Advanced Towny Mechanics  (Read 27988 times)

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ajhl49

Advanced Towny Mechanics
« on: 22 Mar 2012, 23:45:58 »
    In the previous guide, I talked about the simple things, like how to create and set up a town, expanding, residents, etc. However, great towns do not stop at the simple stuff. No, great towns have mayors or TAs that know how to use the Towny plugin to their advantage. What I hope to cover is a few of the most useful and relevant Towny commands on this server. If you do not know how to create a town, or how to manage one with the Towny plugin, please go to my previous guide: http://www.noobscraft.com/guides/creating-a-town-made-simpler/

    A town's success is dependent on many things, but one thing that is crucial for the survival of the town is that it needs a mayor and TAs that know what they are doing. I do want to note, this is not a step-by-step guide. Think of it as a reference "book" to look at when you need or want to know about certain things.

Using the different plot types.
    A great thing about Towny is that it offers something called "plot types". These not only allow mayors to better organize their towns, but also allows them to tax certain types of plots differently. You can even create preset prices for certain plots. Let's look at the different kinds, shall we?
    If you were to type /plot set, you would see something like this:
Quote
/plot set reset
/plot set shop|embassy|arena|wilds|spleef
    A simple explanation of each:
  shop -- This is just a designation for plots that should have shops in them. They can be priced and taxed diferently.
  embassy -- Embassy plots are an interesting thing, and very useful, too. A plot with the "embassy" designation means that it can be purchased and owned by people from other towns! Beware, because if the town is in a nation, and it becomes an enemy of yours, you lose the plot! (Embassy plots can also be taxed and priced differently also)
  arena -- Arena plots aren't usually sold, as they are most often used in places like, of all things, an arena. Pvp should be on by default here, even if the rest of the town is pvp off.
  wilds -- Let's say you want your townspeople to be able to use a farm, but your town's permissions disallows that. To work around this, you would set it to "wilds". This means things like wheat, trees, sugarcane, etc. is destructible here.
  spleef -- Spleef. A Minecraft classic game, now assisted by towny! Well, not really. This is more or less just a designation, saying "This is a spleef only plot". It also lets players destroy things like snow blocks, even when the permissions says otherwise.

Default pricing for plots
    In the previous guide, you learned that you use /plot forsale [$] to set a plot's sale price. You can also create a default selling price for regular, shop, and embassy plots. If you were to type /town set, you would see this line:
Quote
/town set [plotprice/shopprice/embassyprice] [$]
So by typing /town set shopprice 500, typing just /plot forsale will set that plot's price to 500 automatically.

Toggling the toggles
    There are a few key commands used by Towny called "toggles". These just have two options: on and off. So by typing /town toggle, you will see a list of different toggles for different things. I will go through a couple of the not so easy to understand ones.
  public -- If it is on, this means that people not citizens of your town can use the /town spawn [townname] command to go to your town.
  open -- If you town is open, that means that anyone can join and leave without being invited by the mayor or a TA.
  mobs -- This does not mean friendly mobs. If this is on, all hostile mobs are allowed to spawn within your town's borders.
 
Taxes, taxes, taxes...
    The Towny plugin also allows this terrib- I mean great thing called taxes. You can tax your residents a fixed amount, or a percent of their current bank account. You can even tax regular, shop, and embassy plots. To tax your residents, you would type /town set taxes [$], with your amount replacing the [$]. For example,
Quote
/town set taxes 10
You can also change it so your residents are taxed a percentage, by using /town toggle taxpercent. The 10 would go from 10 Noobs to 10%.
    You can also tax the three taxable plot types. So if you were to type /town set, you would see this line, among others:
Quote
/town set [plottax/shoptax/embassytax [$]
By typing /town set plottax 1, you would set the tax for normal plots to 1 Nz.

Outposts
    Outposts are places in the Minecraft world not directly bordered to you town. So if you want to claim a desert that is 1000 blocks away from your town's actual borders, you can claim an outpost. To claim one, type /town claim outpost. Remember to check the price of claiming outposts by typing /towny prices. This will claim that spot, and you can go around typing /town claim, increasing your new outpost's borders. You can also teleport to your new outpost by typing /town outpost. To set your town's outpost spawn, go to the outpost's homeblock and type /town set outpost.

Note: I will add more later!

fish_james

Re: Advanced Towny Mechanics
« Reply #1 on: 28 Apr 2012, 17:34:36 »
What if you have more than one outpost?

EttaDreamfeather

Re: Advanced Towny Mechanics
« Reply #2 on: 30 Apr 2012, 00:07:25 »
You mean teleporting to the other outposts? It would be /town outpost #. # being whichever one it is that you're wanting to go to.

achmedofhell

Re: Advanced Towny Mechanics
« Reply #3 on: 1 May 2012, 12:53:10 »
What if you have more than one outpost?
Trust me, having 2 outposts would cost to much money and it takes up town size. But I think you can only have 1 outpost anyway.

danniel1998

Re: Advanced Towny Mechanics
« Reply #4 on: 1 May 2012, 15:04:58 »
What if you have more than one outpost?
Trust me, having 2 outposts would cost to much money and it takes up town size. But I think you can only have 1 outpost anyway.
Incorrect. You can have as many outposts as you want I believe, I know this because my town has more than one outpost.

EttaDreamfeather

Re: Advanced Towny Mechanics
« Reply #5 on: 1 May 2012, 18:22:51 »
Yes, currently my town has up to 4 outposts, and we're going to make even more.

Ours currently are:
1- Nether
2- Skeleton Spawner XP Trap
3- Zombie Spawner XP Trap
4- Spider Spawner XP Trap

I intend to have:
Blaze Spawner XP Trap, Mob Grinder, Tree Farm/Sugar Cane Farm, Animal Farms/Produce Farms, and Sheep Farm as other outposts, simply to save our residents their time so they don't always have to walk to each individual place.

And yes. I'm pretty much going to fund each of these outposts out of my own pocket. I hardly find it a waste of money. ^~^