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
. @KoBro12
effects: shootarrow.2
if you put 10, you'll one-shot people.
Trying to make the arrow turret work, but it wont shoot or anything. What is wrong here? :P (When i downloaded, it didnt include any files exept the effects, and it generated some non-working stuff, like this didnt have the stuff its supposed to)
effects: EffectShootArrow.10 radius: 10 build-radius: 5 requirements: - DISPENSER.1 - FENCE.5 - REDSTONE_WIRE.4 reagents: - ARROW.1 - REDSTONE.4 upkeep: - ARROW.1 upkeep-chance: 1.0 money-requirement: 1500.0 exp: 200
<<reply 735363="">>
Why cant you do that yourself?
Is this merged with WorldGuard?
Can someone make a region for a Radio Station for use with AMChat? Also a Region for a Train Station for use with TrainCarts?
ahhh.. got it.
very cool, i think this plugin is going to be a major part of our server as it seems already there are several groups of players starting small villages using this plugin with NPC villagers from MC core.
serious well done on a excellant plugin and i look forward to keeping it on our server for future version.
. @AlmostLuckyDucky
That's correct. The super-regions: property is a list of super-regions that the hport can be built in. If it is left out then the hport can be built anywhere.
exp: is a property that grants Heroes xp when the player successfully creates the region.
children: is a list of other super-regions needed to create whatever you're making. Unlike requirements, these must be super-regions. Also, child super-regions will be destroyed when you create the parent region, and their owners and members will be owners and members of the new parent region. For example, if I have a village, and I create a town, the village goes away and the town is created with all of the owners and members the village had. Make sense?
On other point Kiak, i downloaded your file and had a looksee to be noisy and i noticed the super-regions bit at the bottom of the hport, would i be right if i said that building could not be constructed and registered unless you were standing in an already created village super-region?
Under the "super-regions" there is an option for "children= []" this is for?
also can the exp= ?? for creating super-regions also be added to a regular region when it runs a cycle, for example if there was a barracks that required iron swords to run a cycle but didnt give any money ro output but gave a little xp instead? is that possible.. just a thought
So i use this in a variety of ways My banks generate Econo MONEY for Gold nuggets but i dont want people to have to many banks. so i make each have a Reagents: Nugget.64 Upkeep: Nuggets.3 Output: = economoney this means they can only start earning once they have 64 nuggets stockpiled.
I also have a Sheepfarm that works like this Scheduledupkeep.300 (very short) Reagents: wheat.64 Upkeep: wheat.64 Produceanimal.sheep
This one works fast, but i would expect people to run out of wheat first so they can only spawn the sheep as fast as they can provide the wheat.
. @AlmostLuckyDucky
This means that it won't work unless you have 32 seeds in the chest. If you have those seeds, it will remove 1 seed and give you 1 wheat every 5 minutes.
ahhh. so one last question then.
if a pig farm for example has a single reagent of 1xwheat and the upkeep is 1xwheat once the chest is empty it pauses? and then i asume if the reagent is 32xwheat but the upkeep is only 1xwheat then it will continue?
1) it does the whole input and out as a burst once each cycle
2) if the input runs out, it seems to remember at least the last cycles timing (so rapidly emptying and readding the input materials doesn't generate a new cycle each time)
3) I'm pretty sure you're spot on about the R4 = cube 8x8x8 but a few people have requested a different option for height so that's probably on the to do list
4) when your Reagents run out the building can be Destroyed, Paused, or even Continue running as usual as this is dependent on your own set up.
just to clarify something so i understand the way the scheduled time works.
if for example you had a farm that requires 5 seeds to produce 10 wheat over 5 mins, if you place the 5 seeds in the registered chest and the cycle starts consuming seeds and finally producing the wheat but as more seeds exist in the chest i asume it just waits for the required materials to be placed inside the chest for the timer to start again?
also just to clarify, if the radius of a region is "4" i asume that the radius also goes up and down as well so the total building area is a 8x8x8 cube??
Here guys is a bundle of configs i made which combine
Heroes
Stronghold
Gui Creator (with Spout)
and Better Aliases
to give you a simple setup, 3 village types to build. one village per class it's not quite perfectly ready to run from the box. but if you know what you're doing you'l be able to get it working, and if you dont know what you're doing you can whisper me for help
Link Removed: http://www.mediafire.com/download.php?h7iuksc0rs3qxh9
PEACE
ahhhh.. silly me :)
seems to be working now, going to check all the regions one by one now.
thank you.
Lucky Ducky your problem is a simple oversight.
you need to change the upkeep chance to 1.0 (= 100%)
at the moment your time period is set fine but it does the upkeep/output 0% of the time :)
input:
- WHEAT.6
upkeep-chance: 0.0 THIS LINE HERE
output:
- CAKE.1
@Multi..
i put togther a basic region file Link Removed: http://www.mediafire.com/?wnv91egj500f539
when the server starts it says herostronghold enabled etc etc, i use the /hs list and find a wheatfarm for example, place the required blocks and use /hs create wheatfarm. it says wheatfarm crated etc etc so i add the required upkeep items to the chest but thats as far as it goes.. the items just stay there and it doesnt do anything. i tried changing the upkeep time to like 30 secs and still nothing but it lets you create it. maybe something in the region i was putting together although it did work breifly on our test server but now that doesnt either :(
probably some silly mistake somewhere.. any ideas
:o ok i understan chart :) interesting feature ;) thx !
. @AlmostLuckyDucky
No it doesn't need Heroes. You'll have to be more specific with what you're having trouble with.
@KRDucky:
Did you withdraw 2000 from your Iconomy bank? Make sure your economy plugin is compatible with Vault?
Does a server have to have heros in order for this plugin to work?. i have been having problems all evening with this as it has been working then not working and then working again but then not working again.