I appreciate you answering this the way you did. It brought a whole new understanding of how this works to me. But now I have a few more questions: This is pretty straightforward to me, but my question is; if you allow building in the 'wilderness', doesn't that mean people are just going to build wherever they want and to hell with the towns? I mean, I understand that otherwise they wouldn't be able to build unless they immediately joined a town, but isn't that the point? You join a town, establish yourself to get money, then sell your property(be it to someone else or back to the town), then strike off on your own? That sounds ideal to me, because otherwise you'll just have people building wherever and little mining shafts will dot the landscape. I guess this is what settings are for.. Hmm. I understand that a chink is a 16x16c128 cuboid of blocks, but how exactly does mapping this out works? Is there any means by which one can visually chart the land without having to traverse each and every nook and cranny to measure? I ask because my establishment is spread out over a series of mountains, and charting is it something that would take in excess of a full day to do. And I'm guessing the 'rect' in '/town claim rect 5' stands for 'rectagle; the shape in which one wants to claim land around one-self. Which brings about another question: if chunks are 16x16x128 cuboids, an even number, then how does one find a center block to claim from? I'm trying to wrap my head around how accurately I can make the borders of this town and how much mapping I'm going to have to spend time doing. Perhaps in future incarnations of Towny it would be possible to insert a command to create visual representation of the town borders or the area one would be claiming if one entered such a command? I'm no good with coding, but this would probably take quite a bit to do. It's just a thought. So I'm to assume that the home block, aka he initial spot where you claimed town property from, is where one must set the spawn? Or can it be set elsewhere? The rest made sense to me. But do nations work in the same way? If I established my castle as a town, then established a nation, do they overlap, or is 'nation' merely a name given to a system which allows multiple cities to ally themselves together? Is there territory involved? So much to learn and so little time.. Excellent, that would be awesome if you could do such a thing. Establishing a town/nation/whatever seems to me, at this point, to be a monolithic task; something I don't want to step into without knowing what I'm doing first. ^_^ So I'm to assume that Towny has it's own internal permissions system? I have the permissions plugin, but I've yet to do any serious tweaking with it myself due to not wishing to screw up the code. I'm, at this point, assuming all the plugins I've installed in my server that stated they 'supported Permissions' had their own permissions files set up by themselves so I haven't had any reason to change it. Would this conflict with mods in the client designed to create things like minimaps? Again, thank you both for all the help. ^_^
Request: Make it so crops do not drop seeds and wheat when someone without permissions destroys them. It allows outsiders to get unlimtied wheat and seeds in another's town.
Thanks for clearing all that up officially Shade. I also want to make sure that toast knows about the map function which is super useful when claiming blocks. The commands to turn on the auto-updating map would be /resident set mode map Then to turn it off /resident set mode reset Also, /r can be used instead of /resident. As for the wilderness building, I have a feature request. Allow players a certain amount of playtime on the server before they must join or make a town. I'm not entirely sure how resident town inviting/joining works but it is my understanding that the town mayor or assistant must invite the resident to the town. I would propose that there is a variable in the settings that can be used to give players, say, 3 hours of playtime on the server before their build/destroy permissions are taken away.
Code: [Towny] Database: [flatfile] Loaded database 2011-jan-31 03:34:23 org.bukkit.craftbukkit.CraftServer loadPlugins ALLVARLIG: com.nijikokun.bukkit.Permissions.Permissions.getHandler()Lcom/nijiko/permissions/PermissionHandler ; (Is it up to date?) java.lang.NoSuchMethodError: com.nijikokun.bukkit.Permissions.Permissions.getHandler()Lcom/nijiko/permissions /PermissionHandler; at com.shade.bukkit.towny.Towny.onEnable(Towny.java:86) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:135) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:293) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:175) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:64) at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:45) at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:153) at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:140) at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:104) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:181) at net.minecraft.server.ThreadServerApplication.run(SourceFile:512) I got this when trying out permissions
Just got a minor error that doesn't seem to be affecting anything(yet). Figured I'd post it here: EDIT: Also, one can only claim 16 chunks? That doesn't seem like it's going ot be enough for my city.. Hehe. EDIT 2.0: I'm also realizing that people owning plots is going to be difficult considering parts of the castle I have built above where the city is would technically be a part of their property.
Only build? Or both build/destroy? Weird. I'll try installing the latest permissions. EDIT: I'm using 1.9, what about you? That's no error. That be debug. go to /Towny/settings/config.properties in there, turn debug to false. Then read: http://towny.xshade.ca/configuration --- merged: Jan 31, 2011 6:03 AM --- If you want a more specific protection system, use cuboid.
OH! I used 1.8 didn't realize there was a 1.9 out, my bad. Yeah it works now. --- merged: Feb 2, 2011 12:03 AM --- I have a question/request. Is it possible for an admin to own 2 towns or be a mayor of one and a resident of another? (if not will it?). On my server I have a "starting-town" for newcomers and it's not really made for living in. That hinders me from using Towny full-out so I would really like it if that could maybe be something added for the config or something like that.
I really like the play style when people can only build in their town, but I also see the need to being able build/dig outside of the town as well. Is there a chance of adding a third option, where people can build/dig outside of their town but it will cost them money using the economy plugin?
The following is concept ideas. /townyadmin set lord [town] npc Create new resident profile "NPC 1" and assigns the town to that player. Probably some useful functions. /townyadmin npc list /townyadmin npc rename [old] [new] Note, this doesn't actually make the NPCs. You'd need a plugin for that. Uhg. The way I have it set up is so that it remembers the permissions inside while building within that block. It doesn't remember if it's in the wild or town, just a simple yes or no. I could set up a price to edit within a certain area, but the cache is wiped clean irregularly due to other peoples events. It's probably not impossible, it just requires more effort than I'd like. Also. Editing a flatfile (if your using that) every block/destruction action in the wild would be terrible (in theory). Would you prefer a towny.worldbuilder permission that would override the regular permissions? This way you could charge to give the player that permission.
I didn't realize you structured the permission check in that way, makes sense for it to be unfeasible. What I am looking for is some sort of organic middle ground between unclaimed_zone_build/destroy = True/False. My case example is where both are set to False, but two towns separated by unclaimed land wish to build a railway between them.
Any chance of putting a cooldown on /town spawn? My server has cooldowns on all teleports but it doesnt effect town spawn for some reason.
What should it be considered? /spawn or /tp? This is relevant to how essentials charges for its commands.
Hrm, how does it handle them differently? I'm not sure it really matters unless you plan to change it to work on death when the hook is added to bukkit. Then you should probably make it /spawn
Charging a player to die is kinda terrible . . . I was more worried about how I was planning on making it so you could /town spawn [town] to an allied town.
Not sure if this is a bug, feature, or I'm just doing it wrong, but the number of town blocks available to towns is a lot larger than I set. Here is my town size file Code: 0,, Ruin:Spirit ,,1 1,, Cottage,,,8 3,, Hamlet,,,16 6,, Village,Mayor ,,32 8,, Township,Mayor ,,64 12,, Town,Lord ,,128 24,, City,Lord ,,256 However, a town with 2 residents has 32 blocks, and a town with 9 people has 144.
its going according to the ratio. 16 * 9 probably is 144. put ratio at 0 to have it use level based jumps
Thought I'd note an error I found here. Seems to have deleted, at least temporarily, my town. Currently running build 271 of Bukkit(which is probably why). Either fix it or inform me of my idiocy in causing the error at your leisure. ^_^
I cant download for some reason says error 404 file not found But from what im reading looks like a very promising plug in keep up the good work