Townships
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If you want players to be able to build outside of regions, then remove EffectWilderness.jar
I renamed HeroStronghold to Townships. It has a lot more features, so I'll be updating this page over time. For now, use the sample configs that come with the plugin as an example.
Townships is the best Town plugin out there because you can require players to have houses, forges, farms, inns, hospitals, etc before they can create a town!
If you dont think minecraft is addicting enough, what about minecraft tycoon? What if you could make structures that cost money, but give you items/money over time? That's exactly what this plugin does! I imagined using this plugin as a way to reward players for building certain strutures/shrines, but it has evolved so that you can configure it to include any structure/town you want!
For instance, if a player builds a bank using certain blocks (defined in your config.yml) and has enough money, that player can type /to create bank and it will turn the bank into a Townships that, if provided the correct raw materials (paper and gold for example), can give you a steady income! The possibilities are limitless because you define the types of structures players can create in regions.yml.
Also introducing Super-Regions! Basically, super-regions are regions that require regions instead of blocks. This way you can make a super-region called Town that requires regions such as Houses, Inns, Taverns, Farms, etc. Super-regions come with their own banks, chat channels, per-user permissions, taxes, and power.
Also, this plugin hooks into Heroes so you can grant buffs and debuffs to players near your structure. For example you can build a LightningRod that grants your Heroes class name LightningMage a passive health regen buff. Work in progress Effects List.
Installation: Installation Page
Alternative Preset Configs:
Features:
- Allows permitted players to create Townships using certain blocks/money defined in config.yml
- Townships grant money/items during every cycle (cycle length defined in config.yml)
- Townships cost items/money to maintain during every cycle
- Townships can be destroyed (and even explode!) if key blocks are broken
- Townships can also grant nearby Heroes passive buffs/debuffs
- Townships can also grant build protection
- Effect List work in progress
- Super-regions which require other regions instead of blocks. So you could create a super-Townships called "Town", which requires Townships like "Inn", "Farm", a few "House", etc.
- Banks for super-regions
- Separate chat channels for each super-region
- Taxes for super-regions
- Power for super-regions (if a member dies, then their super-regions lose 1 power each. If a super-region reaches 0 power, then it is destroyed).
- Per-user permissions, see Super-Region perms
- Wars!
- Limit the number of regions players can build with groups.yml
- Biome specific regions
Requirements: Vault
Optional Requirements: Heroes, an Econ plugin, a Permissions Plugin (see vault for supported plugins)
Permissions:
- townships.create.all lets you create any township
- townships.create.<type> lets you create a township of that type
- townships.admin lets you bypass townships ownership checks
- townships.join lets a player join a super-region
Commands: see Commands
Other Videos: Effect Gate EffectConveyor EffectEvolve
This project uses code from the Heroes SkillManager.java and credit for Townships external Effects system goes to the Heroes Development Team, which includes me
Source: https://github.com/Multitallented/Townships
Effects Source: https://github.com/Multitallented/Townships-Effects




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Posted Jul 17, 2012Hot Diggety!
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Posted Jul 16, 2012@NVA_Lee22
Thanks for the info bro, i'l test this out for myself and we'look into sorting it. In the meantime i suggest you just change you input from a
Stone pick into 3cobble + 2 stick (a solution for the meanwhile)
If you have any future bug reports there is a Thread for them in the Forums so we can keep them all together
Cheers mate
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Posted Jul 16, 2012@Multitallented
haha, i wasn't gunna say nothing. but i was considering /cast Raise Dead
Cool bro, Evolutions gunna be super sweet. +10!
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Posted Jul 15, 2012I'm not dead. I can prove it :)
Here's a video tutorial on how to make regions evolve:
http://www.youtube.com/watch?v=SY0m6RjZRzc
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Posted Jul 15, 2012Hi ,
if i put a used stonepickaxe in a factory (e.g. coal ) than they stay forever to produce coal , but if i put a new ( not used) stonepickaxe in the chest than they will consumed by the factory to produce 1 coal and i musst put for every coal a stonepickaxe in it.
i think its a bug that used tools stay forever, to produce unlimited items ?!
(sorry for bad english , i´m german : )) )
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Posted Jul 12, 2012@anton022
if you remove your "regionconfig" folders and put the classic config in the herostronghold folder. It should automatically make new individual region configs for you.
Test it with a back up folder or something
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Posted Jul 12, 2012Does anyone know how to have the classic config straight into my folders? Right now i have to make a .yml for each region and then press backspace twice for each of the line and its taking a long time. is there an easy way to do this?
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Posted Jul 11, 2012@Spearhartt
yeah i have slightly more advanced users on my own server because we all tinker with it together, but even they can't really grasp it :)
You've missed one thing though, you can make a Town Spawn type region and people can "/hs port" to it (i might have command wrong but its something like that)
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Posted Jul 11, 2012@Kiak
Agreed on that last part. The only thing keeping me from using this as a total towny replacement is the fact that it isn't very player friendly right now. I have idiot 12 year olds on my server and I need them to understand (if only slightly) how HS works. Even after adding in permissions skills for all my Heroes and the strongholds they still don't get it 100%. My only real pains are in the town system. There's no invite message, there's no town stats for town members or a /town spawn. It's a little difficult moving out of such an easy system to a more challenging (even if more dynamic and RPG-like) system.
