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.
I LOVE THIS PLUGIN! AND THE AUTHOR :D
@Everdras
I FREAKING GOT IT WORKING! I THOUGH YOU HAD TO CLAIM THE LAND WITH WG FIRST OH YEAH! ROCKING SO HARD BABY!
@jhs232
"Not able to destroy it?"
What is "it" and what do you mean by "destroy"?
Also, you shouldn't be touching WorldGuard commands. Only WorldEdit selection tools/commands and MCTowns commands should be used.
Everdras, could you please give a tutorial on how to use mctowns with worldguard? Every time i claim a region and make a plot in it, when someone buys it, they are not able to destroy it. /jhs232
@Everdras
lol no problem. I'm a stay at home dad, so I understand...trust me.
@Rsredmage
Hrm. Interesting idea. Open a ticket, mark it as an "enhancement" and describe the feature as fully as you can. I'm a tad sleep deprived atm so this will work better for the both of us, as I can review it in the morning and discuss further in the ticket comments.
Is there anyway to prevent certain groups from buying land in certain regions?
Take two of my groups and two of my areas for example:
g: peasant and g: knight with district: Rusty_Iron and district: Golden
Is there anyway to only allow g:Knight to purchase plots within the Golden district, but the peasant group can only purchase in the Rusty_iron district? Maybe along the lines of:
peasant:
permissions:
-district.rusty_iron.buy
knight:
permissions:
-district.golden.buy
@crjalbert
Nope. That's actually the whole reason that this plugin exists; I didn't like how Towny only had chunks as their regions, so I made MCTowns to use WG regions, which are much more configurable.
Is there a way to start with like a chunk area and you can expand it using the chunk system (like how towny/factions does it)?
I will open a ticket abort the problem, but i am pretty sure it is a problem with worldguard since it happens even if i havent made a plot. And about the money: i am selling plots on my server for in-game iconomy money which you can buy for real money. And i might donare if earn a lot money on my server! /jhs232
@jhs232
Please open a ticket regarding your issue, and give detailed instructions as for how to reproduce your bug.
As for commercial concerns, the GPLv3 gives you the freedom to use MCTowns however you wish, with the exception that you respect others' freedom as you use it. So no, you do not need to pay me any percentage of profits.
Just make sure that, if you redistribute MCTowns (give other people the .jars, for example) that you either leave intact the licensing info and source code availability within the jar, or make sure that you redistribute the source and license yourself.
tldr: No, your money is yours. Though donations are always appreciated if you like my work! =)
Everdras, i am having some problems with plots. It works fine with selling/buying, but people can destroy walls in plots and they cant destroy the plot (except the walls) when they have bought it (i used /region claim)! Can you help me? And another thing: if i earn real money on my server and i have mctowns do i then have to pay you some percent? /jhs232
Visit jhscraft.zapto.org ! Soon public survival server!
Oh, also, v0.8.9 is up and it's compatible with the 1.2.4 Recc. Build.
Enjoy!
Does anyone happen to care how large the .jar is? I know it's 2012 and disk space is cheap cheap cheap, but I still feel slightly guilty about bloating the jar with goodies.
Protip: unzip the jar, you can find lots of cool things, like the CLI map for the version of MCTowns the jar is for, and the license, and where to find the source code, and other exciting stuff like that.
Thank You For the Update Everdras, I really appreciate you keeping it updated and keeping us in the loop.
The Dev Build now has support for 1.2.4 CB dev builds. It's available by clicking the "Dev Build" link up there.
I also fixed how signs weren't appearing with text on them. So yay on that note.
Additionally, I finished my overhaul of the CLI. Everything's basically the same, with these small changes:
In general, these aliases apply globally:
So wherever you see the words on the right, you can replace them with the shorter versions on the left. Error messages will still use the fully-typed-out words though, so if you get an error message, the alias is NOT your problem.
Another note is that I'm introducing the concept of "command flags" or "command options". A "command option" is denoted by the format: "-$CHAR" where $CHAR is any (usually single, but occasionally a string of) character(s). Examples: "-a" "-r".
These only appear on about 3-5 commands right now, but they provide additional little tweaks you can add to modify how the command runs. In general:
These aliases are located on the CLI map at the end of commands they apply to. For Dev Builds, you can find the CLI map image inside the .jar that you download (use 7zip to get it out).
The wiki page for the commands will be updated eventually.
So, instead of posting updates here, I decided to switch over to starting a personal blog.
http://everdras.tumblr.com/
It'll be mostly about MCTowns development, but will probably contain other tech-related things that I feel are worth talking about. So, if you like MCTowns, Linux, Free Software, Minecraft, or Runescape, stay tuned to the above link!
I did just write a quick bit about a 1.2-compatible version of MCTowns, so if you're interested in that, have a look at the blog too.
tldr: My blog is here, check it if you like MCTowns and/or nerd shit.
@Dayshade90926
That's configurable. By default, admins define territories, then mayors can split the territories up using subregions called Districts, then can split those Districts up further using Plots. Plots are what residents are actually added to.
Check the "Usage" link for more info.
Hi,
The plugin looks great. Is it vaguely like Towny, but with more admin control and less user control? If so, do the admins set the town boundaries, plots, et cetera (like what is done in WorldGuard)?
Just a little update about what I've been up to:
I will admit, I've been completely unmotivated to work on MCTowns for the last few weeks, but that's drawing to an end (I pushed changes to my github repo for the first time in 3 weeks yesterday!). As the semester draws to a close, my amount of free time will vary wildly.
I know some of you have been waiting patiently for 0.9.0. Don't worry, it's still coming. I decided that, for now, I'm putting a feature freeze in until I hit the big 1.0.0 release. So...:
0.8.9 will be released when bukkit releases a 1.2.x Recommended Build. It will contain no new features, only bugfixes and optimizations, and it will support the 1.2 CraftBukkit RB.
0.9.0 will release feature polishes and any additional bug fixes.
0.9.5 and onward will be Release Candidates.
1.0.0 will be my first stable Release build.
EDIT: I also just realized that the "Latest release" button on the front page was pointing at 0.8.7. It's updated now, to point to 0.8.8.