PluginConfigs/Towny/settings/config.yml
2021-05-01 21:11:07 +00:00

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Executable file

version:
# This is the current version of Towny. Please do not edit.
version: 0.96.6.0
# This is for showing the changelog on updates. Please do not edit.
last_run_version: 0.96.6.0
# The language file you wish to use
language: english.yml
############################################################
# +------------------------------------------------------+ #
# | 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:
# default Town levels.
town_level:
- numResidents: 0
namePostfix: ' Ruins'
mayorPrefix: 'Spirit '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 4
upkeepModifier: 0.1
townOutpostLimit: 0
debtCapModifier: '1.0'
- numResidents: 1
namePostfix: ' (Settlement)'
mayorPrefix: 'Hermit '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 64
upkeepModifier: 0.1
townOutpostLimit: 0
debtCapModifier: '1.0'
- numResidents: 2
namePostfix: ' (Hamlet)'
mayorPrefix: 'Chief '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 128
upkeepModifier: 0.1
townOutpostLimit: 1
debtCapModifier: '1.0'
- numResidents: 6
namePostfix: ' (Village)'
mayorPrefix: 'Baron Von '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 384
upkeepModifier: 0.2
townOutpostLimit: 1
debtCapModifier: '1.0'
- numResidents: 10
namePostfix: ' (Town)'
mayorPrefix: 'Viscount '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 640
upkeepModifier: 0.3
townOutpostLimit: 2
debtCapModifier: '1.0'
- numResidents: 14
namePostfix: ' (Large Town)'
mayorPrefix: 'Count Von '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 896
upkeepModifier: 0.4
townOutpostLimit: 2
debtCapModifier: '1.0'
- numResidents: 20
namePostfix: ' (City)'
mayorPrefix: 'Earl '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 4280
upkeepModifier: 0.5
townOutpostLimit: 3
debtCapModifier: '1.0'
- numResidents: 24
namePostfix: ' (Large City)'
mayorPrefix: 'Duke '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 4536
upkeepModifier: 0.6
townOutpostLimit: 3
debtCapModifier: '1.0'
- numResidents: 28
namePostfix: ' (Metropolis)'
mayorPrefix: 'Lord '
townBlockBuyBonusLimit: 0
namePrefix: ''
mayorPostfix: ''
townBlockLimit: 4792
upkeepModifier: 0.7
townOutpostLimit: 4
debtCapModifier: '1.0'
# default Nation levels.
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]
# 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'
# Default status of new town'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 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'
# 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'
# Minimum number of plots any towns plot must be from the next town's own plots.
# 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: '4'
# Minimum number of plots any towns home plot must be from the next town.
# 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: '5'
# 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.
town_block_ratio: '48'
# 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 * 256) in size, with 256 being from bedrock to clouds.
town_block_size: '8'
############################################################
# +------------------------------------------------------+ #
# | 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: '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.
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 players trampling crops, by default?
disable_player_crop_trampling: '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.
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_PORTALFURNACE,BLAST_FURNACE,SMOKER,BREWING_STAND,TNT,AIR,FIRE,NETHER_QUARTZ_ORE
# 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,EnderCrystal,EnderDragon,Fireball,SmallFireball,LargeFireball,Wither,WitherSkull
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
############################################################
# +------------------------------------------------------+ #
# | 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'
# Number of seconds that must pass before a player can use /t spawn or /res spawn.
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'
# Respawn the player at his town spawn point when he/she dies
town_respawn: 'false'
# Town respawn only happens when the player dies in the same world as the town's spawn point.
town_respawn_same_world_only: 'true'
# Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
# Allowed options: unclaimed,enemy,neutral
prevent_town_spawn_in: enemy
# 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'
# 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'
# 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 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: ''
# 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 blocks which can be modified on farm plots, as long as player is also allowed in the plot's '/plot perm' line.
