and 2 residents. When a town is created the mayor's new town has (Settlement) added to the end of his townname and he is given the prefix of Hermit. When the mayor gets a second resident his town becomes Townname (Hamlet) and he receives the prefix of Chief.
•nation_level:
◦The basic layout of the nationLevel lines are as follows:
- capitalPostfix: '' upkeepModifier: 1.0 namePostfix: ' (Nation)' kingPrefix: 'Count ' namePrefix: 'Federation of ' numResidents: 10 capitalPrefix: '' kingPostfix: '' - capitalPostfix: '' upkeepModifier: 1.0 namePostfix: ' (Nation)' kingPrefix: 'Duke ' namePrefix: 'Dominion of ' numResidents: 20 capitalPrefix: '' kingPostfix: ''◦hese are read as follows:
■capitolPostfix: '' - This is added to the end of the capital city of the nation.
■upkeepModifier: 1.0 - Use a higher multiplier to increase the upkeep as nations get more residents.
■namePostfix: ' (Nation)' - This is added to the end of the nation name.
■kingPrefix: 'Count ' - This is added to the front of the nation-leader.
■namePrefix: 'Federation of ' - This is added to the front of the nation name.
■numResidents: 10 - This is how many residents a nation must have to receive the prefixes and postfixes of the nation level.
■capitalPrefix: '' - This is added to the front of the capital city of the nation.
■kingPostfix: '' - This is added to the end of the nation-leader's name.
--------------------------------------------------------------------------------
Plot System of Land Ownership¶
Town Blocks¶
Towny provides a server admin a hands-off approach to block-protection. Block protection is broken down into plots of land, called townblocks, which by default are 16x16x128 (the full height of the world.) Townblocks are claimed by town mayors who can then sell/give individual plots to their town's residents.
Town Block Size¶
You change the townblock size in config.yml at town_block_size: 16. Changing this value is suggested only when you first install Towny. Doing so after entering data will shift things unwantedly. Using smaller value will allow higher precision, at the cost of more work setting up. Also, extremely small values will render the caching done useless. Each cell is (town_block_size x town_block_size x 128) in size, with 128 being from bedrock to clouds.
Setting How Many Towny Blocks A Town Receives¶
You can change how many town blocks a town gets to claim. This is done in two places.
Towny checks first in the config.yml at town_block_ratio: 16 and by default gives a town 16 townblocks per resident. You can override this by setting town_block_ratio: 0 and using the townLevel section of the config.yml More information on the townLevel line and how to configure it is here.
Buying Townblocks¶
Mayors can buy townblocks using /town buy bonus {amount}. An admin can set a maximum limit on how many townblocks a town can buy in the config.yml at max_purchased_blocks: '0'. The price of a bought townblock is also set in the config.yml at price_purchased_bonus_townblock: '25.0'. Using this feature, mayors can grow their town without needing new residents. Plot Types¶Towny post-0.75 has added plot types besides the default. This is to give mayors more control over their towns.
As of now there are:
Default Plots¶
These plots do not need any specific command to be designated. They are put up for sale with /plot forsale {$$}. A plot which is not of default type can be reset to a default plot with /plot set reset.
Shop Plots¶
Shop plots are designate with /plot set shop A mayor can use /town set shopprice {$$} to set how much shop plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}. A mayor can also charge an additional shoptax with /town set shoptax {$$}. This tax is charged in addition to the normal plottax.
Outposts¶
Normally townblocks are claimed around the home block, always connected to the town. To claim a townblock out in the wilderness, a mayor or assistant must claim an outpost.
Outposts cannot be claimed too close to other home blocks, just like when a mayor starts a town they cannot be too close. The exact number is set in the config.yml at min_distance_from_town_homeblock: 5. In the default setting an outpost cannot be claimed within 5 townblocks of any other homeblock.
Outposts have two settings in config.yml
•By setting allow_outposts: false you can disable outposts completely.
•You can also set the cost of claiming an outpost with price_outpost: 500.0
Selling Land¶Land is sold by Mayors to Residents that are a part of their town. using_iconomy: true must be set in config.yml in order for costs to be applied. Mayors have a command used in game to set the cost of all the plots in their town that are for sale.
•/town set plotprice {$}
◦This sets the cost of every plot that is on sale. If it is not set,
The server admin can set a default plotprice in config.yml at price_claim_townblock: 25.0, in this example a new town will automatically have a plotprice of 25 dollars.
Using the Maps¶
The map in towny displays the grid system of plots. The map can be viewed once using /towny map one time or you can set the map to show every time you move from one block to another:
•Use /resident set mode map to turn it on.
•And use /resident set mode reset to turn it off.
A large version of the map can be seen using /towny map big.
