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Towny

来自Minecraft插件百科
Minedx留言 | 贡献2016年8月12日 (五) 09:11的版本
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介绍

Towny Advanced is a versatile, player-controlled land management plugin for use with Bukkit/Tekkit/Spigot/Libigot. Towny offers solutions for pvp, griefing, chat, inflated economies and monsters to minecraft server admins. Towny allows players to work together and against each other as they see fit.

特性

Towny includes a wide variety of features to offer instant enhancements to your traditional Minecraft server.

  • Allows players to own and manage land based on a pre-set grid layout.
    • Players join towns and purchase plots of land.
    • Players decide who can build, destroy, use “switchs” and use items on every plot they control.
    • Towns can join together into nations, further structuring a server into teams.
    • Towns grant protection from monsters, pvp, fire, explosions and greifing.
  • Wilderness Rules (Optional)
    • Area between towns is wilderness, with its own build permissions.
    • Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine.
    • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
    • Block explosions and fire.
  • PVP Enhancements
    • Server with a strong PVP aspect will find Towny’s grouping of players to be invaluable.
    • Prevent friendly-fire. (Optional)
    • Nations split players into larger teams.
    • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
    • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
  • Teleporting/Warping and Spawning (Optional)
    • Players can spawn to their town upon death.
    • Players can spawn to their town or a town that is within their nation/allied with their nation.
    • Use of beds can be limited to personally-owned land and players can spawn there.
  • Customized modified chat. (Optional)
    • Colours, group prefixes and suffixes, nation, town, towny titles.
    • Channels for general, local, town, nation, moderator, admin and custom channels.
    • Anti-spam feature.
  • Shop plugin support. (Optional)
    • Limit shops to special Shop Plots, enhancing realism.
  • Economy plugin interaction. (Optional)
    • Supports all economy plugins.
    • Charge money for plots, towns, nations.
    • Flexible tax system.
    • Upkeep to remove money from the economy, stopping rampant inflation.
  • All Permissions Plugins supported. (Optional)
    • Perms 2/3, GroupManager, BukkitPermissions, bPermissions, PermissionsEx, etc.
  • Multiworld Support
    • Flexible settings for every world.
    • Enable/disable Towny in as many worlds as you like.

重要信息

Towny 安装指南

Here are instructions to install Towny for the first time. There are a few steps so follow them all carefully.
Step One – Preparing your server.
  1. Stop your server completely.
  2. Download the following and copy to your Plugins folder (Place .jar files in the plugins folder, not the actual .zip):
  • Download Towny Advanced.zip (Includes Towny, TownyChat and Questioner.)
    • Towny.jar is required at all times,
    • TownyChat.jar is required if you want to have Towny modify chatting in any way. (Adding prefixes and suffixes from your permissions plugin to chat, adding town/nation/world to chat, adding chat channels.)
    • Questioner.jar is required if you want players to receive invites to towns, instead of being added automatically.
  • If you use any economy plugin other than iConomy 5.01 you will be required to download Register.jar or Vault and put it in your plugins folder.
    • If your economy plugin is supported by Vault, do not use Register.jar, instead use only Vault.
  1. Start your server.
  2. Stop your server.

Towny 升级向导

Here are instructions for performing a Towny Upgrade from a previous version:
Towny Upgrade Instructions
  • Stop your server completely.
  • Backup your entire server!
  • Download Towny_Advanced.zip and extract the 4 .jar files into your plugins folder (Register is not required if your server already uses Vault.jar).
  • Start your server.
  • Stop your server.
  • Upgrade from pre-0.79.0.0
    • The chat section of config.yml has been move to a new file, channels.yml. Edit the new channels.yml to your liking.
  • Upgrade from pre-0.82.0.0
  • Towny has had TownyPerms added. This new file located at townysettingstownyperms.yml will be generated when you first start your server using Towny 0.82.0.0 or higher.
  • TownyPerms adds town/nation ranks so server admins can specify what each rank can do (nomads, residents, mayors, kings, etc) Admins can also create custom ranks with custom permission sets. Any existing players set as assistants will lose their rank and need to have it re-assigned.
  • Start your server.

Towny 的工作方式

Use this page to learn how Towny works, how various settings affect the gameplay, what you can do to customize Towny to your liking.


