- 🗺️ An add-on plugin for Towny, which makes claiming more organized, reducing staff workload and server toxicity.
- 🌐 Divides The Map Automatically into Provinces:
- 🎩 Civilised Provinces: 1 town only, no foreign outposts allowed.
- 🌊 Sea Provinces: No towns, outposts allowed
- 🏜️ Wasteland Provinces: No towns, outposts allowed
- 💸 Overclaiming: Each town has a reserved claiming area; No need to throw away money on overclaiming.
- 🚫 Claim Blocking: No town can block the claiming plans of another town.
- 🐍 Snake Claiming: Snake claiming is irrelevant.
- 🍔 Town Surrounding: A town cannot surrounded itself with another town (e.g. to become un-attackable).
- 🚷 Travel Blocking: Travel cannot be blocked by claims, because province borders are always wilderness.
- ⛺ Inactive towns in popular areas: Upkeep can be raised in popular regions, discouraging inactive towns.
- 🧜♂️ Sea Peoples: Founding towns in the open sea can be prevented, if a server so chooses.
- 🎅 Hermits: Upkeep can be lowered in unpopular regions, supporting players with isolationist styles of play.
- Ensure your server has Towny 0.100.2.0 or newer.
- Ensure your server has a map-display plugin: Either Dynmap, Pl3xMap, BlueMap or squaremap.
- Download the TownyProvinces plugin jar file from here, and drop it into your server plugins folder.
- Stop your server.
- Start your server with plenty of memory (especially for big maps).
- Example: With Spigot you might run:
java -Xms1G -Xmx3G -XX:+UseG1GC -jar spigot-1.20.4.jar nogui
.
- Example: With Spigot you might run:
- 🏙️ Towns:
- 1 Town can be active in each Civilized province.
- Each civilized province has a "New Town Cost", which applies when creating a new town.
- Each civilized province has an "Upkeep Town Cost", which applies to existing towns.
- ⛺ Outposts:
- Outposts can be placed in Sea and Wasteland provinces.
- Outposts can be expanded, however each town can have a maximum of 8 townblocks per foreign province.
- Run
tpra region regenerate all
. This will generate 2 small sample regions. - To see the generated provinces, view your website-map.
- Protect Historical Town Locations
- If you are running a "Historical" map (e.g. "Earth"), make sure to protect important historical town locations, to ensure border-lines don't cut throught them.
- To do this, add the co-ordinates of those locations to your region def files. (for an example, see the automatically generated "Europe.yml".
- It may help to ask players which locations they want protected, to ensure you don't forget any, and to get them involved in using the plugin.
- Be aware of known technical issues:
- The Hexagonal dynmap view does not look right. A fix is ticketed.
- On very large maps (e.g. 1:500). TownyProvinces tends to "sit" on lots of memory. A fix is in development.
- When making a new town, the 'confirmation' message does not show the correct amount. But the correct amount is charged.
- Configure
- Configure as many region definition files as you want, in /region_definitions.
- Region definition files are evaluated in alpha-numeric order.
- The first region definition file should be the size of the entire map.
- Generate Provinces
- Run 'tpra region regenerate all' to regenerate all the regions you have specified.
- After the Regeneration Job is complete, run
tpra landvalidationjob start
. This will automatically identify the biome constituents in the province, then will adjust the province type and prices accordingly. Expect this to take a while; you can adjust the milliseconds before lookup inconfig.yml
. - After the Land Validation Job runs, expect to tweak a few provinces for type, and a few regions for pricing.
tpra region [regenerate] [<Region Name>]
-> Regenerate a region.tpra landvalidationjob [status|start|stop|restart|pause]
-> Control the land validation job.- This Job assigns a type to each provinces, either Civilized, Sea, or Wasteland. It also Assesses and records the Biome proportions in each province. These proportions affect the new/upkeep prices.
- NOTE: The automatic validation is not perfect, so expect to convert a few provinces afterwards using the below commands.
tpra province settype [civilized|sea|wasteland] [<x>,<z>]
-> Set the type of a province.tpra province settype [civilized|sea|wasteland] [<x1>,<z1>] [<2x>,<z2>]
-> Set the type of all provinces in a rectangular area.tpra region [newtowncostperchunk] [<Region Name>] [amount]
-> Set the per-chunk new-town-cost for a region.tpra region [upkeeptowncostperchunk] [<Region Name>] [amount]
-> Set the per-chunk upkeep-town-cost for a region.tpra reload
-> Reload Config and Language files, and refresh map.
To fully understand how to configure your region definition files, you must understand how provinces are generated:
- STEP 1: "Claim Brushes" are created and placed in the given region
- STEP 2: Each claim brush then moves in a random direction
- STEP 3: Each claim brush then moves a few more times
- STEP 4: The gaps between each province are filled in, except for a 1 chunk border
- TownyProvinces was developed by Goosius in Summer 2023.
- Special thanks to Valoria Earth, who were very supportive and helpful during the development of the plugin.
- And many many thanks to Llama, for adopting TownyProvinces in the Towny family.