Plot Regeneration & Unclaimed Plots¶
When a town plot is unclaimed (by a player or through upkeep) it will slowly begin to revert to a pre town state. This can be disabled in the config at new_world_settings.plot_management.revert_on_unclaim.enabled. Blocks will slowly change back to whatever blocks we're present at the moment the town block was claimed. You can configure certain block types you don't want restored to prevent players exploiting regen for diamond ores. Block types to not restore are configured in block_ignore in the worlds txt file data/worlds/worldname.txt
Another option aside from the revert_on_unclaim is the block_delete section. When block_delete is enabled in the config and when a townblock is unclaimed (by a player or through upkeep) the blockIDs listed in the config will be removed from the townblock. By default the list includes redstone, redstone accessories, doors, signs and more. This can be useful for delete all signs within a townblock, ensuring any chests locked with Lockette or Deadbolt signs are unlocked.
Last but not least is a simple wild_revert_on_mob_explosion option in the config. This option will regenerate the ground affected by creeper explosions in the wilderness.
--------------------------------------------------------------------------------
How Towny Lets Players Protect Their Blocks¶
Towny's genius is the way it lets players protect themselves. An admin doesn't need to go around protecting land for players, and players can't run rampant claiming massive amounts of land without working for it and building their towns.
The first concept you need to digest are the 4 perm-types and 3 groups.
Towny Perms¶
There are 4 permission-type values, which can be set for personal plots and for town plots as well (town permissions can be set by the mayor and affect plots who are not owned by any player.) The basic command for this is either /resident set perm or /town set perm followed by the proper flags for each permission.
Permissions are viewable by typing either /resident for personal plot perms or by typing /town for town permissions.
Perm-Types¶
The 4 permission-types available are Build, Destroy, Switch and Itemuse.
•Build allows players to add blocks in your town/plot.
•Destroy allows players to remove blocks in your town/plot.
•Switch covers the use of:
◦wooden and iron doors,
◦levers,
◦wooden and stone pressure plates,
◦buttons,
◦trapdoors,
◦noteblocks,
◦jukeboxes,
◦redstone repeaters.
•Itemuse covers the use of:
◦water and lava buckets,
◦empty buckets,
◦lighters,
◦bonemeal.
Perm-Groups¶
Each permission-type has 3 perm-groups to which the pemissions can be set for, these are displayed on your /resident perm line as FAO and stand for Friend, Ally, Outsider.
For residents the Friend group consists of a player's friend list. For towns the perm line reads RAO, with R representing Residents (players in that town) and mayors need to use /t set perm resident blah on/off instead of /t set perm friend blah on/off The other groups are:
•Ally
◦Players from your town,
◦other towns in your nation,
◦and nations your nation is allied with.
•Outsiders
◦Players who are not part of your town or nation or nation's allies.
All commands are found on the Wiki's Commands page.
Setting perms in-game with commands¶
Setting perms for your town's public land or your personal plots is easy! There are two distinct levels of protection provided by towns.
First are the town blocks protected because they are part of a town and not owned by anyone. When you enter one of these plots from the wilderness or an owned plot the notification will show "~ Unowned". Mayors are able to set the permission for unowned plots using the the /town set perm command. A full list of commands is on the commands page, here are some examples:
•/town set perm {on/off} - This turns on or off all permissions for all perm-types and all perm-groups.
•/town set perm ally {on/off} - This turns on or off all perm-types and for the town's allies (Towns in their nation, nations to which their nation is allied with.)
•/town set perm resident build {on/off} - This turns on or off all permissions for building done by residents of the town.
Second are the town blocks owned personally by a resident of a town. A resident is able to set the permission for unowned plots using the the /resident set perm command. A full list of commands is on the commands page, here are some examples:
•/resident set perm {on/off} - This turns on or off all permissions for all perm-types and all perm-groups.
•/resident set perm friend {on/off} - This turns on or off all permissions for the resident's friend list.
•/resident set perm ally {on/off} - This turns on or off all permissions for all perm-types to the resident's ally list. This consists of the resident's fellow townmembers, their nation's fellow towns and their nation's allied nations.
•/resident set perm outsider switch {on/off} - This turns on or off permissions for switch use by outsiders.
Protection Additions Found in Towny Advanced¶
New in Towny Advanced (0.72+) are three new protection types, anti-explosion and anti-firespread and piston-protection.
On the town level, a mayor can set these flags using:
•/town toggle explosion
•/town toggle fire
Explosion protection stops all explosions. This stops TNT, TNT cannons and creeper explosions.
Firespread protection stops all fires from spreading, including lava, lightning and lighters.
Piston-protection allows pistons to operate between similarly owned townblocks or wild areas.
--------------------------------------------------------------------------------
Money¶
Taxes and Upkeep¶
Taxes and Upkeep are two seperate functions with to different results. using_iconomy: true must be set in config.yml in order for Taxes and Upkeep to be applied. Taxes and Upkeep are charged at the same time, each 'Towny Day' or each time an admin type /townyadmin newday. The time of a 'Towny Day' can be set in config.yml at day_interval: 1d and by default is 24 real-life hours. Any one can check how long until the next day starts by using /towny time.
