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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    Shade

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    Towny
    Towny is a plugin for Bukkit (originally from but discontinued from hMod) that allows players to create towns and nations, along with simple alliance controls. The world is broken up into a grid using 16x16 grid cells as default (for those familiar it's broken up into chunks). Each town is given a certain number of these cells and gains more as the town holds more players. These cells can be controlled by a town's mayor to set build/destroy permissions, define the town as PvP zone, and put plots up for sale using iConomy. Once a town joins a nation, it's residents can then start building in it's allied towns, but joining a nation makes you susceptible to losing your towns protection when the world is at war.

    Sec: Block permissions + Allies can't attack each other. Mob removal within towns. World PvP options.
    Chat: Town + Nation chat.
    Econ: Extension for iConomy that has a daily upkeep for towns and nations.
    Fun: War event.
    Info: Remembers when player last logged in as well as when they first registered.
    Tp: Town spawns and teleportation as well as onDeath that uses the town spawn.


    ~ News (Read this; it's usually of your interests)
    Add the node 'towny.town.claim' if you're using permissions. No one can expand their towns without it.

    March 24: I added a filtering system on names. Some people were getting some serious breakage when people used special characters for town names. If you installed one of the versions before 58, you will need to make sure this config value is correct name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$ or you'll get errors or worse for anything with underscores, dashes and periods. If you want to add to this, brush up on regular expressions or try this ^[^\s]+$ expression (1 character or more of any character but space). Be forwarned, I'm not sure that'll work as I'm rather new to them myself. You might want to make sure of this before updating, as your town names should be filtered accordingly. I also changed how world names were calculated, any worlds with / in it (to represent a subfolder) will probably have their world data reset (actually it's just starting a new file with a new name, so you could probably copy over you data in Towny/data/worlds).

    I also updated my website, so some links will probably break. Pretty much all them actually. In other news, the configuration page documentation is pretty!

    Old News: http://www.xshade.ca/towny/news-archives


    ~ Required Plugins
    This plugin isn't 100% required for Towny to run, but it eliminates gaping imbalance.
    • Questioner: link - Used to give confirmation to things like adding a player to a town, or asking the town's mayor/assistants to join a town. Towny will also use the polling feature to create elections, opt in wars, and other such things that require confirmation from both parties to not cause crazy imbalance. (Not all features in this description have been added as of yet).
    ~ Optional Plugin Extensibility


    These plugins are NOT required to be installed, and Towny should be 100% functional without them. If you notice a bug with them installed, post it.

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

    • Permissions: link - Used to decipher if a player is a towny admin using the node 'towny.admin'. Otherwise, only operators will have the ability to use the admin commands.
    • Permissions 2.1 by Niji:link - No longer compiled against, but probably will continue to work.
    • GroupManager:link - Alternative to Permissions. Requires "fake" Permissions. Rename the fake plugin to "Permissions".


    • towny.admin : User is able to use /townyadmin, as well as the ability to build/destroy anywhere. User can also able to make towns or nations when set to admin only.
    • towny.town.new : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • towny.town.claim : User is able to expand his town with /town claim
    • towny.nation.new : User is able to create a nation (only is use when NATION_CREATION_ADMIN_ONLY is on)
    • towny.wild.* : User is able to build/destroy in wild regardless if the config says no.
    • towny.wild.build
    • towny.wild.destroy
    • towny.wild.switch
    • towny.wild.item_use
    • towny.wild.block.[block id] : User is able to edit [block id] in the wild.
    • towny.spawntp : Use /town spawn when allow_town_spawn=false
    • towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.



    Economy:
    • iConomy: link - Used for a large amount of functionality like taxes, cost to start a town or nation, and selling plots. Towns and nations have their own bank account, used to deposit and withdraw during the daily upkeep. War brings in a another addition with stealing a bit of gold when you kill an opponent, and bankrupting towns in order to kick them from the event.


    Balance. The default install of Towny cannot and will not balance it perfectly for every single server. This is where you, the admin, comes in. Also, just because you can put a price on it, doesn't mean you should.

