Configuring Towny Problems and cant build in wild!

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EpicNessx
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Joined: Sun Dec 23, 2012 7:16 am

Configuring Towny Problems and cant build in wild!

Post by EpicNessx »

:cry: Anyways so im configuring towny files and everything looks good, I use the permission plugin groupmanager. So i set all prices to 0. 1st noone can make town not even me as the owner.

2.) Noone can build or destroy in wild

3.) I think i failed on configing i have tryd google and nobody else knows

NFO even if you can go to my files and do it that would make my day. I have lots of players who play on my server and since they cant build they are leaving. My last host did it for me so i brought over the files now they dont work due to 1.4.6.

#
# The language file you wish to use

version:
# This is the current version of Towny. Please do not edit.
version: 0.82.0.0
# This is for showing the changelog on updates. Please do not edit.
last_run_version: 0.82.0.0
# Minimum required version of CraftBukkit. Please do not edit.
bukkit_version: '2377'
# If enabled we will not check the CraftBukkit version at startup.
bypass_version_check: 'false'

# The language file you wish to use
language: english.yml

############################################################
# +------------------------------------------------------+ #
# | Permission nodes | #
# +------------------------------------------------------+ #
############################################################

# Possible permission nodes
#
# towny.admin: User is able to use /townyadmin, as well as the ability to build/destroy anywhere. User is also able to make towns or nations when set to admin only.
# towny.cheat.bypass : User is able to use any fly mods and double block jump (disables towny cheat protection for this user).
# towny.top : User can access the command towny top
# towny.town.* : User has access to all town permission nodes.
# towny.town.new :User is able to create a town
# towny.town.delete :User is able to delete their town
# towny.town.claim : User is able to expand his town with /town claim
# towny.town.plot : User is able to use the /plot commands
# towny.town.resident : User is able to join towns upon invite.
# towny.town.toggle.*: User can access all town toggle commands (if a mayor or assistant).
# towny.town.toggle.pvp
# towny.town.toggle.public
# towny.town.toggle.explosions
# towny.town.toggle.fire
# towny.town.toggle.mobs
# towny.nation.* : User has access to all town permission nodes.
# towny.nation.new :User is able to create a nation
# towny.nation.delete :User is able to delete their nation (if king)
# towny.nation.rename :User is able to rename their nation (if king/assistant)
# towny.nation.grant-titles :User is able to grant titles/surnames to the nation residents (if King)
# towny.wild.*: User is able to build/destroy in wild regardless.
# towny.wild.build
# towny.wild.destroy
# towny.wild.switch
# towny.wild.item_use
# towny.wild.block.[block id].* : User is able to edit [block id] in the wild.
# towny.wild.build.[block id]
# towny.wild.destroy.[block id]
# towny.wild.switch.[block id]
# towny.wild.item_use.[block id]
#
# towny.claimed.* : User can build/destroy/switch/item_use in all towns.
# towny.claimed.build : User can build in all towns.
# towny.claimed.destroy : User can destroy in all towns.
# towny.claimed.switch : User can switch in all towns.
# towny.claimed.item_use : User can use use items in all towns.
# towny.claimed.alltown.* : User is able to edit specified/all block types in all towns.
# towny.claimed.alltown.build.[block id]
# towny.claimed.alltown.destroy.[block id]
# towny.claimed.alltown.switch.[block id] : User can switch specified/all block types in all towns.
# towny.claimed.alltown.item_use.[block id]
# towny.claimed.owntown.* : User is able to edit specified/all block types in their own town.
# towny.claimed.owntown.build.[block id]
# towny.claimed.owntown.destroy.[block id] : (handy to allow clearing of snow '78')
# towny.claimed.owntown.switch.[block id]
# towny.claimed.owntown.item_use.[block id]
#
# towny.town.spawn.*: Grants all Spawn travel nodes
# towny.town.spawn.town : Ability to spawn to your own town.
# towny.town.spawn.nation : Ability to spawn to other towns in your nation.
# towny.town.spawn.ally : Ability to spawn to towns in nations allied with yours.
# towny.town.spawn.public : Ability to spawn to unaffilated public towns.
#
# these will be moved to permissions nodes at a later date
permissions:
town_creation_admin_only: 'false'
nation_creation_admin_only: 'false'

