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.
@ArttuJarvinen
That's really odd... The reason it acts like players are still in the old towns is because the WorldGuard half is still working.
I am bamboozled as to why they wouldn't unserialize correctly when all that changed was the craftbukkit version. If anything, that should be the one thing that *can't * break.
I'll do some digging.
UPDATE
I think I've nailed down the problem. Restore your town database from one of the backups in plugins/MCTowns/ (one-per-day should have been created) by renaming it to "MCTownsExternalTownDatabase.mct".
Then, replace MCTowns.jar and EverCoreUtils.jar with replacements from this link: http://dl.dropbox.com/u/24575858/MCTowns1.3.1.zip
Make sure you're using the 1.2.5 versions of WorldEdit/WorldGuard, just for now. Haven't got around to updating that. I'll update to use them when WorldGuard and WorldEdit both have official releases.
Then, start it up.
Note: If you removed any of the underlying WorldGuard regions that MCTowns was using after MCTowns failed to load, you may just want to start clean rather than try to manually make the regions match up.
The 1.2.5 version does not work with world edit and world guard 1.3.1 version.
@Everdras
The plug-in actually seems to work fine, the only thing that's wrong is that somehow after we updated, all our towns got deleted. The regions are still there, and when we re-added spawn town, the players from the other cities were still treated as if they were in the old ones, even though the towns aren't listed in /mct list towns
@ArttuJarvinen
On further examination of how the current build works with 1.3.1, can you give me a stack trace or error log or some description of what's happening that you can't use MCTowns' 1.2.5 version in 1.3.1?
I've just compiled myself a clean version of my 'stable' branch, with 0 changes from what I released last, and it's running fine on a 1.3.1 server with the 1.2.5 WorldGuard/WorldEdit versions.
I then cleared my plugins folder and downloaded the 1.2.5 version of MCTowns, extracted it, installed dependencies and started the 1.3.1 server. It loaded MCTowns just fine, I was able to add regions, players, etc, and when I stopped and started the server the towns and regions loaded correctly.
I can't see any reason why the 1.2.5 version of MCTowns wouldn't work for 1.3.1.
@ArttuJarvinen
What exactly isn't working in the current build?
Also, I believe it's common practice for servers to not update until their core plugins are updated, and they just recommend players not update either. That may be something to consider.
I'd give you a dev build, but I only just yesterday finished my rewrites. I guess, let me see what I can do in the meantime to just hack 1.3 compatibility together for the stable branch.
Please man, we're in desperate need of an update! D: Or at least a dev build, if you're willing to release one to the public!
@Tynaars24
If you'd like a sneak peek of a new feature I added...
http://dev.bukkit.org/server-mods/mctowns/pages/easy-regions-create-regions-with-fences-and-a-sign/
The update to 1.3 kinda caught me with my pants down, as I was in the middle of rewriting some core bits of the plugin. I've almost finished now, with only one last thing and some in-house testing left before I can put out a 1.3.1-R1 compatible build.
If I encounter any unexpected delays, I'll be sure to let everyone know. Right now, my unofficial goal is to have all the stuff done tomorrow, then have my testing done by Thursday.
This is actually my last week of summer break, so I'll be moving back into my dorm over the weekend, with classes starting the next monday and a job (hopefully!) starting within a week or so thereafter. None of this should affect the regularity of updates at all (heck, I started writing MCTowns during the school year), however if the next version *does* get pushed back, it will likely be a pushback of a few days since I have no idea how much time I'll have over that weekend and beginning of the first week.
I think that you should keep districts because I think they help keep towns more organized. Also I think that this is a great plugin and can't wait to use the updated version:)
@Tynaars24
Soon, I'm actively working on it.
When will the version for bukkit 1.3.1 be ready because I can't get mctowns to work on the latest recommended build?
@craftycreeper
It appears that the old versions of WG work just fine too. I'll have A preview build for 1.3.1 within a day or two, hopefully.
FYI, I've been using WorldGuard and WorldEdit dev versions on 1.3.1 for a few days now with no issues. It may be ages until they actually release it. :)
http://build.sk89q.com/
@Everdras
Sounds good
@ArttuJarvinen
As for the minor bug, I'll fix that. I probably forgot to shift it back from 0-indexing to 1-indexing for when it prints to players.
As for the whole saving thing, I'm not terribly worried, since I'm actually currently revamping how MCTowns stores its files (switching from Java Serialization API to YAML files that you can actually read. It should have two effects: you'all be able to examine your town database on the filesystem, and it will allow me to implement lazy loading, in case servers have zillions of towns or something.
YAML save files will be in the next release, lazy loading will only happen if loading lots of towns makes startup hang for obscene amounts of time.
@Everdras
Well the bug started happening about 1-2 days ago, which was when we updated to 1.3. I don't have any error logs atm. But I'll check the log, and sen you a pastebin link if I find anything unusual.
The thing that's happening is that the towns get removed but not the regions i.e. I do /mct list towns, and it's completley clear.
Oh and a minor bugs that's been there since I requested the multiple pages for /to list players is that the first page is named "players in <city> (page 0) " instead of "players in <city> (page 1)". Thought you might want to know :)
@ArttuJarvinen
That... that is very odd. All of the code responsible for saving, right now, is part of the regular Java API (native serialization), which hasn't changed at all and has nothing to do with Bukkit's code.
I'll start doing more actual testing with 1.3 when WorldGuard and WorldEdit both put out updates.
Do you have error logs for what goes wrong during shutdown? And, does this happen for you when running MCTowns on CB 1.2.5?
@Everdras
Oh ok, that makes sense :)
Btw, I don't think the latest version works properly with 1.3.1 since all of our cities are being deleted with every server restart.
@ArttuJarvinen
Few people use them, and *many* people are complaining that MCTowns is too complicated. Districts bloat the hierarchy of regions, and make the hierarchy more complicated.
So, yeah. They added bloat and complication when the main complaint was that MCTowns is too complex. So I'm nixing them.
Sorry for the slow reply, was a busy day.
@Everdras
Why remove districts?
Hey guys, a brief news post.
First off, with regards to 1.3.1, the latest version should still work just fine.
I've been doing a lot of work to make MCTowns simpler as a whole, and the next version will reflect these changes. While I won't put a full list of changes in here, I will note that Districts are being removed completely.
With such an extensive change, right now old databases won't load at all. So, I believe what I'll do is provide a conversion tool as a hotfix to the current stable build. You'll export your current database, and then import it when you start up the new version.
Cheers all,
Everdras