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
Nice! I use everything HeroCraft and I been trying to figure out what town system I want to use and I will use this one. Quick question though. Are all the buildings predetermined? Like when someone builds a town are all the houses and all the banks look the same?
@CS_Hague
I'll add that to the suggested features on the forum
Is there a /hs claim <radius> to claim the area around him to be a super region?
and the offline protection thing :3?
Great plugin so far. Was wondering if there's a way to use data values in items to give out dyes and (especially) potions or to charge them as upkeep? I tried COAL:8.1 instead of COAL.1 to specify charcoal specifically.
@Mikhos
I just fixed that error in the last version. Make sure you're up to date with heroes and herostronghold? Either that or use an older version of HeroStronghold.
@shadow397: Try installing herostronghold without doing any configuration, and see if effects work. If not then let me know.
I love the looks of this, Multitallented, and it's awesome to see you're working with HeroCraft, kudos! My issue is when I try to make a building, let's say in this situation it's a default 'ironrefinery', I get this error once the it's built and I attempt to use /hs create ironrefinery.
http://justpaste.it/y2s
Thanks for the great plugin.
Can someone tell me how to get effects working?
I put the .jar effect files within the effects folder. Do i have to do anything else for them to work?
Gotta say, this is what factions should have been when it came out.
@Multitallented
How do you do that? :O?
For some reason my effects are not working...
I put the effects.jar into the jar folder
but they still do not work.
Do i need to put something into the Config file?
this is my config setup
explode-on-destroy: false
max-tax: 500.0
destroy-if-no-money: true
destroy-if-no-power: true
@AssRealm
So you want me to make HS into Factions. How about I just create a section for effects for when the region is considered offline?
Claiming regions is already possible by using no-requirement super-regions. You can even use the control effect to make your claim regions take over regions under them. Perhaps what you are looking for is the ability to add other super-regions to your super-region (like you can do with regions).
Suggestion:
Could you make online/offline protection system?
Meaning when [configurable] amount of member of team is online protection is off, same goes for more. All members offline, protection is on. So that there is at least [Configurable] amount of person to defend. This allows multiple region to be claimed anywhere from the same team. Eg one island to claim by /hs claim <- like factions.
@BioRage
You can use denyblockbreak and other effects to prevent griefing. You can add noreagent (as in denyblockbreaknoreagent) to make the effect permanent and not dependent on reagents.
@dustyhacker, this is all possibly with the current release of HeroStronghold. My server has wheatfarms, canefarms, etc.
Sadly i've no skill with plugins, but a thought occured to me, you have the bank where, putting items in creates money. An idea for a new effect, based on the bank.
Farm/Greenhouse/Hothouse
Higher rate of food production compared to a normal farm. (also i'm aware on some servers I play that if there no one near the chunks my farm is in it doesn't grow while i'm offline, so would this be a way around that?)
Required blocks (example): 5 full grown wheats plants, 5 melons and attached full grown seedlings (sadly i don't know if that possible) as well as glass and maybe planks.
Input: bucket(s?) of water, bonemeal
Output: wheat, melon slices and empty bucket(s)
A variant that would require more labour from the user could be:
Required blocks (example): 8 of Farmland, 8 water source blocks, poss some melon blocks as well as glass and maybe planks.
Input: bucket(s?) of water, bonemeal, and wheat seeds (10 for example)
Output: wheat (same number as seeds input), melon slices, extra wheat seeds (as happens to normal farms and empty bucket(s)
@Multitallented
Are these greif-proof?
How does the protection work? Or does the Super-Region's only act as they are normally (without any protection, etc.)
I'll be IRC, I hope we can chat,
Sorry was a idiot and didnt put in Vault
still love the hell out of this. it feels like something minecraft should have anyway :) (the best kind of intuitive design)
I want peoples villages to retain variety, so it would be nice if i could make House1 + House2 + House3 (all with different block designs) call them all a group like "Small Houses" and let the super regions choose the groups instead of the individual buildings so that you could have options.. Example, House1 is made of wood, House2 of stone, House3 of Brick, but any X amount of them will allow you to build a Village superregion (requiring X amount of "Small Houses"
Same thing again for reagent upkeeps so a house could be powered by a "Food" group and the Food group could list Bread + Pork + Chicken + etc etc
Clone this one more time for outputs and you could have randomised outlets This way a "Potion Shop" could randomly output different potions each cycle!
having groups like this would also benefit the "/HS list" output, and break it down into subgenres for easier sorting Example: "/hs list" Prints: Houses, Refineries, Shops, Civic etc etc Example "/hs list Houses" Prints: Stonehouse1, Woodhouse, Stonehouse2, etc etc
you could still require Specific regions as well so you could have Super region: Brick village Requires: Brickhouse + Brick hall + Brick store
and lastly a command for "/what buildings do i already own" and "/where are those buildings? (ID > gives coordinates of that ID i guess)"
Hope you find these ideas align with your vision for HS because I think everyone would benefit from this increase to variety.
Thanks again for all your awesome plugins, and i'l send you a white list for my small local server when i actually have it running fulltime (configurating plugins is more fun) and il upload my config for other people to draw ideas from, but im just building it now and its not enough to be worth releasing yet.
This is the main plugin I really wait for :)
Help! No matter what I do I can't get the upkeeps to work... I put the reagents in the chest but nothing happens after a long time... I'm using the default config...
I'm also using latest Heroes and HeroStrongold DevBuilds.
Thanks in advance :(
First, sorry for my poor English. I'm not really good at it.. ;;
I am so impressed by your plugin and wanna use in my server
but I found that there're some problem in this plugin.
actually, It's not problem in plugin itself, just in config and setting.
The problem that i wanna inform you is 'create range' problem
This means
When I use a commend /hs create <type>, the plugin makes a chest that use for maintain the building.
The problem is in this chest.
The chest have 5 block range to prevent overlap(creating other building)
Within this range, I can't make another chest
But outside in 5 block range, I can make another chest using /hs create <>
The problem is when I use /hs create <> commend, plugin measure items whithin range that I set.
but If I create a building and create other building by six block, It works.
I'm sure that you can't understand my poor English so, I make a vidio to help understanding
In video, I use these settings for create 'house' and 'townhall'
house
townhall
< suggestion >
The problem is in chest range. so I think that these will be a solution.
1. add chest range setting
make chest range setting to prevent ovelap
2. add ' height range ' in radius setting
Also probelm is, plugin has no height setting. So if I want to make tall building, (ex: tower) the only choice is extending radious. but it's not efficient...
If it can adjust hight and widen separatly, It will be really good plugin
thanks for reading and sorry for my poor English. ;