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Townycivs

Java CI with Gradle

Towny addon that adds automated farms, factories and administrative buildings into towny town & nation system

The plugin has been inspired by the mod minecolonies and plugin civs (hence its name)

Basic gameplay:

  • Players buy structure blueprint from the ingame shop
  • Each blueprint has its own building requirements (specific block palette, required region size, biome placement, ....)
  • A town mayor/an assistant choose location for the structure within town claim
  • Residents proceeds to build the structure
  • If minimal building requirements are met the structure becomes active (item rewards, permission node for town residents, ... )

The main idea is to encourage and reward players to build actual buildings instead of making one large cobblestone house in the middle of their town.

Everything is configurable - you can (and you should) create your own blueprints For documentation check wiki

  • Region processing is done in an asychronous thread
  • Unlike civs Townycivs wont load any addition chunks when distributing region production

Alphabuilds are not suitable for production env.

For any questions ping NeumimTo at the towny discord

Requirements

Tested on:

  • folia & paper 1.19.4 (might work on 1.17/1.18, wont work with anything below 1.16)
  • towny 0.98.1.0 (might or might not work with older versions)

Building from source

  • gradlew shadowJar
  • The jar is then located in path build/libs/townycivs-{version}-all.jar

Installation

  • drop the jar into plugins folder
  • default configs might not be balanced to suit yours server economy

Permissions

  • Permission: townycivs.administrative

    • Ability to buy new blueprints
  • Permission: townycivs.architect

    • Ability to place blueprint

Both permission should be given to town co/mayor/assistant

Commands

  • Theres only one command - /toco - an entrypoint for opening an inventory menu

Dev Roadmap

  • Add more default blueprints
  • SQL storage
  • Add warehouses and item filters via Item Frames
  • Convoys and trade routes between towns/outposts
  • Option to spawn an immobilized NPC within a structure region instead of placing a container chest
  • Create a new war system that is based around raiding town supplies, stealing town production and attacking trade routes