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
@AlmostLuckyDucky
Here's my suggestion
Make a super region that has no requirements and a moderate radius Make regions that can only be built in that super region, each with 1 or 0 radius and each with e different input output you want.
That way the one building (maybe its a alchemy lab) has multiple chests (each one doing a different process) (bonus, these could have random proc rates) this would require extra commands but you get your desired result :)
Bonus you could make the superregion require some sort of powering region which must be maintened to keep the whole Alchemy Lab (or whatever) running
@AlmostLuckyDucky
nah man! i don't even get that far
my one just spams my server log with failures if i try it
I've tried tons of variations. We're just gunna have to wait for some more info i guess
@Kiak
have you got any region to evolve sucessfully.. if so can you share the config for them as i cant get any to work.. keep getting "too close to another region" which is obvious as iam trying to evole the one iam standing in!
still no sign of multiple outputs depending on multiple inputs so may remove this plugin anyway but if i can get the evolutions to work it may be worth keeping untill any future updates.
@DagumBoss
Heya bro, I've just downloaded the latest HS and i can tell you right off the bat that there are some bugs in the current default configs
My mancannon is working so here is how my one is set
Feel free to use as is, or just borrow the ideas.
You'l notice that my one requires no blocks on the ground and covers only 1 square of radius. i did this so i could hide them in Jumping Shafts for quick base transport
DONT overlook that my one needs the piston INSIDE the chest, not in the construction of it Here you go.
friendly-classes: []
enemy-classes: []
effects:
- mancannon.2
radius: 1
requirements:
reagents:
- PISTON_BASE.1
- REDSTONE.16
upkeep:
- REDSTONE.1
upkeep-chance: 1.0
output: []
money-requirement: 50.0
upkeep-money-output: 0.0
Hey, just tryin this plugin out, but when I create a mancannon I get an internal error message and this shows up in the logs.
Also, if I do create 2 mancannons and try to build a ward, it doesn't recognize the mancannons.
I have a small issue. I have a few refinerys an iron, a gold, an obsidian and a diamond (my own) they all require a different pick then output 3 of the pick materials ( ie cobblestone, gold, iron, diamond) so for some money and some sticks i get an new iron, gold, diamond, or obsidian. The problem is that for some reason the output is changing to 2 or 1 from the pick instead of 3. Granted I am using a bunch of other plugins but I dont understand the problem because the regions files haven't changed.
@AlmostLuckyDucky
I have no idea what I'm doing, but I can always try. Do you have any other regions nearby? And, do your cowfarms/cattlefarms have a larger radius than farms? If both of those are a yes, then it won't make it, as it will be "too close to another region".
If either of those are a no, I have no idea. As I said above, I have no idea what in the world I'm doing.
i have a silly issue now. i added a chain but cannot get the first region to evolve??
its farm = cowfarm = cattlefarm.
i set the farm to a test cycle of 10 secs and evolve to 3 cycles. i then try to create the cofarm but all it keeps sayign is "too close to another region"?? is there something iam not doing right.
3th the charm...
just tried downloading minecraft, and bukkit, and running it localy, and i get the same result, no errors in the console, and all the commands seem to work, but the regions just dosent work.
like i built a mancannon. no matter how i walk on it, it wont trow me off.
if i build a shack, another player can still build and destroy the shack.
this is with default settings.
what am i doing wrong?
When I try to create mancannon or arrowturret always I have the same message "An internal error occurred while attempting to perform this command" I can place chest with this commands, but structures dont work? Some on say that it is mistake of code in the plagin. My error in consol: http://i.imgur.com/kj3DJ.png How can I correct it?
Love the evolve effect... but ..what about... could you had a "Smith" that could evolve into a "Blacksmith" OR "Goldsmith" instead of just a line going "smith" to "blacksmith" to "forge"
Is that possible?? if you could have various buildings branching off into a specific type of building.. that way a player could have more control over what type of building they wanted to end up.
Hey all,
iam having some problems getting this to work, iam running a 1.2.5-R4.0 bukkit server.
when i made this video, i only hade groupmanager and Herostronghold enabled, and i wasent OP, i had - herostronghold.create.all
- herostronghold.join as permissions.
and there is 0 errores in the console
i can create herostrongholds and i can delete them, but they just dont seem to be doing anything.
can anyone tell me what i might be doing wrong?
Video: http://www.own3d.tv/perfkdk/watch/682779
i like the glass idea! but it could be a little intense, well if it is anything like the glass wall in the war plugin/ or glass-shield skill, i've heard players complain it lags them...of course I never had a problem....what if you made a 1 row of glowstone around the base? or glass...just an idea. Also, with the recent dev build from today, getting internal errors on all super region creates...just thought I would throw it to ya, in case you didn't know about it. I should have probably pasted it for you.....
hang on...
http://pastebin.com/WKCbK4Tg
@Multitallented
Lol, thanks I'll try it out right now.
@Dell341
@Dell341 Your last request is already possible. You can specify a build-radius in your config, which is smaller than your radius. The build-radius is what is checked when creating, addmember, or destroying the region, but the radius is what is affected by the region.
I'm planning on adding an /hs see command that would outline the region in glass or something, but I am still thinking how best this should be done.
@Dell341
I only posted this here because the post in the forum has been there for a while
My first request would be an effect that allowed players to customize a message, whenever anyone entered their region. This would make it easier to see exactly where your region is.
My second request would be a mod, like WorldEdit CUI, that displays the boundaries of your region. There could be an option like /hs see [region], that shows you what the radius would look like at first, from the current location, then the user can do /hs create [region] at that location. I know that each individual person would have to download it, to see it, but I think it would make creating regions a little simpler.
My last request is a way that allows regions to overlap. If a person owns two regions, then they are allowed to cross over each other's radii. This may cause problems for regions with different effects, so it should only be possible with regions with shared effects. Like two shacks, or two arrow turrets, etc. Sometimes it makes it a little difficult after building a house, to find out that it is too close to anot
subscribing will be looking forward on the development of this one. appreciate your hard effort. Maybe as my server grows you will get some coin too :)
Evolutions... just a few more months and they start to talk to you..scary!
Keep up the great work! Its a fantastic plugin!
@Memorex39
Apparently cereal didn't renew the domain name so it was changed to ci.herocraftonline.com