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* Nothing is protected — be cautious!
* Nothing is protected — be cautious!


=Towny Basics=
==Towny Basics==
==What is a Town?==
===What is a Town?===
A '''Town''' is a player created community that can claim chunks to protect them from other players. The player who creates the town becomes the Mayor. The Mayor can claim Wilderness chunks to turn them into protected town land.  
A '''Town''' is a player created community that can claim chunks to protect them from other players. The player who creates the town becomes the Mayor. The Mayor can claim Wilderness chunks to turn them into protected town land.  
{| class="wikitable"
{| class="wikitable"
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* Access to chests, doors, and containers
* Access to chests, doors, and containers


==Creating a Town==
====Creating a Town====
To create a town, you must have 300⌾ in your personal bank, then head to spawn, <code>/spawn</code>.<br>
To create a town, you must have 300⌾ in your personal bank, then head to spawn, <code>/spawn</code>.<br>
1. Hire an '''Architect''' from '''Lord Crowley''' at spawn.
1. Hire an '''Architect''' from '''Lord Crowley''' at spawn.
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* Kick: <code>/t kick [username]</code>
* Kick: <code>/t kick [username]</code>


==Town Bank==
====Town Bank====
Each town has its own '''Town Bank''' used to manage the town's economy and pay for land, stewards, and nation taxes. Anyone can deposit money into the bank, even non-residents.<br>
Each town has its own '''Town Bank''' used to manage the town's economy and pay for land, stewards, and nation taxes. Anyone can deposit money into the bank, even non-residents.<br>
'''Bank commands:'''
'''Bank commands:'''
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* Finance Manager
* Finance Manager


==ActiveUpkeep System==
===ActiveUpkeep System===
ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.  
ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.  


===Activity Decay===
====Activity Decay====
Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.<br>
Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.<br>


The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.  
The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.  


===Inactivity Effects===
====Inactivity Effects====
Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown.
Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown.
'''Inactivity Progress:'''
'''Inactivity Progress:'''
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Players can check their own or others' activity using: <code>/activity</code> or <code>/activity [username]</code>
Players can check their own or others' activity using: <code>/activity</code> or <code>/activity [username]</code>


==Claiming Land==
===Making Claims===
====Making Claims====
* Stand in a Wilderness chunk near your town
* Stand in a Wilderness chunk near your town
* Type <code>/t claim</code>
* Type <code>/t claim</code>
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|-
|-
|}
|}
===Claim Cost Table===
====Claim Cost Table====
{| class="wikitable"
{| class="wikitable"
! Claim !! Type !! Individual Cost !! Cumulative Cost
! Claim !! Type !! Individual Cost !! Cumulative Cost
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| 690 || Bonus || 25,000⌾ || 6,634,328⌾
| 690 || Bonus || 25,000⌾ || 6,634,328⌾
|}
|}
===Claim Cost Calulator===
====Claim Cost Calulator====
<div style="border: 2px solid var(--background-color-neutral); padding: 10px; border-radius: 6px;">
<div style="border: 2px solid var(--background-color-neutral); padding: 10px; border-radius: 6px;">
'''Current Claim Summary''' <br>
'''Current Claim Summary''' <br>
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</div>
</div>


==Resident Plots==
===Resident Plots===
Within a town, individual chunks can be assigned to residents as their personal plots. These are known as '''resident plots''' and can be owned by any member of the town, including the Mayor. Once owned, the resident has full control over how the land is used, within the rules set by the town.
Within a town, individual chunks can be assigned to residents as their personal plots. These are known as '''resident plots''' and can be owned by any member of the town, including the Mayor. Once owned, the resident has full control over how the land is used, within the rules set by the town.
<br>
<br>
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.


===Claiming a Plot===
====Claiming a Plot====
To claim a plot, it must first be listed '''for sale''' by an authorized official.
To claim a plot, it must first be listed '''for sale''' by an authorized official.


