MCTowns
MCTowns is a powerful way to manage towns.
- Create Towns, assign them Territories, and let mayors divide them up into Plots on their own.
- WorldEdit backend means you can use WorldEdit CUI and all of your favorite WorldEdit commands to create regions of any size and shape
- WorldGuard backend means lightning-fast performance and rock-solid stability
- Mayors can restrict town membership to only people they invite, or open it up to anyone who can afford a plot
- Saves you time and reduces the workload on your moderators!
- Mayors can manage regions within Territories that have been assigned to them
- No need to ask a mod every time someone wants to join your town, or you need a new plot created.

Contact
- Send me a PM on BukkitDev. I will always respond to these.
- Post a comment here. I'll probably respond to this.
- Email everdras@gmail.com. I will always respond to these.
Basic Commands
- /mct -used for adding and deleting towns, querying basic info, etc
- /town -used to manage towns, including inviting players and adding territories
- /territory -used to manage territories, including adding plots
- /plot -used to manage plots, including adding players to plots
Metrics Collection
MCTowns tracks some stats about who uses it. They're primarily for me to feel good about myself when I see people are actually using what I make, or (in the case of bug reports) are so that I can improve the plugin so that I can continue to feel good about myself when I see people are using the plugin.
MCTowns uses MCStats. To learn what is collected and how to opt-out of collection, see the following official MCStats page:
http://mcstats.org/learn-more/
Note that as of v2.1.0, most bugs will be automatically reported for you. See the page on Automatic Bug Reporting for more information.
Donate with Bitcoins: 1PYEc82xEK1A3jCsYTAZ7mnS9t34Et9bYh
Everything on these pages and associated wikis is licensed under the GNU Free Documentation License
Project Logo courtesy of th3cleaner_mcserver.





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Posted Dec 17, 2011I absoloutly love this plugin. Best town plugin out there and I hope once you have completed it, you maintain it so it at least works on the new Craftbukkit versions.
Would it be possible to get a town redefine command and possibly MySQL database integration?
Thanks
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Posted Dec 8, 2011Everyone, before updating to 0.6.0, please read the "known caveats" section. Thanks.
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Posted Dec 2, 2011@Everdras
Update on the video progress: I just tried recording a little test blip, and I'm going to have to do this tomorrow, or at least later tonight. I'm apparently more burned out than I feel, because my voice is utterly monotone and dispassionate in my recording =X. It was a little depressing to listen to.
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Posted Dec 1, 2011@Valtn
I'll have it finished by Saturday morning. Right now, I'm studying for a calc test that I have in 4 hours and 20 mins.
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Posted Dec 1, 2011Video tutorial would be great!
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Posted Nov 30, 2011@zddv
If you scroll down the comments a bit, there's one with poor audio. I just got a new headset, and I can make a new one and explain more features this weekend, probably. Calc test tomorrow and comp sci test on friday, so doubt I'll have time before then.
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Posted Nov 30, 2011Video Tutorial? :D
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Posted Nov 29, 2011@Galzek
I can patch it in. If anyone's following my commit logs (lul) I just today finished documenting all my code that I have done so far. So, now I'm gathering a list of things to put in the next release.
And yeah, right now this is literally barebones for a town plugin. My server is moving to a new map for 1.0, and we/I wanted to at least be able to do the protections with MCTowns (to save the mods a headache, and to prevent us from having to make a painful switch later).
Right now, I'm working on adding some sort of "government" system wherein 2+ towns can join together to unify under a Government, which will allow member towns to grow past a certain size and vote to buy Government-only perks (possibilities: no mob spawning, pvp turned off, etc) at the price of higher taxes that the towns must pay. Still hacking out how most of that will work.
I can certainly add in some sort of system to capture enemy towns, or to get some sort of prize for capturing a town (and then the town reverts ownership). Or allow a config choice between the two. I'll also add in the ability to turn off the feature, since I know on my server if someone lost their town because it was taken over, everyone would probably just ragequit and my email inbox would never be empty again.