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

    PRICE_NEW_TOWN
    PRICE_NEW_NATION
    These, a the building blocks towny. They are what separate a user from being a hobo in the street to a fine war vet puffing on a cigar in his manor's den. Set the town to be a reasonable price. Either set this price low, so anyone can start a town, or set it high forcing a band of players to group together the funds. Same with nation. If you desire each and every town to have it's own nation, then set it low. If you desire only two or three nations over the land, then set it high. Remember that nations are used to let people build in other cities, so it shouldn't be unreasonable. If you want only a set amount of nations, make the creation of nations admin only.

    PRICE_CLAIM_TOWNBLOCK
    Do not make this price unreasonable. It will prevent a town from expanding unreasonably, but in doing so, also makes towns a very hard thing to establish. Big areas, or projects because very hard for users to protect, and you shouldn't deterr people from big projects as they will make your server more interesting.
    This price should probably scale on the lower side if you plan for towns to claim very large areas (or lots of town plots). In fact, since there are other ways to limit the size of towns (max town blocks) you should even consider expanding to be free.

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

    DEATH_PRICE
    WARTIME_DEATH_PRICE
    Makes dieing more fun, and more of a hassle even when your inventory is empty. The focus of the second, for during war, is to bankrupt a town. Since when a player runs out of funds, it's taken from his town, and when the town runs out of funds, the town is eliminated. Make the price zero if you do not wish for that.

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

    PRICE_NATION_NEUTRALITY
    Don't charge a fee for this unless you have to.



    ~ Useful Links
    New Website
    Old Website
    Other Links
    ~ FAQ (Read This If You Have Questions)

    I've answered some common questions in the second post of this thread. Be sure to check it out.


    ~ Bugs
    If you notice a bug. First make sure you are up to date with the latest version of Towny. You can find out the version with the command /version Towny.

    Before posting the bug, please check the last page or two to check for if others have posted it. If you have anything to add to it, then quote that particular post. Checking my posts is usually a good idea as I tend to answer 5+ posts at once.

    Also be sure to check my Known Bugs & To Do List.

    Things that are useful to add to you posts:
    • Describe what you did right before the bug appeared. Describe the situation.
    • Error in the console (ca.xshade.bukkit.towny...). Paste the entire thing, use code tags.
    • Most logic has debugging messages. If your skilled at problem solving, try turning on debug mode (/ta set debugmode on) and read the console output during the time of the bug. This might not always apply to every bug possible.
    • If you notice any bugs in block protection going awry. Post the cache messages shown in debug mode. They help tell what towny is thinking during.
    ~ Spread The Love

    Donate! Donating keeps me interested in the project and more susceptible to implementing your outrageous demands! I'll more 'n likely add them anyways though, but the love is appreciated!
    For those wonderful people donating 1 cent. Save your money. Paypal takes 5% of transactions, rounded up to the nearest cent. One cent of one cent is, well let Jayne give you the idea. Your thoughts are appreciated though.

    Awesome Peeps: Hawkheart, Nameless 1¢ donator, Dharrk! Cool guy from Germany. Legionarius. Another 1¢ donator... The Quezo Collective. Rockstar04! ShatteredBeam. KHobbits, ! Janb !

    ~ Latest Version - Download Here
    [Usually Tested with: http://ci.bukkit.org/job/dev-CraftBukkit/promotion/]
    • Install Notes:
      Place Towny.jar in the plugins folder that should be created when you launch the CraftBukkit server. Then run the server. If you're using permissions, be sure to add towny.town.claim or users will not be able to expand their towns. Check the other permission nodes as well. After getting Towny running, configure it. Towny has lots of options allowing it to run in many different ways. The default setup is doubtful to be perfect for your server.
    Remember, remember, to back up your members. (Make a backup when updating)

    Note: v0.17 onwards will automatically backup the data folder in "plugin/Towny/backup/" as the server boots, and each daily interval.


