TownyAdvanced / TownyProvinces

An add-on plugin for Towny, which makes claiming more organized, reducing staff workload and server toxicity.
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TownyProvinces

:information_source: Overview

:gift: Features

:hammer_and_wrench: Solves

:eye: Map View

:floppy_disk: Installation Guide

  1. Ensure your server has Towny 0.100.2.0 or newer.
  2. Ensure your server has a map-display plugin: Either Dynmap, Pl3xMap, BlueMap or squaremap.
  3. Download the TownyProvinces plugin jar file from here, and drop it into your server plugins folder.
  4. Stop your server.
  5. 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.

:football: Player Guide

:fast_forward: Admin Quick-Start Guide

  1. Run tpra region regenerate all. This will generate 2 small sample regions.
  2. To see the generated provinces, view your website-map.

:arrow_forward: Admin Full Guide

  1. 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.
  2. 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.
  3. 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.
  4. 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 in config.yml.
    • After the Land Validation Job runs, expect to tweak a few provinces for type, and a few regions for pricing.

      :keyboard: Admin Commands (best run from console)

    • 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.

:brain: Advanced Guide to Region Definitions

To fully understand how to configure your region definition files, you must understand how provinces are generated:

:scroll: Credits