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- version:
- # This is the current version of Towny. Please do not edit.
- version: 0.101.0.0
- # This is for showing the changelog on updates. Please do not edit.
- last_run_version: 0.101.0.0
- language:
- # The language file you wish to use for your default locale. Your default locale is what
- # will be shown in your console and for any player who doesn't use one of the locales below.
- # Available languages: bg-BG.yml, cz-CZ.yml, da-DK.yml, de-DE.yml, en-US.yml,
- # es-AR.yml, es-CL.yml, es-EC.yml, es-ES.yml, es-MX.yml, es-UY.yml, es-VE.yml,
- # fr-FR.yml, he-IL.yml, id-ID.yml, it-IT.yml, ja-JP.yml, ko-KR.yml, nl-NL.yml,
- # no-NO.yml, pl-PL.yml, pt-BR.yml, pt-PT.yml, ro-RO.yml, ru-RU.yml, sr-CS.yml,
- # sv-SE.yml, th-TH.yml, tl-PH.yml, tr-TR.yml, uk-UA.yml, vi-VN.yml, zh-CN.yml,
- # zh-TW.yml
- #
- # If you want to override any of the files above with your own translations you must:
- # - Copy the file from the towny\settings\lang\reference\ folder
- # into the lang\override\ folder and do your edits to that file.
- # If you want to override ALL locales, to change colouring for instance, you must:
- # - Copy the language strings you want to override into
- # the towny\settings\lang\global.yml file.
- #
- # Your players will select what locale that Towny shows them
- # by changing their Minecraft client's locale.
- language: en-US.yml
- # The languages you wish to have enabled. Set to '*' to use all available languages.
- # If you would like to only allow 4 languages use: en-US,ru-RU,es-ES,fr-FR
- # If a player's locale isn't enabled or isn't available it will use the language above instead.
- # For compatibility reasons, en-US will always be considered enabled.
- enabled_languages: '*'
- ############################################################
- # +------------------------------------------------------+ #
- # | A Note on Permission Nodes and Towny | #
- # +------------------------------------------------------+ #
- # #
- # For a full list of permission nodes and instructions #
- # about TownyPerms visit: https://git.io/JUBLd #
- # Many admins neglect to read the opening paragraphs of #
- # this wiki page and end up asking questions the wiki #
- # already answers! #
- # #
- ############################################################
- permissions: ''
- ############################################################
- # +------------------------------------------------------+ #
- # | Town and Nation levels | #
- # +------------------------------------------------------+ #
- ############################################################
- levels:
- # Guide On How to Configure: https://github.com/TownyAdvanced/Towny/wiki/How-Towny-Works#configuring-town_level-and-nation_level
- # One note: You can add and remove levels from this list, but you should never remove the first numResidents: 0 block.
- town_level:
- - numResidents: 0
- namePostfix: ' Ruins'
- mayorPrefix: 'Spirit '
- townBlockBuyBonusLimit: 500
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 1
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 1
- namePostfix: ' (Settlement)'
- mayorPrefix: 'Hermit '
- townBlockBuyBonusLimit: 600
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 16
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 2
- namePostfix: ' (Hamlet)'
- mayorPrefix: 'Chief '
- townBlockBuyBonusLimit: 700
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 32
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 6
- namePostfix: ' (Village)'
- mayorPrefix: 'Baron Von '
- townBlockBuyBonusLimit: 800
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 96
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 10
- namePostfix: ' (Town)'
- mayorPrefix: 'Viscount '
- townBlockBuyBonusLimit: 900
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 160
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 14
- namePostfix: ' (Large Town)'
- mayorPrefix: 'Count Von '
- townBlockBuyBonusLimit: 1000
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 224
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 20
- namePostfix: ' (City)'
- mayorPrefix: 'Earl '
- townBlockBuyBonusLimit: 1250
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 320
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 24
- namePostfix: ' (Large City)'
- mayorPrefix: 'Duke '
- townBlockBuyBonusLimit: 1500
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 384
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 32
- namePostfix: ' (Metropolis)'
- mayorPrefix: 'Lord '
- townBlockBuyBonusLimit: 2000
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 448
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- - numResidents: 50
- namePostfix: ' (Country)'
- mayorPrefix: President
- townBlockBuyBonusLimit: 3000
- namePrefix: ''
- mayorPostfix: ''
- townBlockLimit: 512
- upkeepModifier: 1.0
- townOutpostLimit: 50
- debtCapModifier: '1.0'
- townBlockTypeLimits: {}
- resourceProductionModifier: '1.0'
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- # Guide On How to Configure: https://github.com/TownyAdvanced/Towny/wiki/How-Towny-Works#configuring-town_level-and-nation_level
- # One note: You can add and remove levels from this list, but you should never remove the first numResidents: 0 block.
- nation_level:
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'Leader '
- capitalPrefix: ''
- numResidents: 0
- nationBonusOutpostLimit: 0
- namePostfix: ' (Nation)'
- townBlockLimitBonus: 16
- namePrefix: 'Land of '
- nationZonesSize: 1
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'Count '
- capitalPrefix: ''
- numResidents: 10
- nationBonusOutpostLimit: 1
- namePostfix: ' (Nation)'
- townBlockLimitBonus: 20
- namePrefix: 'Federation of '
- nationZonesSize: 1
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'Duke '
- capitalPrefix: ''
- numResidents: 20
- nationBonusOutpostLimit: 2
- namePostfix: ' (Nation)'
- townBlockLimitBonus: 40
- namePrefix: 'Dominion of '
- nationZonesSize: 1
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'King '
- capitalPrefix: ''
- numResidents: 30
- nationBonusOutpostLimit: 3
- namePostfix: ' (Nation)'
- townBlockLimitBonus: 60
- namePrefix: 'Kingdom of '
- nationZonesSize: 2
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'Emperor '
- capitalPrefix: ''
- numResidents: 40
- nationBonusOutpostLimit: 4
- namePostfix: ' Empire'
- townBlockLimitBonus: 100
- namePrefix: 'The '
- nationZonesSize: 2
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- - kingPostfix: ''
- capitalPostfix: ''
- upkeepModifier: 1.0
- kingPrefix: 'God Emperor '
- capitalPrefix: ''
- numResidents: 60
- nationBonusOutpostLimit: 5
- namePostfix: ' Realm'
- townBlockLimitBonus: 140
- namePrefix: 'The '
- nationZonesSize: 3
- nationTownUpkeepModifier: 1.0
- peacefulCostMultiplier: '1.0'
- bankCapModifier: '1.0'
- nationCapitalBonusOutpostLimit: '0'
- ############################################################
- # +------------------------------------------------------+ #
- # | New Town 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'
- # Default neutral status of the town (are new towns neutral by default?)
- default_neutral: 'false'
- # Default status of new towns, (are they allowed to have a war/battle?)
- # This setting is not used internally by Towny. It is available for war/battle plugins to use.
- # Setting this false should mean your town cannot be involved in a war supplied by another plugin.
- default_allowed_to_war: 'true'
- # Default town board
- default_board: /town set board [msg]
- # Setting this to true will set a town's tag automatically using the first four characters of the town's name.
- set_tag_automatically: 'false'
- # When set, all new Towns will have their map color set to this color. You must use a colour listed in the global_town_settings.allowed_map_colors setting below, ie aqua, azure, etc.
- default_map_color: ''
- # Default tax settings for new towns.
- default_taxes:
- # Default amount of tax of a new town. This must be lower than the economy.daily_taxes.max_town_tax_amount setting.
- tax: '0.0'
- # Default amount of shop tax of a new town.
- shop_tax: '0.0'
- # Default amount of embassy tax of a new town.
- embassy_tax: '0.0'
- # Default amount for town's plottax costs.
- plot_tax: '0.0'
- # Does a player's plot get put up for sale if they are unable to pay the plot tax?
- # When false the plot becomes town land and must be set up for-sale by town mayor or staff.
- does_non-payment_place_plot_for_sale: 'false'
- # Default status of new town's taxpercentage. True means that the default_tax is treated as a percentage instead of a fixed amount.
- taxpercentage: 'true'
- # A required minimum tax amount for the default_tax, will not change any towns which already have a tax set.
- # Do not forget to set the default_tax to more than 0 or new towns will still begin with a tax of zero.
- # This setting has no effect when negative taxes are allowed.
- minimumtax: '0.0'
- ############################################################
- # +------------------------------------------------------+ #
- # | Default new world settings | #
- # +------------------------------------------------------+ #
- # #
- # These flags are only used at the initial setup of a #
- # new world! When you first start Towny these settings #
- # were applied to any world that already existed. #
- # Many of these settings can be turned on and off in #
- # their respective worlds using the /tw toggle command. #
- # Settings are saved in the towny\data\worlds\ folder. #
- # #
- ############################################################
- new_world_settings:
- # Do new worlds have Towny enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle usingtowny
- using_towny: 'true'
- # Are new worlds claimable by default?
- # Setting this to false means that Towny will still be active but no land can be claimed by towns.
- # You can adjust this setting for an existing world using /townyworld toggle claimable
- are_new_world_claimable: 'true'
- pvp:
- # Do new worlds have pvp enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle pvp
- world_pvp: 'true'
- # Do new worlds have pvp forced on by default?
- # This setting overrides a towns' setting.
- # You can adjust this setting for an existing world using /townyworld toggle forcepvp
- force_pvp_on: 'false'
- # Do new world have friendly fire enabled by default?
- # Does not affect Arena Plots which have FF enabled all the time.
- # When true players on the same town or nation will harm each other.
- # You can adjust this setting for an existing world using /townyworld toggle friendlyfire
- friendly_fire_enabled: 'true'
- # Do new worlds have their war_allowed enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle warallowed
- war_allowed: 'true'
- mobs:
- # Do new worlds have world_monsters_on enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle worldmobs
- world_monsters_on: 'true'
- # Do new worlds have wilderness_monsters_on enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle wildernessmobs
- wilderness_monsters_on: 'true'
- # Do new worlds have force_town_monsters_on enabled by default?
- # This setting overrides a towns' setting.
- # You can adjust this setting for an existing world using /townyworld toggle townmobs
- force_town_monsters_on: 'false'
- explosions:
- # Do new worlds have explosions enabled by default?
- # You can adjust this setting for an existing world using /townyworld toggle explosion
- world_explosions_enabled: 'true'
- # Do new worlds have force_explosions_on enabled by default.
- # This setting overrides a towns' setting, preventing them from turning explosions off in their town.
- # You can adjust this setting for an existing world using /townyworld toggle forceexplosion
- force_explosions_on: 'false'
- fire:
- # Do new worlds allow fire to be lit and spread by default?
- # You can adjust this setting for an existing world using /townyworld toggle fire
- world_firespread_enabled: 'false'
- # Do new worlds have force_fire_on enabled by default?
- # This setting overrides a towns' setting.
- # You can adjust this setting for an existing world using /townyworld toggle forcefire
- force_fire_on: 'false'
- # Do new worlds prevent Endermen from picking up and placing blocks, by default?
- enderman_protect: 'true'
- # Do new worlds disable creatures trampling crops, by default?
- disable_creature_crop_trampling: 'true'
- # World management settings to deal with un/claiming plots
- plot_management:
- # This section is applied to new worlds as default settings when new worlds are detected.
- block_delete:
- # You can adjust this setting for an existing world using /townyworld toggle unclaimblockdelete
- enabled: 'true'
- # These items will be deleted upon a plot being unclaimed
- unclaim_delete: WHITE_BED,ORANGE_BED,MAGENTA_BED,LIGHT_BLUE_BED,YELLOW_BED,LIME_BED,PINK_BED,GRAY_BED,LIGHT_GRAY_BED,CYAN_BED,PURPLE_BED,BLUE_BED,BROWN_BED,GREEN_BED,RED_BED,BLACK_BED,TORCH,REDSTONE_WIRE,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,WOODEN_DOOR,ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,REDSTONE_TORCH_OFF,REDSTONE_TORCH_ON,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,CRIMSON_SIGN,WARPED_SIGN,CRIMSON_WALL_SIGN,WARPED_WALL_SIGN,CRIMSON_DOOR,WARPED_DOOR,SOUL_TORCH,SOUL_WALL_TORCH,CRIMSON_PRESSURE_PLATE,WARPED_PRESSURE_PLATE,POLISHED_BLACKSTONE_PRESSURE_PLATE
- # This section is applied to new worlds as default settings when new worlds are detected.
- entity_delete:
- enabled: 'false'
- # These entities will be deleted upon a plot being unclaimed.
- # Valid EntityTypes can be found here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
- unclaim_delete: end_crystal
- # This section is applied to new worlds as default settings when new worlds are detected.
- mayor_plotblock_delete:
- # You can adjust this setting for an existing world using /townyworld toggle plotcleardelete
- 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: ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,CRIMSON_WALL_SIGN,CRIMSON_SIGN,WARPED_WALL_SIGN,WARPED_SIGN
- # This section is applied to new worlds as default settings when new worlds are detected.
- 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
- # with this feature enabled.
- #
- # You can adjust this setting for an existing world using /townyworld toggle revertunclaim
- #
- # Unlike the rest of this config section, the speed setting is not
- # set per-world. What you set for speed will be used in all worlds.
- #
- # If you allow players to break/build in the wild the snapshot will
- # include any changes made before the plot was claimed.
- enabled: 'false'
- speed: 1s
- # These block types will NOT be regenerated by the revert-on-unclaim
- # or revert-explosion features.