    ~ Old Versions



    ~ Change Log
    Change Log for past versions
    Code:
    v0.55:
    	Fixed reloading the towny config.
    	Added regex check for all names. Names must be alphanumeric with the exception of underscores in place of spaces. Old names with invalid characters will be filtered appropriately.
    	World names are now filtered like the other objects in the universe, worlds with / are no longer just using the last token.
    	Reworded errors when making new towns. "You" was hardcoded, and didn't take into account admins making towns for others. To clarify, money is taken from the new mayor's bank account.
    	Added new config option save_on_load. It's defaulted to off (which is opposite to what it was before). It will no longer to a giant save on startup which assured that what's in memory = saved in file. This should speed up startup of particular large db.
    	Files are deleted when the object is deleted. It will not delete existing files, so files deleted outside of towny's regular actions will remain.
    	Added allow_resident_plots to enable/disable plot commands, essentially freezing the plot system.
    	Fixed admin add command (you couldnt add if you werent a mayor/assistant of any town).
    	The admin set mayor command will now add the person to town if he/she isn't already. The npc part of this command now works as well.
    v0.56:
    	Fixed default setting for regex.
    v0.57:
    	Removed debug statements.
    v0.58:
    	Fixed default regex settings.
    
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    FuzzeWuzze

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    I really have no idea whats happening dude, it sounds like a conflict with another plugin. Are you getting console errors? Nobody else is reporting any real game breaking issues, definitely nothing this bad...
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    LlmDl

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    Legionarius:

    Thats a bug that started in CB617, if you upgrade to 657 or 658, it's been fixed. It affects all spawns, not just /town spawn.
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    Legionarius

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    Seems to have fixed the chunk errors. Now WTF is up with these invisible/invulnerable slimes lol!
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    jasonhu

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    Code:
    [SEVERE] PLAYER_ITEM loading Towny v0.6 (Is it up to date?) java.lang.NoSuchFieldError: PLAYER_ITEM     at ca.xshade.bukkit.towny.Towny.registerEvents(Towny.java:225)     at ca.xshade.bukkit.towny.Towny.onEnable(Towny.java:128)     at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)     at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:514)     at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:216)     at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:94)     at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:72)     at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)     at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)     at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)     at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    can u help me with this? i dont know what to do
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    Qanthelas

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    First off Fuzze, you are a gentleman and a scholar and I hereby give you 5 free internets!

    So that this doesn't get burried, here is the link to the Bukkit 617 version http://dl.dropbox.com/u/2798684/Towny_v61Fuzzev5_CB617.zip

    OK now, before I go installing this, has anyone else tested this and can offer some insight in to Legionarius' problem (of chunk errors on spawn sites?) All the other plug ins I have are stable with Bukkit 617 so I don't want to update to a newer version of Bukkit until I really need to. Is this chunk error thing a fairly rare occurrence or have others had this problem, too?
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    Flenix

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    The chunk loading sounds like it might be lag. We had one town that had issues with its plots (it was called Kul'Grath, and some update stopped the use of ' so I think that was the cause) but all other towns have been fine.


    + I did see the 1.4 update, its the later update I nearly missed ;)


    RELATED:
    Does anyone know how to edit the use of /town spawn ? Ideally, we want only residents of the town to be able to use it, but at worst we will remove it completely. had a problem today of a few players using the town spawn to tele to an enemy town and attack...
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    FuzzeWuzze

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    Dont know how this is possible? Town spawn should teleport you to whatever town you are a resident in...not only that but non residents cant break or PVP typically....so....not sure what happened?
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    MJRamon

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    Nooby question: can I allow users to be residents of several towns?
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    FuzzeWuzze

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    No. Because of the way town size is based on resident count.
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    shatteredbeam

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    I'm having some issues with protections - Town protections are down globally for everyone, but town modes, like PVP off, are working fine. Using Fuzz's build on 617. have Permissions/iConomy/LWC/WorldEdit/WorldGuard installed.

    It might be a configuration issue, but I'm not sure where to start. Any advice would be appreciated.
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    Flenix

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    they can type, for example /town spawn Polaris - it tele's them to the town of Polaris.
    Also we have a load of Races set on our server, so very few players use Melee, they're attacking eachother with spells and such so protection and PVP doesn't count for it...
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    pydrex

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    @FuzzeWuzze i have found a bug which causes the servers to crash which is /towny top money and this crashes the server and it has to be brute stopped too! Please fix
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    MJRamon

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    But it doesn't conflict with being a member in several towns, i think. My towns are suppose to be thematic (China, Space, Rome etc), and if you can build only in one town - it sucks :(
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    sezzor

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    Aint there a way to disable the sign board? its so irritating and i cant find it in the config. And i still wanna be able to view when i go to the wilderness so i cant disable town notifications either...
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    pydrex

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    Think its under essentials disable-signboard = false or somthing
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    Qanthelas

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    Under the "Permissions" spoiler tag thingy in the original post it mentions this one:
    towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.

