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
@erdrickk
I delayed the release of 1.2.3 because I've been hard at work adding features to the plugin. I started my server back up again and as a result I've been seeing lots of stuff that could be added or optimized. I'll push the build out asap now that those features are in, but I expect I'll be releasing some major features shortly afterwards too.
@smokeymcjay
http://dev.bukkit.org/bukkit-plugins/project-34212/files/36-hero-stronghold-v1-2-1/
This should work fine.
Id like to replace factions on my server with this neat plugin :D is there a 1.7.4-5 build maybe or a link to?
any ETA on the 1.2.3 upload?
would you be able to make it so that when you purchase/build a property such as a farm etc. it has a specific block layout so that archer turrets look like archer turrets etc. Or even better when you type to build it displays a temporary outline (can just be size or something) and then it builds it over time? i have some more ideas but if you can do that id be perfect xD
i got a question about groups for use with Heroes working with Herostronghold that someone may be able to help with.
For example i wanted a Heros farmer to only be able to create 3 HS wheatfarm regions.. so do i then create a farmer group with the relevant build limits and then add the "herostronghold.group.farmer" to the Heroes perms list as well as the relevant perms term to the farmer class?. I did try this but when the server starts up it says the "groups.yml" was unreadable which iam guessing is a priority issue as i had 3 test groups in it all with priority 1
@erdrickk
Maybe I uploaded the wrong file. I'll try to fix that asap.
@erdrickk I just confirmed that the latest download does show the wrong version on load,
but can you please tell me. Does it have the new effect powerdenyblock from 1.2.2 ?
Unfortunately i don't have a good enough server setup to test this in a hurry.
My guess that Multi made a honest mistake and just uploaded the wrong file.
Or file goblins are playing tricks on the bukkit database.
Confused.....I installed the new version but in the logs I'm still getting the same errors and the version is coming up as 1.2.1 B54 not 1.2.3
@erdrickk
I just fixed this error and it should be published here later today
Getting this error quite a lot with 1.7.9 - any fix?
http://pastebin.com/HyvdXv5k
Is there a CI with dev builds we could test out?
what about.. is there any way of requiring a mob in the region??.. ie: 1 or more pigs inside a pigfarm for it to register and to continue its cycle/cycles
@GPSforLEGENDS
I remember there being many more than 2 buildings in the current default configs...
There is a forum here, but people tend to keep their configs to themselves as they are what make their server unique. As for ideas, there are several things you can do:
- use regions that evolve with use make new or better regions
- use biome specific regions to make unique towns that rely on each other for trade and growth
- make all money producing structures consume power to make owners balance war and economy
- use permission groups to buy and sell regions (CommandSigns is a good plugin for that)
- using permission groups (HS's groups.yml) to make users choose which regions they can make so that they must work together to build towns
- use the housing super-region effect to make town owners build houses for their members
- use conveyor effect to create elaborate automatic factories
@AlmostLuckyDucky
That's correct. In the config, the group setting lets you consider multiple regions as the same thing under a super-region.
is there a forum where users can post there own configs, because the default config is quiet boring with only 2 buildings inside :/
If i wanted to set a super region of a "Village" to require a few farms for an upgrade from a "Hamlet" but wanted to allow a range of farms instead of listing exact ones what would i need to put the requirements of the buildings as the group name?.. ie:
istead of:
requirements: - wheatfarm.1 - potatofarm.1 - carrotfarm.1
iam assuming i could set each one as a "group: farms in thier relevant configs and set the super regions to this?
requirements: - farms.3
That way it allow players to mix and match the requirements.
@Deatknight842
Currently there is no way to do this using only one region. The best alternative is to have different regions.
Is there a way to add variable reagents? So that, for example if I made a weapon smith. The weapon it will produce would depend on the reagents put in the box, so that iron ignots would only make iron swords and so on.
@Multitallented
Super excited to see this continued,
Your mods have been a lot of my favourites multi.
And at such an auspicious time when all my favourite things come together.
Forge mods + Heroes + Variable Triggers + Hero Strongholds all on a compatible version ! hot diggety.
Hi! You forgot to update Heroes methods. With Heroes enabled, my console spam messages about the method "getheal()" because it doesn't exist in the recent version of Heroes. I think than it's the same error than Mike0so was talking about.
Edit: the problem is in the EffectGainHealth, line 50,
player.getHealth() instead of hero.getHealth()