############################################################
# +------------------------------------------------------+ #
# | Town and Nation levels | #
# +------------------------------------------------------+ #
############################################################

levels:

# default Town levels.
town_level:
- upkeepModifier: 1.0
namePostfix: ' Ruins'
mayorPrefix: 'Spirit '
mayorPostfix: ''
townBlockLimit: 1
namePrefix: ''
numResidents: 0
- upkeepModifier: 1.0
namePostfix: ' (Settlement)'
mayorPrefix: 'Hermit '
mayorPostfix: ''
townBlockLimit: 16
namePrefix: ''
numResidents: 1
- upkeepModifier: 1.0
namePostfix: ' (Hamlet)'
mayorPrefix: 'Chief '
mayorPostfix: ''
townBlockLimit: 32
namePrefix: ''
numResidents: 2
- upkeepModifier: 1.0
namePostfix: ' (Village)'
mayorPrefix: 'Baron Von '
mayorPostfix: ''
townBlockLimit: 96
namePrefix: ''
numResidents: 6
- upkeepModifier: 1.0
namePostfix: ' (Town)'
mayorPrefix: 'Viscount '
mayorPostfix: ''
townBlockLimit: 160
namePrefix: ''
numResidents: 10
- upkeepModifier: 1.0
namePostfix: ' (Large Town)'
mayorPrefix: 'Count Von '
mayorPostfix: ''
townBlockLimit: 224
namePrefix: ''
numResidents: 14
- upkeepModifier: 1.0
namePostfix: ' (City)'
mayorPrefix: 'Earl '
mayorPostfix: ''
townBlockLimit: 320
namePrefix: ''
numResidents: 20
- upkeepModifier: 1.0
namePostfix: ' (Large City)'
mayorPrefix: 'Duke '
mayorPostfix: ''
townBlockLimit: 384
namePrefix: ''
numResidents: 24
- upkeepModifier: 1.0
namePostfix: ' (Metropolis)'
mayorPrefix: 'Lord '
mayorPostfix: ''
townBlockLimit: 448
namePrefix: ''
numResidents: 28

# default Nation levels.
nation_level:
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' (Nation)'
kingPrefix: 'Leader '
townBlockLimitBonus: 10
namePrefix: 'Land of '
numResidents: 0
capitalPrefix: ''
kingPostfix: ''
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' (Nation)'
kingPrefix: 'Count '
townBlockLimitBonus: 20
namePrefix: 'Federation of '
numResidents: 10
capitalPrefix: ''
kingPostfix: ''
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' (Nation)'
kingPrefix: 'Duke '
townBlockLimitBonus: 40
namePrefix: 'Dominion of '
numResidents: 20
capitalPrefix: ''
kingPostfix: ''
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' (Nation)'
kingPrefix: 'King '
townBlockLimitBonus: 60
namePrefix: 'Kingdom of '
numResidents: 30
capitalPrefix: ''
kingPostfix: ''
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' Empire'
kingPrefix: 'Emperor '
townBlockLimitBonus: 100
namePrefix: 'The '
numResidents: 40
capitalPrefix: ''
kingPostfix: ''
- capitalPostfix: ''
upkeepModifier: 1.0
namePostfix: ' Realm'
kingPrefix: 'God Emperor '
townBlockLimitBonus: 140
namePrefix: 'The '
numResidents: 60
capitalPrefix: ''
kingPostfix: ''

############################################################
# +------------------------------------------------------+ #
# | Town Claim/new defaults | #
# +------------------------------------------------------+ #
############################################################

town:
# Default public status of the town (used for /town spawn)
default_public: 'true'
# Default Open status of the town (are new towns open and joinable by anyone at creation?)
default_open: 'false'
# Limits the maximum amount of bonus blocks a town can buy.
max_purchased_blocks: '0'
# maximum number of plots any single resident can own
max_plots_per_resident: '100'
# Maximum number of towns allowed on the server.
town_limit: '3000'

