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1 | 1 | # TownyProvinces
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2 | 2 |
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3 | 3 | ## :information_source: Overview
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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. |
5 | 5 |
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6 | 6 | ## :gift: Features
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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 |
10 | 11 |
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11 | 12 | ## :hammer_and_wrench: Solves
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12 | 13 | - :money_with_wings: ***Overclaiming***: Each town has a reserved claiming area; No need to throw away money on overclaiming.
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18 | 19 | - :tent: ***Inactive towns in popular areas***: Upkeep can be raised in popular regions, discouraging inactive towns.
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19 | 20 | - :merman: ***Sea Peoples***: Founding towns in the open sea can be prevented, if a server so chooses.
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20 | 21 | - :santa: ***Hermits***: Upkeep can be lowered in unpopular regions, supporting players with isolationist styles of play.
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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 |
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| 22 | + |
27 | 23 | ## :eye: Map View
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28 | 24 | - 
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29 | 25 |
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36 | 32 | - Example: With Spigot you might run: `java -Xms1G -Xmx3G -XX:+UseG1GC -jar spigot-1.19.4.jar nogui`.
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37 | 33 |
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38 | 34 | ## :football: Player Guide
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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: |
52 |
| - - Get the mayor of the destination Port, to create a "Return" sign at their Port:  |
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: |
59 |
| - - Get the mayor of the destination Jump-Node, to create a "Return" sign at their Jump-Node:  |
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 | + |
62 | 43 | ## :keyboard: Admin Commands *(best run from console)*
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63 | 44 | - `tpra region [regenerate] [<Region Name>]` -> Regenerate a region.
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64 | 45 | - `tpra region [newtowncostperchunk] [<Region Name>] [amount]` -> Set the per-chunk new-town-cost for a region.
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68 | 49 | - 1. Assesses and records the Biome proportions in each province. These proportions affect the new/upkeep prices.
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69 | 50 | - 2. Assigns each province as either "land" or "Sea", depending on the biome results.
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70 | 51 | - *NOTE: The automatic validation is not perfect, so expect to convert a few provinces afterwards using the below command.*
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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 | + |
74 | 55 | ## :fast_forward: Quick-Start Guide
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75 | 56 | 1. Run `tpra region regenerate all`. This will generate 2 small sample regions.
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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. |
78 | 59 |
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79 | 60 | ## :eight_spoked_asterisk: Region Definitions Guide
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80 | 61 | 1. Configure as many region definition files as you want, in /region_definitions.
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