Closed GoogleCodeExporter closed 9 years ago
Also:
- Mining plots, certain plots where build/destroy is enabled which makes it
possible to create public town mines without needing to change the entire towns
permission to build/destroy.
Original comment by tehandre...@gmail.com
on 31 Jul 2011 at 5:22
Just brainstorming here, may more may not be possible.
A plot-type that is split up vertically in sections of 8. This would create 16
stacked 16x16x8 sub-plots.
The owner of the plot would be able sell each sub-plot to a different player,
for a set amount. The owner could also set a rent to be paid each day like a
town's plottax. If a renter cannot pay the rent, he loses the plot.
Build/Destroy/Switch/Item use is set by the owner and not alterable by the
renters. Perms are plot-wide and cannot be set per sub-plot.
An owner can evict a renter at any time.
This sort of thing could squelch the apartment/hotel requests though I
understand it would be difficult to implement.
Original comment by Hurfapotamus@gmail.com
on 15 Aug 2011 at 6:09
[deleted comment]
[deleted comment]
Original comment by farac...@gmail.com
on 19 Aug 2011 at 12:05
Original comment by farac...@gmail.com
on 19 Aug 2011 at 12:06
it would be cool if you were to set limits on the height of plots. For example:
major set min max Y = 65 Y = 75 The player who buys such a plot, will be able
to destroy and build only within these limits.
On my server, I made such an extension and is very useful. Cares about the
appearance of the city and protect underground secrets. It works this way:
/ plot sethigh 7 3 <- gets the level at which the mayor stands and sets:
minY = mayorLevel - 3
maxY = mayorLevel + 7
Access to this command could be determined via the permissions node like
towny.plot.sethigh
An additional option in my plugin is able to add the player to plot as a
co-owner. Thus, the owner may allow farm workers to have access to the farm,
but access to the house is prohibited.
What do you think?
Original comment by Jerzy.So...@gmail.com
on 19 Aug 2011 at 3:09
This could be possible via the hotel idea mentioned above. I'm going to try to
get it in.
Original comment by farac...@gmail.com
on 19 Aug 2011 at 3:20
Issue 75 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 19 Aug 2011 at 3:44
Issue 43 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 19 Aug 2011 at 3:45
Issue 120 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 19 Aug 2011 at 3:46
Sorry its a chatlog, new plot-type: townname Woods:
[11:37] <LlmDl> I had a thought
[11:37] <LlmDl> for a plot type
[11:37] <LlmDl> it'll be the easiest one probably
[11:38] <LlmDl> The name I'd thought for it would be the Cityname Woods
[11:38] <LlmDl> and its the default wilderness
[11:38] <LlmDl> with the default wildignore list
[11:38] <ElgarL> not sure I understand
[11:38] <LlmDl> so even if players have towny.wild.*
[11:38] <LlmDl> they cannot in the Townname Woods area that surround s the town
[11:38] <LlmDl> they can harvest trees, mine ores
[11:39] <ElgarL> ah I get you
[11:39] <LlmDl> keeps are area around your town free from enemies building
cannons
[11:39] <LlmDl> but doesnt mean new players need to walk a mile to get out of
the city boundaries
[11:39] <ElgarL> not that easy to implement the wildignore, but not that hard
[11:40] <LlmDl> its a thought
[11:40] <ElgarL> yep
[11:40] <ElgarL> not for this release though
[11:40] <LlmDl> no no
[11:40] <LlmDl> dont want to delay that any longer
[11:40] <ElgarL> nope
Original comment by Hurfapotamus@gmail.com
on 25 Aug 2011 at 4:43
Development for this by me is on hold, for the time being.
Original comment by farac...@gmail.com
on 2 Sep 2011 at 3:51
commercial plots added
Original comment by Elg...@palmergames.com
on 9 Sep 2011 at 1:00
Arena and Embassy plots added
Original comment by Elg...@palmergames.com
on 17 Oct 2011 at 8:06
Issue 262 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 18 Oct 2011 at 10:06
Issue 264 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 18 Oct 2011 at 10:10
This is an awesome idea! I have been waiting for different plot types!
Original comment by SGnat...@gmail.com
on 18 Oct 2011 at 5:03
Suggestion: Embassy Plots should be buyable buy non residents! And hell they
shouldn't get lost if a resident leaves a town and joins another! If a resident
do this. He actually lose ownership off all plots he owns (including embassy
plots)!!!
Original comment by Philipp....@gmail.com
on 7 Nov 2011 at 1:18
Llmdl mentioned that you were working on more plot types, which might enable
special plot-specific permissions (or restrictions). This is a GREAT idea.
I would like to suggest a few additional plot types:
[Farm] - We don't allow underground farms below houses or shops, so this would
be the only plot type that allows users to place crops.
[Non-Profit] - Some users would like to open a church, soup kitchen, or other
community-related building. We would like to tax these plots at a reduced rate
from the standard plot.
[Parks/Recreation] - We would like to restrict this to only fences,
benches(steps/sign,etc), and plants. No materials related to structures,
chests, beds, etc.