# Minimum number of plots any towns home plot must be from the next town.
# This will prevent someone founding a town right on your doorstep
min_distance_from_town_homeblock: '5'

# Maximum distance between homblocks.
# This will force players to build close together.
max_distance_between_homeblocks: '0'

# The maximum townblocks available to a town is (numResidents * ratio).
# Setting this value to 0 will instead use the level based jump values determined in the town level config.
town_block_ratio: '8'
# The size of the square grid cell. Changing this value is suggested only when you first install Towny.
# Doing so after entering data will shift things unwantedly. Using smaller value will allow higher precision,
# at the cost of more work setting up. Also, extremely small values will render the caching done useless.
# Each cell is (town_block_size * town_block_size * 128) in size, with 128 being from bedrock to clouds.
town_block_size: '16'


############################################################
# +------------------------------------------------------+ #
# | Default new world settings | #
# +------------------------------------------------------+ #
############################################################

# These flags are only used at the initial setp of a new world.

# Once Towny is running each world can be altered from within game
# using '/townyworld toggle'

new_world_settings:

pvp:
# Set if PVP is enabled in this world
world_pvp: 'true'
# force_pvp_on is a global flag and overrides any towns flag setting
force_pvp_on: 'false'

mobs:
# world_monsters_on is a global flag setting per world.
world_monsters_on: 'true'
# force_town_monsters_on is a global flag and overrides any towns flag setting
force_town_monsters_on: 'false'

explosions:
# Allow explosions in this world
world_explosions_enabled: 'true'
# force_explosions_on is a global flag and overrides any towns flag setting
force_explosions_on: 'false'

fire:
# Allow fire to be lit and spread in this world.
world_firespread_enabled: 'true'
# force_fire_on is a global flag and overrides any towns flag setting
force_fire_on: 'false'

# Prevent Endermen from picking up and placing blocks.
enderman_protect: 'true'
# Disable players trampling crops
disable_player_crop_trampling: 'true'
# Disable creatures trampling crops
disable_creature_crop_trampling: 'true'

# World management settings to deal with un/claiming plots
plot_management:

block_delete:
enabled: 'true'
# These items will be deleted upon a plot being unclaimed
unclaim_delete: 26,50,55,63,64,68,70,71,72,75,76,93,94

mayor_plotblock_delete:
enabled: 'true'
# These items will be deleted upon a mayor using /plot clear
# To disable deleting replace the current entries with NONE.
mayor_plot_delete: WALL_SIGN,SIGN_POST

revert_on_unclaim:
# *** WARNING***
# If this is enabled any town plots which become unclaimed will
# slowly be reverted to a snapshot taken before the plot was claimed.
#
# Regeneration will only work if the plot was
# claimed under version 0.76.2, or
# later with this feature enabled
#
# If you allow players to break/build in the wild the snapshot will
# include any changes made before the plot was claimed.
enabled: 'true'
speed: 1s
# These block types will NOT be regenerated
block_ignore: 14,21,22,41,42,48,50,52,56,57,63,68,89

wild_revert_on_mob_explosion:
# Enabling this will slowly regenerate holes created in the
# wilderness by monsters exploding.
enabled: 'true'
entities: Creeper,EnderCrystal,EnderDragon,Fireball,SmallFireball,TNTPrimed
delay: 20s


############################################################
# +------------------------------------------------------+ #
# | Global town settings | #
# +------------------------------------------------------+ #
############################################################

global_town_settings:
# can residents/Allies harm other residents when in an area with pvp enabled? Other than an Arena plot.
friendly_fire: 'true'
# Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds.
health_regen:
speed: 3s
enable: 'true'
# Allow towns to claim outposts (a townblock not connected to town).
allow_outposts: 'true'
# Allow the use of /town spawn
allow_town_spawn: 'true'
# Allow regular residents to use /town spawn [town] (TP to other towns if they are public).
allow_town_spawn_travel: 'true'
# Allow regular residents to use /town spawn [town] to other towns in your nation.
allow_town_spawn_travel_nation: 'true'
# Allow regular residents to use /town spawn [town] to other towns in a nation allied with your nation.
allow_town_spawn_travel_ally: 'true'
# If non zero it delays any spawn request by x seconds.
teleport_warmup_time: '0'
# Respawn the player at his town spawn point when he/she dies
town_respawn: 'false'
# Town respawn only happens when the player dies in the same world as the town's spawn point.
town_respawn_same_world_only: 'false'
# Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
# Allowed options: unclaimed,enemy,neutral
prevent_town_spawn_in: enemy
# Enables the [~Home] message.
# If false it will make it harder for enemies to find the home block during a war
show_town_notifications: 'true'