Taxes¶
Taxes are collected on the town level from residents and on the nation level from towns. The config.yml has an entry to turn taxation on or off at daily_taxes: true Town mayors can use two commands to set their taxrates.
•/town set taxes {$}
◦This can be either a flat rate (ex: 10) or a percentage.
■Toggling taxes from flatrate to percentage is done using /town toggle taxpercent
■Flatrate:
■This charges each resident of a town the same amount. Setting it to 10 would charge each resident each 'Towny Day'.
■If a resident can't pay his town tax when using flatrate taxation then he is kicked from the town.
■Percentage:
■This charges a player a percentage of their money. If a player has no money left, he pays no taxes and is not kicked from the town.
•/town set plottax {$}
◦This charges each resident of a town for each plot they own. Setting it to 10 would charge Miner Steve 40 dollars if he owned 4 plots.
◦If a resident can't pay his plot tax he loses his plot.
Nation leaders can use one comand to set a tax on their towns.
•/nation set taxes {$}
◦This charges each town that is a member of the nation. Setting it to 100 would charge each town's townbank 100 each 'Towny Day'.
◦If a town can't pay it's tax then it is kicked from the nation.
Admins can set two options in the config.yml for controlling maximum tax amounts on towns. There is max_tax_amount which defaults to 1000 and max_tax_percent which defaults to 25%. Which one is used depends on how the town is taxing, a flat rate or by percentage.
Upkeep¶
Upkeep collection can be set on towns and on nations seperately. Upkeep money is taken from townbanks and nationbanks and removed from the game. Upkeep is used by a server admin to remove inactive towns and nations from the server. Upkeep is set in config.yml with two flags:
•price_nation_upkeep: 100.0
◦The server's daily charge on each nation. If a nation fails to pay this upkeep, all of it's member towns are kicked and the Nation is removed.
•price_town_upkeep: 10.0
◦The server's daily charge on each town. If a town fails to pay this upkeep, all of it's residents are kicked and the town is removed.
Upkeep can be modified in the config.yml to affect different-sized towns differently. More information on the townLevel line and how to configure it is here.
Town and Nation Banks¶
Towns and Nations both have banks, to which any resident can deposit money but only town mayors and nation kings (and assistants) can withdraw from. Any money collected via taxes is deposited to the nation/town bank. When a town needs money, to claim a townblock or an outpost, it is taken from the townbank.
Since mayors and kings can deposit money to their respective banks, some servers will find that mayors and kings shield their wealth from plugins that take a players money for dying from pvp combat. To prevent townbanks from being exploited an admin can use two options:
•Admins can set a cap on a town/nation banks at town_bank_cap and nation_bank_cap in the config.yml.
•Admins can use '/ta toggle withdraw' to prevent mayors and kings from removing money from their bank.
The cap on banks does not affect taxes which will still be put into the bank.
--------------------------------------------------------------------------------
Chat¶
Chat Modifications¶
Towny modifies the in-game chat appearance of town mayors and nation leaders only.
The various chat modification can be turned on in config.yml at modify_chat: '{nation}{town}{permprefix}{townynameprefix}{playername}{townynamepostfix}{permsuffix}'
•{nation} - The nation the player is a part of.
•{town} - The town player is a part of.
•{permprefix} - The group prefix set in your permissions plugin.
•{townynameprefix} - Mayor/king titles, and titles handed out by kings to their minions.
•{playername} - The basic minecraft player name in chat, should not be removed.
•{townynameprefix} - Mayor/king suffix, and surnames handed out by kings to their minions.
•{permsuffix} - The group suffix set in your permissions plugin.
Alternately you can try using {modplayername} instead of {playername} •{modplayername} - modified player name (use if Towny is over writing some other plugins changes)
Mayors chat name appears as blue by default (but can be configured in the config.yml @ colour_mayor: ) and includes the mayorPrefix and mayorPostfix found in the townLevel section of the config.yml.
Nation Leader's chat name appears as gold by default (but can be configured in the config.yml @ colour_king: ) and includes the kingPrefix and kingPostfix found in the townLevel section of the config.yml.
Kings of nations can use two commands to change the displayed chat names of their minions:
•/nation set title {resident} title
Adds a prefix to the player. •/nation set surname {resident} text
Adds a suffix to the player. •A title/surname given to a mayor will override the MayorPrefix/MayorPostfix set in the townLevels of the config. He will still retain the colouring set on mayor names (default is light blue.)
Chat Modes¶
There are two added chatmodes in Towny, townchat and nationchat.
•/townchat, /tc
◦Put in from of text to speak with members of your town only.