- block_ignore: GOLD_ORE,LAPIS_ORE,LAPIS_BLOCK,GOLD_BLOCK,IRON_ORE,IRON_BLOCK,MOSSY_COBBLESTONE,TORCH,SPAWNER,DIAMOND_ORE,DIAMOND_BLOCK,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,GLOWSTONE,EMERALD_ORE,EMERALD_BLOCK,WITHER_SKELETON_SKULL,WITHER_SKELETON_WALL_SKULL,SHULKER_BOX,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,LIGHT_GRAY_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,BEACON,NETHER_GOLD_ORE,ANCIENT_DEBRIS,SOUL_TORCH,SOUL_WALL_TORCH,CRIMSON_SIGN,CRIMSON_WALL_SIGN,WARPED_SIGN,WARPED_WALL_SIGN,LODESTONE,RESPAWN_ANCHOR,NETHER_PORTALFURNACE,BLAST_FURNACE,SMOKER,BREWING_STAND,TNT,AIR,FIRE,NETHER_QUARTZ_ORE,ANCIENT_DEBRIS,NETHERITE_BLOCK,GILDED_BLACKSTONE,DEEPSLATE_IRON_ORE,DEEPSLATE_GOLD_ORE,DEEPSLATE_COAL_ORE,DEEPSLATE_REDSTONE_ORE,DEEPSLATE_DIAMOND_ORE,DEEPSLATE_EMERALD_ORE,DEEPSLATE_LAPIS_ORE,RAW_IRON_BLOCK,RAW_GOLD_BLOCK,PLAYER_HEAD,PLAYER_WALL_HEAD,SKELETON_SKULL,SKELETON_WALL_SKULL,CREEPER_HEAD,CREEPER_WALL_HEAD,ZOMBIE_HEAD,ZOMBIE_WALL_HEAD,DRAGON_HEAD,DRAGON_WALL_HEAD,PLAYER_HEAD,PLAYER_WALL_HEAD,SKELETON_SKULL,SKELETON_WALL_SKULL,CREEPER_HEAD,CREEPER_WALL_HEAD,ZOMBIE_HEAD,ZOMBIE_WALL_HEAD,DRAGON_HEAD,DRAGON_WALL_HEAD,DRAGON_EGG,CRYING_OBSIDIAN,MOVING_PISTON
- # The list of blocks that are allowed to regenerate, if this list is empty then all blocks will regenerate.
- # This list is useful for when you want only 'natural' blocks to regenerate like stone, grass, trees, etc.,
- # useful when you allow players to build/destroy in the wilderness.
- # Like other options in the new_world_settings section, this is only applied as a default setting for new worlds.
- # Configure the list found in the towny\data\worlds\WORLDNAME.txt files.
- block_whitelist: ''
- # This section is applied to new worlds as default settings when new worlds are detected.
- wild_revert_on_mob_explosion:
- # Enabling this will slowly regenerate holes created in the wilderness by monsters exploding.
- # You can adjust this setting for an existing world using /townyworld toggle revertentityexpl
- enabled: 'false'
- # The list of entities whose explosions should be reverted.
- entities: CREEPER,END_CRYSTAL,ENDER_DRAGON,FIREBALL,SMALL_FIREBALL,FIREBALL,TNT,TNT_MINECART,WITHER,WITHER_SKULL,CREEPER
- # How long before an entity-caused explosion begins reverting.
- delay: 20s
- # This section is applied to new worlds as default settings when new worlds are detected.
- wild_revert_on_block_explosion:
- # Enabling this will slowly regenerate holes created in the wilderness by exploding blocks like beds.
- # You can adjust this setting for an existing world using /townyworld toggle revertblockexpl
- enabled: 'false'
- # The list of blocks whose explosions should be reverted.
- blocks: WHITE_BED,ORANGE_BED,MAGENTA_BED,LIGHT_BLUE_BED,YELLOW_BED,LIME_BED,PINK_BED,GRAY_BED,LIGHT_GRAY_BED,CYAN_BED,PURPLE_BED,BLUE_BED,BROWN_BED,GREEN_BED,RED_BED,BLACK_BED,RESPAWN_ANCHOR
- # This section is applied to new worlds as default settings when new worlds are detected.
- # The list of blocks to regenerate for block and entity explosions. (if empty all blocks will regenerate)
- wild_revert_on_explosion_block_whitelist: ''
- # This section is applied to new worlds as default settings when new worlds are detected.
- # This is the list of blocks that should not be overwritten by wilderness explosion reverts. (if empty all
- # blocks placed into regenerating explosions will be overwritten with the original pre-explosion blocks.)
- # This list is useful if you have a death chest plugin which could put a player's inventory inside chest
- # that is inside of a regenerating creeper explosion pit. For Example: By putting CHEST here you can
- # prevent the chest from being overwritten by the dirt block that used to be there.
- wild_revert_explosions_blocks_to_not_replace: ''
- ############################################################
- # +------------------------------------------------------+ #
- # | Global town settings | #
- # +------------------------------------------------------+ #
- ############################################################
- global_town_settings:
- # Maximum number of towns allowed on the server.
- town_limit: '3000'
- # The maximum distance (in townblocks) that 2 town's homeblocks can be to be eligible for merging.
- # Set to this to 0 to disable the distance test.
- max_distance_for_merge: '10'
- # Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds.
- health_regen:
- speed: 3s
- enable: 'true'
- saturation_regen:
- # When true players cannot become hungrier when in their own or an allied town.
- also_prevent_saturation_loss: 'true'
- # These beacons settings will only work on Paper or Paper-derived servers. They will not have any effect on Spigot servers.
- beacons:
- # When true, a beacon placed in a town will only affect the allies of the town. This includes residents, nation residents and allied nation residents.
- beacons_for_allies_only: 'false'
- # When true, conquered towns are not considered allies.
- exclude_conquered_towns: 'false'
- # Number of seconds that must pass before pvp can be toggled by a town.
- # Applies to residents of the town using /res toggle pvp, as well as
- # plots having their PVP toggled using /plot toggle pvp.
- pvp_cooldown_time: '30'
- # Number of seconds that must pass before peacefulness can be toggled by a town or nation.
- peaceful_cooldown_time: '30'
- # Number of seconds that must pass before a player that has deleted their town can create a new one.
- town_delete_cooldown_time: '0'
- # Number of seconds that must pass before a town that has unclaimed a townblock can claim it again.
- town_unclaim_cooldown_time: '0'
- # When set above 0, the amount of hours a town must wait after setting their homeblock, in order to move it again.
- homeblock_movement_cooldown_hours: '0'
- # When set above 0, the furthest number of townblocks a homeblock can be moved by.
- # Example: setting it to 3 would mean the player can only move their homeblock over by 3 townblocks at a time.
- # Useful when used with the above homeblock_movement_cooldown_hours setting.
- homeblock_movement_distance_limit: '0'
- # Enables the [~Home] TownName - PlotOwner - PlotName message line..
- # If false players will not be shown any notifications when they move in and out of towns, between plots.
- show_town_notifications: 'true'
- # Can outlaws roam freely on the towns they are outlawed in?
- # If false, outlaws will be teleported away if they spend too long in the towns they are outlawed in.
- # The time is set below in the outlaw_teleport_warmup.
- allow_outlaws_to_enter_town: 'false'
- # Can outlaws freely teleport out of the towns they are outlawed in?
- # If false, outlaws cannot use commands to teleport out of town.
- # If you want outlaws to not be able to use teleporting items as well, use allow_outlaws_use_teleport_items.
- allow_outlaws_to_teleport_out_of_town: 'true'
- # If false, outlawed players in towns cannot use items that teleport the player, ie: Ender Pearls & Chorus Fruit.
- # Setting this to false requires allow_outlaws_to_teleport_out_of_town to also be false.
- allow_outlaws_use_teleport_items: 'true'
- # Should towns be warned in case an outlaw roams the town?
- # Warning: Outlaws can use this feature to spam residents with warnings!
- # It is recommended to set this to true only if you're using outlaw teleporting with a warmup of 0 seconds.
- warn_town_on_outlaw: 'true'
- # How many seconds in between warning messages, to prevent spam.
- warn_town_on_outlaw_message_cooldown_in_seconds: '60'
- # If set to true, when a player is made into an outlaw using /t outlaw add NAME, and that new
- # outlaw is within the town's borders, the new outlaw will be teleported away using the outlaw_teleport_warmup.
- outlaw_teleport_away_on_becoming_outlawed: 'true'
- # How many seconds are required for outlaws to be teleported away?
- # You can set this to 0 to instantly teleport the outlaw from town.
- # This will not have any effect if allow_outlaws_to_enter_town is enabled.
- outlaw_teleport_warmup: '5'
- # What world do you want the outlaw teleported to if they aren't part of a town
- # and don't have a bedspawn outside of the town they are outlawed in.
- # They will go to the listed world's spawn.
- # If blank, they will go to the spawnpoint of the world the town is in.
- outlaw_teleport_world: ''
- # Commands an outlawed player cannot use while in the town they are outlawed in.
- outlaw_blacklisted_commands: somecommandhere,othercommandhere
- # Commands that cannot be run by players who have an active war.
- war_blacklisted_commands: somecommandhere,othercommandhere
- # When set above zero this is the largest number of residents a town can support before they join/create a nation.
- # Do not set this value to an amount less than the required_number_residents_join_nation below.
- # Do not set this value to an amount less than the required_number_residents_create_nation below.
- maximum_number_residents_without_nation: '0'
- # The required number of residents in a town to join a nation
- # If the number is 0, towns will not require a certain amount of residents to join a nation
- required_number_residents_join_nation: '0'
- # The required number of residents in a town to create a nation
- # If the number is 0, towns will not require a certain amount of residents to create a nation
- required_number_residents_create_nation: '0'
- # If set to true, if a nation is disbanded due to a lack of residents, the capital will be refunded the cost of nation creation.
- refund_disband_low_residents: 'true'
- # List of animals which can be killed on farm plots by town residents.
- farm_animals: PIG,COW,CHICKEN,SHEEP,MOOSHROOM,MUSHROOM_COW,SQUID
- # The maximum number of residents that can be joined to a town. Setting to 0 disables this feature.
- max_residents_per_town: '0'
- # The maximum number of residents that can be joined to a capital city.
- # Requires max_residents_capital_override to be above 0.
- # Uses the greater of max_residents_capital_override and max_residents_per_town.
- max_residents_capital_override: '0'
- # If Towny should show players the townboard when they login
- display_board_onlogin: 'true'
- # If set to true, Towny will prevent a townblock from being unclaimed while an outsider is within the townblock's boundaries.
- # When active this feature can cause a bit of lag when the /t unclaim command is used, depending on how many players are online.
- outsiders_prevent_unclaim_townblock: 'false'
- # If set to true, Towny will prevent a town or plot from enabling PVP while an outsider is within the town's or plot's boundaries.
- # When active this feature can cause a bit of lag when the /t toggle pvp command is used, depending on how many players are online.
- outsiders_prevent_pvp_toggle: 'false'
- # If set to true, when a world has forcepvp set to true, homeblocks of towns will not be affected and have PVP set to off.
- # Does not have any effect when Event War is active.
- homeblocks_prevent_forcepvp: 'false'
- # If set to true, any player with towny.admin (or OP,) will be able to hurt other players overriding any location's PVP setting.
- # Setting this to true will create avenues for admins to abuse players.
- admins_can_always_pvp: 'false'
- # If People should keep their inventories on death in a town.
- # Is not guaranteed to work with other keep inventory plugins!
- keep_inventory_on_death_in_town: 'false'
- # If People should keep their inventories on death in their own town.
- # Is not guaranteed to work with other keep inventory plugins!
- keep_inventory_on_death_in_own_town: 'false'
- # If People should keep their inventories on death in an allied town.
- # Is not guaranteed to work with other keep inventory plugins!
- keep_inventory_on_death_in_allied_town: 'false'
- # If People should keep their inventories on death in an arena townblock.
- # Is not guaranteed to work with other keep inventory plugins!
- keep_inventory_on_death_in_arena: 'false'
- # If People should keep their experience on death in a town.
- # Is not guaranteed to work with other keep experience plugins!
- keep_experience_on_death_in_town: 'false'
- # If People should keep their experience on death in an arena townblock.
- # Is not guaranteed to work with other keep experience plugins!
- keep_experience_on_death_in_arena: 'false'
- # While true, weapons and armour items worn by players in Arena plots will not lose durability.
- prevent_item_degrading_in_arenas: 'false'
- # The Maximum price that a town can be put for sale at. This refers to the price that
- # someone could pay if they ran /t buytown, to buy a town that has been put up for sale.
- max_buytown_price: '999999999'
- # Maximum amount that a town can set their plot, embassy, shop, etc plots' prices to.
- # Setting this higher can be dangerous if you use Towny in a mysql database. Large numbers can become shortened to scientific notation.
- maximum_plot_price_cost: '1000000.0'
- # maximum number of plots any single resident can own
- max_plots_per_resident: '100'
- # If set to true, the /town screen will display the xyz coordinate for a town's spawn rather than the homeblock's Towny coords.
- display_xyz_instead_of_towny_coords: 'false'
- # If set to true the /town list command will list randomly, rather than by whichever comparator is used, hiding resident counts.
- display_town_list_randomly: 'false'
- # The ranks to be given preference when assigning a new mayor, listed in order of descending preference.
- # All ranks should be as defined in `townyperms.yml`.
- # For example, to give a `visemayor` preference over an `assistant`, change this parameter to `visemayor,assistant`.
- order_of_mayoral_succession: assistant
- # When enabled, blocks like lava or water will be unable to flow into other plots, if the owners aren't the same.
- prevent_fluid_griefing: 'true'
- # Allows blocking commands inside towns and limiting them to plots owned by the players only.
