TownyTowny 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 http://www.xshade.ca/towny http://www.xshade.ca/towny/commands http://www.xshade.ca/towny/configuration http://www.xshade.ca/towny/tutorial Old Website Master List of Commands Brief Tutorial How To Configure Towny Explanation of config.properties Other Links Source on Github Known Bugs & To Do List - Keep in mind nothing is in order / Guaranteed to be done. IRC: #towny on Esper.net (Mibbit) ~ 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 Basically the URL is: Code: "http://dl.dropbox.com/u/5094161/d/b/Towny-v2." + version + ".jar" [v0.10] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.10.jar [v0.12] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.12.jar [v0.17] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.17.jar ... [v0.28] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.28.jar [v0.29] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.29.jar [v0.34] http://dl.dropbox.com/u/5094161/d/b/Towny-v2.0.34.jar ... ~ 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.