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 Nov 11, 2012I am unable to get Herostronghold to recognize that the regions requirements or the super regions central structure have been destroyed by cannon fire from the Cannons plugin, usually fired from a distance.
The region no longer has any of the needed building requirements. Even the chest which would have upkeeps/reagents in it is non-existent yet the region or village remains when it should be disabled or destroyed and thus should be raid-able.
Also, configuring the cannon plugin's protection options to possibly match has made no success.
Help much appreciated, From Creamy
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Posted Oct 21, 2012Hello, I'm messing around with HS and I was wondering is there a way to have it where when people enter your HS Region it gives them a Welcoming / Farewell Greeting, or a town spawn? Or will I have to use World Edit / World Guard.
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Posted Oct 18, 2012Ehm, there's no jar file in the downloaded zip file? :S
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Posted Oct 13, 2012Love the concept of this plugin. A few minor suggestions:
-An optional "Catalyst" reagent: When a certain combination of items is placed in the herostronghold's chest, the region is destroyed.
and
-An effect that grants heroes skills to players in the region (so players can get double drops in the region, do more damage in the region, etc).
These would make this plugin perfect.
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Posted Oct 1, 2012My times just so torn at the moment between all the really exciting plugin releases going on (Citizens 2 stuff) (New Spoutcraft possibilities)
Soon i'l be able to do the Config + the Gui Menu to match it (already actually)
It's just a lot of work time to get it all working together so i'l be in touch soon :)
Peace out
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Posted Sep 30, 2012@NotYetRated
I'd love to see anyone's configs for this plugin. If you're willing to share in order to help out other people, then that's less of a burden on me.
@Kiak: Hey, I set up that pre-made config page for you, but you didn't see it I guess. Try editing it :)
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Posted Sep 28, 2012@Multitallented @NotYetRated I'd be happy to collaborate too, I have a bunch of different things still saved away
My issue is always trying to find some sort of balance standard we can agree on before posting a set of cities that give away 2x the materials of the people down the road :)
I'l maybe bring my old ones more in line with the just released creative config and then post them for all
Nice to see you got some free time to work on HS again mate :)
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Posted Sep 28, 2012Some suggestions:
1) Make shootarrow.X target mobs / entities as well..
2) Be able to configure messages.
3) Make chests not appear when reagents are not specified (landmines and such)
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Posted Sep 27, 2012hehe the complexity of the set-up is the inherit nature of the plugins massive capabilities, no? Thats what I enjoy about it lol.... By "basic", "normal", and "advanced", do you just mean pre-configured region/super-regions of which we can take from and edit as we please?
If you are looking for such and would like help, my server is in the middle of configuring the plugin for ourselves, we could share/assist.
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Posted Sep 27, 2012Hello all,
So the main complaint I hear is that this plugin might take too long to configure. To fix that I plan on creating some pre-configured stuff for you guys to use.
I'll probably include a basic, normal, and advanced setup.
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Posted Sep 27, 2012@rladbsgh
grr... Factions... I will fix this.
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Posted Sep 25, 2012No in-game config reload command? Or am I missing it?
Any plans to support bedrock to ceiling protections? Currently, if a member has a house, radius 5, another member can simply build up overtop the house and drop lava/water.... Rather annoying. Or he can just dig out from under and over the region and annoy the tennant...
Any commands I am not seeing to list all super-regions? I.E. ones people have created?
Any way to, or plans to show where regions/super regions begin/end? Kind of like how towny announces when entering/exiting plots/towns/nations?
@Kiak
Cool thank you, will give this a look!
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Posted Sep 25, 20122 things to say:
First of all, there's this console error, but I do not see any broken things in the game (everything works fine, but just wondering):
[SEVERE] Could not pass event PluginEnableEvent to HeroStronghold org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:332) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:372) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:265) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:247) at net.minecraft.server.MinecraftServer.i(MinecraftServer.java:296) at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:275) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:225) at net.minecraft.server.DedicatedServer.init(DedicatedServer.java:140) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:378) at net.minecraft.server.ThreadServerApplication.run(SourceFile:539) Caused by: java.lang.ClassCastException: com.massivecraft.factions.P cannot be cast to com.massivecraft.factions.Factions at multitallented.redcastlemedia.bukkit.herostronghold.listeners.PluginServerListener.onPluginEnable(PluginServerListener.java:60) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:330) ... 13 more
And secondly, is it possible for arrow turrets to target monsters (or any other entities, for that matter)?
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Posted Sep 24, 2012@ryvix A few versions ago i made this multi town type config for people to borrow from or use
It might be out of date now but feel free to pick through it for ideas and stuff
at the time it was a complete package witha GUI menu, but that stuff is all outdated (until spout 1.3.2 is out of beta)
Link Removed: http://www.mediafire.com/?m6dj3fk4t0ouy5x
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Posted Sep 24, 2012@aldrigviking
Some things you can do with heroes
You can allow classes to build certain structures at certain levels by adding the permissions as a Hero Permission skill (gained at a certain level)
This way your "builder" could start with "house" but at lvl 2 gain "big house" (for example)
You can also make effects that are specific to a class for example Regen mana faster if a WIZARD is in the region
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Posted Sep 24, 2012@deleted_6837836
You limit Regions per player in the groups.yml
Instructions for that are here Groups Page
you can have different groups for different levels of users too
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Posted Sep 23, 2012@deleted_6837836
I'm positive you can, but I'm not exactly sure how.
@aldrigviking
You can use Heroes's external exp source as a way for your "builder"-type classes to gain experience by making HeroStrongholds.
@ryvix
Since you don't have to actually "live" in the super-region, yes. You can be in as many super-regions/regions as you please.
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Posted Sep 23, 2012It would be amazing for there to be mega-regions, which consist of super regions so it would be like: Region - House Super region - city mega region - country
it could add more
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Posted Sep 22, 2012Hi there, I have been wanting to try this out for awhile but am afraid of all the work I have to do to get it running and customized, etc. But maybe one day. Does this happen to let you live in more than one town? I couldnt find out anywhere. Thanks =)
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Posted Sep 21, 2012So how does one use this plugin in conjunction with Heroes? I can't seem to find any documentation on it.