- # Useful for limiting sethome/home commands to plots owned by the players themselves and not someone else.
- # Admins and players with the towny.admin.town_commands.blacklist_bypass permission node will not be hindered.
- # Blocked commands lists can be for root commands: ie: /town, which will block all subcommands. A subcommand
- # can be specified without blocking the root command: ie: /town spawn which would not block /town.
- # When configuring the command lists below, do not include the / symbol.
- town_command_blacklisting:
- # Allows blocking commands inside towns through the town_blacklisted_commands setting.
- # This boolean allows you to disable this feature altogether if you don't need it
- enabled: 'false'
- # Comma separated list of commands which cannot be run inside of any town.
- town_blacklisted_commands: somecommandhere,othercommandhere
- # This allows the usage of blacklisted commands only in plots personally-owned by the player.
- # Players with the towny.claimed.townowned.* permission node will be able to run these commands
- # inside of town-owned land. This would include mayors, assistants and possibly a builder rank.
- # Players with the towny.claimed.owntown.* permission node (given to mayors/assistants usually,)
- # will also not be limited by this command blacklist.
- player_owned_plot_limited_commands: sethome,home
- # This allows the usage of blacklisted commands only in the player's town
- # and the wilderness (essentially blocking commands from being ran by tourists/visitors)
- # Players with the towny.globally_welcome permission node are not going to be limited by this list.
- # Commands have to be on town_command_blacklisting.town_blacklisted_commands, else this is not going to be checked.
- own_town_and_wilderness_limited_commands: sethome,home
- # When set to true, trusted residents (residents that are trusted by a town directly,
- # as well as residents that are members of a town that is trusted,) will be able to use
- # commands that only town residents could use.
- own_town_and_wilderness_limited_commands_allow_trusted_residents: 'true'
- # When set to true, residents which are allies of the town (which could be nation members as well as allied nations' members) will be able to use
- # commands that only town residents could use.
- own_town_and_wilderness_limited_commands_allow_allies: 'false'
- # When enabled, town (and nation) names will automatically be capitalised upon creation.
- automatic_capitalisation: 'false'
- # When disabled, towns will not be able to be created with or renamed to a name that contains numbers.
- # Disabling this option does not affect already created towns.
- allow_numbers_in_town_name: 'true'
- # This setting determines the list of allowed town map colors.
- # The color codes are in hex format.
- allowed_map_colors: aqua:00ffff, azure:f0ffff, beige:f5f5dc, black:000000, blue:0000ff, brown:a52a2a, cyan:00ffff, darkblue:00008b, darkcyan:008b8b, darkgrey:a9a9a9, darkgreen:006400, darkkhaki:bdb76b, darkmagenta:8b008b, darkolivegreen:556b2f, darkorange:ff8c00, darkorchid:9932cc, darkred:8b0000, darksalmon:e9967a, darkviolet:9400d3, fuchsia:ff00ff, gold:ffd700, green:008000, indigo:4b0082, khaki:f0e68c, lightblue:add8e6, lightcyan:e0ffff, lightgreen:90ee90, lightgrey:d3d3d3, lightpink:ffb6c1, lightyellow:ffffe0, lime:00ff00, magenta:ff00ff, maroon:800000, navy:000080, olive:808000, orange:ffa500, pink:ffc0cb, purple:800080, violet:800080, red:ff0000, silver:c0c0c0, white:ffffff, yellow:ffff00
- # List of ranks (separated by a comma) that will prevent a player from being kicked from a town.
- unkickable_ranks: assistant
- # When true any trusted players will get permissions in town owned land, and the personally-owned land in that town.
- # When false, trusted players get permissions only in the town owned land, leaving player-owned plots to their normal plot perms.
- do_trusted_players_get_full_perms_in_personally_owned_land: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Global nation settings | #
- # +------------------------------------------------------+ #
- ############################################################
- global_nation_settings:
- # Nation Zones are a special type of wilderness surrounding Capitals of Nations or Nation Capitals and their Towns.
- # When it is enabled players who are members of the nation can use the wilderness surrounding the town like normal.
- # Players who are not part of that nation will find themselves unable to break/build/switch/itemuse in this part of the wilderness.
- # The amount of townblocks used for the zone is determined by the size of the nation and configured in the nation levels.
- # Because these zones are still wilderness anyone can claim these townblocks.
- # It is recommended that whatever size you choose, these numbers should be less than the min_plot_distance_from_town_plot otherwise
- # someone might not be able to build/destroy in the wilderness outside their town.
- nationzone:
- # Nation zone feature is disabled by default. This is because it can cause a higher server load for servers with a large player count.
- enable: 'false'
- # When set to true, only the capital town of a nation will be surrounded by a nation zone type of wilderness.
- only_capitals: 'true'
- # Amount of buffer added to nation zone width surrounding capitals only. Creates a larger buffer around nation capitals.
- capital_bonus_size: '0'
- # When set to true, players which are part of a conquered town, will not have access to their nation's nationzone.
- # They will still be able to use the nation_zone outside of their own town.
- not_for_conquered_towns: 'false'
- # When set to true, the nation zone of a conquered town will only be usable by the conquered town's players.
- # The players belonging to the conquering nation will not be able to use the nation zone.
- protect_conquered_towns: 'false'
- # When set to true, nation zones are disabled during the the Towny war types.
- war_disables: 'true'
- # When set to true, players will receive a notification when they enter into a nationzone.
- # Set to false by default because, like the nationzone feature, it will generate more load on servers.
- show_notifications: 'false'
- # If Towny should show players the nationboard when they login.
- display_board_onlogin: 'true'
- # If true the capital city of nation cannot be neutral/peaceful.
- capitals_cannot_be_neutral: 'false'
- # When set to true, the nation's NationLevel is determined by the number of towns in the nations, instead of the number of residents.
- nation_level_is_determined_by_town_count_instead_of_resident_count: 'false'
- # If higher than 0, it will limit how many towns can be joined into a nation.
- # Does not affect existing nations that are already over the limit.
- max_towns_per_nation: '0'
- # If higher than 0, it will limit how many residents can join a nation.
- # Does not affect existing nations that are already over the limit.
- max_residents_per_nation: '0'
- # This setting determines the list of allowed nation map colors.
- # The color codes are in hex format.
- allowed_map_colors: aqua:00ffff, azure:f0ffff, beige:f5f5dc, black:000000, blue:0000ff, brown:a52a2a, cyan:00ffff, darkblue:00008b, darkcyan:008b8b, darkgrey:a9a9a9, darkgreen:006400, darkkhaki:bdb76b, darkmagenta:8b008b, darkolivegreen:556b2f, darkorange:ff8c00, darkorchid:9932cc, darkred:8b0000, darksalmon:e9967a, darkviolet:9400d3, fuchsia:ff00ff, gold:ffd700, green:008000, indigo:4b0082, khaki:f0e68c, lightblue:add8e6, lightcyan:e0ffff, lightgreen:90ee90, lightgrey:d3d3d3, lightpink:ffb6c1, lightyellow:ffffe0, lime:00ff00, magenta:ff00ff, maroon:800000, navy:000080, olive:808000, orange:ffa500, pink:ffc0cb, purple:800080, violet:800080, red:ff0000, silver:c0c0c0, white:ffffff, yellow:ffff00
- # The maximum amount of allies that a nation can have, set to -1 to have no limit.
- max_allies: '-1'
- # While true, conquered towns will be considered a member of good standing in the nation.
- # When set to false CombatUtil#isAlly() tests will treat conquered towns and their nations as not allied.
- # Setting this to false could result in strange unforseen behaviour.
- are_conquered_towns_considered_allies: 'true'
- proximity:
- # The maximum number of townblocks a town's homeblock can be away from their nation capital's homeblock.
- # Automatically precludes towns from one world joining a nation in another world.
- # If the number is 0, towns will not require a proximity to a nation.
- nation_proximity_to_capital_city: '0.0'
- # The maximum number of townblocks a town's homeblock can be away from other towns's homeblocks in the nation.
- # This setting is only used when nation_proximity_to_capital_city is above 0.
- # When used, and a town is out of range of their capital city, the remaining towns in the nation will be parsed,
- # if one of those towns' homeblocks is close enough to the town's homeblock, the town can remain in the nation.
- # Leave this setting at 0.0 in order to de-activate nations' towns granting further range for towns in the nation.
- nation_proximity_to_other_nation_towns: '0.0'
- # The maximum number of townblocks a town's homeblock can be away from their nation's capital's homeblock,
- # when the town is being allowed to go further out from the capital because of the nation_proximity_to_other_nation_towns
- # setting above.
- # This setting is what will stop a nation being able to go incredibly wide due to towns 'chaining' together.
- # This setting is only used when nation_proximity_to_capital_city is above 0.
- # Leave this setting at 0.0 in order to allow nations to chain towns together to go as wide as they like.
- absolute_distance_from_capital: '0.0'
- # When disabled, nations will not be able to be created with or renamed to a name that contains numbers.
- # Disabling this option does not affect already created nations.
- allow_numbers_in_nation_name: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Plugin interfacing | #
- # +------------------------------------------------------+ #
- ############################################################
- plugin:
- # See database.yml file for flatfile/mysql settings.
- database:
- # Flatfile backup settings.
- daily_backups: 'true'
- backups_are_deleted_after: 90d
- # Valid entries are: tar, tar.gz, zip, or none for no backup.
- flatfile_backup_type: tar
- interfacing:
- tekkit:
- # Add any fake players for client/server mods (aka Tekkit) here
- fake_residents: '[IndustrialCraft],[BuildCraft],[Redpower],[Forestry],[Turtle]'
- luckperms:
- # If enabled, Towny contexts will be available in LuckPerms. https://luckperms.net/wiki/Context
- # Towny will supply for LuckPerms: townyperms' ranks contexts, as well as location-based contexts.
- contexts: 'true'
- # Configure what contexts to enable/disable here, contexts must be separated by a comma.
- # Available contexts: towny:resident, towny:nation_resident, towny:mayor, towny:king, towny:insidetown, towny:insideowntown, towny:insideownplot, towny:townrank
- # towny:nationrank, towny:town, towny:nation, towny:istownconquered
- enabled_contexts: '*'
- # If enabled, blocks that get regenerated by Towny, such as revert-on-unclaim and explosion regeneration will be logged with CoreProtect.
- # Actions are logged with the `#towny` user, so Towny's actions can easily be undone using user:#towny.
- coreprotect_support: 'true'
- web_map:
- # If enabled, players will be prompted to open a url when clicking on coordinates in towny status screens.
- enabled: 'false'
- # If enabled, the world name placeholder will be replaced with the world key instead of the Bukkit name.
- # This should be enabled if you use SquareMap.
- world_name_uses_world_key: 'false'
- # The url that players will be prompted to open when clicking on a coordinate in a status screen.
- # Valid placeholders are {world}, {x}, and {y}, for the world name, x, and y coordinates respectively.
- url: https://example.com/map/?worldname={world}&mapname=flat&zoom=5&x={x}&y=64&z={z}
- day_timer:
- # The time for each "towny day", used for tax and upkeep collection and other daily timers.
- # Default is 24 hours. Cannot be set for greater than 1 day, but can be set lower.
- day_interval: 1d
- # The time each "day", when taxes will be collected.
- # Only used when less than day_interval. Default is 12h (midday).
- # If day_interval is set to something like 20m, the new_day_time is not used, day_interval will be used instead.
- new_day_time: 12h
- # Whether towns with no claimed townblocks should be deleted when the new day is run.
- delete_0_plot_towns: 'false'
- hour_timer:
- # The number of minutes in each "hour".
- # Default is 60m.
- hour_interval: 60m
- # The time each "hour", when the hourly timer ticks.
- # MUST be less than hour_interval. Default is 30m.
- new_hour_time: 30m
- # The interval of each "short" timer tick
- # Default is 20s.
- short_interval: 20s
- # Lots of messages to tell you what's going on in the server with time taken for events.
- debug_mode: 'false'
- # Info tool for server admins to use to query in game blocks and entities.
- info_tool: BRICK
- # Spams the player named in dev_name with all messages related to towny.
- dev_mode:
- enable: 'false'
- dev_name: ElgarL
- # If true this will cause the log to be wiped at every startup.
- reset_log_on_boot: 'true'
- # Sets the default size that /towny top commands display.
- towny_top_size: '10'
- # A blacklist used for validating town/nation names.
- # Names must be seperated by a comma: name1,name2
- name_blacklist: ''
- update_notifications:
- # If enabled, players with the towny.admin.updatealerts permission will receive an update notification upon logging in.
- alerts: 'true'
- # If enabled, only full releases will trigger notifications if you are running a full release.
- # This is ignored if the server is currently using a pre-release version.
- major_only: '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: ^[\p{L}a-zA-Z0-9._\[\]-]*$
- string_check_regex: ^[a-zA-Z0-9 \s._\[\]\#\?\!\@\$\%\^\&\*\-\,\*\(\)\{\}]*$
- name_remove_regex: '[^\P{M}a-zA-Z0-9\&._\[\]-]'
- modify_chat:
- # Maximum length of Town and Nation names. Setting this to a number below your current max_name_length could result in
- # safe mode if the new value is below of your existing town and nation name lengths.
- max_name_length: '20'
- # Maximum number of capital letters that can be used in Town and Nation names. Set to -1 to disable this feature.
- # This count does not include the first letter of a town, and does not count capitalized letters that come after a _ character.
- # This means that a town named New_York would register 0 capitals. While McDonalds would register 1. COOLTOWN would register 7 capital letters.