[Arena/PVP] - Gives arena/game related permissions. Removes teleporting
abilities, and any other abilities that might help someone cheat. Perhaps these
could be implemented with a global-whitelist/blacklist, or could be set per
group (maybe different classes are given different special permissions).
These don't have to be included by default in the plugin, but I would like to
be able to configure these types of abilities/restrictions for each custom plot
type.
Original comment by redpoptarts
on 5 Dec 2011 at 5:01
Issue 503 has been merged into this issue.
Original comment by Hurfapotamus@gmail.com
on 7 Dec 2011 at 5:16
[deleted comment]
I also agree on the farm plot type where you can turn just mobs on for that
plot.
One I would love to see is a Spleef plot type which allows outsiders
to just be able to destroy snow blocks, currently we have to /res friend add
everyone who wants to play and that allows them the chance to grief anything on
that plot, plus its a pain.If we could get the spleef plot type that would be
really awesome and I can open my colosseum to spleef and not just pve,pvp.
Original comment by jdadc...@gmail.com
on 28 Dec 2011 at 7:51
I had an idea and came up with a suggestion for two types of plots that could
maybe extend the size of a town; Ports and Transportation plots.
Ports - Basically the starting point of anything that could move a person from
point A to B, such as a harbor or a minecraft station. Like all normal blocks,
it has to be near an adjacent town plot, or connected to a transportation plot.
--Optional if possible: The town can set a charging tax for people in/outside
of the town to use the service (Activating switches for that user [For the
entire towny day, or possibly a minecraft day?] and being able to place
blockIDs for minecart and boats). If the plot isn't owned, the money spent can
go right to the Town's bank. If it is owned, the money spent can go towards the
owner of the Port plot.
Second, the Transportation plot. Like the wilds plot, it would not be aimed at
the construction of buildings, and can still allow for players to gather
resources from that chunk/area. Transportation plots will only allow the town
to place the BlockIDs for water, various minecart tracks, and redstone
appliances. Transportation plots will only secure 5 vertical layers; the y that
the person claiming the plot is standing on, 2 above, and 2 below, so that it
cannot be used to secure resources on that layer.
Transportation plots cannot be claimed, unless they are next to a Port plot or
another Transportation plot. They also could be set to be unclaimable at _
chunks away from any non-ally town's normal plots. Finally, the Transport plots
would only take up 1/10th of the normal amount of plots.
These two plots, if they can be added, could give a new variety of ways a town
can grow. Rather than the focus of constantly expanding outward from the Home
block, a town could create a minecart station at point A and point B,
connecting them with the minecart tracks, and continue growing at point B. A
town could build on one side of an ocean, set up a Port plot for a harbor,
create transport plots to the other side of it, add a second port on the other
coast, and then expand from there.
Original comment by wuatd...@gmail.com
on 17 Jan 2012 at 6:47
Transportation plots could become unnecessary with the plot borders being
considered.
Original comment by dominion...@gmail.com
on 19 Jan 2012 at 9:59
I would like to see Bank plots.
Seperate from nation/town main banks, these plots would cause chests within
their boundaries to share inventory spaces between different plots, and each
bank account member would have a different inventory space withing the same
chest.
For example, there could be 5 double chests per Bank plot. Chest 1 (either
first created or designated) in each plot would share an inventory space with
each other Chest 1 in each other Bank plot. Similarly for Chest 2 - 5.
This would allow a player to place 36 stacks of cobble in Chest 1 and then
access it from any other (allied) Bank. Furthermore a second player accessing
Chest 1 would not see these cobble stacks, and could place their own junk into
the same chest for transportation.
The main idea here is to help players transport goods between towns without
having to make the trip themselves multiple times.
Original comment by discrid...@gmail.com
on 19 Feb 2012 at 4:39
Love the idea for the hotel plot idea. Could be easily incorporated into a
"castle" style town, as well - players then get access to a "plot" of a private
room within the castle, rather than a particular "column" within the castle as
well. So it wouldn't just be "hotels" that would benefit from it.
Also, the bank plots would be a little awkward. You're looking at
incorporating more than just an economy and protection mod by that stage. More
suitable to addons that already give shared chest functionality. Just my
thoughts on that.
---
As for the actual plot types I was suggesting:
Adventure plots - Fire enabled, explosions disabled, mobs enabled, PvP enabled,
allows building & destruction by mayor only, switching by anyone (resident or
otherwise). Intended for "dungeon crawl" style regions that might be claimed
by a town.
Regen plots - Somewhere that the Towny regeneration can be added, so that
players can get their "giggles" by setting off TNT/whatever and the mayor
doesn't have to come back and find their sandstone desert fortress has been
demolished.
Original comment by khormin....@gmail.com
on 10 May 2012 at 12:54
Closing this ticket to make way for issue 334
Original comment by LlmD...@gmail.com
on 9 Oct 2012 at 5:59
Original issue reported on code.google.com by
Hurfapotamus@gmail.com
on 23 Jul 2011 at 12:12