The Epsilon has a Town system, and to use it you will need to read and memorize the guide below. However, epsilon player Paradox1S created a cheatsheet which is also available below. It is recommended that you print it out. Click here to skip to the guide. (Tip: if you are looking for something in particular, press Ctrl+F to search this page)Paradox1s' Cheatsheet
Hey guys, you all seem to be too lazy to read the guide completely, so I made a list that will give you your quick answers and tell you all you need to know. You really should read the guide, and you better not ask for help without reading it, but until you need help this should be fine.- Towny uses a different time system. On Epsilon, it's 24 hours to a towny day. That makes it easy, since it's real time. So first thing to type: /towny time.
- Watch it on YouTube! If you can't be bothered to read the guide, but can watch a video, go for it: search YouTube for "towny". That's it. Just remember that other servers run things differently, and older videos may have older versions of Towny.
- If you still can't be bothered to search for it on YouTube, here, just watch this one. Just make sure you know that Almost all YouTube videos don't seem to know about bullet number 4.
- Very Important - minecraft now has a feature to make chunk finding much easier. Press the F9 key on your keyboard. Chunks now have red lines at the border. Press it again. You see an entire green block grid around the chunk you are in. Simply put, that is a chunk. Most youtube videos use old methods of chunk finding, such as commands or literally counting blocks. Now chunks are easy to visualize.
- Towny uses chunks (16x16 blocks) that go all the way up and down. So yes, if you own one, you also own all the sky above it, and all the dirt below it. These are basic blocks of land and no, you cannot get less than a chunk, or partial chunks, or move where the borders are.
- We like our world clean and fresh, just like when you first start a single player game. That means you can't build in the wild. What's the wild? Any chunk not claimed. This may seem annoying if you are used to being able to do whatever you want wherever you want. But you get used to it, and when you join a town, it's not so bad.
- Item #6 also means that you can't destroy in the wild too (duh, that could make the world ugly) - but this rule has exceptions. Players need to be able to mine resources to survive - so those are allowed. But if you look around, the land still looks neat and fresh, unmined - that's because most resources are underground. So mess around - if you can mine it, it's a "resource". If you can't, it will just break.... and come back a while later. (see #8)
- "Okay, so I can mine wild diamonds, but how can i get to them without destroying blocks in the way, like grass & stone?" Well if you haven't noticed, you actually can destroy grass & stone. It will break, and you can feel powerful, destroying things all over the server. But when you turn your back, the landscape self-heals! (much better than some annoying "you don't have permission to break here!" and no breaking...) So, in effect you can mine your way down to the diamonds.
- The healing blocks will not wait for you to move. If you are digging straight down and you see the opening above slowly healing towards you, you best hurry to a cave or upgrade your shovel. Because if the block you're standing in is restored while you're still there, you will get stuck in it and begin to suffocate. Oh no! This makes mining more challenging and forces you to come prepared.
- "I'm suffocating, help!" You will lose the place you mined to, but that's better than losing your life. (and stuff.) To get unstuck, keep in mind the command /unstuck, a teleporting escape command offered for free by the server admins. Better yet, use the shorter version, /! - yes, just an exclamation point. It will put you somewhere safe nearby. Phew, that was close.
- "Woah, I just saw a video and I want to start my own town, now now now now!" ...not so fast. While you may feel (and be) powerful as a mayor (town owner), towns come with a hefty price tag. Sure, the initial charge isn't too bad, but that small upkeep daily adds up, and since you won't immediately have many residents to pay you taxes (and help pay that upkeep for you), you will need to put away quite a bit of cash to get started, like starting a business. The worst feeling is when you start a town, develop it, and come back the next day to find it all gone because your town went bankrupt. Even if you're rich, if you don't put enough money into a town, the bank will hit 0 and your town will disappear overnight. Don't let that happen, remember to stock your town banks! (If you're wondering why it's all so costly, think about the sheer protection a town gives - no harm from anything!)
- "Okay, so I'm not starting a town today, how do I join one?" Good choice - being a resident is easy, affordable, and if something goes wrong - blame the mayor. You join the server and already are put in a town (go there with /town spawn) and you can become a nomad by leaving it (with /town leave). Visit some other (/town list) towns and become a resident by joining them (/town join). Most aren't open, which means you'll need to be invited (just ask nicely) to join. From here, just type a question mark after each kind of command (like /towny ? and /town ? and /resident ? and /plot ?) and you can see all of those by typing /towny by itself. Finally, look around for plots for sale, and when you find one you can afford, type /plot claim!
