version: # This is the current version of Towny. Please do not edit. version: 0.98.4.0 # This is for showing the changelog on updates. Please do not edit. last_run_version: 0.98.4.0 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 town_level: - numResidents: 0 debtCapModifier: 1.0 namePostfix: ' Ruins' mayorPrefix: 'Spirit ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 4 upkeepModifier: 0.1 townOutpostLimit: 0 townBlockTypeLimits: {} - numResidents: 1 debtCapModifier: 1.0 namePostfix: ' (Settlement)' mayorPrefix: 'Hermit ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 64 upkeepModifier: 0.1 townOutpostLimit: 0 townBlockTypeLimits: {} - numResidents: 2 debtCapModifier: 1.0 namePostfix: ' (Hamlet)' mayorPrefix: 'Chief ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 128 upkeepModifier: 0.1 townOutpostLimit: 1 townBlockTypeLimits: {} - numResidents: 6 debtCapModifier: 1.0 namePostfix: ' (Village)' mayorPrefix: 'Baron Von ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 384 upkeepModifier: 0.2 townOutpostLimit: 1 townBlockTypeLimits: {} - numResidents: 10 debtCapModifier: 1.0 namePostfix: ' (Town)' mayorPrefix: 'Viscount ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 640 upkeepModifier: 0.3 townOutpostLimit: 2 townBlockTypeLimits: {} - numResidents: 14 debtCapModifier: 1.0 namePostfix: ' (Large Town)' mayorPrefix: 'Count Von ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 896 upkeepModifier: 0.4 townOutpostLimit: 2 townBlockTypeLimits: {} - numResidents: 20 debtCapModifier: 1.0 namePostfix: ' (City)' mayorPrefix: 'Earl ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 4280 upkeepModifier: 0.5 townOutpostLimit: 3 townBlockTypeLimits: {} - numResidents: 24 debtCapModifier: 1.0 namePostfix: ' (Large City)' mayorPrefix: 'Duke ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 4536 upkeepModifier: 0.6 townOutpostLimit: 3 townBlockTypeLimits: {} - numResidents: 28 debtCapModifier: 1.0 namePostfix: ' (Metropolis)' mayorPrefix: 'Lord ' townBlockBuyBonusLimit: 0 namePrefix: '' mayorPostfix: '' townBlockLimit: 4792 upkeepModifier: 0.7 townOutpostLimit: 4 townBlockTypeLimits: {} # Guide On How to Configure: https://github.com/TownyAdvanced/Towny/wiki/How-Towny-Works#configuring-town_level-and-nation_level nation_level: - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.0 kingPrefix: 'Leader ' capitalPrefix: '' numResidents: 0 nationBonusOutpostLimit: 0 namePostfix: ' (Nation)' townBlockLimitBonus: 40 namePrefix: 'Land of ' nationZonesSize: 1 nationTownUpkeepModifier: 1.0 - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.1 kingPrefix: 'Count ' capitalPrefix: '' numResidents: 10 nationBonusOutpostLimit: 1 namePostfix: ' (Nation)' townBlockLimitBonus: 80 namePrefix: 'Federation of ' nationZonesSize: 1 nationTownUpkeepModifier: 1.1 - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.2 kingPrefix: 'Duke ' capitalPrefix: '' numResidents: 20 nationBonusOutpostLimit: 2 namePostfix: ' (Nation)' townBlockLimitBonus: 160 namePrefix: 'Dominion of ' nationZonesSize: 1 nationTownUpkeepModifier: 1.2 - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.3 kingPrefix: 'King ' capitalPrefix: '' numResidents: 30 nationBonusOutpostLimit: 3 namePostfix: ' (Nation)' townBlockLimitBonus: 240 namePrefix: 'Kingdom of ' nationZonesSize: 2 nationTownUpkeepModifier: 1.3 - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.4 kingPrefix: 'Emperor ' capitalPrefix: '' numResidents: 40 nationBonusOutpostLimit: 4 namePostfix: ' Empire' townBlockLimitBonus: 400 namePrefix: 'The ' nationZonesSize: 2 nationTownUpkeepModifier: 1.4 - kingPostfix: '' capitalPostfix: '' upkeepModifier: 1.5 kingPrefix: 'God Emperor ' capitalPrefix: '' numResidents: 60 nationBonusOutpostLimit: 5 namePostfix: ' Realm' townBlockLimitBonus: 560 namePrefix: 'The ' nationZonesSize: 3 nationTownUpkeepModifier: 1.5 ############################################################ # +------------------------------------------------------+ # # | Town Claim/new defaults | # # +------------------------------------------------------+ # ############################################################ town: # Default public status of the town (used for /town spawn) default_public: 'true' # Default Open status of the town (are new towns open and joinable by anyone at creation?) default_open: 'false' # Default neutral status of the town (are new towns neutral by default?) default_neutral: 'false' # 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' # 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. minimumtax: '0.0' # 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: '2147483647' # 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: 'true' # maximum number of plots any single resident can own max_plots_per_resident: '400' # 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: '16' # 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. max_distance_for_merge: '40' # 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: '20' # 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: '20' # 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: '20' # 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 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: '48' # 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: '8' ############################################################ # +------------------------------------------------------+ # # | 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] # 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. 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? 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. are_new_world_claimable: 'false' pvp: # Do new worlds have pvp enabled by default? world_pvp: 'true' # Do new worlds have pvp forced on by default? # This setting overrides a towns' setting. 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. friendly_fire_enabled: 'false' # Do new worlds have their war_allowed enabled by default? war_allowed: 'true' mobs: # Do new worlds have world_monsters_on enabled by default? world_monsters_on: 'true' # Do new worlds have wilderness_monsters_on enabled by default? wilderness_monsters_on: 'true' # Do new worlds have force_town_monsters_on enabled by default? # This setting overrides a towns' setting. force_town_monsters_on: 'false' explosions: # Do new worlds have explosions enabled by default? 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. force_explosions_on: 'false' fire: # Do new worlds allow fire to be lit and spread by default? world_firespread_enabled: 'true' # Do new worlds have force_fire_on enabled by default? # This setting overrides a towns' setting. 