The Hierarchy

Nomads
Nomads are simply players who are not part of any town. They are landless and their permission nodes are configurable via TownyPerms.yml. Nomads can purchase Embassy plots if they have been given towny.command.plot.claim in the Townyperms.yml
Residents
Every person who joins your server can become a resident (the are given the towny.town.resident permission node in townyperms.yml’s nomad section.) Residents have their own command /resident which used by itself outputs a Resident Screen, displaying Money, Town, Plots owned and Friends.
Residents can join towns or choose to start a town of their own. Residents can also be put into one town automatically when they join the server for the first time by setting default_town_name: in config.yml.
Residents who join towns can claim plots that the Mayor of the town has set for sale. When a resident owns 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 that resident owns.
Residents have their permission nodes configurable via TownyPerms.yml.
Towns
A town is a collection of residents (or just one resident) with one resident as the mayor. A town also has a bank which the mayor can withdraw from. A mayor can also have assistants who have the same powers as him/herself. Towns can have taxes that will be taken at the end of each day interval.
Towns usually grow outwards from their home block, the townblock the mayor stood in during town creation. Townblocks need to be claimed beside other townblocks, unless the mayor claims an outpost in the wilderness.
Mayors
Mayors run towns and with the help of their assistants, manage a town and its residents. Mayors have their permission nodes configurable via TownyPerms.yml.
Mayors can decide which ranks their residents fall into, in their town. This can be a Town Assistant or any other custom ranks created by the server admin in the townyperms.yml file. Mayors can see the available ranks using ‘/town ranklist’ 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.
It is not possible to run two towns unless you are also an admin. An admin can do the following to manage two or more towns:
 Example: Admin Bob
 Admin Bob wants to have a server-town, and his own town. Bob would start by creating his Server Town and setting up taxes, plotprices, permissions. This sort of town should not give residents, allies or outsiders permissions in the     
 Server Town.
 When Bob finished making his town the way he wants he uses /townyadmin set mayor {townname} npc to place a fake 'npc' resident as mayor of the Server Town.
 Then Bob leaves Server Town and creates his own town. Using the /townyadmin set mayor {townname} npc command Bob can flip back and forth between towns.
 Bob doesn't have to leave his town to add players to the Server Town though! He can use /townyadmin town {townname} add {playername}  to add players to the Server Town or set default_town_name: 'Server_Town' in config.yml.
 Bob can also add the NPC town into a nation using /ta nation {nation} add {town}.
Nations
A nation is a collection of towns (or just one town) with one town as the capital. The mayor of that capital is the king. A nation can join the war event, as well as ally other nations. A nation also has it’s own bank. It can also tax the towns that belong to it.
Two nations can decide to join in an alliance, which allows them to be protected from friendly fire, help on each others plots (if the plot’s perm line allows allies,) and to help each other in war.
As of 0.91.0.0, you may restrict nation alliances to be 2-way only. So that Nation A cannot consider Nation B an ally unless the Nation B also considers Nation A an ally. You may turn this setting on in the config: war.disallow_one_way_alliance, which defaults to false.
Also, as of 0.91.0.0, you may restrict who can create, join and maintain a nation by requiring a minimum number of residents. See the Global Town Settings section of the config.yml.
Kings
Kings lead Nations and are the mayor of the capital city. Kings have their permission nodes configurable via TownyPerms.yml.
Kings can decide which ranks their residents fall into, in their nation. This can be a Nation Assistant or any other custom ranks created by the server admin in the townyperms.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 to create diverse nation-roles such as bankers, inviters for the king to choose for their trusted residents.
Kings have the ability to set titles (prefixes) and surnames (postfixes) to the residents of the towns they have in their nation. This is done with:
  • /nation set title {name} titlegoeshere
  • /nation set surname {name} surnamegoeshere
Typing the commands with nothing after the player’s name resets the title or surname to blank.
Configuring Townyperms.yml and the Roles of the Ranks Within
New to Towny 0.82.0.0 and onwards towny has a new configuration file, TownyPerms.yml, located in the towny\settings\ folder.
