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 Sep 20, 2012Can we limit the number of structures a player make? Spawning 50 arrow turrets make things too easy.
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Posted Sep 19, 2012@lochlain000
You can limit it to certain worlds by only giving the permissions in those worlds
if you tell me which permissions plugin you use i could help give some examples to do this.
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Posted Sep 11, 2012hi,
could not find answer in forums but can this plugin be limited to one world only? We have couple and do not want it to affect other worlds as that is a problem that is really annoying.
thanks
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Posted Sep 9, 2012Hi Multitallented.
I'm actualy testing this in general very nice and powerful Plugin but I'd like to use it in a different way. Maybe you can help me.
My main problem is protection: I don't want the Players to have ugly houses but actually, roofes and so on are not well protectet. Same with the underground.
Also the protection is very hard to understand and pre-calulate: The Shack, for example (Classic config), has a 4*4 Protection, what means, that there is no middle in the House. It's difficult to predict, how the shack will be protected.
You can also cause issues by building (for example) two shacks near together: The pz's will overlap and are for example 7 blocks long, instead of 8.
To see, where the protection/Superregion ends, you need another player who tests the stuff by griefing. We found out, that even houses can be griefed somehow by trying it on different positions. Our testers couldn't reproduce that behaviour so i don't know, how they did this. Just a hint.
Well, so I'd avoid the protection and use grief-prevention instead. It's special feature, as you may know, are the glowstoneblocks, that mark the boarders of Claims. Wouldn't it be nice, if Hs would work together with Griefprevention (like automaticaly create a basic-claim around the _first_ house/town, that players can enlarge with the grief-prevention tool)? So far, I'm disabling protection-buffs and explain griefprevention to the Players but if would be great if this all could happen automaticaly.
Another matter is "Overview": To be honest, I don't really understand all Features. Power for example how much money my village-bank has (and (at least with classic) you can pay-in before having a bank-building). I Also lost overview about my complete income/upkeep-costs of my village(s) so I'm not sure wether I'll be poor, or a rich man tomorrow ;)
If I'm right that there are not such commands i would suggest:
/hs balance <superregion> <- shows the banked Money of a town's bank
/hs built <- Shows, what you have built all in all and your income.
/hs built <playername> <- Shows all built Houses and Superregions, that Sb has placed. (Admincommand)
E.g.:
Best Regards, Aristos
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Posted Sep 7, 2012@Dell341
I have no idea what that error means, and I've never gotten that error on my server.
@NVA_Lee22:
It's not possible in the current code. It could be coded, but the learning curve for players might be rather high... at any rate, I'm not interested in coding that. sorry. I use Heroes for disabling certain crafting recipes based on a player's class.
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Posted Sep 6, 2012Hi , is it possible to have special workbench ( blocks) where i can craft weapons and iron-items only on this block, and on other blocks i can create wood-items , Food , ... ?
for example when i create a region "blacksmith" and have only in this region the permission to use this block , for example a ironblock to create Weapon (like a anvil) , or create only in a Farm on a special block (example Brick) bread but only in a farm , so that all recipes are disabled for the usual workbench and create recipes on different blocks or so , i hope you know what i mean : )) will be cool
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Posted Sep 4, 2012I received this error after destroying a region, and trying to remove the materials that made up the region. The region was an arrowturret.
Error: http://pastebin.com/J425Vd3N
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Posted Aug 28, 2012@Keselo1
By default i believe they all have their own banks per superregion.
If you plan for your users to have a large number (3+), then you should consider just making them free or costing in other ways (eg through the regions contained inside them)
Remember, you can make a way more awesome village setup than the default config ;) my own one has 6 different types of village to build, each more magical than the last
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Posted Aug 26, 2012By default Regions like Wards, Villages and Towns require you to deposit money into their banks for upkeep right? But if I have a village and I deposit money into its bank, will the wards take the upkeep from that? Or do I have to deposit money for each individual ward?
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Posted Aug 26, 2012@Keselo1
Not yet sorry. but if you used my method of adding worldguard regions at the same time (for a greeting message) then you could use Dynmap for Worldguard
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Posted Aug 25, 2012@Kiak
Is there dynmap support for HeroStronghold?
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Posted Aug 24, 2012@Dell341
I've never used an arrowturret sadly so i dont know what the damage ratios are
I do know that shootarrow.1 is the least damage and higher numbers increase it
@WooJoo
This is not currently available the way you're saying.
However, you can make the sheep farm spawn the sheeps instead
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Posted Aug 24, 2012is there a posibility to have a mob as requirement?
like having a sheep near a sheep farm to aktivate the building?
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Posted Aug 24, 2012@Kiak
The effect shootarrow.X, seems to be OP no matter what value I put in. What should I set it to, if I only want to turret to take away 1 heart.
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Posted Aug 23, 2012@Keselo1
Hey man i've never even built an Arrowturret yet myself lolz
I'l go try it out and see what i can come up with
I think using Superregions to place the arrowturrets (for a village rather than a single player) seems like the best way to do it yeah.
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Posted Aug 23, 2012The following is a config script for BetterAlias Dont worry about it being a 1.2.5 version it still works perfectly in 1.3.1 R1 and R2
It combines building HS Regions with adding a greeting message to their area.
Uses external plugins: Worldguard, Worldedit and BetterAlias
How it works (assuming player named <Joe> building a <house>
"/build" prints joes region list
"/build help" or "/build anyword" teaches you correct format "/build <region> <name> [radius]"
"/build house base" >
"/build house base 8"
If you want it customized to specific building sizes or names then please just tell me how your regions work so i can tailor it to spec.
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Posted Aug 22, 2012@Kiak
Hey Kiak. I do have one question. If people want to set up arrowturrets, do they have to addmembers to every single turret seperately? Or is it because they have to be part of a village then it automatically adds all members of that faction?
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Posted Aug 21, 2012@Dell341 @CS_Hague @ofnature
Hey guys, Multitalented is busy with work at the moment and im just a dumb guy who can make configs and edit text files, so I'd love to help but i can only edit configs and explain already existing features :(
Damage Values for blocks is not yet available though we all want it.
Tnt is a mad bug as far as i can tell, set your server up so that people can't tnt it if that's an issue for you :(
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Posted Aug 19, 2012Is anyone going to answer the tickets?
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Posted Aug 18, 2012Does this plugin support data values for items? We'd like to have it produce potions and other items with meta-data.