Essentially, I'm open for any and all suggestions. The best way to get those suggestions to me is by filing a ticket with the handy button up in the top right-hand corner of the page. Set the ticket as an "enhancement" or something to that effect and be as descriptive as you can be. This lets me keep track of everything. If you want to go ahead and open that, giving me a bit more description as to some of the finer points of how you'd like it to be, that'd be great. Otherwise I'll just open a ticket tomorrow reminding me to "implement some sort of war system" and then my imagination will fill in the gaps as I code that up.
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Posted Nov 29, 2011@Glazek I think it should work with Factions allowin towns to ally to the Faction and other towns that ally qith enemy factions could be taken over.
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Posted Nov 29, 2011If this had PvP support (such as taking over towns you're enemies with) then this would be better than Factions and Towny. As it stands now though we have to stick with Factions. Good work so far though
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Posted Nov 14, 2011@Everdras
Thanks Everdras...I hadn't even thought of this! I'll let you know how things are progressing!
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Posted Nov 13, 2011@FawltyTowers
Also, there is a pretty simple workaround if all you're worried about is not reselecting the regions perfectly.
/region select <region name>
Will cause you to load the region as your current cuboid selection. Then you can do w/e you want with it through MCTowns.
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Posted Nov 13, 2011@FawltyTowers
You are correct. I could theoretically write up a command where you could give it a worldguard region and it would:
(let's assume the region you passed it is called "reg")
/mct convert <townname> reg
1. Make the reg the town's territory.
2. Make a district that covers the entire territory . 3. Go through and make every child of reg a plot.
The only danger here is that I'd be:
a. Changing WG regions you made, opening the possibility for corruption/stuff getting messed up.
b. due to how WorldGuard handles the child/parent relationship, it could be catastrophically inefficient depending on how many regions you have.
Barring that, let me mess around a bit and see what I can cook up.
EDIT: Mk, I have most of it hacked out. Just need to fix an issue where the child plots vanish from WG after being changed. Actually, I think I just figured it out. When I remove the parent region, it also removes all its children, so I need to get pointers to all the children before removing the parent. I'll fix that later tonight and upload the jar tomorrow.
Everything's implemented, works as above. Please back up everything before trying it though. Please. =) DL is the latest file upload.
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Posted Nov 13, 2011@Everdras
Oh so what you're saying is use Worldedit as the selection tool but then use the MCTowns commands to define the regions (ie. territory, etc.)? What about regions that we've already created using Worldguard? Will those need to be re-created using MCTown commands? I'm assuming so as there probably is no way to mark a Worldguard region as an MCTown region.
Thanks again for your response!
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Posted Nov 13, 2011@FawltyTowers
You never need to touch WorldGuard's commands. In fact, I would suggest you don't. The only thing that's safe to do to regions that MCTowns creates is flag them. Within the next release or two I'll be implementing MCTowns commands to handle flags.
Here's a video explaining how a lot of the basics work.
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Posted Nov 13, 2011Hi Everdras,
Awesome plugin you've got going here. I think I could use a little clarification to help understand how to really use MCTowns. How exactly does the integration with WorldGuard work? If I'm assuming correctly do I create a region and then define it though MCTowns as a town/territory/district/plot?
Also how exactly will parent/child inheritance play into all of this? I realize you're busy so any information would be awesome. Thanks again for the great plugin!
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Posted Nov 12, 2011@datwerd86
Along the top, click "Pages." I'd start with "Installation and Basic Setup."
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Posted Nov 12, 2011any user doc?
id like to use this but dont have time to figure it all out myself user doc would be great!
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Posted Nov 10, 2011I will definitely try this on my server. This may fit just perfectly with what I have in mind with cities.
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Posted Nov 9, 2011Next step, Beta release and beyond!
Alright, the third alpha is up. Now, I'm shifting my focus to documenting what exactly all this code does, both internally and externally so people know how to use it all.
Anyone who wants to help, download the alpha and just try using it (which should get easier as I put up more usage info). If you find any bugs AT ALL (everything from spelling errors to huge bugs that break the plugin) please OPEN A TICKET. Post any stack traces and screenshots that you have, and please fill out all the things that the ticket asks you by default.
Thanks!
PS please note that you WILL NEED TO UPDATE TO JAVA 7 to use MCTowns.