This system pushes permissions directly to Bukkit and works along side all other perms plugins. It allows you to define sets of permissions based upon a players status (nomad/resident/mayor/king). You can also assign additional permissions based upon any assigned town/nation ranks (assistant/vip etc). This system is not limited to Towny permission nodes. You can assign any permissions for any plugins in it’s groups.
This file allows admins to decide what each player-rank can do. Some ranks are assigned automatically:
  • Players without towns are Nomads.
  • Players in towns are Residents.
  • Owners of towns are Mayors.
  • Owners of nations are Kings.
Some ranks are assigned by Mayors or Kings, and supplement the ranks the players already have:
  • 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.
A resident of a town can see the ranks within their town using ‘/town ranklist’. A mayor can use ‘/town rank {add|remove} {playername} {rankname}’ to give a player a new rank within their town. A king can use ‘/nation rank {add|remove} {playername} {rankname}’ to give a player a new rank within their nation.
Configuring Mayor and King Titles, Town and Nation Names
Towny gives you the ability to customize the naming scheme applied to Mayors, Kings, Towns, Capital Cities and Nations.
This is done with two sections in the config.yml
  • town_level:
    • The basic layout of the townLevel lines are as follows:
    -   upkeepModifier: 1.0
        namePostfix: ' (Settlement)'
        mayorPrefix: 'Hermit '
        mayorPostfix: 
        townBlockLimit: 16
        namePrefix: 
        numresidents: 1
    -   upkeepModifier: 1.0
        namePostfix: ' (Hamlet)'
        mayorPrefix: 'Chief '
        mayorPostfix: 
        townBlockLimit: 32
        namePrefix: 
        numResidents: 2
  • These are read as follows:
  • upkeepModifier: 1.0 – Use a higher multiplier to increase the upkeep as towns get more residents (unless you use town_plotbased_upkeep:true in which case it is based off of plot-count rather than resident-count.)
  • namePostfix: ‘ (Settlement)’ – This is added to the end of the town name.
  • mayorPrefix: ‘Hermit ‘ – This is added to the front of the mayor’s name.
  • mayorPostfix: ” – This is added to the end of the mayor’s name.
  • townBlockLimit: 16 – This decides how many townblocks a town gets, it is only used if town_block_ratio: ‘0’ is set in the config.yml.
  • namePrefix: ” – This is added to the front of the town name.
  • numresidents: 1 – This is how many residents a town needs to have in order to attain the prefixes/postfixes of the townlevel.
  • The two levels above are for towns of 1 and 2 residents. When a town is created the mayor’s new town has (Settlement) added to the end of his townname and he is given the prefix of Hermit. When the mayor gets a second resident his town becomes Townname (Hamlet) and he receives the prefix of Chief.
  • nation_level:
    • The basic layout of the nationLevel lines are as follows:
        -   capitalPostfix: 
            upkeepModifier: 1.0
            namePostfix: ' (Nation)'
            kingPrefix: 'Count '
            townBlockLimitBonus: 10
            namePrefix: 'Federation of '
            numResidents: 10
            capitalPrefix: 
            kingPostfix: 
            nationTownUpkeepModifier: 1.0
        -   capitalPostfix: 
            upkeepModifier: 1.0
            namePostfix: ' (Nation)'
            kingPrefix: 'Duke '
            townBlockLimitBonus: 20
            namePrefix: 'Dominion of '
            numResidents: 20
            capitalPrefix: 
            kingPostfix: 
            nationTownUpkeepModifier: 1.0
  • These are read as follows:
  • capitolPostfix: ” – This is added to the end of the capital city of the nation.
  • upkeepModifier: 1.0 – Use a higher multiplier to increase the upkeep as nations get more residents (unless you use town_plotbased_upkeep:true in which case it is based off of plot-count rather than resident-count.)
  • namePostfix: ‘ (Nation)’ – This is added to the end of the nation name.
  • kingPrefix: ‘Count ‘ – This is added to the front of the nation-leader.
  • townBlockLimitBonus: 10 – This is the number of bonus townblocks given to a town when they join a nation.
  • namePrefix: ‘Federation of ‘ – This is added to the front of the nation name.
  • numResidents: 10 – This is how many residents a nation must have to receive the prefixes and postfixes of the nation level.
  • capitalPrefix: ” – This is added to the front of the capital city of the nation.
  • kingPostfix: ” – This is added to the end of the nation-leader’s name.
  • nationTownUpkeepModifier: 1.0 – Joining a nation will lower/raise how much town upkeep your town pays. This multiplier is calculated after all other multipliers have their effect on the town upkeep cost. When set at 1.0, there is no :*change to upkeep.