############################################################
# +------------------------------------------------------+ #
# | Plugin interfacing | #
# +------------------------------------------------------+ #
############################################################

plugin:

# Valid load and save types are: flatfile, mysql, sqlite, h2.
database:
database_load: flatfile
database_save: flatfile

# SQL database connection details (IF set to use SQL).
sql:
hostname: localhost
port: '3306'
dbname: towny
table_prefix: towny_
username: root
password: ''

# Flatfile backup settings.
daily_backups: 'true'
backups_are_deleted_after: 90d

# Valid entries are: zip, none.
flatfile_backup: zip

interfacing:

tekkit:
# Add any fake players for client/server mods (aka Tekkit) here
fake_residents: '[IndustrialCraft],[BuildCraft],[Redpower],[Forestry],[Turtle]'

# Enable using_essentials if you are using cooldowns in essentials for teleports.
using_essentials: 'false'

# This will attempt to use Register (if present)
# Then it will attempt to access iConomy 5.01 directly
# Enable if you have either iConomy 5.01, or Register.jar to
# support: iConomy5, iConomy6, EssentialsEco, BOSEconomy.
# https://github.com/iConomy/Register/tree/master/dist
using_economy: 'true'

# Enable using_questioner if you are using questioner to send/receive invites to towns/nations.
# See http://code.google.com/a/eclipselabs.or ... Questioner for more info.
using_questioner:
enable: 'true'
# The command to accept invitations.
accept: accept
# The command to refuse invitations.
deny: deny

# True to attempt to use GroupManager, PEX, bPermissions, Permissions2/3 or BukkitPerms
# False to disable permission checks and rely on Towny settings.
using_permissions: 'false'

day_timer:
# The number of hours in each "day".
# You can configure for 10 hour days. Default is 24 hours.
day_interval: 1d
# The time each "day", when taxes will be collected.
# MUST be less than day_interval. Default is 12h (midday).
new_day_time: 12h

# Lots of messages to tell you what's going on in the server with time taken for events.
debug_mode: 'false'

# Spams the player named in dev_name with all messages related to towny.
dev_mode:
enable: 'false'
dev_name: ElgarL

# Record all messages to the towny.log
logging: 'true'
# If true this will cause the log to be wiped at every startup.
reset_log_on_boot: 'true'


############################################################
# +------------------------------------------------------+ #
# | Filters colour and chat | #
# +------------------------------------------------------+ #
############################################################

filters_colour_chat:
# This is the name given to any NPC assigned mayor.
npc_prefix: NPC
# Regex fields used in validating inputs.
regex:
name_filter_regex: '[ /]'
name_check_regex: ^[a-zA-Z0-9._\[\]-]*$
name_remove_regex: '[^a-zA-Z0-9._\[\]-]'

modify_chat:
# Maximum length of Town and Nation names.
max_name_length: '15'
# Maximum length of titles and surnames.
max_title_length: '10'


############################################################
# +------------------------------------------------------+ #
# | block/item/mob protection | #
# +------------------------------------------------------+ #
############################################################

protection:

# Items that can be blocked within towns via town/plot flags
# 259 - flint and steel
# 325 - bucket
# 326 - water bucket
# 327 - lava bucket
# 351 - bone/bonemeal
# 359 - shears
# 368 - ender pearl
# 374 - glass bottle
# 385 - fire charge
item_use_ids: 259,325,326,327,351,359,368,374,385