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: enabled: 'false' # 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: ENDER_CRYSTAL # This section is applied to new worlds as default settings when new worlds are detected. mayor_plotblock_delete: enabled: 'true' # These items will be deleted upon a mayor using /plot clear # To disable deleting replace the current entries with NONE. mayor_plot_delete: 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 under version 0.76.2, or # later with this feature enabled # 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_PORTAL,FURNACE,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 # 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. enabled: 'true' # The list of entities whose explosions should be reverted. entities: CREEPER,ENDER_CRYSTAL,ENDER_DRAGON,FIREBALL,SMALL_FIREBALL,LARGE_FIREBALL,PRIMED_TNT,MINECART_TNT,WITHER,WITHER_SKULL 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. enabled: 'true' # 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 # The list of blocks to regenerate. (if empty all blocks will regenerate) wild_revert_on_explosion_block_whitelist: '' ############################################################ # +------------------------------------------------------+ # # | Global town settings | # # +------------------------------------------------------+ # ############################################################ global_town_settings: # Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds. health_regen: speed: 3s enable: 'true' # Allow towns to claim outposts (a townblock not connected to town). allow_outposts: 'false' # 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' # 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_requiring_public_status: 'true' # 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' 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' # Decides whether confirmations should appear if you spawn to an area with an associated cost. spawn_warnings: 'true' # 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 peacfulness can be toggled by a town or nation. peaceful_cooldown_time: '30' # When true Towny will handle respawning, with town or resident spawns. town_respawn: 'false' 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' # Town respawn only happens when the player dies in the same world as the town's spawn point. town_respawn_same_world_only: 'true' # 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 # When this is true, players will respawn to respawn anchors on death rather than their own town. 1.16+ only. respawn_anchor_higher_precendence: 'true' # 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] message. # If false it will make it harder for enemies to find the home block during a war 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: 'true' # 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: 'false' # How many seconds in between warning messages, to prevent spam. warn_town_on_outlaw_message_cooldown_in_seconds: '30' # 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: 'false' # 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 # 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' # The maximum number of townblocks a town can be away from a nation capital, # Automatically precludes towns from one world joining a nation in another world. # If the number is 0, towns will not a proximity to a nation. nation_requires_proximity: '0.0' # List of animals which can be killed on farm plots by town residents. farm_animals: PIG,COW,CHICKEN,SHEEP,MOOSHROOM # 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 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' # 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 minimum_amount_of_residents_in_town_for_outpost: '0' # 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' # 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' # 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. 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 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 ############################################################ # +------------------------------------------------------+ # # | 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, 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' # If enabled, only allow the nation spawn to be set in the capital city. capital_spawn: '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' 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' # 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' # 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]' # Enable using_essentials if you are using cooldowns in essentials for teleports. using_essentials: 'true' # 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' 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: 'false' # Configure what contexts to enable/disable here, contexts must be separated by a comma. # Available contexts: towny:resident, towny:mayor, towny:king, towny:insidetown, towny:insideowntown, towny:insideownplot, towny:townrank # towny:nationrank, towny:town, towny:nation enabled_contexts: '*' web_map: # If enabled, players will be prompted to open a url when clicking on coordinates in towny status screens. enabled: '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 # If enabled (disabled by default), a Java Timer will be used for scheduling new days, which is more accurate than Towny's Bukkit timer task but uses an extra thread. uses_java_timer: 'false' # 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 "day". # 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' # If enabled, particles will appear around town, nation, outpost & jail spawns. visualized_spawn_points_enabled: 'true' # 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. max_name_length: '20' # Maximum length for Town and Nation tags. max_tag_length: '4' # Maximum length of titles and surnames. max_title_length: '10' # 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' # 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 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: MINECARTS,BOATS,ENDER_PEARL,FIREBALL,CHORUS_FRUIT,LEAD,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,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: CHEST,SHULKER_BOXES,TRAPPED_CHEST,FURNACE,BLAST_FURNACE,DISPENSER,HOPPER,DROPPER,JUKEBOX,SMOKER,COMPOSTER,BELL,BARREL,BREWING_STAND,LEVER,PRESSURE_PLATES,BUTTONS,WOOD_DOORS,FENCE_GATES,TRAPDOORS,MINECARTS,LODESTONE,RESPAWN_ANCHOR,TARGET,OAK_CHEST_BOAT # 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' # 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 worldmmobs 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: 'false' # The maximum amount of time a mob could be inside a town's boundaries before being sent to the void. # Lower values will check all entities more often at the risk of heavier burden