•/nationchat, /nc
◦Put in from of text to speak with members of your nation only.
•/res set mode tc
◦Use to speak on townchat by default.
•/res set mode nc
◦Use to speak on nationchat by default.
•/res set mode reset
◦Reset chat mode to default chat.
--------------------------------------------------------------------------------
Multiworld¶
Towny has mutliworld support. Each world has a datafile located at /plugins/towny/data/worlds/worldname.txt and each world is listed in /towny/data/worlds.txt.
World Toggles¶
Towny can be turned off in a world in-game. While standing in a world type /townyworld toggle usingtowny.
Other toggles:
•claimable - Whether townblocks can be claimed by mayors in this world.
•pvp - Whether PVP is on in the world.
•forcepvp - Used to force pvp on in towns.
•explosion - Used to force explosions on in towns.
•fire - Used to force firespread on in towns.
•townmobs - Used to turn off mobremoval in all towns. Restricted mobs are listed in the config.yml.
•worldmobs - Toggles mobremoval in the wilderness. Restricted mobs are listed in the config.yml.
--------------------------------------------------------------------------------
Towny War¶
Towny war as it is now is:
•A brutal device that induces server-rage-quitting,
•is buggy and,
•should probably not be used.
Current Towny War¶
This description may not be accurate! Towny War should really not be used until it's been fixed.
Fixing and making Towny War more configurable is a very high priority.
Towny war is activated by a server admin using /townyadmin toggle war, there is a 30 second countdown and then War begins.
During war Nations fight each other. Towns without a nation are not included, cannot score points and cannot have their townblocks griefed.
Nations can also pay a daily Neutrality cost to avoid taking part in a war. The cost of neutrality is set in the config.yml using price_nation_neutrality: 100.0. In this example, a nation would pay 100 dollars from its nationbank each 'Towny Day'.
While war is in effect, each competing town has a health points property attached to it. Normal townblocks have an HP of 60 while Home Blocks have 120 points by default. This can be changed in the config. A townblock loses HP by enemy-nation residents standing within the townblock. When a townblock has lost all HP and fallen the town which the attacker belongs to gains one townblock and points to their War Score. A Town can be knocked out of a war when their Home Block falls or if their Mayor is killed. A Nation can be knocked out of a war if its capital city is knocked out of the war, or if the King is killed.
Points in war given for the following:
•A enemy killed: 1
•A townblock stolen: 1
•A town knocked out of the war: 10
•A nation knocked out of the war: 100
Towny war ends when there is only one nation who's Home Block has not been conquered or when the admin toggles war off.
This description may not be accurate! Towny War should really not be used until it's been fixed.
Known Towny War Issues:
•War spoils is not calculated correctly, will flood your economy with money.
•During Towny war, nations which do not paid for neutrality each day, have all of their towns' townblocks subject to griefing.
◦Although the townblocks are restored at the end of war, the damage from any griefing is permanent.
Additions to Towny War so far:
•Neutrality fixed.
•Entries in config.yml added:
◦wartime_nation_can_be_neutral: true setting to false prevents nations from being neutral during wartime, will turn off a nation's neutrality mid-war if changed.
Every person who joins your server becomes a resident. Residents have their own command /resident which used by itself outputs a Resident Screen, displaying Money, Town, Plots owned and Friends.
Residents can join towns or choose to start a town of their own. Residents who join towns can claim plots that the Mayor of the town has set for sale. When a resident owns 1 or more plots, they will see a new line on their Resident Screen, showing plots owned and a perm line showing the plot perms given on all plots that resident owns.
Towns¶
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. Towns usually grow outwards from their home block, the townblock the mayor stood in during town creation. Townblocks need to be claimed beside other townblocks, unless the mayor claims an outpost in the wilderness.
Mayors¶
Mayors run towns and with the help of their assistants, manage a town and its residents.
It is not possible to run two towns unless you are also an admin. An admin can do the following to manage two or more towns:
Example: Admin SamBoiler
Admin SamBoiler wants to have a server-town, and his own town. SamBoiler would start by creating his Server Town and setting up taxes, plotprices, permissions. This sort of town should not give residents, allies or outsiders permissions in the Server Town. When SamBoiler finished making his town the way he wants he uses /townyadmin set mayor {townname} npc to place a fake 'npc' resident as mayor of the Server Town. Then SamBoiler leaves Server Town and creates his own town. Using the /townyadmin set mayor {townname} npc command SamBoiler can flip back and forth between towns. SamBoiler doesn't have to leave his town to add players to the Server Town though! He can use /townyadmin town {townname} add {playername} to add players to the Server Town or set default_town_name: 'Server_Town' in config.yml. SamBoiler can also add the NPC town into a nation using /ta nation {nation} add {town}.
Nations¶
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.
Kings¶
Kings lead Nations and are the mayor of the capital city.