How Towns Grow

Starting a Town
Mayors start towns using the command /town new {townname}. The townblock they are standing in will be the home block for the town, the exact spot/position will be the spawn point for the town.
More townblocks can be claimed using /town claim. These townblocks need to be directly adjacent to already claimed townblocks.
Joining Towns
There are two ways to join towns, the first is by being invited by a Mayor or a Town assistant. The second it by joining an open town.
Mayors and assistants can add players to their town with the command /town add {playername}. If the server has Questioner.jar and using_questioner: true in the Towny config.yml then the player will receive a prompt to either /accept or /deny the invitation.
Mayors can set their towns to open using /town toggle open. A player who isn’t in a town already can use the command /town join {townname} to join open towns.
When residents join towns they increase the number of townblocks accessible to the mayor for claiming.

Plot System of Land Ownership

Town Blocks
Towny provides a server admin a hands-off approach to block-protection. Block protection is broken down into plots of land, called townblocks, which by default are 16x16x128 (the full height of the world.)
Townblocks are claimed by town mayors who can then sell/give individual plots to their town’s residents.
Town Block Size
You change the townblock size in config.yml at town_block_size: 16. Changing this value is suggested only when you first install Towny.a
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 x town_block_size x 128) in size, with 128 being from bedrock to clouds.
Setting How Many Towny Blocks A Town Receives
You can change how many town blocks a town gets to claim. This is done in two places.
Towny checks first in the config.yml at town_block_ratio: 8 and by default gives a town 8 townblocks per resident.
You can override this by setting town_block_ratio: 0 and using the townLevel section of the config.yml
More information on the townLevel line and how to configure it is here.
Buying Townblocks
Mayors can buy townblocks using /town buy bonus {amount}. An admin can set a maximum limit on how many townblocks a town can buy in the config.yml at max_purchased_blocks: '0'. The price of a bought townblock is also set in the config.yml at price_purchased_bonus_townblock: '25.0'.
Using this feature, mayors can grow their town without needing new residents.
Plot Types
Towny post-0.75 has added plot types besides the default. This is to give mayors more control over their 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 {$$}.
A plot which is not of default type can be reset to a default plot with /plot set reset.
Shop Plots
Shop plots are designated with /plot set shop
A mayor can use /town set shopprice {$$} to set how much shop plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}.
A mayor can also charge an additional shoptax with /town set shoptax {$$}. This tax is charged in addition to the normal plottax.
Arena Plots
Arena plots are designated with /plot set arena.
PVP is on all the time in arena plots as well as friendly-fire damage. 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 {$$} to set how much embassy plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}.
A mayor can also charge an additional embassytax with /town set embassytax {$$}. This tax is charged in addition to the normal plottax.
An embassy plot can be bought by any player, whether they are in a town or not. The townblock remains owned by the host-town and a mayor from the host-town can take the plot from the 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 up shops.
When a player leaves a town they do not lose ownership of their plots if those plots are set to be Embassy plots.
Wilds Plots
Wilds plots are designated with /plot set wilds
A wilds plot allows residents to destroy the blocks found on the wild ignore ID list. This includes ores, trees, flowers, mushrooms and other harvestable blocks by default. It does not include stone, dirt, grass and other terrain blocks.
It is useful for creating tree farms, and protecting the terrain around a town, while still allowing residents to cut trees and explore caves.
Setting up wilds plots can be slightly complex, here are instructions.
  1. Navigate to your towny\data\worlds\WORLDNAME.txt file
  2. Set:
    • unclaimedZoneBuild=false
    • unclaimedZoneDestroy=false
  3. Configure the unclaimedZoneIgnoreIds line to include the blocks you would like players to break/build.
  4. Go to the Wilds plots you can set using /plot set wilds
  5. Use ‘/plot set perm resident build on’ and ‘/plot set perm resident destroy on’ to enable residents to break/build using only the blocks in the ignoreIDs list.
Inn Plots
Inn plots are designated with /plot set inn
An Inn plot allows anyone to use a bed to set their ‘/res spawn’ and spawn on death. The Inn plot will still deny a player who is in a nation declared as an enemy by your nation.
For them to function deny_bed_use: ‘true’ must be set in the config.yml
Jail Plots
Jail plots are designated with /plot set jail
  • Players can become jailed if
  • The player’s mayor/sheriffs send them to jail.
  • An attacker who attacks a town which considers him an Enemy (Nation-relationship) dies in that Town. He is sent to the first available Jail plot of the defending town.
  • Jailed players become unjailed if:
  • they leave their town and become a nomad,
  • the mayor/sheriff unjails them,
  • the player pays a bail amount to the town which jailed them, (using: /resident jail paybail)
  • they manage to escape the jail plot and the town and get into Wilderness.
  • Jailed players cannot teleport.
  • Jailed players cannot use Ender Pearls unless enabled in the config.
  • Jailed players who die are sent back to their prescribed jail plot.
  • Jailed players do not give monetary payouts when they are killed.
  • Jailed players show their jailed status in the /res [playername] screen, along with the town they are jailed in.
  • It is suggested you make a new town rank in the townyperms.yml called Sheriff, and give that rank the towny.command.town.toggle.jail node. Newly generated townyperms.yml files will contain this rank by default.
Farm Plots
Farm plots are designated with /plot set farm
A Farm plot players to only build/destroy blocks designated in the Towny Config.yml at global_town_settings.farm_plot_allow_blocks. By default this list includes “LONG_GRASS, DOUBLE_PLANT, YELLOW_FLOWER, RED_ROSE, PUMPKIN_STEM, MELON_STEM, BEETROOT_BLOCK, CARROT, POTATO, CROPS, MELON_BLOCK, PUMPKIN”.
Who can build/destroy these blocks is still determined by the plot’s perm line seen in the /plot perm screen. This means that if B=rao, anyone can plant/place the allowed blocks in the plot. If the B=r– then only town residents can plant/place the allowed blocks.
If admins want, they can add SOIL to the allowed blocks list, which will allow anyone allowed via the perm line to also make soil with a hoe. By default SOIL is not included and only admins/mayors/assistants will be able to create soil with a hoe. Towny already protects soil from being stomped into grass, so soil will only return to dirt if it is not irrigated.
Farm plots also allow town residents to kill animals in the plot. The list of animals is set in the config at global_town_settings.farm_animals. By default this list includes “PIG,COW,CHICKEN,SHEEP,MOOSHROOM”.
Outposts
Normally townblocks are claimed around the home block, always connected to the town. To claim a townblock out in the wilderness, a mayor or assistant must claim an outpost.
In order for players to claim outposts, the config must be set to allow_outposts: true and players require towny.town.claim.outpost in their permission node group.
An admin can configure how many outposts a player can claim, this is set in your permissions plugin’s info/option/meta node section using the towny_maxoutposts: {number} info node. See here.
Outposts cannot be claimed too close to other home blocks, just like when a mayor starts a town they cannot be too close. The exact number is set in the config.yml at min_distance_from_town_homeblock: 5. In the default setting an outpost cannot be claimed within 5 townblocks of any other homeblock.
Outposts have two settings in config.yml
  • By setting allow_outposts: false you can disable outposts completely.
  • You can also set the cost of claiming an outpost with price_outpost: 500.0
Outposts can be teleported to, mayors set the spawn point of the outpost when they claim it or using ‘/town set outpost’. Players teleport to the outpost using ‘/town outpost x’ (with x being a number 1 – however many outposts the town has.)
Selling Land