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'''Note:''' Plots may cost ⌾ to claim. The price is set by the official putting it up for sale, and plots can also be listed for free to allow easy claiming or gifting.
'''Note:''' Plots may cost ⌾ to claim. The price is set by the official putting it up for sale, and plots can also be listed for free to allow easy claiming or gifting.


===Unclaiming Plots===
====Unclaiming Plots====
* Remove a plot from sale: <code>/plot notforsale</code>
* Remove a plot from sale: <code>/plot notforsale</code>
* Unclaim your own plot: <code>/plot unclaim</code>
* Unclaim your own plot: <code>/plot unclaim</code>
<br>
<br>
Once unclaimed, the plot returns to general town ownership and can be re-listed or reassigned as needed.
Once unclaimed, the plot returns to general town ownership and can be re-listed or reassigned as needed.
==Joining a Nation==
===Joining a Nation===
Joining a nation allows a town to participate in broader regional alliances, benefit from claim bonuses, and engage in diplomatic relationships with other towns and nations.
Joining a nation allows a town to participate in broader regional alliances, benefit from claim bonuses, and engage in diplomatic relationships with other towns and nations.


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Once accepted, the town becomes an official member of that nation. The town will then gain access to any nation related perks, such as increased claim capacity, shared diplomacy, and protected alliances.
Once accepted, the town becomes an official member of that nation. The town will then gain access to any nation related perks, such as increased claim capacity, shared diplomacy, and protected alliances.
===Nation Tax===
====Nation Tax====
Some nations may charge a daily '''nation tax''' to help sustain the nation’s upkeep or to make money.
Some nations may charge a daily '''nation tax''' to help sustain the nation’s upkeep or to make money.
* The tax is automatically withdrawn each day from the '''town bank'''.
* The tax is automatically withdrawn each day from the '''town bank'''.

Revision as of 11:26, 30 June 2025

Towny is a land protection and management plugin that allows players to create towns, form nations, claim territory, and collaborate with others. It introduces diplomacy, taxation, territory control, and active upkeep.

Tip: To view chunk borders, press F3 + G.

Wilderness
By default, all land is considered Wilderness:

  • Anyone can build, break, and interact
  • PVP is always enabled
  • Nothing is protected — be cautious!

Towny Basics

What is a Town?

A Town is a player created community that can claim chunks to protect them from other players. The player who creates the town becomes the Mayor. The Mayor can claim Wilderness chunks to turn them into protected town land.

Role Description
Mayor Founder and administrator of the town
Resident Player who joins a town

Claimed land protects:

  • Against non-residents building or breaking blocks
  • Access to chests, doors, and containers

Creating a Town

To create a town, you must have 300⌾ in your personal bank, then head to spawn, /spawn.
1. Hire an Architect from Lord Crowley at spawn.

2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.
3. Right-click the Architect and select "Create Town".

4. The chunk you stand in becomes the homeblock, and your exact position becomes the town spawn.

To change town spawn or homeblock:

  • Set spawn: /t set spawn
  • Set homeblock: /t set homeblock

To rename, invite, leave, kick commands:

  • Rename town: /t set name [new name]
  • Invite: /t add [username]
  • Leave: /t leave
  • Kick: /t kick [username]

Town Bank

Each town has its own Town Bank used to manage the town's economy and pay for land, stewards, and nation taxes. Anyone can deposit money into the bank, even non-residents.
Bank commands:

  • Deposit: /t deposit [amount] [town name]
  • Withdraw: /t withdraw [amount]
  • View history: /t bankhistory

Withdraw permissions:

  • Mayor
  • Co-Mayor
  • Deputy Mayor
  • Steward
  • Finance Manager

ActiveUpkeep System

ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.

Activity Decay

Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.

The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.

Inactivity Effects

Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown. Inactivity Progress:

  1. When a town has no active residents, it is marked as inactive.
  2. If the town remains inactive for 4 consecutive days, it will be automatically removed from its nation.
  3. This serves as a warning sign that the town is no longer active.
  4. If the town remains inactive for an additional 3 days, bringing the total to 7 consecutive days, it will enter into ruin.