Kings have the ability to set titles (prefixes) and surnames (postfixes) to the residents of the towns they have in their nation. This is done with:
•/nation set title {name} titlegoeshere
•/nation set surname {name} surnamegoeshere
Typing the commands with nothing after the player's name resets the title or surname to blank.
Configuring Mayor and King Titles, Town and Nation Names¶Towny gives you the ability to customize the naming scheme applied to Mayors, Kings, Towns, Capital Cities and Nations.
This is done with two sections in the config.yml
•town_level:
◦The basic layout of the townLevel lines are as follows:
- upkeepModifier: 1.0 namePostfix: ' (Settlement)' mayorPrefix: 'Hermit ' mayorPostfix: '' townBlockLimit: 16 namePrefix: '' numresidents: 1 - upkeepModifier: 1.0 namePostfix: ' (Hamlet)' mayorPrefix: 'Chief ' mayorPostfix: '' townBlockLimit: 32 namePrefix: '' numResidents: 2 ◦These are read as follows:
■upkeepModifier: 1.0 - Use a higher multiplier to increase the upkeep as towns get more residents.
■namePostfix: ' (Settlement)' - This is added to the end of the town name.
■mayorPrefix: 'Hermit ' - This is added to the front of the mayor's name.
■mayorPostfix: '' - This is added to the end of the mayor's name.
■townBlockLimit: 16 - This decides how many townblocks a town gets, it is only used if town_block_ratio: '0' is set in the config.yml.
■namePrefix: '' - This is added to the front of the town name.
■numresidents: 1 - This is how many residents a town needs to have in order to attain the prefixes/postfixes of the townlevel.
◦The two levels above are for towns of 1 and 2 residents. When a town is created the mayor's new town has (Settlement) added to the end of his townname and he is given the prefix of Hermit. When the mayor gets a second resident his town becomes Townname (Hamlet) and he receives the prefix of Chief.
•nation_level:
◦The basic layout of the nationLevel lines are as follows:
- capitalPostfix: '' upkeepModifier: 1.0 namePostfix: ' (Nation)' kingPrefix: 'Count ' namePrefix: 'Federation of ' numResidents: 10 capitalPrefix: '' kingPostfix: '' - capitalPostfix: '' upkeepModifier: 1.0 namePostfix: ' (Nation)' kingPrefix: 'Duke ' namePrefix: 'Dominion of ' numResidents: 20 capitalPrefix: '' kingPostfix: ''◦hese are read as follows:
■capitolPostfix: '' - This is added to the end of the capital city of the nation.
■upkeepModifier: 1.0 - Use a higher multiplier to increase the upkeep as nations get more residents.
■namePostfix: ' (Nation)' - This is added to the end of the nation name.
■kingPrefix: 'Count ' - This is added to the front of the nation-leader.
■namePrefix: 'Federation of ' - This is added to the front of the nation name.
■numResidents: 10 - This is how many residents a nation must have to receive the prefixes and postfixes of the nation level.
■capitalPrefix: '' - This is added to the front of the capital city of the nation.
■kingPostfix: '' - This is added to the end of the nation-leader's name.
--------------------------------------------------------------------------------
Plot System of Land Ownership¶
Town Blocks¶
Towny provides a server admin a hands-off approach to block-protection. Block protection is broken down into plots of land, called townblocks, which by default are 16x16x128 (the full height of the world.) Townblocks are claimed by town mayors who can then sell/give individual plots to their town's residents.
Town Block Size¶
You change the townblock size in config.yml at town_block_size: 16. Changing this value is suggested only when you first install Towny. Doing so after entering data will shift things unwantedly. Using smaller value will allow higher precision, at the cost of more work setting up. Also, extremely small values will render the caching done useless. Each cell is (town_block_size x town_block_size x 128) in size, with 128 being from bedrock to clouds.
Setting How Many Towny Blocks A Town Receives¶
You can change how many town blocks a town gets to claim. This is done in two places.
Towny checks first in the config.yml at town_block_ratio: 16 and by default gives a town 16 townblocks per resident. You can override this by setting town_block_ratio: 0 and using the townLevel section of the config.yml More information on the townLevel line and how to configure it is here.
Buying Townblocks¶
Mayors can buy townblocks using /town buy bonus {amount}. An admin can set a maximum limit on how many townblocks a town can buy in the config.yml at max_purchased_blocks: '0'. The price of a bought townblock is also set in the config.yml at price_purchased_bonus_townblock: '25.0'. Using this feature, mayors can grow their town without needing new residents. Plot Types¶Towny post-0.75 has added plot types besides the default. This is to give mayors more control over their towns.
As of now there are:
Default Plots¶
These plots do not need any specific command to be designated. They are put up for sale with /plot forsale {$$}. A plot which is not of default type can be reset to a default plot with /plot set reset.
