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
. @DemonPenguin
You would have no HS regions in your normal world yes..
@Conyers: the &id001 stuff is a bug, sorry. If you replace it with the value from your region.yml or super-region.yml it should be fine. I'm not entirely sure why that happened.
Sorry if the new default configs are a bit lacking, I kinda just threw them together. Take a look at these for more ideas: http://dev.bukkit.org/server-mods/herostronghold/pages/classic-style-configs/
@Kiak Thanks for the reply! I see the similarities, the only thing that confused me was this:
effects: &id001 - REDSTONE.16 radius: 2 requirements: *id001 reagents: *id001
What is this *id001 stuff? Some kind of predetermined set of items? Sorry if this is explained, but I couldn't find it. Thanks, again!
@DemonPenguin:
To my understanding War works like Factions, in declaration and power both. The configs are in the Herostronghold/regionconfig and Herostronghold/superregionconfig folders.
Awesome!
Two more questions. What happens when war is declared? and where are the config files for regions and superregions?
@Multitallented
about the multiple input/outputs thing i just imagine the config looking like...
Upkeep1:
Output1:
Upkeep2:
Output2:
@slixxkilla
If you really want to keep towny you can make that work with a bit of configuration. Just use the upkeep/outputs of HS but don't use the builddeny interactdeny and let towny do the protecting.
@DemonPenguin
You're almost correct but off the top of my head i can think of one annoying situation If your users had a building in World A that gave them income/upkeep then they would still be gaining that income/upkeep when they were playing in World B it's very doable though. just watch out for tricky things like that.
@Conyers
No documentation yet. but it's basically the same except that...
old region.yml is split into the individual buildings in the "Regionconfig" folder
and old superregion.yml is split into the "superregionconfig" folder
Feel free to whisper me if you have something you can't get working
So, is there documentation on the new config setup for regions and super regions? Cos the new yml's confused me.
Am I correct in saying that: If I denied all permissions for HS in another world, then there would be no downside. In other words, it would play like a normal world, so that one could have HS and the other one just a normal world.
I would also like to use this, I wish I started the server with this instead of Towny. It compliments Heroes very well with the experience gains and enemy/friendly classes.
I was wanting to use this on my server, already running towny... Any way to use this also and just use the towny regions and the effects from HS. Im not really sure how dependent the regions are or if it screws with stuff.
@multi...
wasnt sure if it possible or not and didnt see on the existing requests.. must have just missed it.
the post on the forum that had that comment i pasted only showed 2 posts so it didnt really expalin what it was for. the header was "grouped regions", is there an example of a region config with that in it to better explain where you could use that.
. @KRDucky
arrowturrets don't attack mobs right now. Perhaps I'll make an effect for that. I have a ticket in for dynmap to see if they have any interest in making the plugin for dynmap-HeroStronghold
@AlmostLuckyDucky: This is already a feature request, but I'm not quite sure how it would look in the configs...
i have a little something i was pondering over.
i saw this on the forums and had a thought about possible variations...
so what i was thinking if i wanted a butcher for example that produced money as output i could possibly set it to consume raw pork, chicken or beef for a cycle .. but .. would it be possible to output each individual item instead.. for example if i placed raw pork in the chest it would out grilled pork or if i added raw beef it would our cooked beef, that way iam not building a seperate butcher type for each meat??
can i make the arrow turrets attack mobs?
how about a dynmap plugin so we can see our super regions etc on the map?
@jhs232 I do not know how.
. @KoBro12
Fixed in the latest version, and http://dev.bukkit.org/server-mods/plugman/ works just fine for reloading.
Thanks. :) The problem was I had pasted from 1 file, and didnt notice, so all files where wrong. :P
There's 2 things you need to adjust here
1) you have scheduledupkeep.1 this is trying to do an upkeep every second
I suggest you use something like scheduledupkeep.1350 (this will do 64 cycles per 24 hours AKA 1 stack per day) (also you have it spelled incorrectly in "- scheduledupkeeep.1" there's an extra E!
2) you have Upkeep chance set to 0.001 (0.1%) if you want it to work Every cycle change the upkeep chance to 1.0
That should fix your problem
@Multitallented
Yeah, I figured this one out like a few min after posting, but now i seem to have another problem...
effects:
- scheduledupkeeep.1
radius: 6
requirements:
- GOLD_BLOCK.5
- BOOKSHELF.4
- CHEST.4
reagents:
- PAPER.4
- GOLD_INGOT.4
- DIAMOND.1
upkeep:
- PAPER.1
output: []
upkeep-money-output: 500
upkeep-chance: 0.001
money-requirement: 1000000.0
Stuff with upkeep wont work.
EDIT: And a reload command woud be great. ;) Gotta stop and start the server every time.