and resource use. # NEVER set below 1. mob_removal_speed: 5s # 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 # 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: 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,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.forsale][notification.plot.splitter][notification.plot.type] # ~ Wak Town - Lord Jebus - [Home] [For Sale: 50 Beli] [Shop] notification: format: '&6 ~ %s' splitter: '&7 - ' area_wilderness: '&2%s' area_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]' forsale: '&e[For Sale: %s]' notforsale: '&e[Not For Sale]' type: '&6[%s]' group: '&f[%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' # If the notification.owner option should show name or {title} name. # Titles are the ones granted by nation kings. owner_shows_nation_title: 'false' # 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' ############################################################ # +------------------------------------------------------+ # # | 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: 60d delete_economy_account: 'true' # When true only residents who have no town will be deleted. delete_only_townless: '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' # If true, players who join the server for the first time will be informed about their locale, and about Towny translatable system. is_showing_locale_message: 'true' ############################################################ # +------------------------------------------------------+ # # | Economy settings | # # +------------------------------------------------------+ # ############################################################ economy: # 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. # 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: '0' # The cost of renaming a nation. nation_rename_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: '5.0' # Cost to use '/town spawn [town]' to another town in a nation that is allied with your nation. price_town_ally_spawn_travel: '10.0' # 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: '10.0' # 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. # Neutrality will exclude you from a war event, as well as deterring enemies. price_nation_neutrality: '100.0' # The daily upkeep to remain neutral, paid by the Town bank. If unable to pay, neutral/peaceful status is lost. price_town_neutrality: '25.0' new_expand: # How much it costs to start a nation. price_new_nation: '1000.0' # How much it costs to start a town. price_new_town: '250.0' # 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: '1500.0' # The price for a town to expand one townblock. price_claim_townblock: '6.25' # How much every additionally claimed townblock increases in cost. Set to 1 to deactivate this. 1.3 means +30% to every bonus claim block cost. price_claim_townblock_increase: '1.0' # 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: '0.0' # How much it costs a player to buy extra blocks. price_purchased_bonus_townblock: '75.0' # 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: '1.2' # 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' 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' price_death: '1.0' price_death_town: '0.0' 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' 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' # Maximum tax amount allowed for townblocks sold to players. max_plot_tax_amount: '1000.0' # Maximum tax amount allowed for towns when using flat taxes. max_town_tax_amount: '1000.0' # Maximum tax amount allowed for nations when using flat taxes. max_nation_tax_amount: '1000.0' # Maximum tax percentage allowed when taxing by percentages for towns. max_town_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 towns. max_town_tax_percent_amount: '10000' # 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: '250.0' # 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: '5.0' # 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: 'true' # 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: 'true' # 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' # 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' # 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: 'true' # 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' 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' ############################################################ # +------------------------------------------------------+ # # | 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: {balance} ############################################################ # +------------------------------------------------------+ # # | 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. | # # | 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: 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 - name: bank cost: 0.0 tax: 0.0 mapKey: B itemUseIds: '' switchIds: '' allowedBlocks: '' ############################################################ # +------------------------------------------------------+ # # | 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. # Requires town_respawn to be true in order to work. is_jailing_attacking_enemies: 'true' # 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. # Requires town_respawn to be true in order to work. is_jailing_attacking_outlaws: 'true' # 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: 'false' # Amount that bail costs for outlaw or POW arrests. bail_amount: '10' # Max bail cost that a mayor can set. bailmax_amount: '100' # Amount that bail costs for Town mayors if captured. bail_amount_mayor: '10' # Amount that bail costs for Nation kings if captured. bail_amount_king: '10' # 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. 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 ############################################################ # +------------------------------------------------------+ # # | 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' ############################################################ # +------------------------------------------------------+ # # | 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' ############################################################ # +------------------------------------------------------+ # # | ASCII MAP SYMBOLS | # # | | # # | Used in the ascii maps for symbols not determined by | # # | townblocktype. See Town Block Types section for more | # # | options. | # # +------------------------------------------------------+ # ############################################################ ascii_map_symbols: # The character used for the home symbol. home: H # The character used for plots which are forsale. forsale: $ # The character used for plots which are unclaimed. wilderness: '-'