THE EPSILON TOWNY GUIDE
Nomads Nomads are simplyplayers who are not part of any town. They are landless. Residents Every person who joins theserver can become a resident Residentshave their own command /resident which used byitself outputs a Resident Screen, displaying Money, Town, Plots owned andFriends. Residents can join townsor choose to start a town of their own. Residents can also be put into one townautomatically when they join the server for the first time. Residents who join townscan claim plots that the Mayor of the town has set for sale. When a residentowns 1 or more plots, they will see a new line on their Resident Screen,showing plots owned and a perm line showing the plot perms given on all plots thatresident owns. Towns A town is a collectionof residents (or just one resident) with one resident as the mayor. A town alsohas a bank which the mayor can withdraw from. A mayor can also have assistantswho have the same powers as him/herself. Towns can have taxes that will betaken at the end of each day interval. Towns usually growoutwards from their home block, the townblock the mayor stood in during towncreation. Townblocks need to be claimed beside other townblocks, unless themayor claims an outpost in the wilderness. Mayors Mayors run towns andwith the help of their assistants, manage a town and its residents. Mayors can decide whichranks their residents fall into, in their town. This can be a Town Assistant orany other custom ranks created. Mayors can see the available ranks using '/townranklist' command. Players are ranked using '/town rank {add|remove}{playername} {rankname}'. A player can have more than one rank assigned,allowing admins to create diverse town-roles such as bankers, builders,inviters for the mayor to choose for their trusted residents. Nations A nation is a collectionof towns (or just one town) with one town as the capital. The mayor of thatcapital is the king. A nation can join the war event, as well as ally othernations. A nation also has its own bank. It can also tax the towns that belongto it. Kings Kings lead Nations andare the mayor of the capital city. Kings can decide whichranks their residents fall into, in their nation. This can be a NationAssistant or any other custom ranks created by the server admin in thetownyperms.yml file. Kings can see the available ranks using '/nation ranklist'command. Players are ranked using '/nation rank {add|remove} {playername}{rankname}'. A player can have more than one rank assigned, allowing admins tocreate diverse nation-roles such as bankers, inviters for the king to choosefor their trusted residents. Kings have the abilityto set titles (prefixes) and surnames (postfixes) to the residents of the townsthey have in their nation. This is done with:- /nation set title {name} titlegoeshere
- /nation set surname {name} surnamegoeshere
- Players without towns are Nomads.
- Players in towns are Residents.
- Owners of towns are Mayors.
- Owners of nations are Kings.
- Mayors can make a resident a Town Assistant.
- Kings can make a resident a Nation Assistant.
- Mayors and kings can grant admin-created ranks, allowing for diverse customization.
- A player can attain many Supplemental ranks from their mayor or king, allowing for diverse nation/town-roles.
- Examples of this would be town-builders, town-bankers, nation-bankers, town-inviters, etc.
Starting a Town Mayors start towns usingthe command /town new {townname}. The townblock they are standing in will bethe home block for the town, the exact spot/position will be the spawn pointfor the town. More townblocks can beclaimed using /town claim. These townblocks need to be directly adjacent toalready claimed townblocks. Joining Towns There are two ways tojoin towns; the first is by being invited by a Mayor or a Town assistant. Thesecond is by joining an open town. Mayors and assistantscan add players to their town with the command /town add {playername}. Usually thenthe player will receive a prompt to either /accept or /deny the invitation. Mayors can set theirtowns to open using /town toggle open. A player who isn't in a town already canuse the command /town join {townname} to join open towns. When residents jointowns they increase the number of townblocks accessible to the mayor forclaiming.
Town Blocks Towny provides a admin-freeapproach to block-protection. Block protection is broken down into plots ofland, called townblocks, which by default are 16x16x128 (the full height of theworld.) Townblocks are claimed by town mayors who can then sell/give individualplots to their town's residents. Buying Townblocks Mayors can buy townblocks using /town buy bonus {amount}. Usingthis feature, mayors can grow their town without needing new residents. Plot Types Towny post-0.75 hasadded plot types besides the default. This is to give mayors more control overtheir towns. As of now there are: Default Plots These plots do not need any specific command to be designated. They are put up for sale with /plot forsale {$$}. A plot which is not of default type can be reset to a default plotwith /plot set reset. Shop Plots Shop plots are designated with /plot set shop A mayor can use /town set shopprice {$$} to set how much shop plotsare sold at by default. This can be overriden when a mayor puts the actual plotup for sale with /plot forsale {$$}. A mayor can also charge an additionalshoptax with /town set shoptax {$$}. This tax is charged in addition to thenormal plottax. Arena Plots Arena plots are designated with /plot set arena. PVP is on all the time in arena plots as well as friendly-firedamage. Town health regen is also disabled in arena plots. Embassy Plots Embassy plots are designated with /plot set embassy A mayor can use /town set embassyprice {$$} to set how muchembassy plots are sold at by default. This can be overriden when a mayor putsthe actual plot up for sale with /plot forsale {$$}. A mayor can also charge anadditional embassytax with /town set embassytax {$$}. This tax is charged inaddition to the normal plottax. An embassy plot can be bought by any player. The townblock remainsowned by the host-town and a mayor from the host-town can take the plot fromthe owner at any time. Embassy plots can also be changed into shop plots,allowing for larger shop towns, where many different towns' players can set upshops. Wilds Plots Wilds plots are designated with /plot set wilds A wilds plot allows residents to destroy the blocks found on thewild ignore ID list. This includes ores, trees, flowers, mushrooms and otherharvestable blocks. It is useful for creating tree farms, and protecting theterrain around a town, while still allowing residents to cut trees and explorecaves. Outposts Normally townblocks areclaimed around the home block, always connected to the town. To claim atownblock out in the wilderness, a mayor or assistant must claim an outpost. In order for players toclaim outposts, the config must be set to allow_outposts: true and players require towny.town.claim.outpost in theirpermission node group. Outposts cannot beclaimed too close to other home blocks, just like when a mayor starts a townthey cannot be too close. The exact number is an outpost cannot be claimedwithin 5 townblocks of any other homeblock. Outpostscan be teleported to, mayors set the spawn point of the outpost when they claimit or using '/town set outpost'. Players teleport to the outpost using '/townoutpost x' (with x being a number 1 - however many outposts the town has.) Selling Land Land is sold by Mayorsto Residents that are a part of their town. Mayors have a command used in gameto set the cost of all the plots that are set for sale hence-forth.
- /town set plotprice {$}
- This sets the cost of newly-set-for-sale plots, already set-for-sale plots keep their costs. If it is not set, the plots will cost $0 by default.
- Use /resident set mode map to turn it on.
- And use /resident set mode reset to turn it off.
How Towny Lets Players Protect Their Blocks Towny's genius is theway it lets players protect themselves. An admin doesn't need to go aroundprotecting land for players, and players can't run rampant claiming massiveamounts of land without working for it and building their towns. The first concept youneed to digest are the 4 perm-types and 3 groups. Towny Plot Perms There are 4permission-type values, which can be set for personal plots and for town plotsas well (town permissions can be set by the mayor and affect plots who are notowned by any player.) The basic command for this is either /resident set perm or /townset perm followed by theproper flags for each permission. Available in Towny0.77.0.0 and onward are per-plot permissions. Plots start with the defaultsettings for plot perms (be it a resident-owned or town-owned plot,) but theowner of the plots can set different perms to different plots. To view a plotsperm type /plot perm and to set a plots' perms use /plot set perm. Default permissions areviewable by typing either /resident for personal plot perms or by typing /town for town permissions. Perm-Types The 4 permission-types available are Build, Destroy, Switch andItemuse.
- Build allows players to add blocks in your town/plot.
- Destroy allows players to remove blocks in your town/plot.
- Switch covers the use of:
- wooden and iron doors,
- levers,
- wooden and stone pressure plates,
- buttons,
- trapdoors,
- noteblocks,
- jukeboxes,
- redstone repeaters,
- dispensers,
- gates.
- Itemuse covers the use of:
- water and lava buckets,
- empty buckets,
- lighters,
- bonemeal.
- /town toggle explosion
- /town toggle fire
How Towny Controls PVP Combat Towny affects PVPcombat, deciding who can be damaged where and by whom. Friendly-fire By default Townydisables friendly-fire between townmembers, nationmembers and residents whosenation considers the attacker's nations an ally. Friendly fire can be disabledin the config.yml friendly_fire: 'true' by setting it to false. The friendly-firesettings affects all worlds in which towny is enabled. Plot, Town and World PVP Settings Plots, Towns and Worldsall have PVP settings, here is how they work. World PVP Settings World settings for PVPare controlled using in-game commands · /townyworld toggle pvp o This command disablesand enables PVP world-wide. If you type /tw you will see willsee a red {PVP} next to the name of the world at the top of the output. If PVPis off in the world, no pvp combat can occur, even in Arena plots. · /townyworld toggleforcepvp o This command forces pvpon world-wide, disregarding any plot or town pvp settings. Friendly-fire isstill obeyed. o There is a way tooverride forcing pvp on in towns. Navigate to the Towny\Data\Towns\ folder andopen the townname.txt file. Find the adminDisabledPvP flag and set it to adminDisabledPvP=true This is useful for forcing pvp onworldwide but leaving it off in a spawn-town. Town PVP Settings Towns pvp settings arecontrolled using this in-game command · /town toggle pvp o This toggles pvp on andoff town-wide. Plot PVP Settings Plots can have their pvpstatus controlled individually with this in-game command · /plot toggle pvp o This toggles a singleplot's pvp status.
Taxes and Upkeep Taxes and Upkeep are twoseperate functions with two different results. Taxes and Upkeep are charged atthe same time, each 'Towny Day' or each time an admin types /townyadmin newday.By default is 24 real-life hours. Anyone can check how long until the next daystarts by using /towny time. Taxes Taxes are collected on the town level from residents and on thenation level from towns. Any player can check the taxes which apply to themwith the ingame command /res tax Town mayors can use twocommands to set their taxrates. · /town set taxes {$} o This can be either aflat rate (ex: 10) or a percentage. § Toggling taxes fromflatrate to percentage is done using /town toggle taxpercent § Flatrate: § This charges eachresident of a town the same amount. Setting it to 10 would charge each residenteach 'Towny Day'. § If a resident can't payhis town tax when using flatrate taxation then he is kicked from the town. § Percentage: § This charges a player apercentage of their money. If a player has no money left, he pays no taxes andis not kicked from the town. · /town set plottax {$} o This charges eachresident of a town for each plot they own. Setting it to 10 would charge MinerSteve 40 dollars if he owned 4 plots. o If a resident can't payhis plot tax he loses his plot. Nation leaders can useone comand to set a tax on their towns. · /nation set taxes {$} o This charges each townthat is a member of the nation. Setting it to 100 would charge each town'stownbank 100 each 'Towny Day'. o If a town can't pay it'stax then it is kicked from the nation. Admins can set two options in the config.yml for controllingmaximum tax amounts on towns. There is max_tax_amount which defaults to 1000and max_tax_percent which defaults to 25%. Which one is used depends on how thetown is taxing, a flat rate or by percentage. Upkeep Upkeep collection can beset on towns and on nations seperately. Upkeep money is taken from townbanksand nationbanks and removed from the game. You can set the upkeep amounts tonegative numbers to pay towns and nations instead of charging them. Upkeep isused by a server admin to remove inactive towns and nations from the server.Setting the upkeep to a negative number gives the town or nation-banks thatamount each new day. Town and Nation Banks Towns and Nations bothhave banks, to which any resident can deposit money but only town mayors andnation kings (and assistants) can withdraw from. Any money collected viataxes is deposited to the nation/town bank. When a town needs money, to claim atownblock or an outpost, it is taken from the townbank. Since mayors and kingscan deposit money to their respective banks, some servers will find that mayorsand kings shield their wealth from plugins that take a players money for dyingfrom pvp combat. The cap on banks is ahard cap and does not allow any money to be added to the town/nation banks ifit would put the bank over the limit. This does not remove money fromtown/nation banks which are already over the limit.
Chat Channels There are six chatchannels by default in Towny.
- /g
- Put in from of text to speak in general/global chat, or without text afterwards to enter the channel.
- /l or /lc
- Put in from of text to speak in local chat, or without text afterwards to enter the channel.
- /tc
- Put in from of text to speak with members of your town only, or without text afterwards to enter the channel.
- /nc
- Put in from of text to speak with members of your nation only, or without text afterwards to enter the channel.
- /a or /admin
- Put in from of text to speak in adminchat, or without text afterwards to enter the channel.
- /m or /mod
- Put in from of text to speak in modchat, or without text afterwards to enter the channel.
- /res set mode reset
- Reset chat mode to default chat.
- /nation set title {resident} {text of prefix}
- Adds a prefix to the player.
- /nation set surname {resident} {text of suffix}
- Adds a suffix to the player.
- A title/surname given to a mayor will override the MayorPrefix/MayorPostfix set in the townLevels of the config. He will still retain the colouring set on mayor names (default is light blue.)
Towny War There are two distincttowny war modes. They are both receiving updates. /ta toggle war Towny war is activatedby a server admin using /townyadmintoggle war, there is a 30 secondcountdown and then War begins. During war Nations fighteach other. Towns without a nation are not included, cannot score points andcannot have their townblocks griefed. Nations can also pay adaily Neutrality cost to avoid taking part in a war. In this example, a nationwould pay 100 dollars from its nationbank each 'Towny Day'. While war is in effect,each competing town has a health points property attached to it. Normaltownblocks have an HP of 60 while Home Blocks have 120 points by default. Thiscan be changed in the config. A townblock loses HP by enemy-nation residentsstanding within the townblock. When a townblock has lost all HP and fallen thetown which the attacker belongs to gains one townblock and points to their WarScore. A Town can be knocked out of a war when their Home Block falls or iftheir Mayor is killed. A Nation can be knocked out of a war if its capital cityis knocked out of the war, or if the King is killed. Points in war given forthe following:
- A enemy killed: 1
- A townblock stolen: 1
- A town knocked out of the war: 10
- A nation knocked out of the war: 100
Any questions see the wiki.