    I think that is what you need to tinker with (either removing 'towny.publicspawntp' for the Permissions group those users are in or setting allow_town_spawn_travel=false in the main config file.) In other words, I think it is just a settings thing not a 'broken' thing :)
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    Qanthelas

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    I have a fresh server with Bukkit 617, Minecraft 1.4_01, and about 10 plugins (like Permissions, mcmmo, and Runecraft) and I just set up towny off FuzzeWuzze's build here: http://dl.dropbox.com/u/2798684/Towny_v61Fuzzev5_CB617.zip

    I set up a time at the spawn area with me (the server admin) as the mayor and I 'gave' myself some coins and then deposited them in to the town's account. When I ran /towny top money it did not error out and returned more or less what I expected, something like: "[Top Bank Accounts] PhoenixHaven Hamlet : 4,730 Coin Qanthelas : 80 Coin" (spread out over 3 lines.)

    So, basically, the /towny top money command is not hopelessly broken (at least not for me.) I'm wondering if perhaps you have some towns with characters in their names that have since been 'banned' (like someone above had posted about a town named Kul'Grath.) Can you give us some more information to help you out? Posting your plugins/towny/settings/config/properties file by copying all the text and pasting it here on the forums inside code tags ([code and [/code with the ] at the end of each) would be a good place to start, at least :) Also, if you have any error logs from the console or anywhere else for that matter, post those, too :)


    Well nuts, on a related note, is there some sort of config file for towny? To install on my server all I did copy/paste in the .jar file from Fuzze's .zip file (so I ignored the 'source' folder) over to my server's plugins folder. I think there is supposed to be some sort of file around for editing the upkeep amounts and fun stuff like that. Where is it?

    EDIT: Well, nuts again, reading http://www.xshade.ca/towny/configuration I see that there is indeed supposed to be a /plugins/Towny/settings/config.properties but my server didn't generate that (so far as I can tell.) Any ideas? (Honestly, I'm a bit surprised Towny even works without that file.)

    EDIT after the EDIT: Ahha! I downloaded the version of towny from the original post, stopped my server, overwrote Fuzze's towny.jar file with the shade towny.jar, fired the server up, and bam! It made the towny folder (inside the plugin folder) and filled it with all the good stuff like the config.properties file :D So, might want to not that new users will have to do that sort of process. I'm going to throw all this in spoiler tags to set this little tangent apart :p
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    dddbliss

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    Any reports on success with latest rb #670?
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    Austinw22

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    So we got towny running and everything is fine, only that nobody has permission to /town claim and expand their town! How do i fix this? Thanks.

    "[Towny] You do not have permission to expand your town."
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    FuzzeWuzze

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    BioRage

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    Thanks Fuzze, you a good guy.

    P.S. is it possible for an admin to make a town and leave it, for example
    Main Town -> = Admin Made, but he wants to be a neutral player and join another town,

    Will that town fall into ruin or how can it be made so it doesn't fall into ruin?

    Cheers.
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    Guard1an

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    Hey this is actually a great idea, I might try it out. Thanks for the reply.
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    FuzzeWuzze

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    To solve that problem when the world started i simply changed the Town block size to 8x8 and modified the claim price
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    nacs

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    It seems that after upgrading to 0.61 with CB #617, the plot borders seem to have been shifted one block over. In some towns, the plot boundary is 1 block to the East and in another town its 1 block to the North (confirmed via Towny map and the fact that one wall of one resident now belong to the resident who owns an adjacent plot).

    Can you think of what may have caused the shift? Is it some kind of rounding error with the coordinate system Towny is using or something else? Any suggestions for a fix would be appreciated (and thanks for fixing Towny for 1.4 while Shadeness is MIA).
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    fugue2005

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    shade said this might happen in one of his posts. it was a bug he had introduced early on that affected every plot in the
    negative coord ranges or 3/4 of them
    he said he wasn't going to fix that particular bug
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    Qanthelas

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    Since the new Recommended Build for Bukkit is out (as of not very long ago at all, like an hour or something) I have updated my server and I'm posting on the threads for all the plug ins I use to let people know how the plug ins are doing. I won't be able to fully test everything (it is almost midnight my time and I need to sleep :p) but I figure this way we can at least get things started :)