# Not included by default but some servers add GRASS_BLOCK,FARMLAND,DIRT,NETHERRACK,CRIMSON_NYLIUM,WARPED_NYLIUM to their list.
farm_plot_allow_blocks: 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
# 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'
# If Towny should show players the townboard when they login
display_board_onlogin: 'true'
# If set to true, Towny will prevent a town from toggling PVP while an outsider is within the town'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'
# 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
############################################################
# +------------------------------------------------------+ #
# | 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 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'
# 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'
# 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
############################################################
# +------------------------------------------------------+ #
# | Plugin interfacing | #
# +------------------------------------------------------+ #
############################################################
plugin:
# Valid load and save types are: flatfile and mysql.
database:
database_load: flatfile
database_save: flatfile
# When true Towny will use a background task to gather UUIDs for residents who do not have UUIDs.
# This process will greatly improve your database's ability to convert from playernames to UUIDs in the future.
gather_resident_uuids: 'true'
# SQL database connection details (IF set to use SQL).
sql:
hostname: localhost
port: '3306'
dbname: towny
table_prefix: towny_
username: root
password: 'NOPE'
flags: ?verifyServerCertificate=false&useSSL=false&useUnicode=true&characterEncoding=utf-8
# Modifiable settings to control the connection pooling.
# Unless you actually know what you're doing and how Towny uses its mysql connection,
# it is strongly recommended you do not change these settings.
pooling:
max_pool_size: '5'
max_lifetime: '180000'
connection_timeout: '5000'
# 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'
day_timer:
# The number of hours in each "day".
# You can configure for 10 hour days. Default is 24 hours.
day_interval: 1d
# The time each "day", when taxes will be collected.
# MUST be less than day_interval. Default is 12h (midday).
new_day_time: 12h
# 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
# Record all messages to the towny.log
logging: 'true'
# If true this will cause the log to be wiped at every startup.
reset_log_on_boot: 'true'
# Sets the default size that /towny top commands display.
towny_top_size: '10'
############################################################
# +------------------------------------------------------+ #
# | Filters colour and chat | #
# +------------------------------------------------------+ #
############################################################
filters_colour_chat:
# This is the name given to any NPC assigned mayor.
npc_prefix: NPC
# Regex fields used in validating inputs.
regex:
name_filter_regex: '[ /]'
name_check_regex: ^[a-zA-Z0-9._\[\]-]*$
string_check_regex: ^[a-zA-Z0-9 \s._\[\]\#\?\!\@\$\%\^\&\*\-\,\*\(\)\{\}]*$
name_remove_regex: '[^a-zA-Z0-9\&._\[\]-]'
modify_chat:
# Maximum length of Town and Nation names.
max_name_length: '20'
# 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'
############################################################
# +------------------------------------------------------+ #
# | 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
# 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: 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
# 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
# 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,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.
mob_types: Animals,WaterMob,NPC,Snowman,ArmorStand,Villager
# 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
############################################################
# +------------------------------------------------------+ #
# | 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 protectection.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
############################################################
# +------------------------------------------------------+ #
# | 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]'
# 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'
group: '&f[%s]'
# 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.
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}'
# 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 only applies to servers running spigot, paper or bungeecord.
# On servers using craftbukkit.jar the notifications will always appear in the chat.
# When set to false the notifications will appear in the chat rather than the action bar.
notifications_appear_in_action_bar: 'true'
# This settings set the duration the actionbar (The text above the inventory bar) 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
# 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:
# player is flagged as inactive after 1 hour (default)
inactive_after_time: 1h
# if enabled old residents will be deleted, losing their town, townblocks, friends
# after Two months (default) of not logging in
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 cause the msg_registration message in the language files to be shown server-wide.
is_showing_welcome_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 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 during a war. Neutrality will exclude you from a war event, as well as deterring enemies.