# Items which can be blocked or enabled via town/plot flags
# 25 - noteblock
# 54 - chest
# 61 - furnace
# 62 - lit furnace
# 64 - wooden door
# 69 - lever
# 70 - stone pressure plate
# 71 - iron door
# 72 - wooden pressure plate
# 77 - stone button
# 96 - trap door
# 84 - jukebox
# 93/94 - redstone repeater
switch_ids: 23,25,54,61,62,64,69,70,71,72,77,96,84,93,94,107

# permitted entities http://jd.bukkit.org/apidocs/org/bukkit ... mmary.html
# Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
# PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie

# Remove living entities within a town's boundaries, if the town has the mob removal flag set.
town_mob_removal_entities: Monster,WaterMob,Flying,Slime

# Prevent the spawning of villager babies in towns.
town_prevent_villager_breeding: 'false'

# Globally remove living entities in all worlds that have their flag set.
world_mob_removal_entities: Monster,WaterMob,Flying,Slime

# Prevent the spawning of villager babies in the world.
world_prevent_villager_breeding: 'false'

# The maximum amount of time a mob could be inside a town's boundaries before being sent to the void.
# Lower values will check all entities more often at the risk of heavier burden and resource use.
# NEVER set below 1.
mob_removal_speed: 5s

# Prevent fly and double block jump cheats.
cheat_protection: 'true'

# The amount of time it takes for a protected block to regenerate. Use zero for no delay.
regen_delay: 0s


############################################################
# +------------------------------------------------------+ #
# | Wilderness settings | #
# +------------------------------------------------------+ #
############################################################

# These Settings defaults only. They are copied to each worlds data files upon first detection
# To make changes for each world edit the settings in the relevant worlds data file 'plugins/Towny/data/worlds/'

unclaimed:
unclaimed_zone_build: 'true'
unclaimed_zone_destroy: 'true'
unclaimed_zone_item_use: 'true'
unclaimed_zone_ignore: 6,14,15,16,17,18,21,31,37,38,39,40,50,56,65,66,73,74,81,82,83,86,89
unclaimed_zone_switch: 'true'


############################################################
# +------------------------------------------------------+ #
# | Town Notifications | #
# +------------------------------------------------------+ #
############################################################

# This is the format for the notifications sent as players move between plots.
# Empty a particular format for it to be ignored.

# Example:
# [notification.format]
# ~ [notification.area_[wilderness/town]][notification.splitter][notification.[no_]owner][notification.splitter][notification.plot.format]
# ... [notification.plot.format]
# ... [notification.plot.homeblock][notification.plot.splitter][notification.plot.forsale][notification.plot.splitter][notification.plot.type]
# ~ Wak Town - Lord Jebus - [Home] [For Sale: 50 Beli] [Shop]

notification:
format: '&6 ~ %s'
splitter: '&7 - '
area_wilderness: '&2%s'
area_town: '&6%s'
owner: '&a%s'
no_owner: '&a%s'
plot:
splitter: ' '
format: '%s'
homeblock: '&b[Home]'
outpostblock: '&b[Outpost]'
forsale: '&e[For Sale: %s]'
type: '&6[%s]'


############################################################
# +------------------------------------------------------+ #
# | Default Town/Plot flags | #
# +------------------------------------------------------+ #
############################################################


default_perm_flags:

# Default permission flags for residents plots within a town
#
# Can allies/friends/outsiders perform certain actions in the town
#
# build - place blocks and other items
# destroy - break blocks and other items
# itemuse - use items such as furnaces (as defined in item_use_ids)
# switch - trigger or activate switches (as defined in switch_ids)
resident:
friend:
build: 'true'
destroy: 'true'
item_use: 'true'
switch: 'true'
ally:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
outsider:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'

# Default permission flags for towns
# These are copied into the town data file at creation
#
# Can allies/outsiders/residents perform certain actions in the town
#
# build - place blocks and other items
# destroy - break blocks and other items
# itemuse - use items such as flint and steel or buckets (as defined in item_use_ids)
# switch - trigger or activate switches (as defined in switch_ids)
town:
default:
pvp: 'true'
fire: 'false'
explosion: 'false'
mobs: 'false'
resident:
build: 'true'
destroy: 'true'
item_use: 'true'
switch: 'true'
ally:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'
outsider:
build: 'false'
destroy: 'false'
item_use: 'false'
switch: 'false'


