MCTowns
MCTowns is a powerful way to manage towns.
- Create Towns, assign them Territories, and let mayors divide them up into Plots on their own.
- WorldEdit backend means you can use WorldEdit CUI and all of your favorite WorldEdit commands to create regions of any size and shape
- WorldGuard backend means lightning-fast performance and rock-solid stability
- Mayors can restrict town membership to only people they invite, or open it up to anyone who can afford a plot
- Saves you time and reduces the workload on your moderators!
- Mayors can manage regions within Territories that have been assigned to them
- No need to ask a mod every time someone wants to join your town, or you need a new plot created.
Contact
- Send me a PM on BukkitDev. I will always respond to these.
- Post a comment here. I'll probably respond to this.
- Email [email protected]. I will always respond to these.
Basic Commands
- /mct -used for adding and deleting towns, querying basic info, etc
- /town -used to manage towns, including inviting players and adding territories
- /territory -used to manage territories, including adding plots
- /plot -used to manage plots, including adding players to plots
Metrics Collection
MCTowns tracks some stats about who uses it. They're primarily for me to feel good about myself when I see people are actually using what I make, or (in the case of bug reports) are so that I can improve the plugin so that I can continue to feel good about myself when I see people are using the plugin.
MCTowns uses MCStats. To learn what is collected and how to opt-out of collection, see the following official MCStats page:
http://mcstats.org/learn-more/
Note that as of v2.1.0, most bugs will be automatically reported for you. See the page on Automatic Bug Reporting for more information.
Donate with Bitcoins: 1PYEc82xEK1A3jCsYTAZ7mnS9t34Et9bYh
Everything on these pages and associated wikis is licensed under the GNU Free Documentation License
Project Logo courtesy of th3cleaner_mcserver.
People can't place blocks in there plots.. No errors in console..
v2.2.0 Beta uploaded.
Check the file listing for the download links.
Edit: The main plugin has been approved, trying to get the remote client approved now.
hey thx man and thx for telling me about not useing skype
@shadow13482
Please follow the Installation Guide.
For general help, see the wiki.
(Also, I don't use Skype, and neither should you, for these reasons: http://stallman.org/skype.html)
im going to have to have some help here could we possobly do this on skype so i can share my screen im not getting anything right now ive never set up a towny plugin before sorry
@shadow13482
You downloaded a .zip. Extract it. Plugins have a .jar extension.
i mean the commands wont even work
well i put the folder or the thing that you download in the plugins folder then i restart my server but it doesnt make a folder or nothing and the commands arnt even working right
@shadow13482
What's not working?
Okay my plugin for mctowns is not working right i need some help plesae help me i would love to have your plugin.
I'm expecting to upload a beta of v2.2.0 sometime tomorrow or this weekend. I just need to make sure I've gotten all the user documentation finished and a last few bugs quashed.
This will include quite a few bug fixes, in addition to the features I've mentioned hitherto.
Also, v2.2.0 should work out of the box on MC v1.6 whenever Bukkit gets a beta/dev build out, since I've managed to scrape out the last bit of code that was needing to be updated on a per-version basis. It's pure Bukkit API now!
In other news, I'm toying with the idea of renting a VPS to host quite a few things:
I'm still trying to come up with a way to recoup the monthly costs of said server, though, so more on that later.
@Hockeymikey
Can you split those up and submit tickets (type "enhancement") for each request?
@Everdras
I don't want to use griefprevention because I want all of my protections under one roof. I can't give players worldguard permissions to define regions and if there is no staff online then said player can not get his land protected. He may also be on different time zones of staff so they won't know and could get griefed in the waiting period to get it protected. Then when and if said player wants to merge there plot into a town or create one they can just do some simple commands and be done with it. It does deal with towns, as plots are not towns but are supports that lead up to towns. A player will not go straight into making a huge town in most cases and may not have the money to buy. They start out small with there own plot until expanding. Also, if this feature isn't added, it will discourage players from adding their plots to a town. They may be think "I don't want to go through the hard process of contacting an admin, and getting this moved into the town" or there may not be staff on either or the staff is overwhelmed with requests and the wait will upset players. When player could just have to use some simple commands and boom their plot will be merged into the town.
