Difference between revisions of "Town"

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Townblocks have an initial cost of $500 for the first chunk, and increase by 2.5% for each additional townblock (chunk) claimed. This means the second is $512.50, the third is $525, etc. This is capped at $100,000, though it's unlikely you'll ever come close to this cap. Outposts are the same cost, but with an initial $250,000 to create an outpost.
  
 
== Town Upkeep ==
 
== Town Upkeep ==

Revision as of 01:17, 10 May 2023

This page provides info on using the Towny plugin - but remember, you don't need to be in a town or claim your land! Grieifing is not allowed in the Town world, so feel free to build on the surface without claiming the land.


Lions Park in the Town World

The Town world is a more relaxed approach at playing the server geared towards building communities and showing off your creativity. Towny offers no raiding, plots for your newcomers, and so much more! Start your Town adventures by visiting Lions Park at /warp town!

Getting Started

Mayors can start towns using the command /town new <town_name> for a set price. The townblock they're standing in will become the home block for the town (the exact spot/position will be the spawn point for the town).

Players can join established towns once they've been invited by the town's Mayor or Assistants.

Town World Rules and Restrictions

  • Griefing, raiding, and obstructing other players in any way is not allowed.
  • Valuable items cannot be stored in chests (this includes crate items, most gear, vouchers, etc.)
  • Chem compounds can not be stored in chests (you can use your /chemtainer to store them cross-world)
  • Automatic farms are not allowed (build them in the Factions world), and chunk hoppers are disabled.

Towns

Mayors and assistants can add players to their town with the command /town add <player_name> which will send an invite to the target player, giving them a prompt to either accept or deny the invitation. Mayors can also choose to have their town as public by using /town toggle open, and players not already in a town can join open towns by using /town join <town_name>!

Note: Open towns can be viewed using the /town list by open command.

Every town has a homeblock that exists because towns must always have at least one chunk claimed. When creating a town, the chunk you are standing on becomes the first homeblock, and your exact position becomes the first town spawn. The town spawn is located within the homeblock chunk and it is indicated by particles on the ground.

In Towny, you can teleport back to your town spawn by typing /town spawn. In Nations, you teleport to your town spawn after dying. The location of the homeblock as well as the town spawn can be changed by the Mayor. To change the location of the homeblock, and where in your town people teleport to when using /town spawn, you need to do /town set homeblock first and then /town set spawn. Your exact position will be the new town spawn.


The homeblock is an equivalent to the concept of the “town center”. The location of the town spawn and homeblock are best suited to a central place in the town, where residents have fast access to the rest of the town.

Townblocks

Block protection is broken down into plots of land, called townblocks, which by default are 16xYx16 (Y = the entire build limit). Townblocks are claimed by town mayors who can then sell/give individual plots to their town's residents.

By default, Mayors and Assistants can claim townblocks for their town using /town claim, /town claim #, /town claim rect|circle #|auto, or /town claim auto.

Command Result
/town claim Claims one plot, where the player is standing.
/town claim # Claims a square with a radius equal to the given #, sometimes down-sizing the radius to make a perfect square, surrounding the command user.
/town claim rect # Claims a square with a radius equal to the given #, sometimes down-sizing the radius to make a perfect square, surrounding the command user.
/town claim rect auto Claims all possible townblocks in a square shape, centered around the command user.
/town claim circle # Claims a circle with a radius equal to the given #, sometimes down-sizing the radius to make a perfect square, surrounding the command user.
/town claim circle auto Claims all possible townblocks in a circle shape, centered around the command user.
/town claim auto Claims all possible townblocks in a square shape centered around the command user.

Townblocks have an initial cost of $500 for the first chunk, and increase by 2.5% for each additional townblock (chunk) claimed. This means the second is $512.50, the third is $525, etc. This is capped at $100,000, though it's unlikely you'll ever come close to this cap. Outposts are the same cost, but with an initial $250,000 to create an outpost.

Town Upkeep

Town upkeep is the amount of money the server automatically removes from your town bank at the start of each Towny Day (a real day, not a Minecraft day), so that the town can continue to exist. Not having enough money in the town bank to pay upkeep means that your town will fall into Ruins. Players can use /town deposit <money> to manually transfer money from their balance to the town bank at any time.

Buying and Owning Plots

Every resident of your town—including the Mayor—can own town plots, where they can have their space to build on and use, as much space as the Mayor can or wants to give, that other residents cannot normally access. The town plots that a resident owns are called their resident plots. Residents have full access to their own resident plots, and all commands for them. Residents can own multiple and separated resident plots.

Residents have to buy a town plot first, to make it their own resident plot.

First, the Mayor must sell a town plot by using /plot forsale (price) while standing on a town plot. Then, a resident (or the Mayor) can type /plot claim while standing in the town plot for sale, in order to buy it for the set price. The money is transferred from the resident's balance to the town bank. To withdraw a plot from sale, you may type /plot notforsale.

A resident can use /plot unclaim while standing on one of their resident plots, in order to remove their ownership of it ("unclaim their resident plot").

Residents owning their own land is a necessary feature of any town, because the land residents use to build and protect their items on, is differentiated from the public town land. A well-organized town will generally allow each resident to have their resident plots in convenient locations around the town, with all of their resident plots close or next to each other.

Outposts

Each group of claims that is separated from the main Town area is known as an Outpost. The first chunk claimed in a town outpost is called the town outpost spawnblock, and the location you are standing on in the claimed chunk is called the town outpost spawn.

