MrNaikito / towny

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Suggestion: Additional Plot-types #82

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Describe in detail what your suggestion is, *make sure you search ALL
issues,* do not submit something that has already been suggested:

Towny mayors should be able to set aside specific plots for other purposes than 
what is available now.
Some of the plot types I would like to see:
- Commercial Plots (taxed higher)
- Arena Plots (complicated, but would allow PVP within its area, perhaps 
between specific heights.)
- An embassy plot, available to other towns, (this is what you've described.)
- Jail plots.
- Farm plots, critters off in rest of town, critters on for farm

Original issue reported on code.google.com by Hurfapotamus@gmail.com on 23 Jul 2011 at 12:12

GoogleCodeExporter commented 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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago

Original comment by farac...@gmail.com on 19 Aug 2011 at 12:05

GoogleCodeExporter commented 9 years ago

Original comment by farac...@gmail.com on 19 Aug 2011 at 12:06

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Issue 75 has been merged into this issue.

Original comment by Elg...@palmergames.com on 19 Aug 2011 at 3:44

GoogleCodeExporter commented 9 years ago
Issue 43 has been merged into this issue.

Original comment by Elg...@palmergames.com on 19 Aug 2011 at 3:45

GoogleCodeExporter commented 9 years ago
Issue 120 has been merged into this issue.

Original comment by Elg...@palmergames.com on 19 Aug 2011 at 3:46

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
commercial plots added

Original comment by Elg...@palmergames.com on 9 Sep 2011 at 1:00

GoogleCodeExporter commented 9 years ago
Arena and Embassy plots added

Original comment by Elg...@palmergames.com on 17 Oct 2011 at 8:06

GoogleCodeExporter commented 9 years ago
Issue 262 has been merged into this issue.

Original comment by Elg...@palmergames.com on 18 Oct 2011 at 10:06

GoogleCodeExporter commented 9 years ago
Issue 264 has been merged into this issue.

Original comment by Elg...@palmergames.com on 18 Oct 2011 at 10:10

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Issue 503 has been merged into this issue.

Original comment by Hurfapotamus@gmail.com on 7 Dec 2011 at 5:16

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Transportation plots could become unnecessary with the plot borders being 
considered.

Original comment by dominion...@gmail.com on 19 Jan 2012 at 9:59

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Closing this ticket to make way for issue 334

Original comment by LlmD...@gmail.com on 9 Oct 2012 at 5:59