My idea for allowing players to take their plot with them would not be phyically moving it but it would be removed from the town and personal protection would be placed on it. It would still be in the small location. It would give the player a sense of ownership as their plot is not kept by the town if they leave. This can also be worked out as it is a special flag that is placed on only certain plots and can be worked out by the mayor if he selling lots if they have that flag or not. Then players that want to merge would be more likely to because they would not have that fear that they could lose their property in some way but that can be agreed on between the player and mayor.
New idea I had. Dual plot ownership. If Town A and Town B wanted to create a partnered shop where they share ownership and profits for instant. Then they make a dual ownership plot between them. Also would strengthen bonds between towns.
Half idea sorta. Better dynmap interfacing so that an marker can be defined for the town but I guess it could be worked out with dynmap already. But this would allow for only one marker per town (or more if people wish to mark local buildings [Be configurable]).
Also some php backend to hook on to so that on websites members can be shown what town they belong to, top lists for towns and other stats.
This might be a bit much but mayors be able to define streets and plot "house numbers". Then an address could be looked up with a web panel to see who the owner of the plot is or name of it. Also these addresses could be shown on dynmap if wanted. This would be for the advanced players though.
Thanks for the read, longer then I expected but I got on a roll,
Mike
@Hockeymikey
Use WorldGuard (or griefprevention, as you mentioned you use before) to protect non-town areas.
Use WorldEdit to relocate plots out of towns if a player wants to keep their building.
Don't be averse to using the best tool for a job- MCTowns is a towns plugin, and it doesn't try to be anything else. When a player is off building on his own and needs protection, that's got nothing to do with towns, so it's outside of the scope of what MCTowns deals with. Similarly, when you want to copy a region elsewhere (when a player leaves a town), you don't want a town plugin- you want a block editing plugin.
And note, I'm not brushing your issues aside- they're valid concerns, and if I thought I could provide better solutions to those situations, or I felt they were problems that are definitely strictly town-related problems, then I'd be more than happy to alter MCTowns to handle those situations. However, I don't feel that I could do basic region management better than worldguard, or block-editing better than WorldEdit, so I'd recommend you use those tools where they really shine.
And lastly, I would make MCTowns automate these actions (specifically, letting a player get out of a town but keep their building) if I felt I could do it cleanly, but in that specific scenario, an admin would always be required, as he would have to approve the location of where the plot would get copied to.
Though, if you want, I can make it (as an option) so that whenever a player has his ownership of a plot revoked by the mayor, a 'snapshot' of the plot is taken and saved to disk, so that an admin could later paste it in with WorldEdit.
@Everdras
Ok I think you clariffied the later part of my request with plots being added to towns. But let's say that Player A wants to protect his small house he made. He doesn't want to create a town but just make an individual plot for his single property. Then said plot can be merged with a town too if Player A wants to. Then let's say Player A wants to leave Town A but doesn't want to forfeit his property. Player A is not mayor either so a way for players to retain their personal plots would be nice then staff won't have to jump into a big disagreement between the mayor and the player. Also, what if Player A is apart of Town A but wants to protect his rural home that is far away from the town or just doesn't want it to be in the town. He can then protect it with a personal plot without having to start a whole new town there. And if Player A ever wants to start a town on his personal plot or merge it into a town he can do so without having to remove the protection first.
That's my idea. Tell me what you think of it and such. Thanks.
@Hockeymikey
Well, I mean, if a player wants to make a town, you can just use the two commands to create one and give it a territory over where he's been building.
Similarly, expanding a territory over where someone else is building and creating a plot over it is only two commands, too.
How would you like to see this work?
@Everdras
Sweet can't wait! Question can I have so users can create individual plots outside of territories? Then if they want to make a town over their plot or merge it into a nearby town they are joining they can do so. Then instead of having griefprevention and mctowns I can use just mctowns. Thanks, keep up the good work.
Development update! Sorry for the lack of these recently, I've been putting all my effort into improving the documentation and working on the next release!
Here are the features I have planned for the upcoming v2.2.0:
Right now, all of the features are done except the remote client, which I've probably got about another week or two of work to do. At that point, I'll release a beta build.
In other news, I'm toying with the idea of setting up a website for MCTowns, where you can follow development, download beta builds and cutting-edge builds (where you can download it the second I hit compile!), and even launch the remote client directly from the webpage (no need to install).
@deanetro
On Windows, it's a right-click option.
@Everdras
how to unzip lol i mea i know but i forgot -.-