Skip to content

Commit c5e3e2e

Browse files
authored
Update README.md
1 parent e57ab4d commit c5e3e2e

File tree

1 file changed

+19
-38
lines changed

1 file changed

+19
-38
lines changed

README.md

Lines changed: 19 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -1,12 +1,13 @@
11
# TownyProvinces
22

33
## :information_source: Overview
4-
- :world_map: An add-on plugin for *Towny*, which makes claiming more organized, & contains a Fast-Transport system.
4+
- :world_map: An add-on plugin for *Towny*, which makes claiming more organized, reducing staff workload and server toxicity.
55

66
## :gift: Features
7-
- :globe_with_meridians: **Divides The Map Automatically, Into Multiple 1-Town-Only Provinces.**
8-
- :moneybag: **Applies Different Town Costs Depending On Province location, size, and the type of terrain inside.**
9-
- :bullettrain_front: **Installs with an inbuilt Fast-Transport system.**
7+
- :globe_with_meridians: **Divides The Map Automatically into Provinces:**
8+
- :tophat: Civilised Provinces: 1 town only, no outposts allowed.
9+
- :ocean: Sea Provinces: No towns, outposts allowed
10+
- :fire: Wasteland Provinces: No towns, outposts allowed
1011

1112
## :hammer_and_wrench: Solves
1213
- :money_with_wings: ***Overclaiming***: Each town has a reserved claiming area; No need to throw away money on overclaiming.
@@ -18,12 +19,7 @@
1819
- :tent: ***Inactive towns in popular areas***: Upkeep can be raised in popular regions, discouraging inactive towns.
1920
- :merman: ***Sea Peoples***: Founding towns in the open sea can be prevented, if a server so chooses.
2021
- :santa: ***Hermits***: Upkeep can be lowered in unpopular regions, supporting players with isolationist styles of play.
21-
- :railway_track: ***Transport***:
22-
- Drives the emergence of a hub-node pattern of towns on the map.
23-
- Allows every town to become a Fast-Travel destination, if it so chooses.
24-
- Supports mayors who wish to detach their transport system from their politics.
25-
- Encourages the building of roads on the map.
26-
22+
2723
## :eye: Map View
2824
- ![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/b0778012-7023-4372-b599-b5de6a336d4f)
2925

@@ -36,29 +32,14 @@
3632
- Example: With Spigot you might run: `java -Xms1G -Xmx3G -XX:+UseG1GC -jar spigot-1.19.4.jar nogui`.
3733

3834
## :football: Player Guide
39-
- :world_map: Provinces
40-
- Borders are shown on the dynmap (Borders layer).
41-
- Town Costs are shown on the dynmap (Town Costs layer).
42-
- There can only be one town per province.
43-
- Each province has its own "New Town Cost", which applies when creating a new town in the province.
44-
- Each province has its own "Upkeep Town Cost", which applies each day to the town in the province.
45-
46-
- :fast_forward: Fast Transport:
47-
### :ship: Port
48-
- Cost: $50, Upkeep: $5, must be on Ocean, Beach, or River biome.
49-
- Fast-Travel Range: 3000 blocks.
50-
- As a mayor, run `/plot set port` to convert one of your plots to a Port.
51-
- Pick a destination town, and create a **Fast-Travel Sign** at your Port, aimed at that town:![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/541b2b53-6501-401c-a46a-1bb493ed6e27)
52-
- Get the mayor of the destination Port, to create a "Return" sign at their Port: ![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/91f52a8e-b027-4441-9d25-895d64a9ac02)
53-
- Now simply right-click the signs to travel from one town to the other.
54-
### :rocket: Jump-Node
55-
- Cost: $200, Upkeep: $20.
56-
- Fast-Travel Range: Unlimited.
57-
- As a mayor, run `/plot set jump-node` to convert one of your plots to a Jump-Node.
58-
- Pick a destination town, and create a **Fast-Travel Sign** at your Jump-Node, aimed at that town:![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/541b2b53-6501-401c-a46a-1bb493ed6e27)
59-
- Get the mayor of the destination Jump-Node, to create a "Return" sign at their Jump-Node: ![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/91f52a8e-b027-4441-9d25-895d64a9ac02)
60-
- Now simply right-click the signs to travel from one town to the other.
61-
35+
- :cityscape: Towns:
36+
- 1 Town can be active in each Civilized province.
37+
- Each civilized province has a "New Town Cost", which applies when creating a new town.
38+
- Each civilized province has an "Upkeep Town Cost", which applies to existing towns.
39+
- :tent: Outposts:
40+
- Outposts can be placed in Sea and Wasteland provinces.
41+
- Outposts can be expanded, however each town can have a maximum of 8 townblocks per foreign province.
42+
6243
## :keyboard: Admin Commands *(best run from console)*
6344
- `tpra region [regenerate] [<Region Name>]` -> Regenerate a region.
6445
- `tpra region [newtowncostperchunk] [<Region Name>] [amount]` -> Set the per-chunk new-town-cost for a region.
@@ -68,13 +49,13 @@
6849
- 1. Assesses and records the Biome proportions in each province. These proportions affect the new/upkeep prices.
6950
- 2. Assigns each province as either "land" or "Sea", depending on the biome results.
7051
- *NOTE: The automatic validation is not perfect, so expect to convert a few provinces afterwards using the below command.*
71-
- `tpra province [sea|land] [<x>,<z>]` -> Set a province to sea/land.
72-
- Sea provinces cannot be settled.
73-
52+
- `tpra province settype [civilized|sea|wasteland] [<x>,<z>]` -> Set the type of a province.
53+
- `tpra province settype [civilized|sea|wasteland] [<x1>,<z1>] [<2x>,<z2>]` -> Set the type of all provinces in a rectangular area.
54+
7455
## :fast_forward: Quick-Start Guide
7556
1. Run `tpra region regenerate all`. This will generate 2 small sample regions.
76-
2. Run `tpra landvalidationjob start`. This will automatically identify the biome constituents in the province, and adjust prices accordingly. If the province is found to be all-water, the job will change it to a sea-province. Expect this to take a while, you can adjust the milliseconds before lookup in `config.yml`.
77-
3. To see the generated provinces, view your dynmap.
57+
2. Run `tpra landvalidationjob start`. This will automatically identify the biome constituents in the province, and adjust prices accordingly. It will also set each province type, as either Civilized, Sea, or Wasteland . Expect this to take a while; you can adjust the milliseconds before lookup in `config.yml`.
58+
3. To see the generated provinces, view your website-map.
7859

7960
## :eight_spoked_asterisk: Region Definitions Guide
8061
1. Configure as many region definition files as you want, in /region_definitions.

0 commit comments

Comments
 (0)