- max_name_capital_letters: '-1'
- # Maximum length for Town and Nation tags.
- max_tag_length: '4'
- # Maximum length of titles and surnames.
- max_title_length: '10'
- # When true, a mayor or king will need the permission node in order to add colour codes to residents' titles and surtitles.
- # Kings require towny.command.nation.set.title.colours, mayors require towny.command.town.set.title.colours.
- # These nodes are not given out by the default townyperms.yml and must be added to the mayor and king section
- # when this setting has been made true.
- does_adding_colour_codes_require_permission_node: 'false'
- # See the Placeholders wiki page for list of PAPI placeholders.
- # https://github.com/TownyAdvanced/Towny/wiki/Placeholders
- papi_chat_formatting:
- # When using PlaceholderAPI, and a tag would show both nation and town, this will determine how they are formatted.
- both: '&f[&6%n&f|&b%t&f] '
- # When using PlaceholderAPI, and a tag would showing a town, this will determine how it is formatted.
- town: '&f[&b%s&f] '
- # When using PlaceholderAPI, and a tag would show a nation, this will determine how it is formatted.
- nation: '&f[&6%s&f] '
- # Colour code applied to player names using the %townyadvanced_towny_colour% placeholder.
- ranks:
- nomad: '&f'
- resident: '&f'
- mayor: '&b'
- king: '&6'
- papi_leaderboard_formatting:
- # How the %townyadvanced_top_....% placeholders will appear, first %s being the town name, with the second being the balance, resident count or town size.
- format: '%s - %s'
- # Colour codes used in the RELATIONAL placeholder %rel_townyadvanced_color% to display the relation between two players.
- papi_relational_formatting:
- # Used when two players have no special relationship.
- none: '&f'
- # Given to players who have no town.
- no_town: '&f'
- # Used when two players are in the same town.
- same_town: '&2'
- # Used when two players are in the same nation.
- same_nation: '&2'
- # Used when the player is a member of one of your nation's conquered towns.
- conquered_town: '&e'
- # Used when two players' nations are allied.
- ally: '&b'
- # Used when two players are enemies.
- enemy: '&c'
- ############################################################
- # +------------------------------------------------------+ #
- # | block/item/mob protection | #
- # +------------------------------------------------------+ #
- ############################################################
- protection:
- # Items that can be blocked within towns via town/plot flags.
- # These items will be the ones restricted by a town/resident/plot's item_use setting.
- # A list of items, that are held in the hand, which can be protected against.
- # Group names you can use in this list: BOATS, MINECARTS
- # A full list of proper names can be found here https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
- item_use_ids: BONE_MEAL,FLINT_AND_STEEL,BUCKET,WATER_BUCKET,LAVA_BUCKET,MINECART,STORAGE_MINECART,INK_SACK,SHEARS,ENDER_PEARL,GLASS_BOTTLE,FIREBALL,ARMOR_STAND,SKULL_ITEM,BIRCH_BOAT,ACACIA_BOAT,DARK_OAK_BOAT,JUNGLE_BOAT,OAK_BOAT,SPRUCE_BOAT,END_CRYSTAL,POWERED_MINECART,COMMAND_MINECART,EXPLOSIVE_MINECART,HOPPER_MINECART,CHORUS_FRUIT,BLACK_DYE,BLUE_DYE,BROWN_DYE,CYAN_DYE,GRAY_DYE,GREEN_DYE,LIGHT_BLUE_DYE,LIGHT_GRAY_DYE,LIME_DYE,MAGENTA_DYE,ORANGE_DYE,PINK_DYE,PURPLE_DYE,RED_DYE,WHITE_DYE,YELLOW_DYE,DIAMOND_AXE,GOLDEN_AXE,IRON_AXE,WOODEN_AXE,STONE_AXE,NETHERITE_AXE,EGG,EGG
- # Blocks that are protected via town/plot flags.
- # These are blocks in the world that will be protected by a town/resident/plot's switch setting.
- # Switches are blocks, that are in the world, which get right-clicked.
- # Towny will tell you the proper name to use in this list if you hit the block while holding a clay brick item in your hand.
- # Group names you can use in this list: BOATS,MINECARTS,WOOD_DOORS,PRESSURE_PLATES,NON_WOODEN_PRESSURE_PLATES,FENCE_GATES,TRAPDOORS,SHULKER_BOXES,BUTTONS.
- # Note: Vehicles like MINECARTS and BOATS can be added here. If you want to treat other rideable mobs like switches add SADDLE
- # to protect HORSES, DONKEYS, MULES, PIGS, STRIDERS (This is not recommended, unless you want players to not be able to
- # re-mount their animals in towns they cannot switch in.)
- # A full list of proper names can be found here https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
- switch_ids: JUKEBOX,NOTE_BLOCK,BEACON,CHEST,TRAPPED_CHEST,FURNACE,DISPENSER,HOPPER,DROPPER,LEVER,COMPARATOR,REPEATER,STONE_PRESSURE_PLATE,ACACIA_PRESSURE_PLATE,BIRCH_PRESSURE_PLATE,DARK_OAK_PRESSURE_PLATE,JUNGLE_PRESSURE_PLATE,OAK_PRESSURE_PLATE,SPRUCE_PRESSURE_PLATE,HEAVY_WEIGHTED_PRESSURE_PLATE,LIGHT_WEIGHTED_PRESSURE_PLATE,STONE_BUTTON,ACACIA_BUTTON,BIRCH_BUTTON,DARK_OAK_BUTTON,JUNGLE_BUTTON,OAK_BUTTON,SPRUCE_BUTTON,ACACIA_DOOR,BIRCH_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,OAK_DOOR,SPRUCE_DOOR,ACACIA_FENCE_GATE,BIRCH_FENCE_GATE,DARK_OAK_FENCE_GATE,OAK_FENCE_GATE,JUNGLE_FENCE_GATE,SPRUCE_FENCE_GATE,ACACIA_TRAPDOOR,BIRCH_TRAPDOOR,DARK_OAK_TRAPDOOR,JUNGLE_TRAPDOOR,OAK_TRAPDOOR,SPRUCE_TRAPDOOR,MINECART,COMMAND_BLOCK_MINECART,CHEST_MINECART,FURNACE_MINECART,HOPPER_MINECART,TNT_MINECART,SHULKER_BOX,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,LIGHT_GRAY_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,CARROT_STICK,DAYLIGHT_DETECTOR,STONECUTTER,SMITHING_TABLE,FLETCHING_TABLE,SMOKER,LOOM,GRINDSTONE,COMPOSTER,CARTOGRAPHY_TABLE,BLAST_FURNACE,BELL,BARREL,DRAGON_EGG,ITEM_FRAME,POTTED_ACACIA_SAPLING,POTTED_ALLIUM,POTTED_AZURE_BLUET,POTTED_BAMBOO,POTTED_BIRCH_SAPLING,POTTED_BLUE_ORCHID,POTTED_BROWN_MUSHROOM,POTTED_CACTUS,POTTED_CORNFLOWER,POTTED_DANDELION,POTTED_DARK_OAK_SAPLING,POTTED_DEAD_BUSH,POTTED_FERN,POTTED_JUNGLE_SAPLING,POTTED_LILY_OF_THE_VALLEY,POTTED_OAK_SAPLING,POTTED_ORANGE_TULIP,POTTED_OXEYE_DAISY,POTTED_PINK_TULIP,POTTED_POPPY,POTTED_RED_MUSHROOM,POTTED_RED_TULIP,POTTED_SPRUCE_SAPLING,POTTED_WHITE_TULIP,POTTED_WITHER_ROSE,BARREL,BREWING_STAND,LEAD,SWEET_BERRY_BUSH,CRIMSON_PRESSURE_PLATE,WARPED_PRESSURE_PLATE,POLISHED_BLACKSTONE_PRESSURE_PLATE,CRIMSON_BUTTON,WARPED_BUTTON,POLISHED_BLACKSTONE_BUTTON,CRIMSON_DOOR,WARPED_DOOR,CRIMSON_FENCE_GATE,WARPED_FENCE_GATE,CRIMSON_TRAPDOOR,WARPED_TRAPDOOR,LODESTONE,RESPAWN_ANCHOR,TARGET,OAK_CHEST_BOAT,DECORATED_POT,CRAFTER
- # Materials which can be lit on fire even when firespread is disabled.
- # Still requires the use of the flint and steel.
- fire_spread_bypass_materials: NETHERRACK,SOUL_SAND,SOUL_SOIL
- # permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/LivingEntity.html
- # Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
- # PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie, Shulker
- # Husk, Stray, SkeletonHorse, ZombieHorse, Vex, Vindicator, Evoker, Endermite, PolarBear, Axolotl, Goat, GlowSquid
- # Remove living entities within a town's boundaries, if the town has the mob removal flag set.
- town_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
- # Whether the town mob removal should remove THE_KILLER_BUNNY type rabbits.
- town_mob_removal_killer_bunny: 'true'
- # Prevent the spawning of villager babies in towns.
- town_prevent_villager_breeding: 'false'
- # A comma seperated list of spawn causes, if an entity has a spawn cause that is in this list they will not be removed by town mob removal.
- # For the list of valid spawn causes, see https://jd.papermc.io/paper/1.20/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html
- # Due to technical reasons, this setting only works on Paper servers.
- town_mob_removal_ignored_spawn_causes: ''
- # Disable creatures triggering stone pressure plates
- disable_creature_pressureplate_stone: 'true'
- # Remove living entities in the wilderness in all worlds that have wildernessmobs turned off.
- wilderness_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
- # Globally remove living entities in all worlds that have worldmobs turned off
- world_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
- # Prevent the spawning of villager babies in the world.
- world_prevent_villager_breeding: 'false'
- # When set to true, mobs who've been named with a nametag will not be removed by the mob removal task.
- mob_removal_skips_named_mobs: 'true'
- # 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
- # permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/package-summary.html
- # Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
- # PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie
- # Protect living entities within a town's boundaries from being killed by players or mobs.
- mob_types: Animals,WaterMob,NPC,Snowman,ArmorStand,Villager,Hanging
- # When set to true, the above mob_types will be protected when they are in a town, from being able to enter empty boats.
- # This protects the mobs from being stolen using boats.
- mob_types_protected_from_boat_theft: 'false'
- # Setting this to false will allow non-player entities to harm the above protected mobs.
- # This would include withers damaging protected mobs, and can be quite harmful.
- are_mob_types_protected_against_mobs: 'true'
- # permitted Potion Types https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html
- # ABSORPTION, BLINDNESS, CONFUSION, DAMAGE_RESISTANCE, FAST_DIGGING, FIRE_RESISTANCE, HARM, HEAL, HEALTH_BOOST, HUNGER,
- # INCREASE_DAMAGE, INVISIBILITY, JUMP, NIGHT_VISION, POISON, REGENERATION, SATURATION, SLOW , SLOW_DIGGING,
- # SPEED, WATER_BREATHING, WEAKNESS, WITHER.
- # When preventing PVP prevent the use of these potions.
- potion_types: BLINDNESS,CONFUSION,HARM,HUNGER,POISON,SLOW,SLOW_DIGGING,WEAKNESS,WITHER
- # When set to true, players with the Frost Walker enchant will need to be able to build where they are attempting to freeze.
- prevent_frost_walker_freezing: 'false'
- # When set to true, players will never trample crops. When false, players will still
- # have to be able to break the crop by hand in order to be able to trample crops.
- prevent_player_crop_trample: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Wilderness settings | #
- # +------------------------------------------------------+ #
- # #
- # These are default settings only, applied to newly made #
- # worlds. They are copied to each world's data file upon #
- # first detection. #
- # If you are running Towny for the first time these have #
- # been applied to all your already existing worlds. #
- # #
- # To make changes for each world edit the settings in the #
- # relevant worlds data file 'plugins/Towny/data/worlds/' #
- # #
- # Furthermore: These settings are only used after Towny #
- # has exhausted testing the player for the towny.wild.* #
- # permission nodes. #
- # #
- ############################################################
- unclaimed:
- # Can players build with any block in the wilderness?
- unclaimed_zone_build: 'false'
- # Can player destroy any block in the wilderness?
- unclaimed_zone_destroy: 'false'
- # Can players use items listed in the above protection.item_use_ids in the wilderness without restriction?
- unclaimed_zone_item_use: 'false'
- # Can players interact with switch blocks listed in the above protection.switch_ids in the wilderness without restriction?
- unclaimed_zone_switch: 'false'
- # A list of blocks that will bypass the above settings and do not require the towny.wild.* permission node.
- # These blocks are also used in determining which blocks can be interacted with in Towny Wilds plots in towns.
- unclaimed_zone_ignore: SAPLING,GOLD_ORE,IRON_ORE,COAL_ORE,LOG,LEAVES,LAPIS_ORE,LONG_GRASS,YELLOW_FLOWER,RED_ROSE,BROWN_MUSHROOM,RED_MUSHROOM,TORCH,DIAMOND_ORE,LADDER,RAILS,REDSTONE_ORE,GLOWING_REDSTONE_ORE,CACTUS,CLAY,SUGAR_CANE_BLOCK,PUMPKIN,GLOWSTONE,LOG_2,VINE,NETHER_WARTS,COCOA,SUGAR_CANE
- ############################################################
- # +------------------------------------------------------+ #
- # | 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.forsaleby][notification.plot.splitter][notification.plot.type]
- # ~ Wak Town - Lord Jebus - [Home] [For Sale by Jebus: 50 Beli] [Shop]
- notification:
- format: '&6 ~ %s'
- splitter: '&7 - '
- area_wilderness: '&2%s'
- area_wilderness_pvp: '%s'
- area_town: '&6%s'
- area_town_pvp: '%s'
- owner: '&a%s'
- no_owner: '&a%s'
- plot:
- splitter: ' '
- format: '%s'
- homeblock: '&b[Home]'
- outpostblock: '&b[Outpost]'
- forsaleby: '&e[For Sale by %s: %s]'
- notforsale: '&e[Not For Sale]'
- type: '&6[%s]'
- group: '&f[%s]'
- district: '&2[%s]'
- # When set to true, town's names are the long form (townprefix)(name)(townpostfix) configured in the town_level section.