Check activity: Players can check their own or others' activity using: /activity or /activity [username]

Making Claims

  • Stand in a Wilderness chunk near your town
  • Type /t claim
  • After 3–4 claims, new claims must border 3 existing town claims

Maximum Claims

A town can have a maximum of 690 total claims. The claim bonus from active members caps at 500, which is fully reached once 14 residents are active. Any additional active residents beyond that point won’t increase the town's claim capacity further, however you can still add them into your town. The table below summarizes the sources that contribute to the total limit:

Source Claim Cap Notes
Base Claims 10 Default for all newly created towns
Bonus Claims (Residents) 500 +35 claims per active resident, only active players count
Nation Bonus 100 Granted for being in a full-sized nation
Housing Steward Bonus 80 Requires Level 3 Housing Steward

Claim Cost Table

Claim Type Individual Cost Cumulative Cost
10 Base 472⌾ 3,188⌾
50 Bonus 221⌾ 10,519⌾
100 Bonus 364⌾ 24,915⌾
150 Bonus 598⌾ 48,590⌾
200 Bonus 984⌾ 87,527⌾
250 Bonus 1,618⌾ 151,568⌾
300 Bonus 2,661⌾ 256,894⌾
350 Bonus 4,376⌾ 430,116⌾
400 Bonus 7,196⌾ 715,000⌾
450 Bonus 11,835⌾ 1,183,527⌾
500 Bonus 19,464⌾ 1,954,091⌾
550 Bonus 25,000⌾ 3,134,328⌾
600 Bonus 25,000⌾ 4,384,328⌾
650 Bonus 25,000⌾ 5,634,328⌾
690 Bonus 25,000⌾ 6,634,328⌾

Claim Cost Calulator

Current Claim Summary
Existing claims: 1010


Bonus Claims to Purchase
Bonus claims: 00 • (You can buy up to 680 bonus claims)


Cost Breakdown
Cost for 0 bonus claims: 0
Total cost for 10 claims: 2716

Resident Plots

Within a town, individual chunks can be assigned to residents as their personal plots. These are known as resident plots and can be owned by any member of the town, including the Mayor. Once owned, the resident has full control over how the land is used, within the rules set by the town.
Residents may own multiple plots, and they can use them for personal builds, shops, housing, etc.

Claiming a Plot

To claim a plot, it must first be listed for sale by an authorized official.

Authorized officials include:

  • Mayor
  • Co-Mayor
  • Deputy Mayor
  • Land Manager

Steps to claim a plot:
An authorized official stands on an unclaimed town chunk and types: /plot forsale [price]. A resident (or the Mayor) then stands on the same plot and types: /plot claim. The plot is then transferred to the resident, and its ownership is displayed in the plot info.

Note: Plots may cost ⌾ to claim. The price is set by the official putting it up for sale, and plots can also be listed for free to allow easy claiming or gifting.

Unclaiming Plots

  • Remove a plot from sale: /plot notforsale
  • Unclaim your own plot: /plot unclaim


Once unclaimed, the plot returns to general town ownership and can be re-listed or reassigned as needed.

Joining a Nation

Joining a nation allows a town to participate in broader regional alliances, benefit from claim bonuses, and engage in diplomatic relationships with other towns and nations.

Requirements to join a nation

  • The town must have at least 3 residents.
  • The Mayor must receive an invitation to join a nation

Accepting or Denying a Nation Invite
If the town has received an invitation from a nation, the Mayor may respond using one of the following commands:

  • Accept the invitation: /accept [nation name]
  • Deny the invitation: /deny [nation name]

Once accepted, the town becomes an official member of that nation. The town will then gain access to any nation related perks, such as increased claim capacity, shared diplomacy, and protected alliances.

Nation Tax

Some nations may charge a daily nation tax to help sustain the nation’s upkeep or to make money.

  • The tax is automatically withdrawn each day from the town bank.
  • The tax amount is determined and adjusted by the nation's leader.
  • If the town bank lacks sufficient funds to cover the tax, consequences may include automatic removal from the nation.

To check the current tax rate, use either of the following commands: /towny prices or /n