Shop Plots¶
Shop plots are designate with /plot set shop A mayor can use /town set shopprice {$$} to set how much shop plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}. A mayor can also charge an additional shoptax with /town set shoptax {$$}. This tax is charged in addition to the normal plottax.
Outposts¶
Normally townblocks are claimed around the home block, always connected to the town. To claim a townblock out in the wilderness, a mayor or assistant must claim an outpost.
Outposts cannot be claimed too close to other home blocks, just like when a mayor starts a town they cannot be too close. The exact number is set in the config.yml at min_distance_from_town_homeblock: 5. In the default setting an outpost cannot be claimed within 5 townblocks of any other homeblock.
Outposts have two settings in config.yml
•By setting allow_outposts: false you can disable outposts completely.
•You can also set the cost of claiming an outpost with price_outpost: 500.0
Selling Land¶Land is sold by Mayors to Residents that are a part of their town. using_iconomy: true must be set in config.yml in order for costs to be applied. Mayors have a command used in game to set the cost of all the plots in their town that are for sale.
•/town set plotprice {$}
◦This sets the cost of every plot that is on sale. If it is not set,
The server admin can set a default plotprice in config.yml at price_claim_townblock: 25.0, in this example a new town will automatically have a plotprice of 25 dollars.
Using the Maps¶
The map in towny displays the grid system of plots. The map can be viewed once using /towny map one time or you can set the map to show every time you move from one block to another:
•Use /resident set mode map to turn it on.
•And use /resident set mode reset to turn it off.
A large version of the map can be seen using /towny map big.
Plot Regeneration & Unclaimed Plots¶
When a town plot is unclaimed (by a player or through upkeep) it will slowly begin to revert to a pre town state. This can be disabled in the config at new_world_settings.plot_management.revert_on_unclaim.enabled. Blocks will slowly change back to whatever blocks we're present at the moment the town block was claimed. You can configure certain block types you don't want restored to prevent players exploiting regen for diamond ores. Block types to not restore are configured in block_ignore in the worlds txt file data/worlds/worldname.txt
Another option aside from the revert_on_unclaim is the block_delete section. When block_delete is enabled in the config and when a townblock is unclaimed (by a player or through upkeep) the blockIDs listed in the config will be removed from the townblock. By default the list includes redstone, redstone accessories, doors, signs and more. This can be useful for delete all signs within a townblock, ensuring any chests locked with Lockette or Deadbolt signs are unlocked.
Last but not least is a simple wild_revert_on_mob_explosion option in the config. This option will regenerate the ground affected by creeper explosions in the wilderness.
--------------------------------------------------------------------------------
How Towny Lets Players Protect Their Blocks¶
Towny's genius is the way it lets players protect themselves. An admin doesn't need to go around protecting land for players, and players can't run rampant claiming massive amounts of land without working for it and building their towns.
The first concept you need to digest are the 4 perm-types and 3 groups.
Towny Perms¶
There are 4 permission-type values, which can be set for personal plots and for town plots as well (town permissions can be set by the mayor and affect plots who are not owned by any player.) The basic command for this is either /resident set perm or /town set perm followed by the proper flags for each permission.
Permissions are viewable by typing either /resident for personal plot perms or by typing /town for town permissions.
Perm-Types¶
The 4 permission-types available are Build, Destroy, Switch and Itemuse.
•Build allows players to add blocks in your town/plot.
•Destroy allows players to remove blocks in your town/plot.
•Switch covers the use of:
◦wooden and iron doors,
◦levers,
◦wooden and stone pressure plates,
◦buttons,
◦trapdoors,
◦noteblocks,
◦jukeboxes,
◦redstone repeaters.
•Itemuse covers the use of:
◦water and lava buckets,
◦empty buckets,
◦lighters,
◦bonemeal.
Perm-Groups¶
Each permission-type has 3 perm-groups to which the pemissions can be set for, these are displayed on your /resident perm line as FAO and stand for Friend, Ally, Outsider.
For residents the Friend group consists of a player's friend list. For towns the perm line reads RAO, with R representing Residents (players in that town) and mayors need to use /t set perm resident blah on/off instead of /t set perm friend blah on/off The other groups are:
•Ally
◦Players from your town,
◦other towns in your nation,
◦and nations your nation is allied with.
•Outsiders
◦Players who are not part of your town or nation or nation's allies.
All commands are found on the Wiki's Commands page.
Setting perms in-game with commands¶
Setting perms for your town's public land or your personal plots is easy! There are two distinct levels of protection provided by towns.
First are the town blocks protected because they are part of a town and not owned by anyone. When you enter one of these plots from the wilderness or an owned plot the notification will show "~ Unowned". Mayors are able to set the permission for unowned plots using the the /town set perm command. A full list of commands is on the commands page, here are some examples:
•/town set perm {on/off} - This turns on or off all permissions for all perm-types and all perm-groups.