Land is sold by Mayors to Residents that are a part of their town. using_iconomy: true must be set in config.yml in order for costs to be applied. Mayors have a command used in game to 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.
To put a plot up for sale a mayor, while standing in the plot, type /plot forsale {optional cost} The resident would then type /plot claim while standing in the plot to buy it.
Using the Maps
The map in towny displays the grid system of plots. The map can be viewed once using /towny map one time or you can set the map to show every time you move from one block to another:
  • Use /resident set mode map to turn it on.
  • And use /resident set mode reset to turn it off.
A large version of the map can be seen using /towny map big.
Plot Regeneration & Unclaimed Plots

There are 4 options for affecting townblocks/plots.

Reverting unclaimed townblocks to their original state on unclaim
When a town plot is unclaimed (by a player or through upkeep) it will slowly begin to revert to a pre town state. Blocks will slowly change back to whatever blocks we’re present at the moment the town block was claimed. A townblock must revert completely before the snapshot of the townblock is removed. If townblock is reclaimed mid-revert, a new snapshot is not taken and if the townblock is unclaimed again it will revert to the original snapshot.
  • Disabling this feature is done in the towny\data\worlds\worldname.txt @ 'usingPlotManagementRevert=false'
  • or by using ‘/tw toggle revertunclaim’ while standing in the world you want to toggle it in.
  • Disabling this feature for new worlds is done in the config at new_world_settings.plot_management.revert_on_unclaim.enabled
You can configure certain block types you don’t want restored to prevent players exploiting regen for diamond ores.
  • Block types to not restore are configured in block_ignore in the worlds txt file data/worlds/worldname.txt
  • Defaults for new worlds are set in the config at new_world_settings.plot_management.revert_on_unclaim.block_ignore:
Deleting pre-defined blockIDs on unclaim
When a town plot is unclaimed (by a player or through upkeep) block IDs matching a list will be deleted within that townblock. This can be useful for deleting all signs within a townblock, ensuring any chests locked with Lockette or Deadbolt signs are unlocked.
  • Disabling this feature is done in the towny\data\worlds\worldname.txt @ usingPlotManagementdelete=false
  • Disabling this feature for new worlds is done in the config at new_world_settings.plot_management.block_delete.enabled
You can configure the list of blockIDs to be removed on a per-world basis.
  • The blockIDs listed in the towny\data\worlds\worldname.txt @ 'plotManagementDeleteIds=' will be removed from the townblock.
  • Defaults for new worlds are set in the config at new_world_settings.plot_management.block_delete.unclaim_delete
Plot-Owners’ and Mayors’ /plot clear command
A feature available only to Town Mayors on public town land: /plot clear. This command is meant to be used after a plot was personally owned by a resident, who either moved to another plot or left town. By default this list includes only signs, useful for mayors to remove sign-protection on doors, chests, furnaces, dispensers and trapdoors given via Lockette or Deadbolt.
  • Disabling this feature is done in the in the towny\data\worlds\worldname.txt @ usingPlotManagementMayorDelete=false
  • Disabling this feature for new worlds is done in the config at new_world_settings.plot_management.mayor_plotblock_delete.enabled
You configure the list of blockIDs to be removed when this command is used.
  • The list of blockIDs is listed in the towny\data\worlds\worldname.txt @ plotManagementMayorDelete=WALL_SIGN,SIGN_POST
  • Defaults for new worlds are set in the config.yml at new_world_settings.plot_management.mayor_plotblock_delete.mayor_plot_delete

As of Towny 0.79.1.0, players can use this command within plots they personally own.

Wilderness Regeneration
A simple wild_revert_on_mob_explosion option. Will regenerate explosions on a timer.

As of Towny 0.79.1.0 You can now add any entities here you want explosions to revent for in the wilderness (includes Creeper,EnderCrystal,EnderDragon,Fireball,SmallFireball,TNTPrimed). These settings are copied to the individual world files, so you must make changes per world.

  • Disabling this feature is done in the in the towny\data\worlds\worldname.txt @ usingPlotManagementWildRegen=true
  • or by using ‘/tw toggle revertexpl’ while standing in the world you want to toggle it in.
  • Disabling this feature for new worlds is done in the config at new_world_settings.plot_management.wild_revert_on_mob_explosion.enabled
You can configure how quickly the blocks will regenerate, specifically how much time in between each block being reverted.
  • The timer is changed in the towny\data\worlds\worldname.txt @ usingPlotManagementWildRegenDelay=5
  • The default for new worlds is set in the config.yml at new_world_settings.plot_management.wild_revert_on_mob_explosion.delay

How Towny Lets Players Protect Their Blocks

Towny’s genius is the way it lets players protect themselves. An admin doesn’t need to go around protecting land for players, and players can’t run rampant claiming massive amounts of land without working for it and building their towns.
The first concept you need to digest are the 4 perm-types and 3 groups.
Towny Plot Perms
There are 4 permission-type values, which can be set for personal plots and for town plots as well (town permissions can be set by the mayor and affect plots who are not owned by any player.) The basic command for this is either /resident set perm or /town set perm followed by the proper flags for each permission.
Available in Towny 0.77.0.0 and onward are per-plot permissions. Plots start with the default settings for plot perms (be it a resident-owned or town-owned plot,) but the owner of the plots can set different perms to different plots. To view a plots perm type /plot perm and to set a plots’ perms use /plot set perm.
Default permissions are viewable by typing either /resident for personal plot perms or by typing /town for town permissions.