- # When false, it is only the town name.
- town_names_are_verbose: 'true'
- # If set to true MC's Title and Subtitle feature will be used when crossing into a town.
- # Could be seen as intrusive/distracting, so false by default.
- using_titles: 'false'
- # Requires the above using_titles to be set to true.
- # Title and Subtitle shown when entering a town or the wilderness. By default 1st line is blank, the 2nd line shows {townname} or {wilderness}.
- # You may use colour codes &f, &c and so on.
- # For town_title and town_subtitle you may use:
- # {townname} - Name of the town.
- # {town_motd} - Shows the townboard message.
- # {town_residents} - Shows the number of residents in the town.
- # {town_residents_online} - Shows the number of residents online currently.
- # {nationname} - Name of the nation, formatted below,
- # {nationcapital} - Name of the nation capital and nation, formatted below,
- # {nation_motd} - Shows the nationboard message.
- # {nation_residents} - Shows the number of residents in the nation.
- # {nation_residents_online} - Shows the number of residents online currently.
- # The notification.town_names_are_verbose setting will affect the {townname} placeholder.
- titles:
- # Entering Town Upper Title Line
- town_title: ''
- # Entering Town Lower Subtitle line.
- town_subtitle: '&b{townname}'
- # Entering Wilderness Upper Title Line
- wilderness_title: ''
- # Entering Wilderness Lower Subtitle line.
- wilderness_subtitle: '&2{wilderness}'
- # The format used to format the {nationame} option. The name of the nation will replace %s.
- nationname_format: '&6Nation of %s'
- # The format used to format the {nationcapital} option. The name of the capital city and nation will replace the %s and %s.
- # Alternatively, you can use %t for townname and %n for nationname and show either one or both.
- nationcapital_format: '&6Entering %s, Capital City of %s'
- # The duration (in ticks) that the Title and Subtitle messages will appear for.
- # The default duration for minecraft is 70 ticks, which equates to 3.5 seconds.
- duration: '70'
- # When true, a plot notification that has a plot owner's name will use the verbose name, ie: town/nation titles or prefixes set via the town/nation levels.
- # When false, only their name will appear.
- owner_shows_verbose_name: 'true'
- # This setting controls where chunk notifications are displayed for players.
- # By default, notifications appear in the player's action bar.
- # Available options: action_bar, chat, bossbar, or none.
- notifications_appear_as: action_bar
- # This settings sets the duration the actionbar (The text above the inventory bar) or the bossbar lasts in seconds
- notification_actionbar_duration: '15'
- bossbars:
- # The color to use for bossbar notifications.
- # Valid colors are blue, green, pink, purple, red, white, or yellow.
- color: white
- # The overlay to use for bossbar notifications.
- # Valid options are progress, notched_6, notched_10, notched_12, notched_20
- overlay: progress
- # The progress to use for the bossbar, between 0 and 1.
- progress: '0'
- ############################################################
- # +------------------------------------------------------+ #
- # | 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'
- town:
- build: 'false'
- destroy: 'false'
- item_use: 'false'
- switch: 'false'
- 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'
- nation:
- build: 'false'
- destroy: 'false'
- item_use: 'false'
- switch: 'false'
- ally:
- build: 'false'
- destroy: 'false'
- item_use: 'false'
- switch: 'false'
- outsider:
- build: 'false'
- destroy: 'false'
- item_use: 'false'
- switch: 'false'
- ############################################################
- # +------------------------------------------------------+ #
- # | Towny Invite System | #
- # +------------------------------------------------------+ #
- ############################################################
- invite_system:
- # Command used to accept towny invites)
- #e.g Player join town invite.
- accept_command: accept
- # Command used to deny towny invites
- #e.g Player join town invite.
- deny_command: deny
- # Command used to confirm some towny actions/tasks)
- #e.g Purging database or removing a large amount of townblocks
- confirm_command: confirm
- # Command used to cancel some towny actions/tasks
- #e.g Purging database or removing a large amount of townblocks
- cancel_command: cancel
- # How many seconds before a confirmation times out for the receiver.
- # This is used for cost-confirmations and confirming important decisions.
- confirmation_timeout: '20'
- # When set for more than 0m, the amount of time (in minutes) which must have passed between
- # a player's first log in and when they can be invited to a town.
- cooldowntime: 0m
- # When set for more than 0m, the amount of time until an invite is considered
- # expired and is removed. Invites are checked for expiration once every hour.
- # Valid values would include: 30s, 30m, 24h, 2d, etc.
- expirationtime: 0m
- # Max invites for Town & Nations, which they can send. Invites are capped to decrease load on large servers.
- # You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
- maximum_invites_sent:
- # How many invites a town can send out to players, to join the town.
- town_toplayer: '35'
- # How many invites a nation can send out to towns, to join the nation.
- nation_totown: '35'
- # How many requests a nation can send out to other nations, to ally with the nation.
- # Only used when war.disallow_one_way_alliance is set to true.
- nation_tonation: '35'
- # Max invites for Players, Towns & nations, which they can receive. Invites are capped to decrease load on large servers.
- # You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
- maximum_invites_received:
- # How many invites can one player have from towns.
- player: '10'
- # How many invites can one town have from nations.
- town: '10'
- # How many requests can one nation have from other nations for an alliance.
- nation: '10'
- # When set above 0, the maximum distance a player can be from a town's spawn in order to receive an invite.
- # Use this setting to require players to be near or inside a town before they can be invited.
- maximum_distance_from_town_spawn: '0'
- ############################################################
- # +------------------------------------------------------+ #
- # | Resident settings | #
- # +------------------------------------------------------+ #
- ############################################################
- resident_settings:
- # if enabled old residents will be deleted, losing their town, townblocks, friends
- # after Two months (default) of not logging in. If the player is a mayor their town
- # will be inherited according to the order_of_mayoral_succession list in this config.
- delete_old_residents:
- enable: 'false'
- deleted_after_time: 90d
- delete_economy_account: 'true'
- # When true only residents who have no town will be deleted.
- delete_only_townless: 'false'
- # When true players will be removed from their town and become a nomad instead of being fully deleted.
- only_remove_town: 'false'
- # The name of the town a resident will automatically join when he first registers.
- default_town_name: ''
- # If true, players can only use beds in plots they personally own.
- deny_bed_use: 'false'
- # The default resident about text, shown in the resident's status screen.
- default_about: /res set about [msg]
- # How long does a resident have to wait to join a town, after joining the server.
- # Set to 0m to disable. 1m = 1 minute, 1h = 1 hour, 1d = 1 day.
- min_time_to_join_town: 0m
- ############################################################
- # +------------------------------------------------------+ #
- # | Economy settings | #
- # +------------------------------------------------------+ #
- ############################################################
- economy:
- # This enables/disables all the economy functions of Towny.
- # This will first attempt to use Vault or Reserve to bridge your economy plugin with Towny.
- # If Reserve/Vault is not present it will attempt to find a supported economy plugin.
- # If neither Vault/Reserve or supported economy are present it will not be possible to create towns or do any operations that require money.
- using_economy: 'true'
- # By default it is set to true.
- # Rarely set to false. Set to false if you get concurrent modification errors on timers for daily tax collections.
- use_async: 'true'
- # The time that the town and nation bank accounts' balances are cached for, in seconds.
- # This time is also used for the resident tax-owing value.
- # Default of 600s is equal to ten minutes. Requires the server to be stopped and started if you want to change this.
- # Cached balances are used for PlaceholderAPI placeholders, town and nation lists.
- bank_account_cache_timeout: 600s
- # Prefix to apply to all town economy accounts.
- town_prefix: town-
- # Prefix to apply to all nation economy accounts.
- nation_prefix: nation-
- # The cost of renaming a town.
- town_rename_cost: '5000'
- # The cost of renaming a nation.
- nation_rename_cost: '7500'
- # The cost of setting a town's mapcolour.
- town_set_mapcolour_cost: '0'
- # The cost of setting a nation's mapcolour.
- nation_set_mapcolour_cost: '0'
- 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'
- # Cost to use '/town spawn [town]' to another town in a nation that is allied with your nation.
- price_town_ally_spawn_travel: '0'
- # Maximum cost to use /town spawn [town] that mayors can set using /t set spawncost.
- # This is paid to the town you goto.
- price_town_public_spawn_travel: '0'
- # When false, the price_town_public_spawn_travel will be used for public spawn costs, despite what mayors have their town spawncost set at.
- # When true, the lower of either the town's spawncost or the config's price_town_public_spawn_travel setting will be used.
- is_public_spawn_cost_affected_by_town_spawncost: 'true'
- # When set to true, any cost paid by a player to use any variant of '/town spawn' will be paid to the town bank.
- # When false the amount will be paid to the server account whose name is set in the closed economy setting below..
- town_spawn_cost_paid_to_town: 'true'
- # The daily upkeep to remain neutral, paid by the Nation bank. If unable to pay, neutral/peaceful status is lost.
- # This cost is multiplied by the nation_level peacefulCostMultiplier.
- # Neutrality will exclude you from a war event, as well as deterring enemies.
- price_nation_neutrality: '100.0'
- # When it is true, the peaceful cost is multiplied by the nation's number of towns.
- # Note that the base peacful cost is calculated by the price_nation_neutrality X nation_level peacefulCostMultiplier.
- price_nation_neutrality_charges_per_town: 'false'
- # The daily upkeep to remain neutral, paid by the Town bank. If unable to pay, neutral/peaceful status is lost.
- # This cost is multiplied by the town_level peacefulCostMultiplier.
- price_town_neutrality: '25.0'
- # When it is true, the peaceful cost is multiplied by the town's number of claimed townblocks.
- # Note that the base peacful cost is calculated by the price_town_neutrality X town_level peacefulCostMultiplier.
- price_town_neutrality_charges_per_plot: 'false'
- new_expand:
- # How much it costs to start a nation.
- price_new_nation: '50000.0'
- # How much it costs to start a town.
- price_new_town: '2500.0'
- # The base cost a town has to pay to merge with another town. The town that initiates the merge pays the cost.
- price_town_merge: '0'
- # The percentage that a town has to pay per plot to merge with another town. The town that initiates the merge pays the cost.
- # This is based on the price_claim_townblock.
- price_town_merge_per_plot_percentage: '50'
- # How much it costs to reclaim a ruined town.
- # This is only applicable if the town-ruins & town-reclaim features are enabled.
- price_reclaim_ruined_town: '500.0'
- # How much it costs to make an outpost. An outpost isn't limited to being on the edge of town.
- price_outpost: '10000.0'
- # The price for a town to expand one townblock.
- price_claim_townblock: '500.0'
- # How much every additionally claimed townblock increases in cost. Set to 1 to deactivate this. 1.3 means +30% to the cost of every townblock claimed.
- price_claim_townblock_increase: '0'
- # The maximum price for an additional townblock. No matter how many blocks a town has the price will not be above this. Set to -1 to deactivate this.
- max_price_claim_townblock: '-1.0'
- # The amount refunded to a town when they unclaim a townblock.
- # Warning: do not set this higher than the cost to claim a townblock.
- # It is advised that you do not set this to the same price as claiming either, otherwise towns will get around using outposts to claim far away.
- # Optionally, set this to a negative amount if you want towns to pay money to unclaim their land.
- price_claim_townblock_refund: '0'
- # How much it costs a player to buy extra blocks.
- price_purchased_bonus_townblock: '45000.0'
- # How much every extra bonus block costs more. Set to 1 to deactivate this. 1.2 means +20% to every bonus claim block cost.
- price_purchased_bonus_townblock_increase: '1'
- # The maximum price that bonus townblocks can cost to purchase. Set to -1.0 to deactivate this maxium.
- price_purchased_bonus_townblock_max_price: '-1.0'
- takeoverclaim:
- # The price to use /t takeoverclaim, when it has been enabled in the config at town.being_overclaimed_allows_other_towns_to_steal_land
- price: '100.0'
- death:
- # Either fixed or percentage.
- # For percentage 1.0 would be 100%. 0.01 would be 1%.
- price_death_type: fixed
- # A maximum amount paid out by a resident from their personal holdings for percentage deaths.
- # Set to 0 to have no cap.
- percentage_cap: '0.0'
- # If True, only charge death prices for pvp kills. Not monsters/environmental deaths.
- price_death_pvp_only: 'false'
- # The price that a player pays when they die. If this is a PVP death, the amount is paid to the killer.
- # Either a flat rate or a percentage according to the price_death_type setting.
- price_death: '0.0'
- # The price that a player's town pays when they die. If this is a PVP death, the amount is paid to the killer.
- # Either a flat rate or a percentage according to the price_death_type setting.
- price_death_town: '0.0'
- # The price that a player's nation pays when they die. If this is a PVP death, the amount is paid to the killer.
- # Either a flat rate or a percentage according to the price_death_type setting.
- price_death_nation: '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 withdrawals from town banks
- town_allow_withdrawals: 'true'
- # Minimum amount of money players are allowed to deposit in town bank at a time.
- town_min_deposit: '0'
- # Minimum amount of money players are allowed to withdraw from town bank at a time.