############################################################
# +------------------------------------------------------+ #
# | Resident settings | #
# +------------------------------------------------------+ #
############################################################

resident_settings:
# player is flagged as inactive after 1 hour (default)
inactive_after_time: 1h
# if enabled old residents will be kicked and deleted from a town
# after Two months (default) of not logging in
delete_old_residents:
enable: 'false'
deleted_after_time: 60d
delete_economy_account: 'true'
# The name of the town a resident will automatically join when he first registers.
default_town_name: ''


############################################################
# +------------------------------------------------------+ #
# | Economy settings | #
# +------------------------------------------------------+ #
############################################################

economy:

spawn_travel:
# Cost to use /town spawn
price_town_spawn_travel: '0.0'
# Cost to use '/town spawn [town]' to another town in your nation.
price_town_nation_spawn_travel: '0.0'
# Cost to use '/town spawn [town]' to another town in a nation that is allied with your nation.
price_town_ally_spawn_travel: '0.0'
# Cost to use /town spawn [town]
# This is paid to the town you goto.
price_town_public_spawn_travel: '0.0'

# The daily upkeep to remain neutral during a war. Neutrality will exclude you from a war event, as well as deterring enemies.
price_nation_neutrality: '0.0'

new_expand:
# How much it costs to start a nation.
price_new_nation: '100.0'
# How much it costs to start a town.
price_new_town: '0.0'
# How much it costs to make an outpost. An outpost isn't limited to being on the edge of town.
price_outpost: '0.0'
# The price for a town to expand one townblock.
price_claim_townblock: '0.0'
# How much it costs a player to buy extra blocks.
price_purchased_bonus_townblock: '0.0'

price_death: '0.0'

banks:
# Maximum amount of money allowed in town bank
# Use 0 for no limit
town_bank_cap: '0.0'
# Set to true to allow withdrawls from town banks
town_allow_withdrawls: 'true'
# Maximum amount of money allowed in nation bank
# Use 0 for no limit
nation_bank_cap: '0.0'
# Set to true to allow withdrawls from nation banks
nation_allow_withdrawls: 'true'

daily_taxes:
# Enables taxes to be collected daily by town/nation
# If a town can't pay it's tax then it is kicked from the nation.
# if a resident can't pay his plot tax he loses his plot.
# if a resident can't pay his town tax then he is kicked from the town.
# if a town or nation fails to pay it's upkeep it is deleted.
enabled: 'true'
# Maximum tax amount allowed when using flat taxes
max_tax_amount: '0.0'
# maximum tax percentage allowed when taxing by percentages
max_tax_percent: '0.0'
# The server's daily charge on each nation. If a nation fails to pay this upkeep
# all of it's member town are kicked and the Nation is removed.
price_nation_upkeep: '100.0'
# The server's daily charge on each town. If a town fails to pay this upkeep
# all of it's residents are kicked and the town is removed.
price_town_upkeep: '0.0'
# Uses total amount of owned plots to determine upkeep instead of the town level (Number of residents)
# calculated by (number of claimed plots X price_town_upkeep).
town_plotbased_upkeep: 'false'
# If enabled and you set a negative upkeep for the town
# any funds the town gains via upkeep at a new day
# will be shared out between the plot owners.
use_plot_payments: 'false'


############################################################
# +------------------------------------------------------+ #
# | War settings | #
# +------------------------------------------------------+ #
############################################################

war:
#This setting allows you disable the ability for a nation to pay to remain neutral during a war.
nation_can_be_neutral: 'true'


############################################################
# +------------------------------------------------------+ #
# | Economy Transfers During War settings | #
# +------------------------------------------------------+ #
############################################################

economy:
enemy:
# Amount charged to place a warflag (payed to server).
place_flag: '10'
# Amount payed from the flagbearer to the defender after defending the area.
defended_attack: '10'
# Defending town pays attaking flagbearer. If a negative (attacker pays defending town),
# and the attacker can't pay, the attack is canceled.
townblock_won: '10'
# Same as townblock_won but for the special case of winning the homeblock.
homeblock_won: '100'