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Posted Jul 10, 2012@mtjaxter
Oh sorry yes, i forgot to mention. Each tick is also multipled by the %chance. so you can have some more variation.
There is one way of finding hero strongholds "/hs whatshere" will tell you what regions you're standing in. (i realise this doesnt cover all your examples but should help you a bit for now at least)
If you're the server owner, you can at least see how many regions there are in your "data" folder
I'm pretty sure there is already a request for a "/town list" type command, so fingers crossed we'l get that soon
I never thought of the 2 town situations, but i havent used war at all yet. I would recommend that when 2 towns you belong to go to war, you are forced to choose one :) that would be cool, fair, fun.
Hero Strongholds is trying to do a lot of different jobs so yeah :) theres a lot more it needs to be simplified for the general user, but i already think the extra effort is well worth it :)
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Posted Jul 10, 2012@Kiak
Ah okay that makes a bit more sense to me.
So if you use periodic, literally every 2 seconds it will do the input/output and give you items? or is it the whole chance thing, that I believe is in there as well. it takes a small % chance, every 2 seconds on periodicupkeep, to do what its doing?
Erh, so I was testing it out... I realized, theres no way of knowing what HS's you've created in the past, or any way to find out where they are either. So if you go around creating a bunch, and you could simply forget all about them, never to be seen by you again.
Is there any way we could get it so we could find out what HS's we own/created before? and POSSIBLY a way to see where it was or something/ like coords or something...
Ah another thing... :/ if you join a town or whatnot. You have no way of knowing if you're still in that town unless you type /hs who <HSname>... The issue is, what if you just joined server, join a town randomly, and you play the next day or next few days, and cant remember for the life of you the name of that town you joined...
Every few moments, I keep thinking of new things haha...
If you're allowed to join multiple towns/super-regions or whatnot. What happens if you join two towns, and they go at war with each other? you can be a part of both wars? sounds unfair to me, and unbalanced perhaps?
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Posted Jul 8, 2012@mtjaxter
There are two effects to make the plugin tick
Using "Periodicupkeep.1" makes it Cycle (1 input/output) every 2 seconds
Using "Scheduledupkeep.X" makes it Cycle every X seconds so you can tick as often as you like
I think what you will find is this
If a house needs 6 wool and you create it with 8 then you can destroy any 2 wool from the region, It doesnt mark 6 blocks of wool that are "THE 6 blocks" it just needs 6 in the radius at any time so you will find that you can actually completely move your house to a different configuration as long as you add extra blocks before removing unwanted ones
Hope that makes sense, it's hard to explain without just showing you in game :)
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Posted Jul 8, 2012Hello there! Great plugin! :)
I was just wondering some things.
How do you know how often the upkeep ticks? Like on a shack, how to know when it will tick its chance to do the upkeep?
Also certain blocks, when it was required to make it, after you make it (like shack for default) you cannot break some blocks, but others you can, that were included in the building requirements, like wool, you can break the wool and the door, but you cannot break some of the cobble/planks. Just curious if it is supposed to be like this or not.
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Posted Jul 8, 2012@AlmostLuckyDucky
Dude, i want those evolutions so bad :)
I have no idea what he is doing, but im sure that he is just as eager to be tinkering as we are to get cool free stuff.
Lets all recast our voodoo magic spells of increased stamina and hitpoints for multi
Until the next update feel free to chat to me about cool ideas that we're going to try out once we can do evolutions
I was thinking Houses start out costing you resources and selfishly giving you nothing until they evolve into a more friendly house that rewards your generousity
I was also thinking of a really cheap and easy Arrowturret (for engineers) They could place it almost midcombat and require no ammo but after Xshots it would evolve into a BROKENarrowturret and no longer be useful :) i think they'l be super popular
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Posted Jul 8, 2012Multi. seems to be MIA... no sign of a tutorial or fix if its bugged on the evolve effect or any update with mentioned features.. guess he is either very busy with work or buried in someones garden.
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Posted Jul 6, 2012@Kiak
Can your send your config for me too, please?) I have the same problem.
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Posted Jul 5, 2012@DagumBoss
I'm no expert on the code sorry, all i can suggest is that you haven't got the right versions
What i would do is this...
make a new server (for testing), Use only
See if it will work with just these plugins then re add your other plugins a few at a time.
Everything is working perfectly for me with the latest version with the 1 exception of Evolutions. So keep trying with fresh installs before readding your personal configs etc.
Sorry but i don't know enough about your set up to be more helpful at this point.
If you still can't get it working I can send you my entire config set up, (i have problem sharing my own stuff)
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Posted Jul 5, 2012@Kiak
I still get an internal error.
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Posted Jul 5, 2012hmm.. will have a think and see what i can come up with then.
if i could get a regular region to evolve then i could work around the rest but i have tried again and still get the same error.. "region too close to another" which is obvious as iam standing in the region iam trying to evolve :(
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Posted Jul 5, 2012@AlmostLuckyDucky
Example of this would be
Region X: PowerPlant ( a small region that must be fed fuel for the factory)
Superregion: Factory (a larger super region required for its children)
Region A: Foundry (requires Factory, outputs Coal at 100% chance)
Region B: Compresser (requires Factory, outputs Diamonds at 10% chance)
Region C: Blah Blah (More of the above)