price_nation_neutrality: '100.0'
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'
# 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.
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'
# 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'
# 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'
# 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 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'
# 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'
# 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'
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 when using a Siege War style war/conquering system,
# otherwise conquered towns will be able to leave the nation simply by not paying the nation tax.
# 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'
plot_type_costs:
# Cost to use /plot set shop to change a normal plot to a shop plot.
set_commercial: '0.0'
# Cost to use /plot set arena to change a normal plot to a arena plot.
set_arena: '0.0'
# Cost to use /plot set embassy to change a normal plot to a embassy plot.
set_embassy: '0.0'
# Cost to use /plot set wilds to change a normal plot to a wilds plot.
set_wilds: '0.0'
# Cost to use /plot set inn to change a normal plot to a inn plot.
set_inn: '0.0'
# Cost to use /plot set jail to change a normal plot to a jail plot.
set_jail: '0.0'
# Cost to use /plot set farm to change a normal plot to a farm plot.
set_farm: '0.0'
# Cost to use /plot set bank to change a normal plot to a bank plot.
set_bank: '0.0'
############################################################
# +------------------------------------------------------+ #
# | 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 days an attacking outlaw will be jailed for.
outlaw_jail_days: '1'
#If true jailed players can use Ender Pearls but are still barred from using other methods of teleporting.
jail_allows_ender_pearls: '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 normal residents/nomads.
bail_amount: '10'
#Amount that bail costs for Town mayors.
bail_amount_mayor: '10'
#Amount that bail costs for Nation kings.
bail_amount_king: '10'
# Commands which a jailed player cannot use.
blacklisted_commands: home,spawn,teleport,tp,tpa,tphere,tpahere,back,dback,ptp,jump,kill,warp,suicide
############################################################
# +------------------------------------------------------+ #
# | 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'
############################################################
# +------------------------------------------------------+ #
# | War settings | #
# +------------------------------------------------------+ #
############################################################
war:
#This setting allows you disable the ability for a nation to pay to remain neutral during a war.
nation_can_be_neutral: 'true'
#By setting this to true, nations will receive a prompt for alliances and alliances will show on both nations.
disallow_one_way_alliance: 'true'
############################################################
# +------------------------------------------------------+ #
# | Economy Transfers During War settings | #
# +------------------------------------------------------+ #
############################################################
economy:
enemy:
# Amount charged to place a warflag (payed to server).
place_flag: '10'
# Amount payed from the flagbearer to the defender after defending the area.
defended_attack: '10'
# Defending town pays attaking flagbearer. If a negative (attacker pays defending town),
# and the attacker can't pay, the attack is canceled.
townblock_won: '3'
# Same as townblock_won but for the special case of winning the homeblock.
homeblock_won: '100'
############################################################
# +------------------------------------------------------+ #
# | War Event settings | #
# +------------------------------------------------------+ #
############################################################
# This is started with /townyadmnin toggle war
# In peace time War spoils are accumulated from towns and nations being
# deleted with any money left in the bank.
#
# These funds are increased during a war event upon a player death.
# An additional bonus to the war chest is set in base_spoils.
#
# During the event a town losing a townblock pays the wartime_town_block_loss_price to the attacking town.
# The war is won when the only nations left in the battle are allies, or only a single nation.
#
# The winning nations share half of the war spoils.
# The remaining half is paid to the town which took the most town blocks, and lost the least.
event:
warning_delay: '30'
#If false all towns not in nations can be attacked during a war event.
towns_are_neutral: 'false'
enemy:
# If true, enemy's can only attack the edge plots of a town in war.
only_attack_borders: 'true'
plots:
# If true, nation members and allies can regen health on plots during war.
healable: 'true'
# If true, fireworks will be launched at plots being attacked or healed in war every war tick.
firework_on_attacked: 'true'
# If true and the monarch/king dies the nation is removed from the war.
# Also removes a town from the war event when the mayor dies.
remove_on_monarch_death: 'false'
# If enabled players will be able to break/place any blocks in enemy plots during a war.
# This setting SHOULD NOT BE USED unless you want the most chaotic war possible.
# The editable_materials list in the Warzone Block Permission section should be used instead.
allow_block_griefing: 'false'
# A townblock takes damage every 5 seconds that an enemy is stood in it.
block_hp:
town_block_hp: '20'
home_block_hp: '120'
eco:
# This amount is new money injected into the economy with a war event.
base_spoils: '100.0'
# This amount is taken from the losing town for each plot lost.
wartime_town_block_loss_price: '0.0'
# This amount is taken from the player if they die during the event
price_death_wartime: '200.0'
# If set to true when a town drops an enemy townblock's HP to 0, the attacking town gains a bonus townblock,
# and the losing town gains a negative (-1) bonus townblock.
costs_townblocks: 'false'
# If set to true when a town drops an enemy townblock's HP to 0, the attacking town takes full control of the townblock.
# One available (bonus) claim is given to the victorious town, one available (bonus) claim is removed from the losing town.