    In the logs, here is all I have (after just firing up the server) for Towny:
    Code:
    2011-04-08 07:45:22 [INFO] [Towny] Database: [Load] flatfile [Save] flatfile
    2011-04-08 07:45:22 [INFO] [Towny] Using: Permissions, iConomy
    2011-04-08 07:45:22 [INFO] [Towny] Version: 0.61 - Mod Enabled
    Note that this is using FuzzeWuzze's 617 release: http://dl.dropbox.com/u/2798684/Towny_v61Fuzzev5_CB617.zip

    /towny map and /town (while standing in my town) show just as I'd expect them to (the claimed land and bank balances are still there) so that's a good sign. I'll fiddle with that 670 release you posted Fuzze, but I'm gonna go to bed for now :p In any case, even the 617 release seems to work just fine in 670 (but that's with only very basic testing.)

    Note: This is what the log says about the Bukkit version, for those who want to know: 2011-04-08 07:45:20 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-646-gb61ef8c-b670jnks (MC: 1.4)
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    pydrex

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    @Qanthelas

    Code:
    allow_outposts=true
    allow_resident_plots=true
    allow_town_spawn=true
    allow_town_spawn_travel=true
    commands_nation=/nation,/n,/nat
    commands_nation_chat=/nc
    commands_plot=/plot
    commands_resident=/resident,/r,/res,/p,/player
    commands_town=/town,/t
    commands_town_chat=/tc
    commands_towny=/towny
    commands_towny_admin=/townyadmin,/ta
    commands_world=/townyworld,/tw
    daily_backups=true
    daily_taxes=true
    database_load=flatfile
    database_save=flatfile
    day_interval=86400000
    debug_mode=false
    default_capital_postfix= City
    default_capital_prefix=Capital:
    default_king_postfix=
    default_king_prefix=King
    default_max_town_blocks=64
    default_mayor_postfix=
    default_mayor_prefix=Mayor
    default_nation_postfix= Nation
    default_nation_prefix=
    default_resident_perm_ally_build=false
    default_resident_perm_ally_destroy=false
    default_resident_perm_ally_itemuse=false
    default_resident_perm_ally_switch=false
    default_resident_perm_friend_build=true
    default_resident_perm_friend_destroy=true
    default_resident_perm_friend_itemuse=true
    default_resident_perm_friend_switch=true
    default_resident_perm_outsider_build=false
    default_resident_perm_outsider_destroy=false
    default_resident_perm_outsider_itemuse=false
    default_resident_perm_outsider_switch=false
    default_town_name=
    default_town_perm_ally_build=true
    default_town_perm_ally_destroy=true
    default_town_perm_ally_itemuse=true
    default_town_perm_ally_switch=true
    default_town_perm_outsider_build=false
    default_town_perm_outsider_destroy=false
    default_town_perm_outsider_itemuse=false
    default_town_perm_outsider_switch=false
    default_town_perm_resident_build=true
    default_town_perm_resident_destroy=true
    default_town_perm_resident_itemuse=true
    default_town_perm_resident_switch=true
    default_town_postfix= Town
    default_town_prefix=
    delete_old_residents=false
    deleted_after_time=5184000000
    dev_mode=false
    first_run=false
    flatfile_backup=zip
    force_pvp_on=falsefriendly_fire
    friendly_fire=false
    health_regen=true
    health_regen_speed=3000
    inactive_after_time=86400000
    item_use_ids=259,325,326,327
    last_run_version=0.61
    line_not_perm_to_new_nation=&6[Towny] &bOnly admins are allowed to create nations.
    line_not_perm_to_new_town=&6[Towny] &bOnly admins are allowed to create towns.
    logging=true
    max_plots_per_resident=100
    min_distance_from_town_homeblock=0
    mob_removal=true
    mob_removal_entities=Monster,WaterMob,Flying,Slime
    mob_removal_speed=5000
    modify_chat_name=true
    msg_buy_resident_plot=&6[Towny] &b%s bought %s's plot!
    msg_couldnt_pay_taxes=&6[Towny] &b%s couldn't pay taxes%s
    msg_del_nation=&6[Towny] &bThe nation %s was disbanded!
    msg_del_resident=&6[Towny] &b%s lost all his Towny data!
    msg_del_town=&6[Towny] &bThe town of %s fell into ruin!
