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How Towny Works

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How Towny Works

Use this page to learn how Towny works and how various settings affect the gameplay.

The Hierarchy

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 Bob
Admin Bob wants to have a server-town, and his own town. Bob 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 Bob 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 Bob leaves Server Town and creates his own town. Using the /townyadmin set mayor {townname} npc command Bob can flip back and forth between towns.
Bob 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.
Bob 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: Typing the commands with nothing after the player's name resets the title or surname to blank.

Town Block Size

Each cell is (16 x 16 x 128) in size, with 128 being from bedrock to clouds.

Buying Townblocks

Mayors can buy townblocks using /town buy bonus {amount}. The is a limit of 500 Bonus Blocks per town.

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 designated 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.

Arena Plots

Arena plots are designated with /plot set arena.
PVP is on all the time in arena plots as well as friendly-fire damage. Town health regen is also disabled in arena plots.

Embassy Plots

Embassy plots are designated with /plot set embassy
A mayor can use /town set embassyprice {$$} to set how much embassy plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}.

A mayor can also charge an additional embassytax with /town set embassytax {$$}. This tax is charged in addition to the normal plottax.

An embassy plot can be bought by any allied player, including players in your nation or players in a nation allied to your nation. The townblock remains owned by the host-town and a mayor from the host-town can take the plot from the owner at any time. If the player who owns the embassy plot becomes an enemy of the host-town they lose their embassy.

Embassy plots can also be changed into shop plots, allowing for larger shop towns, where many different towns' players can set up shops.

Wilds Plots

Wilds plots are designatid with /plot set wilds
A wilds plot allows residents to destroy the blocks found on the wild ignore ID list. This includes ores, trees, flowers, mushrooms and other harvestable blocks.

It is useful for creating tree farms, and protecting the terrain around a town, while still allowing residents to cut trees and explore caves.

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. An outpost cannot be claimed within 20 townblocks of any other homeblock.

Selling Land

Land is sold by Mayors to Residents that are a part of their town. Mayors have a command used in game to set the cost of all the plots in their town that are for sale.

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: A large version of the map can be seen using /towny map big.

Plot Regeneration & Unclaimed Plots

There are 4 options for affecting townblocks/plots.

Reverting unclaimed townblocks to their original state on unclaim

When a town plot is unclaimed (by a player or through upkeep) it will slowly begin to revert to a pre town state. Blocks will slowly change back to whatever blocks we're present at the moment the town block was claimed. A townblock must revert completely before the snapshot of the townblock is removed. If townblock is reclaimed mid-revert, a new snapshot is not taken and if the townblock is unclaimed again it will revert to the original snapshot.

Deleting pre-defined blockIDs on unclaim

When a town plot is unclaimed (by a player or through upkeep) block IDs matching a list will be deleted within that townblock. This can be useful for deleting all signs within a townblock, ensuring any chests locked with Lockette or Deadbolt signs are unlocked.

Mayors' /plot clear command

A feature available only to Town Mayors on public town land: /plot clear. This command is meant to be used after a plot was personally owned by a resident, who either moved to another plot or left town. By default this list includes only signs, useful for mayors to remove sign-protection on doors, chests, furnaces, dispensers and trapdoors given via Lockette or Deadbolt.

Wilderness Regeneration

A simple wild_revert_on_mob_explosion option. Will regenerate creeper explosions on a timer.

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. Available in Towny 0.77.0.0 and onward are per-plot permissions. Plots start with the default settings for plot perms (be it a resident-owned or town-owned plot,) but the owner of the plots can set different perms to different plots. To view a plots perm type /plot perm and to set a plots' perms use /plot set perm. Default 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.

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.
Lastly, don't forget those are just the defaults for plots, any owned plot can be set with it's own individual perms:
  • /plot set perm {on/off} - This turns on or off all permissions for all perm-types and all perm-groups on the plot which is being stood in.
  • /plot set perm friend {on/off} - This turns on or off all permissions for the resident's friend list on the plot which is being stood in.
  • /plot 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. This affects the plot which is being stood in.
  • /plot set perm outsider switch {on/off} - This turns on or off permissions for switch use by outsiders on the plot which is being stood in.
Mayors can changed the protection of their town with the following commands:
  • /town toggle explosion
  • /town toggle fire
  • /town toggle pvp
  • /town toggle mobs
This will turn on/off for the entire town.

Mayors and Residents can change each of their plots individually using these commands:

  • /plot toggle explosion
  • /plot toggle fire
  • /plot toggle pvp
  • /plot toggle mobs
Per-plot toggles are overridden by a mayor's town toggles.

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: 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. 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' 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. 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.

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: The cap on banks does not affect taxes which will still be put into the bank.

Chat

Chat Modes

There are two added chatmodes in Towny, townchat and nationchat.
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