Townships
If you want players to be able to build outside of regions, then remove EffectWilderness.jar
I renamed HeroStronghold to Townships. It has a lot more features, so I'll be updating this page over time. For now, use the sample configs that come with the plugin as an example.
Townships is the best Town plugin out there because you can require players to have houses, forges, farms, inns, hospitals, etc before they can create a town!
If you dont think minecraft is addicting enough, what about minecraft tycoon? What if you could make structures that cost money, but give you items/money over time? That's exactly what this plugin does! I imagined using this plugin as a way to reward players for building certain strutures/shrines, but it has evolved so that you can configure it to include any structure/town you want!
For instance, if a player builds a bank using certain blocks (defined in your config.yml) and has enough money, that player can type /to create bank and it will turn the bank into a Townships that, if provided the correct raw materials (paper and gold for example), can give you a steady income! The possibilities are limitless because you define the types of structures players can create in regions.yml.
Also introducing Super-Regions! Basically, super-regions are regions that require regions instead of blocks. This way you can make a super-region called Town that requires regions such as Houses, Inns, Taverns, Farms, etc. Super-regions come with their own banks, chat channels, per-user permissions, taxes, and power.
Also, this plugin hooks into Heroes so you can grant buffs and debuffs to players near your structure. For example you can build a LightningRod that grants your Heroes class name LightningMage a passive health regen buff. Work in progress Effects List.
Installation: Installation Page
Alternative Preset Configs:
Features:
- Allows permitted players to create Townships using certain blocks/money defined in config.yml
- Townships grant money/items during every cycle (cycle length defined in config.yml)
- Townships cost items/money to maintain during every cycle
- Townships can be destroyed (and even explode!) if key blocks are broken
- Townships can also grant nearby Heroes passive buffs/debuffs
- Townships can also grant build protection
- Effect List work in progress
- Super-regions which require other regions instead of blocks. So you could create a super-Townships called "Town", which requires Townships like "Inn", "Farm", a few "House", etc.
- Banks for super-regions
- Separate chat channels for each super-region
- Taxes for super-regions
- Power for super-regions (if a member dies, then their super-regions lose 1 power each. If a super-region reaches 0 power, then it is destroyed).
- Per-user permissions, see Super-Region perms
- Wars!
- Limit the number of regions players can build with groups.yml
- Biome specific regions
Requirements: Vault
Optional Requirements: Heroes, an Econ plugin, a Permissions Plugin (see vault for supported plugins)
Permissions:
- townships.create.all lets you create any township
- townships.create.<type> lets you create a township of that type
- townships.admin lets you bypass townships ownership checks
- townships.join lets a player join a super-region
Commands: see Commands
Other Videos: Effect Gate EffectConveyor EffectEvolve
This project uses code from the Heroes SkillManager.java and credit for Townships external Effects system goes to the Heroes Development Team, which includes me
Source: https://github.com/Multitallented/Townships
Effects Source: https://github.com/Multitallented/Townships-Effects
@erruj123
Check the spigot page, the bukkit page is outdated. https://www.spigotmc.org/resources/townships.1892/
@Multitallented
loats of regions won't load... please help
@Multitallented
What sort of rpg plugin are you making dude?
-Jrr5556 (used to play on hc with you, quit there though)
Is the github fully updated?
this plugin seems to be the best i ever saw. But I need help becaus i can't create regions and build and so on. How can i do it. PLs help
I'm really sorry it's been so long. Yes, I promise I will keep this up to date. I'm super busy writing the RPGen plugin, and working overtime at my day job. So, updates will be sparse this week. I plan on getting the help/documentation updated along with several more sets of sample configs.
Glad to see Townships is becoming a reality. Fantastic plugin from a great developer, hope to see more updates for it! I'll be using it for sure.
So after a long period of inactivity, I decide to pop in and see what's going on in the Minecraft Community...
And find that this is updated. At long last, powershield has been fixed?
Much happy. So rejoicing.
Will this plugin continue to be active from now on?
So how does one claim land?
As well as making it display when you enter a region.
Hello could you fix that 1.8.1 error? I'm using Spigot. http://pastebin.com/ichNq4Um My only plugin that modifies the damage is ItemLoreStats
Hi, I'd like to create some kind of Neutral towns/castles/strongholds and players would have to conquer them, to gain control over it. Once they control it, other clan/faction would have to fight them to gain dominance over that stronghold. I only want to set some specific strongholds and do not allow players to create their own. Is this possible with this plugin?
Need help with this error: http://pastebin.com/M3ymrgrp
Interesting plugin! Will this work with(in) Towny? Is it tested already?
Since bukkit isn't approving plugins anymore, here's a link to the 2.0.2 download:
http://dev.bukkit.org/bukkit-plugins/project-34212/files/43-hero-stronghold-v2-0-2/
@mausterio
whoops I'll get that fixed asap
Hello. I'm having an issue with getting the plugin to start.
http://pastie.org/9518092
In short, it's saying it's missing AmpMenus. Which I assume is a Lib inside the plugin?
Edit: It appears that this error is only showing in 2.0.2 Whenever I removed all the files and tried 2.0.0 I did not receive the error and the plugin loaded normally.
@Comp52
With v2.0.2 it is possible to use damage values and random chance in output of items. The following code would give them a 50% chance to get 64 oak logs or 64 pine logs
what about if you want to allow players to to use what ever wood they wanted instead of certain types. Could you do it the same sort of way as using region groups for super regions??
is there way to add/allow the requirements/regeants/outputs to use tile entities???
Is it possible to give potions and enchanted books as an output?