############################################################
# +------------------------------------------------------+ #
# | War Event settings | #
# +------------------------------------------------------+ #
############################################################

# This is started with /townyadmnin toggle war

# In peace time War spoils are accumulated from towns and nations being
# deleted with any money left in the bank.
#
# These funds are increased during a war event upon a player death.
# An additional bonus to the war chest is set in base_spoils.
#
# During the event a town losing a townblock pays the wartime_town_block_loss_price to the attacking town.
# The war is won when the only nations left in the battle are allies, or only a single nation.
#
# The winning nations share half of the war spoils.
# The remaining half is paid to the town which took the most town blocks, and lost the least.

event:
warning_delay: '30'
#If false all towns not in nations can be attacked during a war event.
towns_are_neutral: 'true'

# If true and the monarch/king dies the nation is removed from the war.
remove_on_monarch_death: 'false'
# If enabled players will be able to break/place blocks in enemy plots during a war.
allow_block_griefing: 'true'

# A townblock takes damage every 5 seconds that an enemy is stood in it.
block_hp:
town_block_hp: '60'
home_block_hp: '120'

eco:
# This amount is new money injected into the economy with a war event.
base_spoils: '100.0'
# This amount is taken from the losing town for each plot lost.
wartime_town_block_loss_price: '100.0'
# This amount is taken from the player if they die during the event
price_death_wartime: '200.0'

points:
points_townblock: '1'
points_town: '10'
points_nation: '100'
points_kill: '1'

# The minimum height at which a player must stand to count as an attacker.
min_height: '60'

############################################################
# +------------------------------------------------------+ #
# | Flag war settings | #
# +------------------------------------------------------+ #
############################################################

enemy:
# If false, players won't be able to place war flags, effectively disabling warzones.
allow_attacks: 'false'
# If true, enemy's can only attack the edge plots of a town with war flags.
only_attack_borders: 'true'
# This many people must be online in target town in order to place a war flag in their domain.
min_players_online_in_town: '2'
# This many people must be online in target nation in order to place a war flag in their domain.
min_players_online_in_nation: '3'
max_active_flags_per_player: '1'
flag:
waiting_time: 1m
# This is the block a player must place to trigger the attack event.
base_block: fence
# This is the block a player must place to trigger the attack event.
light_block: torch
beacon:
# Must be smaller than half the size of town_block_size.
radius: '3'
# The range the beacon will be drawn in. It's flexibility is in case the flag is close to the height limit.
# If a flag is too close to the height limit (lower than the minimum), it will not be drawn.
height_above_flag:
min: '3'
max: '64'
draw: 'true'
wireframe_block: glowstone
############################################################
# +------------------------------------------------------+ #
# | Warzone Block Permissions | #
# +------------------------------------------------------+ #
############################################################

warzone:
# List of materaials that can be modified in a warzone.
# '*' = Allow all materials.
# Prepend a '-' in front of a material to remove it. Used in conjunction with when you use '*'.
# Eg: '*,-chest,-furnace'
editable_materials: tnt,fence,ladder,wood_door,iron_door,fire
item_use: 'true'
switch: 'true'
# Add '-fire' to editable materials for complete protection when setting is false. This prevents fire to be created and spread.
fire: 'true'
explosions: 'true'
explosions_break_blocks: 'true'
# TODO: Blocks will not regen as of yet. Stay tuned for later c
User avatar
hiimcody1
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Posts: 1610
Joined: Wed Dec 28, 2011 4:59 pm

Re: Configuring Towny Problems and cant build in wild!

Post by hiimcody1 »

Are you sure you have the correct permissions nodes in place? Such as for wilderness building: towny.wild.*
EpicNessx
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Posts: 2
Joined: Sun Dec 23, 2012 7:16 am

Re: Configuring Towny Problems and cant build in wild!

Post by EpicNessx »

Yes.
User avatar
hiimcody1
Staff
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Posts: 1610
Joined: Wed Dec 28, 2011 4:59 pm

Re: Configuring Towny Problems and cant build in wild!

Post by hiimcody1 »

What version of Towny and Bukkit do you have? Are you getting errors in your server console?
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