To claim an area for an outpost, you can run /town claim outpost. To access the outpost, simply run /town outpost <outpost number/name>.

Ruins

Ruins are created when a Town cannot afford to run anymore, all members leave, or someone deletes the town. While ruined, a town is subject to the following:

  • Townblocks cannot be claimed by other towns.
    • The town will be placed under the control of an NPC mayor.
      • The town can be griefed
        • The town's residents will not be able to execute most /town commands and no /plot commands.

Hierarchy

Within the Town world are different levels of player hierarchy, which indicate where a player is at compared to the towns.

Nomads

Nomads are simply players who are not part of any town. They are landless players, searching for a place to call home.

Mayors

Mayors run towns and with the help of their assistants, manage a town and its residents. Mayors can decide which ranks their residents fall into, in their town. Mayors also determine what sort of tax and tax rates, if any, the town will charge the residents.

Nation Leaders

Nation Leaders lead nations and are the mayor of the capital city. Leaders can decide which ranks their residents fall into in their nation. Leaders also have the ability to set titles (prefixes) and surnames (postfixes) to the residents of the towns they have in their nation using: /nation set title <player_name> <title> and /nation set surname <player_name> <title>

Lockable Chests

The Town world has an additional grief prevention that allows players to lock their containers through /lwc. By default, when you place a container, it will be created as Private.

Commonly Used LWC Commands
/lwc Using /lwc will list all of the lwc commands that are available to the player.
/cprivate Allows you to create a protection on the container.
/cmodify Allows you to modify the players allowed to access the chest, among other things.
/cremove -Player Removes a specified player from the container.
/cpassword <password> Adds a password to a specified container.
/cinfo Allows you to view information on a protected container.
/cprivate town:TownName Allows you to have a blanket protection for your Town members.
/cremove Removes protections from a container.

Nations

Being part of a nation is beneficial to towns for many reasons. Towns that have joined one can have extra protection from outsiders, are given more chunks to claim, and granted a variety of other gameplay benefits related to economy, influence, communication and community. A town that has joined a nation may also have to pay a daily town nation tax—in addition to upkeep—from its town bank. The town nation tax that your town pays every day is set by your nation's Leader, and it can be viewed by typing /towny prices (at the bottom).

Generally, your town can join a nation after being invited. The Mayor may accept a nation invitation by typing /accept (name of inviting nation) or deny it by typing /deny (name of inviting nation).

On the other hand, if you do not wish to join a different nation, you can always make your own! Being in a nation shapes a town's gameplay and strategy in multiple ways in both Towny and Nations.

Use /n (name of nation) to view a nation's nation information screen. Your own nation's nation information screen can be viewed by typing /n.

To create your nation, use /n new (name of nation). You must be a Mayor in order to create a nation. This action removes money from the town bank. The Mayor creating the nation is assigned its Leader (or King). A Leader has access to all commands for their nation. The town of the Mayor creating the nation, is declared the nation's capital town. Invite other towns into your nation by using /n invite (name of town). The town's Mayor or Comayors can use /accept (your nation's name) to join. To cancel an invite to a town, use /n invite -(name of town). You can remove a town from your nation by using /n kick (name of town). Change the border color of all towns in your nation, as seen in the Dynamic map, by typing /n set mapcolor (color). (Make sure the color is unique, for better visibility!)

Any nation member can use /n deposit (amount of money) to transfer money from their balance to the nation bank. The Leader, Coleaders or Treasurers can withdraw money from the nation bank by using /n withdraw (amount of money). The Leader, Coleaders, Chancellors and Treasurers can also view the bank transaction history of their nation bank for the current Towny day by typing /n bankhistory.

On Nations, players can also use the xp bank to deposit xp for storage. Any player can transfer to the xp bank using /n xpbank deposit (amount of xp/all). The Leader, Coleaders or Xp Bankers can withdraw xp using /n xpbank withdraw (amount of xp/all).

Nation Upkeep

Nation upkeep is the amount of money that the server automatically removes from your nation bank at the start of each Towny day, so that the nation can continue to exist. More towns in the nation means higher nation upkeep to pay each day. Nation taxes are collected before nation upkeep.

Nation Merging

Nation merging is the action of transferring the towns and nation bank of one nation to another.

The Leader or Coleader can request a nation to merge into their nation by using /n merge (foreign nation). The other nation's Leader must be online and type /confirm if they wish the other nation to merge into theirs. Otherwise the Leader may type /cancel to deny the request.

The nation that receives and accepts the merge request will be dissolved—its Leader and other ranked nation members will lose all their nation ranks, its name will be removed from the server, and its towns and bank will be transferred to the other nation, if possible.

A Leader or Coleader of both nations involved must be online while the request and merger take place.

Transferring Leadership

A Leader can pass the Leader rank (title and powers) to another nation member, by using /n set king (name of new king). The player must be a Mayor of a town within the nation. The new Leader's town will be appointed the nation's capital town. Similarly, using /n set capital (town name) appoints the specified town as the new capital town; its Mayor will be the new Leader of the nation. In both cases (using either of the above commands), the Leader gives up their Leader rank, and their town is no longer the capital town of the nation. In addition, the nation spawn is removed when the capital town is changed. The previous Leader will not have any nation ranks after giving up Leadership.

If you are considering passing Leadership to another player, only give it if you absolutely need to, and if you fully trust that person with the nation!