•/town set perm ally {on/off} - This turns on or off all perm-types and for the town's allies (Towns in their nation, nations to which their nation is allied with.)
•/town set perm resident build {on/off} - This turns on or off all permissions for building done by residents of the town.
Second are the town blocks owned personally by a resident of a town. A resident is able to set the permission for unowned plots using the the /resident set perm command. A full list of commands is on the commands page, here are some examples:
•/resident set perm {on/off} - This turns on or off all permissions for all perm-types and all perm-groups.
•/resident set perm friend {on/off} - This turns on or off all permissions for the resident's friend list.
•/resident set perm ally {on/off} - This turns on or off all permissions for all perm-types to the resident's ally list. This consists of the resident's fellow townmembers, their nation's fellow towns and their nation's allied nations.
•/resident set perm outsider switch {on/off} - This turns on or off permissions for switch use by outsiders.
Protection Additions Found in Towny Advanced¶
New in Towny Advanced (0.72+) are three new protection types, anti-explosion and anti-firespread and piston-protection.
On the town level, a mayor can set these flags using:
•/town toggle explosion
•/town toggle fire
Explosion protection stops all explosions. This stops TNT, TNT cannons and creeper explosions.
Firespread protection stops all fires from spreading, including lava, lightning and lighters.
Piston-protection allows pistons to operate between similarly owned townblocks or wild areas.
--------------------------------------------------------------------------------
Money¶
Taxes and Upkeep¶
Taxes and Upkeep are two seperate functions with to different results. using_iconomy: true must be set in config.yml in order for Taxes and Upkeep to be applied. Taxes and Upkeep are charged at the same time, each 'Towny Day' or each time an admin type /townyadmin newday. The time of a 'Towny Day' can be set in config.yml at day_interval: 1d and by default is 24 real-life hours. Any one can check how long until the next day starts by using /towny time.
Taxes¶
Taxes are collected on the town level from residents and on the nation level from towns. The config.yml has an entry to turn taxation on or off at daily_taxes: true Town mayors can use two commands to set their taxrates.
•/town set taxes {$}
◦This can be either a flat rate (ex: 10) or a percentage.
■Toggling taxes from flatrate to percentage is done using /town toggle taxpercent
■Flatrate:
■This charges each resident of a town the same amount. Setting it to 10 would charge each resident each 'Towny Day'.
■If a resident can't pay his town tax when using flatrate taxation then he is kicked from the town.
■Percentage:
■This charges a player a percentage of their money. If a player has no money left, he pays no taxes and is not kicked from the town.
•/town set plottax {$}
◦This charges each resident of a town for each plot they own. Setting it to 10 would charge Miner Steve 40 dollars if he owned 4 plots.
◦If a resident can't pay his plot tax he loses his plot.
Nation leaders can use one comand to set a tax on their towns.
•/nation set taxes {$}
◦This charges each town that is a member of the nation. Setting it to 100 would charge each town's townbank 100 each 'Towny Day'.
◦If a town can't pay it's tax then it is kicked from the nation.
Admins can set two options in the config.yml for controlling maximum tax amounts on towns. There is max_tax_amount which defaults to 1000 and max_tax_percent which defaults to 25%. Which one is used depends on how the town is taxing, a flat rate or by percentage.
Upkeep¶
Upkeep collection can be set on towns and on nations seperately. Upkeep money is taken from townbanks and nationbanks and removed from the game. Upkeep is used by a server admin to remove inactive towns and nations from the server. Upkeep is set in config.yml with two flags:
•price_nation_upkeep: 100.0
◦The server's daily charge on each nation. If a nation fails to pay this upkeep, all of it's member towns are kicked and the Nation is removed.
•price_town_upkeep: 10.0
◦The server's daily charge on each town. If a town fails to pay this upkeep, all of it's residents are kicked and the town is removed.
Upkeep can be modified in the config.yml to affect different-sized towns differently. More information on the townLevel line and how to configure it is here.
Town and Nation Banks¶
Towns and Nations both have banks, to which any resident can deposit money but only town mayors and nation kings (and assistants) can withdraw from. Any money collected via taxes is deposited to the nation/town bank. When a town needs money, to claim a townblock or an outpost, it is taken from the townbank.
Since mayors and kings can deposit money to their respective banks, some servers will find that mayors and kings shield their wealth from plugins that take a players money for dying from pvp combat. To prevent townbanks from being exploited an admin can use two options:
•Admins can set a cap on a town/nation banks at town_bank_cap and nation_bank_cap in the config.yml.
•Admins can use '/ta toggle withdraw' to prevent mayors and kings from removing money from their bank.
The cap on banks does not affect taxes which will still be put into the bank.
--------------------------------------------------------------------------------
Chat¶
Chat Modifications¶
Towny modifies the in-game chat appearance of town mayors and nation leaders only.
