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.
A word on Bukkit "dying" and Spout keeping on and Mojang having their own API:
I'll be maintaining this plugin for Bukkit at least up to and including 1.2. Then, if my server decides to use Spout or the Mojang API, that's the one I'll then be supporting.
If it's easy and not a headache to support both Spout and the Mojang APIs, I'll do both. It probably wouldn't be difficult to code a compatibility layer in, depending on how the APIs look.
But if it turns out to be too time-costly, then whichever API my server isn't using will unfortunately not be a priority.
@Bobfred1213
I don't know. And it's almost more stymieing that making a new server fixes it, because that implies that it's not something on my end, which is a lot worse (since I'm then much less able to fix it).
You could try joining some of the IRC groups and asking someone; I'm pretty sure bukkit has one themselves.
How's it all going? I've got nothing...whatever I do, Bukkit just won't detect it...
@Everdras
OK, thanks. In the mean time, I'll keep playing around with stuff in my own server and see if I can get something.
@Bobfred1213
I'm nonplussed. I googled around a bit but our issue is vague enough that nothing much comes up. "A plugin doesn't load" (for any reason) is kinda the description of about 50% of the issues people have with any plugin, I'd imagine.
I'll see what I can dig up.
So it's not a plugin conflict..
ok, will do. I'll edit this post when I'm done but yeah, i get what you mean, it doesn't make much sense.
EDIT: Well, I did as you said, but none of my plugins caused it to act the way it did...and I have too much data on the other server to simply switch servers...what else could it be?
@Bobfred1213
Do me a favor and copy the plugins over one at a time until MCTowns stops loading, if it does.
I don't know how another plugin could interfere with MCTowns loading initially.
@everdras Haha, yeah, tracking stats would be a good idea. But anyway, I'm running a 64-bit copy of windows 7 home premium..could that be an issue? I had never thought of OS as being a problem.
EDIT: I just made a new local server to try it again, and it worked this time (I only installed iConomy, Vault, World Edit/Guard, and MCTowns). Could MCT possibly interfere with one of my other plugins? Here is a list of the plugins I am running: Casino, CraftbukkitUptoDate, Essentials, EssentialsChat, EssentialsPRotect, EssentialsSpawn, iConomy, JSONAPI, Lockette, Lottery, RemoteToolkitPlugin, NoWeather, Pail, PermissionsHelper, Vailt, World Edit, WorldGuard, SuperLog, and dynmap
these may have nothing to do with it, but obviously it's worth checking out.
@Bobfred1213
been on servers with MCTowns
I really need to start tracking usage statistics. I've no idea how many people are actually using this thing.
As for the loading issue, what OS are you running? Someone else reported this issue earlier and I'm nonplussed as to how to fix it. My MC server is run off CentOS and I've never had an issue like this with any version, yet still the reports leak in...
I've got a problem. I'm currently running Bukkit build 1772 (R1 for 1.1) and it does not seem that bukkit is aknowleging MCTowns. I have been using WorldEdit/Guard for a while, so they are both enabled, and I recently downloaded Vault for use with MCTowns as well. However, when I place the .jar in the plugins folder (v0.8.6 since I'm on 1772), Bukkit does not load it. It doesn't even give me an error message, it just doesn't use it. Just for kicks and giggles, I tried it with the newest version and an updated bukkit. Still no cigar. What's up with this? I've been on servers with MCTowns, and I know that it is far superior to Towny. I can't wait to get this up and running (preferably before 1.2). Can somebody help?
Update:
TLDR: Refactoring is proving a lot easier than I expected, for now.
Warning: Jargon below, proceed at your own risk.
I may end up completely rewriting the spaghettipocalypse that onCommand() became. I'm not sure if I'm going to split it into Executors or just delegate it off into private methods.
I don't know if the changes I make will have any performance impact; Java already treats everything like a polymorphic object (which they are, I suppose, by a sort of circular reasoning...), so there's no change there. All that's really changing is the sizes of the .classes: a 3500 or so line class is being split four ways almost evenly, and I'm not certain how that really alters performance. Algorithmic complexity is all exactly the same, at any rate.
All in all, it's going more smoothly than anticipated.
Quick Update:
Right now, and for the next few weeks, I'm not going to start actually implementing new features in MCTowns. I'm going to make sure that I take a step back and improve and debug what's already there. My own server is finally going to begin advertising, so MCTowns will begin to see a lot more use on my own server, so hopefully most remaining bugs should get worked out and any clunky commands will get smoothed out as I actually start to use my own plugin beyond just testing features.
In the interim of fixing bugs and managing the server I play on, I'll be doing a lot of refactoring and optimization of MCTowns code. This will make it much easier for me to maintain in the future. I'm currently about 1/3 of the way through cleaning up how commands are parsed, and the work is daunting simply because a) there's a lot of copying/pasting and b) it's really boring and c) it's not actually implementing any new features or making the code run faster. It's just 'good coding practice'.
So the going is a bit slow on it right now ("I just finished three hours of calculus homework. Now I could either play Skyrim, or copy/paste code around and hope nothing breaks. Hm.., which should I do...").
The next two weeks will likely be spent with me just maintaining and refactoring the project.
After that I'll likely get started on implementing the new set of features for 0.9.0.
@ks07
Ohh, I totally misread your question. Yes, using /territory add player [name] does indeed add them as members, not owners.
@Everdras
Imo it would make sense to add players as members - otherwise it opens the possibility for normal residents (non-assistants) to add arbitrary players to the WG region, depending on your permissions setup.
@ks07
I don't remember which I had it set to. I believe it was owner, but I may have made it member if I wanted them to be removable via /territory remove player.
When players are added to a territory, are they supposed to be added as an owner and not a member?
@robbcap
http://dev.bukkit.org/server-mods/mctowns/pages/dependencies/
i get this error when turing on the server [SEVERE] Could not load 'plugins\MCTowns.jar' in folder 'plugins': org.bukkit.plugin.UnknownDependencyException: Vault at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:166) at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:164) at org.bukkit.craftbukkit.CraftServer.<init>(CraftServer.java:140) at net.minecraft.server.ServerConfigurationManager.<init>(ServerConfigurationManager.java:52) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:148) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 2012-02-17 12:25:03 [SEVERE] ebean.properties not found 2012-02-17 12:25:03
I'm having a very strange problem that is probably my issue, but I'm not sure. I'm installing MCTowns just like any other plugin and following the installation steps- Drag into plugins, start server, etc. but it seems that the server isn't detecting the plugin.
It doesn't even show it on the plugin list or acknowledge it in the console, it just completely ignores it. Any idea how to fix it?