- town_min_withdraw: '0'
- # Maximum amount of money allowed in nation bank
- # Use 0 for no limit
- nation_bank_cap: '0.0'
- # Set to true to allow withdrawals from nation banks
- nation_allow_withdrawals: 'true'
- # Minimum amount of money players are allowed to deposit in nation bank at a time.
- nation_min_deposit: '0'
- # Minimum amount of money players are allowed to withdraw from nation bank at a time.
- nation_min_withdraw: '0'
- # When set to true, players can only use their town withdraw/deposit commands while inside of their own town.
- # Likewise, nation banks can only be withdrawn/deposited to while in the capital city.
- disallow_bank_actions_outside_town: 'false'
- # When set to true, a town or nation which is deleted will attempt to pay the balance bank balance to the mayor or leader.
- # This will only succeed if the town or nation has a mayor or leader.
- is_deleted_town_and_nation_bank_balances_paid_to_owner: 'true'
- closed_economy:
- # The name of the account that all money that normally disappears goes into.
- server_account: towny-server
- # Turn on/off whether all transactions that normally don't have a second party are to be done with a certain account.
- # Eg: The money taken during Daily Taxes is just removed. With this on, the amount taken would be funneled into an account.
- # This also applies when a player collects money, like when the player is refunded money when a delayed teleport fails.
- enabled: 'false'
- 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'
- # When true, a town's mayor will pay the town tax.
- # This feature is a bit redundant because the mayor can withdraw from the bank anyways,
- # but it might keep towns from being deleted for not paying their upkeep.
- do_mayors_pay_town_tax: 'false'
- # Maximum tax amount allowed for townblocks sold to players.
- max_plot_tax_amount: '100'
- # Maximum tax amount allowed for towns when using flat taxes.
- max_town_tax_amount: '100'
- # Maximum tax amount allowed for nations when using flat taxes.
- max_nation_tax_amount: '100'
- # Maximum tax percentage allowed when taxing by percentages for towns.
- max_town_tax_percent: '0.1'
- # The maximum amount of money that can be taken from a balance when using a percent tax, this is the default for all new towns.
- max_town_tax_percent_amount: '100'
- # Maximum tax percentage allowed when taxing by percentages for nations.
- max_nation_tax_percent: '25'
- # The maximum amount of money that can be taken from a balance when using a percent tax, this is the default for all new nations.
- max_nation_tax_percent_amount: '10000'
- # When true, a nation's capital will pay the nation tax from the capital's town bank.
- # This feature is a bit redundant because the king can withdraw from both banks anyways,
- # but it might keep nation's from being deleted for not paying their upkeep.
- do_nation_capitals_pay_nation_tax: 'false'
- # 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: '0'
- # Uses the total number of plots which a nation has across all of its towns to determine upkeep
- # instead of nation_pertown_upkeep and instead of nation level (number of residents.)
- # Calculated by (price_nation_upkeep X number of plots owned by the nation's towns.)
- nation_perplot_upkeep: 'false'
- # Uses total number of towns in the nation to determine upkeep instead of nation level (Number of Residents)
- # calculated by (number of towns in nation X price_nation_upkeep).
- nation_pertown_upkeep: 'false'
- # If set to true, the per-town-upkeep system will be modified by the Nation Levels' upkeep modifiers.
- nation_pertown_upkeep_affected_by_nation_level_modifier: 'false'
- # 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'
- # 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 set to true, the plot-based-upkeep system will be modified by the Town Levels' upkeep modifiers.
- town_plotbased_upkeep_affected_by_town_level_modifier: 'false'
- # If set to any amount over zero, if a town's plot-based upkeep totals less than this value, the town will pay the minimum instead.
- town_plotbased_upkeep_minimum_amount: '0.0'
- # If set to any amount over zero, if a town's plot-based upkeep totals more than this value, the town will pay the maximum instead.
- town_plotbased_upkeep_maximum_amount: '0.0'
- # The server's daily charge on a town which has claimed more townblocks than it is allowed.
- price_town_overclaimed_upkeep_penalty: '0.0'
- # Uses total number of plots that the town is overclaimed by, to determine the price_town_overclaimed_upkeep_penalty cost.
- # If set to true the penalty is calculated (# of plots overclaimed X price_town_overclaimed_upkeep_penalty).
- price_town_overclaimed_upkeep_penalty_plotbased: 'false'
- # An optional price that a town must pay for each outpost they own. This number is added to the town upkeep
- # before any other upkeep modifiers are applied to the Town's upkeep costs.
- per_outpost_cost: '0.0'
- # 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'
- # If enabled, if a plot tax is set to a negative amount
- # it will result in the resident that owns it being paid
- # by the town bank (if the town can afford it.)
- allow_negative_plot_tax: 'false'
- # If enabled, and a town tax is set to a negative amount and is a fixed amount (not percentage,)
- # it will result in every resident being paid by the town bank (if the town can afford it.)
- allow_negative_town_tax: 'false'
- # If enabled, and a nation tax is set to a negative amount and is a fixed amount (not percentage,)
- # it will result in every town in the nation being paid by the nation bank (if the nation can afford it.)
- allow_negative_nation_tax: 'false'
- # The Bankruptcy system in Towny will make it so that when a town cannot pay their upkeep costs,
- # rather than being deleted the towns will go into debt. Debt is capped based on the Town's costs
- # or overriden with the below settings.
- bankruptcy:
- # If this setting is true, then if a town runs out of money (due to upkeep, nation tax etc.),
- # it does not get deleted, but instead goes into a 'bankrupt state'.
- # While bankrupt, the town bank account is in debt, and the town cannot expand (e.g claim, recruit, or build).
- # The debt has a ceiling equal to the estimated value of the town (from new town and claims costs)
- # The debt can be repaid using /t deposit x.
- # Once all debt is repaid, the town immediately returns to a normal state.
- enabled: 'false'
- # When using bankruptcy is enabled a Town a debtcap.
- # The debt cap is calculated by adding the following:
- # The cost of the town,
- # The cost of the town's purchased townblocks,
- # The cost of the town's purchased outposts.
- debt_cap:
- # When set to greater than 0.0, this will be used to determine every town''s maximum debt,
- # overriding the above calculation if the calculation would be larger than the set maximum.
- maximum: '0.0'
- # When set to greater than 0.0, this setting will override all other debt calculations and maximums,
- # making all towns have the same debt cap.
- override: '0.0'
- # When true the debt_cap.override price will be multiplied by the debtCapModifier in the town_level
- # section of the config. (Ex: debtCapModifier of 3.0 and debt_cap.override of 1000.0 would set
- # a debtcap of 3.0 x 1000 = 3000.
- debt_cap_uses_town_levels: 'false'
- # When true a town will only be allowed to be bankrupt for a specific number of days, before they will be deleted,
- # requires delete_towns_that_reach_debt_cap to be true.
- debt_cap_uses_fixed_days: 'false'
- # When debt_cap_uses_fixed_days is set to true, how many days will a town be allowed to be bankrupt?
- allowed_days: '7'
- upkeep:
- # If a town has reached their debt cap and is unable to pay the upkeep with debt,
- # will Towny delete them?
- delete_towns_that_reach_debt_cap: 'false'
- neutrality:
- # If a town is bankrupt can they still pay for neutrality?
- can_bankrupt_towns_pay_for_neutrality: 'true'
- nation_tax:
- # Will bankrupt towns pay their nation tax?
- # If false towns that are bankrupt will not pay any nation tax and will leave their nation.
- # If true the town will go into debt up until their debt cap is reached.
- # True is recommended if using a war system where towns are forced to join a conqueror's nation,
- # otherwise conquered towns would be able to leave the nation by choosing to go bankrupt.
- # False is recommended otherwise so that nations are not using abandoned towns to gather taxes.
- do_bankrupt_towns_pay_nation_tax: 'false'
- # If a town can no longer pay their nation tax with debt because they have
- # reach their debtcap, are they kicked from the nation?
- kick_towns_that_reach_debt_cap: 'false'
- # Does a conquered town which cannot pay the nation tax get deleted?
- does_nation_tax_delete_conquered_towns_that_cannot_pay: 'false'
- advanced:
- # When enabled, Towny will use UUIDs when communicating with your economy plugin.
- # Most users will never have to touch this, but for existing servers this option will automatically be set to false.
- # If this option is disabled and you wish to avoid losing data, use the `/townyadmin eco convert modern` command to convert.
- modern: 'true'
- # The UUID version to use for non-player accounts. This is used so that economy plugins can more easily differentiate between player and NPC accounts.
- # The default is -1, which disables modifying npc uuids.
- npc_uuid_version: '-1'
- ############################################################
- # +------------------------------------------------------+ #
- # | Jail Plot settings | #
- # +------------------------------------------------------+ #
- ############################################################
- jail:
- # If true attacking players who die on enemy-town land will be placed into the defending town's jail if it exists.
- is_jailing_attacking_enemies: 'false'
- # If true attacking players who are considered an outlaw, that are killed inside town land will be placed into the defending town's jail if it exists.
- is_jailing_attacking_outlaws: 'false'
- # How many hours an attacking outlaw will be jailed for.
- outlaw_jail_hours: '5'
- # How many hours an attacking enemy will be jailed for.
- pow_jail_hours: '5'
- # The maximum hours that a mayor can set when jailing someone, full number expected.
- maximum_jail_hours: '5'
- # Amount that it costs per player jailed for a town, this is withdrawn from the Town bank. Set to -1 to disable.
- fee_initial_amount: '-1'
- # Amount that it costs per player jailed per hour for a town, this is withdrawn from the Town bank. Set to -1 to disable.
- fee_hourly_amount: '-1'
- # If true jailed players can use items that teleport, ie: Ender Pearls & Chorus Fruit, but are still barred from using other methods of teleporting.
- jail_allows_teleport_items: 'false'
- # If false jailed players can use /town leave, and escape a jail.
- jail_denies_town_leave: 'false'
- bail:
- # If true players can pay a bail amount to be unjailed.
- is_allowing_bail: 'true'
- # Amount that bail costs for outlaw or POW arrests.
- bail_amount: '100'
- # Max bail cost that a mayor can set.
- bailmax_amount: '100'
- # Amount that bail costs for Town mayors if captured.
- bail_amount_mayor: '100'
- # Amount that bail costs for Nation kings if captured.
- bail_amount_king: '100'
- # Amount of potential jailed players per town, set to -1 to disable.
- max_jailed_count: '-1'
- # Behaviour for new jail attempts if max jailed count is reached
- # 0 = Unable to jail new players until a current prisoner is released.
- # 1 = A prisoner slot will be made by automatically releasing a prisoner based on lowest remaining time.
- # 2 = A prisoner slot will be made by automatically releasing a prisoner based on lowest custom bail.
- max_jailed_newjail_behavior: '0'
- # If false players will not be provided with a book upon being jailed.
- # The jail book is a book given to people when they are jailed, which explains to them
- # how they can potentially escape from jail and other jail behaviours based on the
- # settings you have configured for your server.
- is_jailbook_enabled: 'true'
- # Commands which a jailed player cannot use.
- blacklisted_commands: home,spawn,teleport,tp,tpa,tphere,tpahere,back,dback,ptp,jump,kill,warp,suicide
- # When true, jail plots will prevent any PVP from occuring. Applies to jailed residents only.
- do_jail_plots_deny_pvp: 'false'
- # When true, Towny will prevent a person who has been jailed by their mayor/town from logging out,
- # if they do log out they will be killed first, ensuring they respawn in the jail.
- prevent_newly_jailed_players_logging_out: 'false'
- # How long do new players have to be on the server before they can be jailed?
- new_player_immunity: 1h
- # Most types of unjailing result in a player being teleported when they are freed.
- # Setting this to false will prevent that teleporting, resulting in the player not being teleported when they are freed.
- unjailed_players_get_teleported: 'true'
- ############################################################
- # +------------------------------------------------------+ #
- # | Bank Plot settings | #
- # +------------------------------------------------------+ #
- ############################################################
- # Bank plots may be used by other economy plugins using the Towny API.
- bank:
- # If true players will only be able to use /t deposit, /t withdraw, /n deposit & /n withdraw while inside bank plots belonging to the town or nation capital respectively.
- # Home plots will also allow deposit and withdraw commands.
- is_banking_limited_to_bank_plots: 'false'
- # If true, towns which have one or more bank plots will no longer be able to use their homeblock for withdraw/depositing.
- # Requires the above is_banking_limited_to_bank_plots to be true as well.
- do_homeblocks_not_work_when_a_town_has_bank_plots: 'false'
- war:
- nation_can_be_neutral: 'true'
- disallow_one_way_alliance: 'true'
- event:
- warning_delay: '30'
- towns_are_neutral: 'true'
- enemy:
- only_attack_borders: 'true'
- plots:
- healable: 'true'
- firework_on_attacked: 'true'
- remove_on_monarch_death: 'false'
- allow_block_griefing: 'false'
- block_hp:
- town_block_hp: '60'
- home_block_hp: '120'
- eco:
- base_spoils: '100.0'
- wartime_town_block_loss_price: '100.0'
- price_death_wartime: '200.0'
- costs_townblocks: 'false'
- winner_takes_ownership_of_townblocks: 'false'
- winner_takes_ownership_of_town: 'false'
- conquer_time: '7'
- points:
- points_townblock: '1'
- points_town: '10'
- points_nation: '100'
- points_kill: '1'
- min_height: '60'
- warzone:
- editable_materials: tnt,oak_fence,birch_fence,spruce_fence,jungle_fence,dark_oak_fence,acacia_fence,ladder,oak_door,birch_door,spruce_door,jungle_door,dark_oak_door,acacia_fence,iron_door,fire
- item_use: 'true'
- switch: 'true'
- fire: 'true'
- explosions: 'true'
- explosions_break_blocks: 'true'
- explosions_regen_blocks: 'true'
- explosions_ignore_list: WOODEN_DOOR,ACACIA_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,BIRCH_DOOR,SPRUCE_DOOR,IRON_DOOR,CHEST,TRAPPED_CHEST,FURNACE,BURNING_FURNACE,DROPPER,DISPENSER,HOPPER,ENDER_CHEST,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,SILVER_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,NOTE_BLOCK,LEVER,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,JUKEBOX,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,FENCE_GATE,GOLD_PLATE,IRON_PLATE,REDSTONE_COMPARATOR_OFF,REDSTONE_COMPARATOR_ON,BEACON
- ############################################################
- # +------------------------------------------------------+ #
- # | New Nation Defaults | #
- # +------------------------------------------------------+ #
- ############################################################
- nation:
- # If set to true, any newly made nation will have their spawn set to public.