    msg_join_nation=&6[Towny] &b%s joined the nation!
    msg_join_town=&6[Towny] &b%s joined town!
    msg_mayor_abandon=&6[Towny] &bYou would abandon your people? Choose another mayor with '/t set mayor' if your sure.
    msg_new_day=&6[Towny] &bA new day is here! Taxes and rent has been collected
    msg_new_king=&6[Towny] &b%s is now the king!
    msg_new_mayor=&6[Towny] &b%s is now the mayor!
    msg_new_nation=&6[Towny] &b%s created a new nation called %s
    msg_new_town=&6[Towny] &b%s created a new town called %s
    msg_plot_for_sale=&6[Towny] &b%s put the plot (%s) up for sale!
    msg_registration=&6[Towny] &bWelcome this is your first login.@&6[Towny] &bYou've successfully registered!@&6[Towny] &bTry the /towny command for more help.
    msg_war_eliminated=&6[Towny] &b%s was eliminated from the war.
    msg_war_forfeited=&6[Towny] &b%s forfeited.
    msg_war_join=&6[Towny] &b%s joined the fight!
    msg_war_lose_block=&6[Towny] &b(%s) belonging to %s has fallen.
    msg_war_score=&6[War] &b%s scored %d points!
    name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$
    name_filter_regex=[ /]
    name_remove_regex=[^a-zA-Z0-9._-]
    nation_creation_admin_only=false
    npc_prefix=[NPC]
    price_claim_townblock=25.0
    price_death=0.00
    price_death_wartime=0.00
    price_nation_neutrality=0.0
    price_nation_upkeep=100.0
    price_new_nation=1000.0
    price_new_town=30.0
    price_outpost=50.0
    price_town_spawn_travel=0.00
    price_town_upkeep=1.0
    pve_in_non_pvp_towns=true
    reset_log_on_boot=true
    save_on_load=false
    show_town_notifications=true
    switch_ids=64,69,70,71,72,77
    town_block_ratio=32
    town_block_size=32
    town_creation_admin_only=false
    town_limit=3000
    town_respawn=true
    unclaimed_plot_name=Unowned
    unclaimed_zone_build=false
    unclaimed_zone_destroy=false
    unclaimed_zone_ignore=14,15,16,21,50,56,65,66,73,74,89
    unclaimed_zone_item_use=false
    unclaimed_zone_name=Wilderness
    unclaimed_zone_switch=true
    using_essentials=false
    using_iconomy=true
    using_permissions=true
    using_questioner=false
    wartime_base_spoils=100.0
    wartime_home_block_hp=120
    wartime_min_height=60
    wartime_points_kill=1
    wartime_points_nation=100
    wartime_points_town=10
    wartime_points_townblock=1
    wartime_remove_on_monarch_death=false
    wartime_town_block_hp=60
    wartime_town_block_loss_price=100.0
    wartime_warning_delay=30
    
    And i get a crash when running /towny top money, but other towny top commands like land and residents work! Please help
  30. Offline

    Zothen

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Minecraft account:
    MCUSERNAME
    FuzzeWuzze, weve stumbled over a bug (using CB617 and Fuzzev4) when you try to found a town with a name that is allready taken. A plot appears thats named "~null", the money gets deducted via iConomy but the player is not member of that void place! Fortunatly it didnt do any real harm but I had to restart the server to get rid of it. A check for existing names would be very helpful, imo.

    Maybe Ive overseen it but may it be possible to log the money transfers from founding and claiming, too?

    Thanks for your dedication you put into towny! You really rock!
    Keep up the good work!
  31. Offline

    dslip

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Minecraft account:
    MCUSERNAME
    @FuzzeWuzze Could you please update for the new build 670 it loads no problem, but towns have weird output for town protections

    (b=--- d=--- s=--- i=---)

    Also appears players can destroy but not place blocks

  32. Offline

    JDD

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Minecraft account:
    MCUSERNAME
    Fuzze any chance you can fork this over to a new post since you seem to be maintaining it so well, would make the life of admins updating this plugin much more simplistic. I think the majority of the community would also appreciate that.
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