The various chat modification can be turned on in config.yml at modify_chat: '{nation}{town}{permprefix}{townynameprefix}{playername}{townynamepostfix}{permsuffix}'
•{nation} - The nation the player is a part of.
•{town} - The town player is a part of.
•{permprefix} - The group prefix set in your permissions plugin.
•{townynameprefix} - Mayor/king titles, and titles handed out by kings to their minions.
•{playername} - The basic minecraft player name in chat, should not be removed.
•{townynameprefix} - Mayor/king suffix, and surnames handed out by kings to their minions.
•{permsuffix} - The group suffix set in your permissions plugin.
Alternately you can try using {modplayername} instead of {playername} •{modplayername} - modified player name (use if Towny is over writing some other plugins changes)
Mayors chat name appears as blue by default (but can be configured in the config.yml @ colour_mayor: ) and includes the mayorPrefix and mayorPostfix found in the townLevel section of the config.yml.
Nation Leader's chat name appears as gold by default (but can be configured in the config.yml @ colour_king: ) and includes the kingPrefix and kingPostfix found in the townLevel section of the config.yml.
Kings of nations can use two commands to change the displayed chat names of their minions:
•/nation set title {resident} title
Adds a prefix to the player. •/nation set surname {resident} text
Adds a suffix to the player. •A title/surname given to a mayor will override the MayorPrefix/MayorPostfix set in the townLevels of the config. He will still retain the colouring set on mayor names (default is light blue.)
Chat Modes¶
There are two added chatmodes in Towny, townchat and nationchat.
•/townchat, /tc
◦Put in from of text to speak with members of your town only.
•/nationchat, /nc
◦Put in from of text to speak with members of your nation only.
•/res set mode tc
◦Use to speak on townchat by default.
•/res set mode nc
◦Use to speak on nationchat by default.
•/res set mode reset
◦Reset chat mode to default chat.
--------------------------------------------------------------------------------
Multiworld¶
Towny has mutliworld support. Each world has a datafile located at /plugins/towny/data/worlds/worldname.txt and each world is listed in /towny/data/worlds.txt.
World Toggles¶
Towny can be turned off in a world in-game. While standing in a world type /townyworld toggle usingtowny.
Other toggles:
•claimable - Whether townblocks can be claimed by mayors in this world.
•pvp - Whether PVP is on in the world.
•forcepvp - Used to force pvp on in towns.
•explosion - Used to force explosions on in towns.
•fire - Used to force firespread on in towns.
•townmobs - Used to turn off mobremoval in all towns. Restricted mobs are listed in the config.yml.
•worldmobs - Toggles mobremoval in the wilderness. Restricted mobs are listed in the config.yml.
--------------------------------------------------------------------------------
Towny War¶
Towny war as it is now is:
•A brutal device that induces server-rage-quitting,
•is buggy and,
•should probably not be used.
Current Towny War¶
This description may not be accurate! Towny War should really not be used until it's been fixed.
Fixing and making Towny War more configurable is a very high priority.
Towny war is activated by a server admin using /townyadmin toggle war, there is a 30 second countdown and then War begins.
During war Nations fight each other. Towns without a nation are not included, cannot score points and cannot have their townblocks griefed.
Nations can also pay a daily Neutrality cost to avoid taking part in a war. The cost of neutrality is set in the config.yml using price_nation_neutrality: 100.0. In this example, a nation would pay 100 dollars from its nationbank each 'Towny Day'.
While war is in effect, each competing town has a health points property attached to it. Normal townblocks have an HP of 60 while Home Blocks have 120 points by default. This can be changed in the config. A townblock loses HP by enemy-nation residents standing within the townblock. When a townblock has lost all HP and fallen the town which the attacker belongs to gains one townblock and points to their War Score. A Town can be knocked out of a war when their Home Block falls or if their Mayor is killed. A Nation can be knocked out of a war if its capital city is knocked out of the war, or if the King is killed.
Points in war given for the following:
•A enemy killed: 1
•A townblock stolen: 1
•A town knocked out of the war: 10
•A nation knocked out of the war: 100
Towny war ends when there is only one nation who's Home Block has not been conquered or when the admin toggles war off.
This description may not be accurate! Towny War should really not be used until it's been fixed.
Known Towny War Issues:
•War spoils is not calculated correctly, will flood your economy with money.
•During Towny war, nations which do not paid for neutrality each day, have all of their towns' townblocks subject to griefing.
◦Although the townblocks are restored at the end of war, the damage from any griefing is permanent.
Additions to Towny War so far:
•Neutrality fixed.
•Entries in config.yml added:
◦wartime_nation_can_be_neutral: true setting to false prevents nations from being neutral during wartime, will turn off a nation's neutrality mid-war if changed.
Big- Admin
- Posts : 87
Join date : 2011-09-02
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum