floh22, I will look into added a proper /ta unclaim command soon.
__Srloin__, lol, thank you very much Just remember, the patch may or may not work for the packet limiter, but if it doesn't work, you can leave it out without any issues The user trying to enable the packet limiter will just be notified that it is disabled
hm, i just installed the economy thing and it seems for me to make a shop the plot i choose has to be unclaimed. so how do i actually unclaim plots with mytownadm? i know i can claim the plot as another town to make it wilderness, but when i try to set up the shop there it turns into that town then. so is there a proper way to unclaim plots with ta? if there isnt could you add that? thx
can someone help me
i set everything up for my server like it says and players try to create a new town. it takes the money from them and then says you dont have access to that command resulting in not creating the town
can someone help me
i set everything up for my server like it says and players try to create a new town. it takes the money from them and then says you dont have access to that command resulting in not creating the town
That's a MyTown permissions issue. Check your nodes
Villain79, I will start adding support as soon as I can. There is a possibility that Azanor could add support himself, but I am not 100% confidant that the API I have written will be sufficient enough since I had not tested it yet. Either way, I will add support
I was wondering. Is it possible the restrict the home command so that players can only set homes inside of their towns? So going home would REALLY be going home.....
You could always not let them use /home or /sethome and only let them use /t spawn to take them to their town spawn. That would be the easiest method I think.
I already have /home disabled. We mostly restrict teleportation to in game mechanics like linking books. They get /spawn and /t spawn. I was just thinking that, in a large town, it might be nice for players to set their homes to their actual home buildings in the town.
I already have /home disabled. We mostly restrict teleportation to in game mechanics like linking books. They get /spawn and /t spawn. I was just thinking that, in a large town, it might be nice for players to set their homes to their actual home buildings in the town.
If you rely on primarily using linking books, I fail to see the point of this feature. However for a server without any type of mod related teleportation, this feature could be useful.
Is it possible to set the amount of blocks (claimable chunks) a new player adds to a town once they joined and what blocks a town starts with once its created?
only reason i ask is i tried this a few times over the last few days with different amounts of blocks for a new town. One time it started with 1/1 then on a different server setup a town started with 1/320. unless iam missing something there isnt any option for this in the configs
Block amounts are permissions based using multipliers.
As stated in the main post:
mayorMulti is defined in PEX by mytown.mayor.blocks.(2|4|8|16|32) default 1
resMulti is defined in PEX by mytown.resident.blocksmulti.(2|4|8|10) default 1
extraBlocks can be set by the admin command /ta extra <town> <count>. It can be both positive and negative. Whatever the admin feels like doing to the town plot count.
nationAddsPerResident and nationAddsBlocks are defined in the config. Default is 0.
What do you mean by "safezone"? If you mean a town with no PvP you could make a town that allows outsiders to build and stuff, but not be able to do any PvP. Please elaborate more so I can hopefully give you a full answer
AlmostLuckyDucky, they are multipliers, so 16*2=32 is why your getting 32 plots instead of 20. Not sure why you got 32 when you had it set to 4 however.
Villain79, I will look into that right now. Please check your permissions to make sure everything is correct as well just to rule out all possible causes
It looks like you have it all setup correctly, but someone else should look over it as well to make sure I didn't miss anything
I noticed you had essentials, I don't remember which overwrites the other, but I would recommend choosing one and removing the node for the other so they wont conflict.
I know the matter cannon bypasses, I will be adding support for it in the next version hopefully.
Zlepper, you can already do that. Just make a town and set it to a player name not on the server, like Herobrine. Then set the perm nodes of the town accordingly, adding blocks with the admin command as needed
What I have done when messing with MyTown is to create the town with /ta new <name> <mayor>, then do /ta claim townname to claim the plots. The default settings will mean the town can be entered by people, but nothing can be destroyed or used.
Technowix, if I understand what your question is, when I want to add support to a mod I have to add stuff specific to the mod, so it generally can take some time for me to get proper support for a mod. Since MyTown doesn't rely on Bukkit at all, no Bukkit code is used. MyTown does however work perfectly on a MCPC+ server since I had changed some things to do so. Hope that makes sense and answers your question
Yes, but in my head, when i see MCPC+, i think, anywhere, he can convert forge event to a readable thing be bukkit >_< nyeeeuh ! thank alway for the response ! (and sorry for my crappy english ><)
I don't convert things because I don't want to make MCPC+ a requirement, some people don't like it and wont use MCPC+. Its not too hard to add the support, just takes some time and testing. And its OK, I know not everyone in the world knows English, and I have heard (and believe) English is one of the harder languages to learn
__Srloin__, lol, thank you very much Just remember, the patch may or may not work for the packet limiter, but if it doesn't work, you can leave it out without any issues The user trying to enable the packet limiter will just be notified that it is disabled
/ta claim null null
i set everything up for my server like it says and players try to create a new town. it takes the money from them and then says you dont have access to that command resulting in not creating the town
That's a MyTown permissions issue. Check your nodes
If you rely on primarily using linking books, I fail to see the point of this feature. However for a server without any type of mod related teleportation, this feature could be useful.
Block amounts are permissions based using multipliers.
As stated in the main post:
mayorMulti is defined in PEX by mytown.mayor.blocks.(2|4|8|16|32) default 1
resMulti is defined in PEX by mytown.resident.blocksmulti.(2|4|8|10) default 1
extraBlocks can be set by the admin command /ta extra <town> <count>. It can be both positive and negative. Whatever the admin feels like doing to the town plot count.
nationAddsPerResident and nationAddsBlocks are defined in the config. Default is 0.
1/320 is the amount ops receive.
Villain79, I will look into that right now. Please check your permissions to make sure everything is correct as well just to rule out all possible causes
I noticed you had essentials, I don't remember which overwrites the other, but I would recommend choosing one and removing the node for the other so they wont conflict.
I know the matter cannon bypasses, I will be adding support for it in the next version hopefully.
Zlepper, you can already do that. Just make a town and set it to a player name not on the server, like Herobrine. Then set the perm nodes of the town accordingly, adding blocks with the admin command as needed
Hum, i have a simply question, is "hard" to add bukkit event to EVERYTHING, or you need to made per each mod etc ? :/
Technowix, if I understand what your question is, when I want to add support to a mod I have to add stuff specific to the mod, so it generally can take some time for me to get proper support for a mod. Since MyTown doesn't rely on Bukkit at all, no Bukkit code is used. MyTown does however work perfectly on a MCPC+ server since I had changed some things to do so. Hope that makes sense and answers your question