- default_public: 'false'
- # If set to true, any newly made nation will have open status and any town may join without an invite.
- default_open: 'false'
- # Default nation board
- default_board: /nation set board [msg]
- # When set, all new Nations will have their map color set to this color. You must use a colour listed in the global_nation_settings.allowed_map_colors setting below, ie aqua, azure, etc.
- default_map_color: ''
- # Setting this to true will set a nation's tag automatically using the first four characters of the nation's name.
- set_tag_automatically: 'false'
- # Default tax settings for new nations.
- default_taxes:
- # Default amount of tax of a new nation. This must be lower than the economy.daily_taxes.max_nation_tax_amount setting.
- tax: '0.0'
- # Default status of new nation's taxpercentage. True means that the default_tax is treated as a percentage instead of a fixed amount.
- taxpercentage: 'false'
- # A required minimum tax amount for the default_tax, will not change any nations which already have a tax set.
- # Do not forget to set the default_tax to more than 0 or new nations will still begin with a tax of zero.
- # This setting has no effect when negative taxes are allowed.
- minimumtax: '0.0'
- # The default amount of money that nations will charge their conquered towns.
- default_nation_conquered_tax: '0'
- # The maximum amount of money that can be charged by a nation on their conquered towns.
- max_nation_conquered_tax: '100'
- ############################################################
- # +------------------------------------------------------+ #
- # | Town Ruining Settings | #
- # +------------------------------------------------------+ #
- ############################################################
- town_ruining:
- town_ruins:
- # If this is true, then if a town falls, it remains in a 'ruined' state for a time.
- # In this state, the town cannot be claimed, but can be looted.
- # The feature prevents mayors from escaping attack/occupation,
- # by deleting then quickly recreating their town.
- enabled: 'false'
- # This value determines the maximum duration in which a town can lie in ruins
- # After this time is reached, the town will be completely deleted.
- # Does not accept values greater than 8760, which is equal to one year.
- max_duration_hours: '72'
- # This value determines the minimum duration in which a town must lie in ruins,
- # before it can be reclaimed by a resident.
- min_duration_hours: '4'
- # If this is true, then after a town has been ruined for the minimum configured time,
- # it can then be reclaimed by any resident who runs /t reclaim, and pays the required price. (price is configured in the eco section)
- reclaim_enabled: 'true'
- # If this is true, when a town becomes a ruin they also receive public status,
- # meaning anyone can use /t spawn NAME to teleport to that town.
- ruins_become_public: 'false'
- # If this is true, when a town becomes a ruin they also become open to join,
- # meaning any townless player could join the town and reclaim it.
- # You should expect this to be abused by players who will reclaim a town to prevent someone else reclaiming it.
- ruins_become_open: 'false'
- # If this is true, when a town becomes a ruin, and they are a member of a nation, any money in the town bank will be deposited to the nation bank.
- town_bank_is_sent_to_nation: 'false'
- # If this is true, when a town becomes a ruin, every hour more and more of their plots will have their permissions turned to allow
- # build, destroy, switch, itemuse to on. This will affect the newest claims first and progress until the first claims made are opened up
- # right before the max_duration_hours have passed. When a town has more claims than max_duration_hours, multiple plots will be opened up
- # each hour, ie: 500 claims and 72 max hours = 7 claims per hour.
- # If a Town has less claims than max_duration hours, those claims' permissions are opened up much more slowly with hours passing between
- # plots opening up, ie: 36 claims and 72 max hours = 1 claim every 2 hours.
- # This system is meant to give players across many time zones the chance to loot a town when it falls into ruin.
- do_plots_permissions_change_to_allow_all: 'false'
- ############################################################
- # +------------------------------------------------------+ #
- # | Bank History settings | #
- # +------------------------------------------------------+ #
- ############################################################
- bank_history:
- # This allows you to modify the style displayed via bankhistory commands.
- book: |-
- {time}
- {type} of {amount} {to-from} {name}
- Reason: {reason}
- Balance: {amount}
- ############################################################
- # +------------------------------------------------------+ #
- # | Town Block Types | #
- # | | #
- # | You may add your own custom townblocks to this | #
- # | section of the config. Removing the townblocks | #
- # | supplied by Towny from this configuration is not | #
- # | recommended. | #
- # | | #
- # | name: The name used for this townblock, in-game and | #
- # | in the database. | #
- # | cost: Cost a player pays to set a townblock to the | #
- # | type. | #
- # | tax: The amount a player has to pay city each day to | #
- # | continue owning the plot. If tax is set to 0, the | #
- # | towns' plot tax will be used instead. | #
- # | mapKey: The character that shows on the /towny map | #
- # | commands. When using Unicode use the \u#### | #
- # | format, and use the HTML-code version of the | #
- # | unicode character. | #
- # | colour: The colour code which will be used to colour | #
- # | the townblocktype when viewed on the ascii maps. | #
- # | Leave this blank to not set any colour. | #
- # | itemUseIds: If empty, will use values defined in | #
- # | protection.item_use_ids. If not empty this defines| #
- # | what items are considered item_use. | #
- # | switchIds: If empty, will use values defined in | #
- # | protection.switch_ids. If not empty this defines | #
- # | what blocks are considered switches in the type. | #
- # | allowedBlocks: Will make it so players with build or | #
- # | destroy permissions are only able to affect those | #
- # | blocks, see the farm type for an example. | #
- # | | #
- # +------------------------------------------------------+ #
- ############################################################
- townblocktypes:
- types:
- - name: default
- cost: 0.0
- tax: 0.0
- mapKey: +
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: shop
- cost: 0.0
- tax: 0.0
- mapKey: C
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: arena
- cost: 0.0
- tax: 0.0
- mapKey: A
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: embassy
- cost: 0.0
- tax: 0.0
- mapKey: E
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: wilds
- cost: 0.0
- tax: 0.0
- mapKey: W
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: GOLD_ORE,IRON_ORE,COAL_ORE,COPPER_ORE,REDSTONE_ORE,EMERALD_ORE,LAPIS_ORE,DIAMOND_ORE,DEEPSLATE_COAL_ORE,DEEPSLATE_IRON_ORE,DEEPSLATE_COPPER_ORE,DEEPSLATE_GOLD_ORE,DEEPSLATE_EMERALD_ORE,DEEPSLATE_REDSTONE_ORE,DEEPSLATE_LAPIS_ORE,DEEPSLATE_DIAMOND_ORE,NETHER_GOLD_ORE,NETHER_QUARTZ_ORE,ANCIENT_DEBRIS,OAK_LOG,SPRUCE_LOG,BIRCH_LOG,JUNGLE_LOG,ACACIA_LOG,DARK_OAK_LOG,CRIMSON_STEM,WARPED_STEM,ACACIA_LEAVES,OAK_LEAVES,DARK_OAK_LEAVES,JUNGLE_LEAVES,BIRCH_LEAVES,SPRUCE_LEAVES,CRIMSON_HYPHAE,WARPED_HYPHAE,ACACIA_SAPLING,BAMBOO_SAPLING,BIRCH_SAPLING,DARK_OAK_SAPLING,JUNGLE_SAPLING,OAK_SAPLING,SPRUCE_SAPLING,TALL_GRASS,BROWN_MUSHROOM,RED_MUSHROOM,CACTUS,ALLIUM,AZURE_BLUET,BLUE_ORCHID,CORNFLOWER,DANDELION,LILAC,LILY_OF_THE_VALLEY,ORANGE_TULIP,OXEYE_DAISY,PEONY,PINK_TULIP,POPPY,RED_TULIP,ROSE_BUSH,SUNFLOWER,WHITE_TULIP,WITHER_ROSE,CRIMSON_FUNGUS,LARGE_FERN,TORCH,LADDER,CLAY,PUMPKIN,GLOWSTONE,VINE,NETHER_WART_BLOCK,COCOA
- - name: inn
- cost: 0.0
- tax: 0.0
- mapKey: I
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: jail
- cost: 0.0
- tax: 0.0
- mapKey: J
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- - name: farm
- cost: 0.0
- tax: 0.0
- mapKey: F
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: COW_SPAWN_EGG,GOAT_SPAWN_EGG,MOOSHROOM_SPAWN_EGG,BAMBOO,BAMBOO_SAPLING,JUNGLE_LOG,JUNGLE_SAPLING,JUNGLE_LEAVES,OAK_LOG,OAK_SAPLING,OAK_LEAVES,BIRCH_LOG,BIRCH_SAPLING,BIRCH_LEAVES,ACACIA_LOG,ACACIA_SAPLING,ACACIA_LEAVES,DARK_OAK_LOG,DARK_OAK_SAPLING,DARK_OAK_LEAVES,SPRUCE_LOG,SPRUCE_SAPLING,SPRUCE_LEAVES,BEETROOTS,COCOA,CHORUS_PLANT,CHORUS_FLOWER,SWEET_BERRY_BUSH,KELP,SEAGRASS,TALL_SEAGRASS,GRASS,TALL_GRASS,FERN,LARGE_FERN,CARROTS,WHEAT,POTATOES,PUMPKIN,PUMPKIN_STEM,ATTACHED_PUMPKIN_STEM,NETHER_WART,COCOA,VINE,MELON,MELON_STEM,ATTACHED_MELON_STEM,SUGAR_CANE,CACTUS,ALLIUM,AZURE_BLUET,BLUE_ORCHID,CORNFLOWER,DANDELION,LILAC,LILY_OF_THE_VALLEY,ORANGE_TULIP,OXEYE_DAISY,PEONY,PINK_TULIP,POPPY,RED_TULIP,ROSE_BUSH,SUNFLOWER,WHITE_TULIP,WITHER_ROSE,CRIMSON_FUNGUS,CRIMSON_STEM,CRIMSON_HYPHAE,CRIMSON_ROOTS,MUSHROOM_STEM,NETHER_WART_BLOCK,BROWN_MUSHROOM,BROWN_MUSHROOM_BLOCK,RED_MUSHROOM,RED_MUSHROOM_BLOCK,SHROOMLIGHT,WARPED_FUNGUS,WARPED_HYPHAE,WARPED_ROOTS,WARPED_STEM,WARPED_WART_BLOCK,WEEPING_VINES_PLANT,WEEPING_VINES,NETHER_SPROUTS,SHEARS,MELON_SEEDS,MANGROVE_LEAVES,POTTED_ACACIA_SAPLING,CHERRY_SAPLING,TWISTING_VINES_PLANT,TORCHFLOWER,OAK_WOOD,SPRUCE_WOOD,FLOWERING_AZALEA_LEAVES,PINK_PETALS,AZALEA,SMALL_DRIPLEAF,PITCHER_POD,POTTED_BIRCH_SAPLING,POTTED_OAK_SAPLING,BAMBOO_BLOCK,TORCHFLOWER_SEEDS,PITCHER_PLANT,COCOA_BEANS,DARK_OAK_WOOD,POTTED_JUNGLE_SAPLING,POTTED_SPRUCE_SAPLING,CHERRY_WOOD,CHERRY_LOG,MANGROVE_LOG,PITCHER_CROP,JUNGLE_WOOD,CHERRY_LEAVES,PUMPKIN_SEEDS,SPORE_BLOSSOM,POTTED_CHERRY_SAPLING,FLOWERING_AZALEA,AZALEA_LEAVES,ACACIA_WOOD,MANGROVE_WOOD,WHEAT_SEEDS,BIG_DRIPLEAF,BIRCH_WOOD,POTTED_DARK_OAK_SAPLING,SEA_PICKLE,BEETROOT_SEEDS,CHORUS_FRUIT,MANGROVE_PROPAGULE
- - name: bank
- cost: 0.0
- tax: 0.0
- mapKey: B
- itemUseIds: ''
- switchIds: ''
- allowedBlocks: ''
- ############################################################
- # +------------------------------------------------------+ #
- # | ASCII MAP SYMBOLS & SIZES | #
- # | | #
- # | Used in the ascii maps for symbols not determined by | #
- # | townblocktype. See Town Block Types section for more | #
- # | options. When using Unicode use the \u#### format, | #
- # | and use the HTML-code version of the unicode | #
- # | character. | #
- # | | #
- # | When setting sizes you cannot set a height of less | #
- # | than seven or greater than 18. Your width must be | #
- # | between seven and 27, and should always be an odd | #
- # | number. These sizes will be used when displaying the | #
- # | output of the /towny map command, and not used when | #
- # | the player uses the /towny map big command. | #
- # +------------------------------------------------------+ #
- ############################################################
- ascii_map_symbols:
- # The character used for the home symbol.
- home: H
- # The character used for the outpost symbol.