# Will not have any effect if war.event.winner_takes_ownership_of_town is set to true.
winner_takes_ownership_of_townblocks: 'false'
# If set to true when a town knocks another town out of the war, the losing town will join the winning town's nation.
# The losing town will enter a conquered state and be unable to leave the nation until the conquered time has passed.
winner_takes_ownership_of_town: 'false'
# Number of Towny new days until a conquered town loses its conquered status.
conquer_time: '7'
points:
points_townblock: '1'
points_town: '0'
points_nation: '0'
points_kill: '0'
# The minimum height at which a player must stand to count as an attacker.
min_height: '60'
############################################################
# +------------------------------------------------------+ #
# | Flag War Settings | #
# | | #
# | [Separate from Event War] | #
# | -------------------------------- | #
# | DEPRECATED: Minimally Supported Through | #
# | 3rd Party Contributions Only | #
# +------------------------------------------------------+ #
############################################################
enemy:
# If false, players won't be able to place war flags, effectively disabling warzones.
allow_attacks: 'false'
# If true, enemy's can only attack the edge plots of a town with war flags.
only_attack_borders: 'true'
# This many people must be online in target town in order to place a war flag in their domain.
min_players_online_in_town: '2'
# This many people must be online in target nation in order to place a war flag in their domain.
min_players_online_in_nation: '3'
max_active_flags_per_player: '1'
flag:
# This setting modifies the time between a war flag's Material shift. Accepts `s`(seconds) and `m`(minutes).
# Currently, you would multiply this times 10 to get the total time a flag should be in play.
# (It can also be set to `h` and `d` - but ain't nobody got time fo' that.)
waiting_time: 1m
# This is the block a player must place to trigger the attack event.
base_block: oak_fence
# This is the block a player must place to trigger the attack event.
light_block: torch
beacon:
# Must be smaller than half the size of town_block_size.
radius: '3'
# The range the beacon will be drawn in. It's flexibility is in case the flag is close to the height limit.
# If a flag is too close to the height limit (lower than the minimum), it will not be drawn.
height_above_flag:
min: '3'
max: '64'
draw: 'true'
wireframe_block: glowstone
# While true, prevent players from performing certain actions while their town
# has an active enemy war flag placed.
prevent_interaction_while_flagged: 'true'
# While true, prevent players from performing certain actions while a town in their nation
# has an active enemy war flag placed.
prevent_nation_interaction_while_flagged: 'true'
# This is how much time that must pass after a town in a nation has been flagged
# before certain actions can be performed, measured in milliseconds.
time_to_wait_after_flagged: '600000'
# If set to true, when a war flag finishes it's countdown successfully, the attacking town takes full control of the townblock.
# Setting this to 'False' will result only in monetary exchanges.
flag_takes_ownership_of_townblocks: 'true'
############################################################
# +------------------------------------------------------+ #
# | Warzone Block Permissions | #
# | | #
# | Used in Flag & Event Wars | #
# +------------------------------------------------------+ #
############################################################
warzone:
# List of materials that can be modified in a warzone.
# '*' = Allow all materials.
# Prepend a '-' in front of a material to remove it. Used in conjunction with when you use '*'.
# Eg: '*,-chest,-furnace'
editable_materials: tnt,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'
# Add '-fire' to editable materials for complete protection when setting is false. This prevents fire to be created and spread.
fire: 'true'
explosions: 'true'
explosions_break_blocks: 'true'
# Only under affect when explosions_break_blocks is true.
explosions_regen_blocks: 'true'
# A list of blocks that will not be exploded, mostly because they won't regenerate properly.
# These blocks will also protect the block below them, so that blocks like doors do not dupe themselves.
# Only under affect when explosions_break_blocks is 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]
############################################################
# +------------------------------------------------------+ #
# | 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 1000.
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'