Towny Commands and how it works

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Here is a detailed explanation of the towny system and how to use it. If you have further questions you may email me.

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 permission 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

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 {playername} titlegoeshere

/nation set surname {playername} surnamegoeshere

Typing the commands with nothing after the player’s name resets the title or surname to blank.

How Towns Grow

Starting a Town

Mayors start towns using the command

/town new {townname}

The townblock they are standing in will be the home block for the town, the exact spot/position will be the point for the town.

More townblocks can be claimed using

/town claim.

These townblocks need to be directly adjacent to already claimed townblocks.

 

Joining Towns

There are two ways to join towns, the first is by being invited by a Mayor or a Town assistant. The second is by joining an open town.
Mayors and assistans can add players to their town with the command

/town add {playername}

The user then must either /accept or /deney the invitation.

Mayors can set their towns to open using

/town toggle open

A player who isn’t in a town already can use the command /town join {townname} to join open towns

When residents join towns they increase the number of townblocks accessible to the mayor for claiming.

 

 

Plot System of Land Ownership

 

Town Blocks

Block protection is broken down into plots of land, called townblocks, which 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.

 

Plot Types

Towny has added plot types besides the default. This gives mayors more control over their towns.

 

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 acutal 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

A embassy plot can be bought by any player. The townblocks remains owned by the host-town and a mayor from the host-town can take the plot from the owner at any time. 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 designated 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 myor or assistant must claim an oupots.

In order for players to claim outposts, the outpost must be 5 townblocks away from any town.

Outposts can be teleported to, mayors set the spawn point of the outpost when they claim it or using

/town set outpost

Players teleport to the outpost using

/town outpost {x}

(with x being a number) the number depends on how many outposts the town has.

 

 

 

Selling Land

Land is sold by Mayors to Residents that are a part of their town.

/town set plotprice {$$}

This sets the cost of every plot that is on sale. If it is not set, the plots will cost $0 by default.

To put a plot up for sale a mayor, while standing in the plot, type

/plot forsale {optional cost}

The resident would then type

/plot claim

While standing in the plot to buy it.

 

Using the Maps

The map in towny displays the grid system of plots. The map can be viewed once using

/towny map

The map can also be shown every time you move from one block to another:

/resident set mode map

To turn back off

/resident set mode reset

A large version of the map can be seen using

/towny map big

 

Plot Regeneration & unclaimed 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.

 

Plot-Owners’ and 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

The wilds will regenerate after a explosion caused by a Creeper, EnderCrystal, EnderDragon, Fireball, SmallFireball, and TNTPrimed.

 

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.

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.

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,
  • dispensers,
  • gates.

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 {type} {on/off}

instead of

/t set perm friend {type} {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.

 

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

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.

The preceding commands by themselves will change the perm line seen from /town or /res. They will also change any plots that were using the previously-set default perm line (town-owned or player-owned plots.) They will not change plots which were not set to the default perm line see in /town or /res. In order to change all plots a mayor or resident must use the following command, which will propagate the current perm line seen in /town or /res to ALL plots owned by the town or resident.

  • /res set perm reset – Propagates the perm line in /res to ALL plots owned by that resident.
  • /town set perm reset – Propagates the perm line in /town to ALL town-owned plots owned by that town.

These commands also affect the /town toggle and /plot toggle settings.

 

Money

Taxes and Upkeep

Taxes and upkeep are two separate functions with two different results. Taxes and upkeep are charged at the same time, each ‘Towny Day.’ The time of a ‘Towny Day’ has been set to every 24 hours in real life, but could be changed at any time. 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.

Any player can check the taxes which apply to them with the command

/res tax

Town mayors can use two commands to set their taxrates

/town set taxes {$}

This can be a flat rate or a percentage

Toggleing taxes from flatrate to percentage is done using

/town toggle taxpercent

The seccond command is

/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 not pay his plot tax he loses his plot.

Nation leaders can use one command 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.

The max tax is 1000 or 25%

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.

  • Nation upkeep 100
  • Town upkeep 10

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.

Chat Channels

There are six chat channels in Towny

  • /g
    • Put in from of text to speak in general/global chat, or without text afterwards to enter the channel.
  • /l or /lc
    • Put in from of text to speak in local chat, or without text afterwards to enter the channel.
  • /tc
    • Put in from of text to speak with members of your town only, or without text afterwards to enter the channel.
  • /nc
    • Put in from of text to speak with members of your nation only, or without text afterwards to enter the channel.
  • /a or /admin
    • Put in from of text to speak in adminchat, or without text afterwards to enter the channel.
  • /m or /mod
    • Put in from of text to speak in modchat, or without text afterwards to enter the channel.
  • /res set mode reset
    • Reset chat mode to default chat.
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