- outpost: O
- # The character used for plots which are forsale.
- forsale: $
- # The character used for plots which are unclaimed.
- wilderness: '-'
- # The height of the map shown in /towny map and /res toggle map.
- # Minimum 7, maximum 18.
- map_height: '7'
- # The width of the map shown in /towny map and /res toggle map.
- # Minimum 7, maximum 27, only odd numbers are accepted.
- map_width: '27'
- ############################################################
- # +------------------------------------------------------+ #
- # | Town Claiming Settings | #
- # +------------------------------------------------------+ #
- ############################################################
- claiming:
- # 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.
- # Setting this to -1 will result in every town having unlimited claims.
- town_block_ratio: '16'
- # An amount of additional townblocks that a town will receive when it is first created, in addition to any amount given via the town_block_ratio or town_levels.
- # As an example: This can be used to add 10 townblocks to a town when it is made so the borders can be grown a bit more before the mayor has to seek out residents.
- new_town_bonus_claims: '0'
- # The maximimum amount of townblocks a town can have, if town_block_ratio is 0 the max size will be decided by the town_levels.
- # Set to 0 to have no size limit.
- town_block_limit: '0'
- # 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 * height-of-the-world) in size, with height-of-the-world
- # being from the bottom to the top of the build-able world.
- town_block_size: '16'
- # When false players will not see the particle flood effect when they claim townblocks.
- show_claiming_particles: 'true'
- # The minimum adjacent town blocks required to expand.
- # This can prevent long lines and snake-like patterns.
- # Set to -1 to disable. Set to 3 to force wider expansions of towns.
- min_adjacent_blocks: '-1'
- # maximum number used in /town claim/unclaim # commands.
- # set to 0 to disable limiting of claim radius value check.
- # keep in mind that the default value of 4 is a radius,
- # and it will allow claiming 9x9 (80 plots) at once.
- max_claim_radius_value: '4'
- biome_rules:
- # When a townblock is made up of too many blocks of these biomes, it will not be able to be claimed by a town.
- unwanted_biomes:
- # When true, unwanted biomes will be tested for when a player is claiming land.
- enabled: 'false'
- # A comma separated list of biome names that will add up towards a townblock's un-claim-ability.
- # Use lower-case only or this will not work properly for you.
- biomes: the_end,end_barrens,end_highlands,end_midlands,small_end_islands
- # The max amount of combined unwanted biomes as a percent, that will be allowed in plots being claimed by towns.
- # For example, if a townblock would be more than X percent ocean it will not be able to be claimed.
- threshold: '55'
- ocean_blocking:
- # When true, any wilderness plot which has more Ocean biome in it than the allowed threshold (see below,)
- # will not be able to be claimed.
- enabled: 'false'
- # The max amount of combined ocean biomes as a percent, that will be allowed in plots being claimed by towns.
- # For example, if a townblock would be more than X percent ocean it will not be able to be claimed.
- threshold: '55'
- distance_rules:
- # If true, the below settings: min_plot_distance_from_town_plot and min_distance_from_town_homeblock
- # will be ignored for towns that are in the same nation. Setting to false will keep all towns separated the same.
- min_distances_ignored_for_towns_in_same_nation: 'true'
- # If true, the below settings: min_plot_distance_from_town_plot and min_distance_from_town_homeblock
- # will be ignored for towns that are mutually allied. Setting to false will keep all towns separated the same.
- min_distances_ignored_for_towns_in_allied_nation: 'false'
- # Minimum number of plots any towns plot must be from the next town's own plots.
- # Put in other words: the buffer area around every claim that no other town can claim into.
- # Does not affect towns which are in the same nation.
- # This will prevent town encasement to a certain degree.
- min_plot_distance_from_town_plot: '3'
- # Minimum number of plots any towns home plot must be from the next town.
- # Put in other words: the buffer area around every homeblock that no other town can claim into.
- # Does not affect towns which are in the same nation.
- # This will prevent someone founding a town right on your doorstep
- min_distance_from_town_homeblock: '15'
- # Minimum number of plots an outpost must be from any other town's plots.
- # Useful when min_plot_distance_from_town_plot is set to near-zero to allow towns to have claims
- # near to each other, but want to keep outposts away from towns.
- min_distance_for_outpost_from_plot: '3'
- # Set to 0 to disable. When above 0 an outpost may only be claimed within the given number of townblocks from a townblock owned by the town.
- # Setting this to any value above 0 will stop outposts being made off-world from the town's homeworld.
- # Do not set lower than min_distance_for_outpost_from_plot above.
- max_distance_for_outpost_from_town_plot: '0'
- # Minimum distance between homeblocks.
- min_distance_between_homeblocks: '0'
- # Maximum distance between homeblocks.
- # This will force players to build close together.
- max_distance_between_homeblocks: '0'
- # The minimum distance that a new town must be from nearby towns' plots.
- # When set to -1, this will use the value of the min_plot_distance_from_town_plot option.
- new_town_min_distance_from_town_plot: '-1'
- # The minimum distance that a new town must be from nearby towns' homeblocks.
- # When set to -1, this will use the value of the min_distance_from_town_homeblock setting.
- new_town_min_distance_from_town_homeblock: '-1'
- outposts:
- # Allow towns to claim outposts (a townblock not connected to town).
- allow_outposts: 'true'
- # When set to true outposts can be limited by the townOutpostLimit value of the Town Levels and
- # the nationBonusOutpostLimit value in the Nation Levels. In this way nations can be made to be
- # the only way of receiving outposts, or as an incentive to receive more outposts. Towns which are
- # larger can have more outposts.
- # When activated, this setting will not cause towns who already have higher than their limit
- # to lose outposts. They will not be able to start new outposts until they have unclaimed outposts
- # to become under their limit. Likewise, towns that join a nation and receive bonus outposts will
- # be over their limit if they leave the nation.
- limit_outposts_using_town_and_nation_levels: 'false'
- # When limit_outposts_using_town_and_nation_levels is also true, towns which are over their outpost
- # limit will not be able to use their /town outpost teleports for the outpost #'s higher than their limit,
- # until they have dropped below their limit.
- # eg: If their limit is 3 then they cannot use /t outpost 4
- over_outpost_limits_stops_teleports: 'false'
- # The amount of residents a town needs to claim an outpost,
- # Setting this value to 0, means a town can claim outposts no matter how many residents.
- # This setting is ignored when limit_outposts_using_town_and_nation_levels is set to true.
- minimum_amount_of_residents_in_town_for_outpost: '0'
- overclaiming:
- # A feature that allows towns which have too many townblocks claimed (overclaimed) ie: 120/100 TownBlocks,
- # to have their land stolen by other towns which are not overclaimed. Using this incentivises Towns to keep
- # their residents from leaving, and will mean that mayors will be more careful about which land they choose
- # to claim.
- # Overclaiming does not allow a town to be split into two separate parts, requiring the Town that is stealing
- # land to work from the outside inwards.
- # It is highly recommended to only use this on servers where outposts are disabled, and requiring
- # a number of adjacent claims over 1 is enabled.
- # Towns take land using /t takeoverclaim.
- being_overclaimed_allows_other_towns_to_steal_land: 'false'
- # While true, overclaiming is stopped by the min_distance_from_town_homeblock setting.
- # This prevents a town from having townblocks stolen surrounding their homeblocks.
- overclaiming_prevented_by_homeblock_radius: 'true'
- # When in use, requires that a town be of a minimum age in order to overclaim another town. This prevents new towns being made just to overclaim someone.
- # Default is for 7 days.
- town_age_requirement: 7d
- # When in use, requires an amount of time to pass before the /t takeoverclaim command can be used again.
- command_cooldown: 0m
- # When true, when the towns involved in the overclaiming both have nations, the overclaiming town's nation will have to have the overclaimed town's nation declared as an enemy.
- # Towns with no nation are not affected by this rule.
- nations_required_to_be_enemies: 'false'
- purchased_bonus_blocks:
- # Limits the maximum amount of bonus blocks a town can buy.
- # This setting does nothing when town.max_purchased_blocks_uses_town_levels is set to true.
- max_purchased_blocks: '500'
- # When set to true, the town_level section of the config determines the maximum number of bonus blocks a town can purchase.
- max_purchased_blocks_uses_town_levels: 'false'
- ############################################################
- # +------------------------------------------------------+ #
- # | Spawning Settings | #
- # +------------------------------------------------------+ #
- ############################################################
- spawning:
- # If enabled tries to find a safe location when teleporting to a town spawn/nation spawn/outpost
- # can be used to prevent players from making kill boxes at those locations.
- safe_teleport: 'false'
- # Decides whether confirmations should appear if you spawn to an area with an associated cost.
- spawn_cost_warnings: 'true'
- # If enabled, particles will appear around town, nation, outpost & jail spawns.
- visualized_spawn_points_enabled: 'true'
- spawning_warmups:
- # If non zero it delays any spawn request by x seconds.
- teleport_warmup_time: '0'
- # When set to true, if players are currently in a spawn warmup, moving will cancel their spawn.
- movement_cancels_spawn_warmup: 'false'
- # When set to true, if players are damaged in any way while in a spawn warmup, their spawning will be cancelled.
- damage_cancels_spawn_warmup: 'false'
- # When set to true, players get a large Title message showing how long until their teleport will happen,
- # as well as a message telling them not to move if movement_cancels_spawn_warmup is true.
- uses_title_message: 'false'
- # When set to true, players get a particle effect matching the towny spawn particles, which appears around them for the warmup duration.
- uses_particle_effect: 'true'
- town_spawn:
- # Allow the use of /town spawn
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the town,
- # when there is a war or peace.
- allow_town_spawn: 'true'
- # Allow regular residents to use /town spawn [town] (TP to other towns if they are public).
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the town,
- # when there is a war or peace.
- allow_town_spawn_travel: 'true'
- # Allow regular residents to use /town spawn [town] to other towns in your nation.
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the town,
- # when there is a war or peace.
- allow_town_spawn_travel_nation: 'true'
- # Allow regular residents to use /town spawn [town] to other towns in a nation allied with your nation.
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the town,
- # when there is a war or peace.
- allow_town_spawn_travel_ally: 'true'
- # When set to true both nation and ally spawn travel will also require the target town to have their status set to public.
- is_nation_ally_spawning_to_town_requiring_public_status: 'false'
- # When set to true, a player that is trusted by a town is allowed to spawn to the town as if they were a resident.
- # Allows allows the residents of entire an town when that town is trusted by the town.
- do_trusted_residents_count_as_residents: 'false'
- # When a resident joins a town, should they be prompted to use spawn to the town?
- # This requires them to not already be standing in the town, and also to be able to use /t spawn and whatever costs may be associated with it.
- are_new_residents_prompted_to_town_spawn: 'false'
- # Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
- # Allowed options: unclaimed,enemy,neutral,outlaw
- prevent_town_spawn_in: enemy,outlaw,outlaw
- # When true, players will be allowed to spawn to peaceful/neutral towns in which they are considered enemies.
- # Setting this to true will make town spawn points unsafe for private towns which are part of nations with enemies.
- allow_enemies_spawn_to_peaceful_towns: 'false'
- spawning_cooldowns:
- # Number of seconds that must pass before a player can use /t spawn or /res spawn.
- town_spawn_cooldown_time: '30'
- # Number of seconds that must pass before a player can use /t outpost.
- outpost_cooldown_time: '30'
- # Number of seconds that must pass before a player of the same nation can use /t spawn.
- nation_member_town_spawn_cooldown_time: '30'
- # Number of seconds that must pass before a player in an allied nation can use /t spawn.
- nation_ally_town_spawn_cooldown_time: '30'
- # Number of seconds that must pass before a player who is not a member or ally of town can use /t spawn.
- unaffiliated_town_spawn_cooldown_time: '30'
- nation_spawn:
- # If enabled, only allow the nation spawn to be set in the capital city.
- force_nation_spawn_in_capital: 'true'
- # Allow the use of /nation spawn
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the nation,
- # when there is a war or peace.
- allow_nation_spawn: 'true'
- # Allow regular residents to use /nation spawn [nation] (TP to other nations if they are public).
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the nation,
- # when there is a war or peace.
- allow_nation_spawn_travel: 'true'
- # Allow regular residents to use /nation spawn [nation] to other nations allied with your nation.
- # Valid values are: true, false, war, peace
- # When war or peace is set, it is only possible to teleport to the nations,
- # when there is a war or peace.
- allow_nation_spawn_travel_ally: 'true'
- # When set to true, towns conquered by their nation will not be allowed to use /n spawn.
- deny_conquered_towns_use_of_nation_spawn: 'false'
- spawning_cooldowns:
- # Number of seconds that must pass before a player of the same nation can use /n spawn.
- nation_member_nation_spawn_cooldown_time: '30'
- # Number of seconds that must pass before a player allied with the nation can use /n spawn.
- nation_ally_nation_spawn_cooldown_time: '30'
- # Number of seconds that must pass before a player who is not a member or ally can use /n spawn.
- unaffiliated_nation_spawn_cooldown_time: '30'
- respawning:
- # When true Towny will handle respawning, with town or resident spawns.
- 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'
- # When this is true, players will respawn to respawn anchors on death rather than their own town.
- respawn_anchor_higher_precendence: 'true'
- respawn_protection:
- # When greater than 0s, the amount of time a player who has respawned is considered invulnerable.
- # Invulnerable players who attack other players will lose their invulnerability.
- # Invulnerable players who teleport after respawn will also lose their invulnerability.
- time: 10s
- # If disabled, players will not be able to pickup items while under respawn protection.
- allow_pickup: 'true'
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