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# TownyProvinces

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

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

## :hammer_and_wrench: Solves
- :money_with_wings: ***Overclaiming***: Each town has a reserved claiming area; No need to throw away money on overclaiming.
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- :tent: ***Inactive towns in popular areas***: Upkeep can be raised in popular regions, discouraging inactive towns.
- :merman: ***Sea Peoples***: Founding towns in the open sea can be prevented, if a server so chooses.
- :santa: ***Hermits***: Upkeep can be lowered in unpopular regions, supporting players with isolationist styles of play.
- :railway_track: ***Transport***:
- Drives the emergence of a hub-node pattern of towns on the map.
- Allows every town to become a Fast-Travel destination, if it so chooses.
- Supports mayors who wish to detach their transport system from their politics.
- Encourages the building of roads on the map.


## :eye: Map View
- ![image](https://github.com/TownyAdvanced/TownyProvinces/assets/50219223/b0778012-7023-4372-b599-b5de6a336d4f)

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- Example: With Spigot you might run: `java -Xms1G -Xmx3G -XX:+UseG1GC -jar spigot-1.19.4.jar nogui`.

## :football: Player Guide
- :world_map: Provinces
- Borders are shown on the dynmap (Borders layer).
- Town Costs are shown on the dynmap (Town Costs layer).
- There can only be one town per province.
- Each province has its own "New Town Cost", which applies when creating a new town in the province.
- Each province has its own "Upkeep Town Cost", which applies each day to the town in the province.

- :fast_forward: Fast Transport:
### :ship: Port
- Cost: $50, Upkeep: $5, must be on Ocean, Beach, or River biome.
- Fast-Travel Range: 3000 blocks.
- As a mayor, run `/plot set port` to convert one of your plots to a Port.
- 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)
- 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)
- Now simply right-click the signs to travel from one town to the other.
### :rocket: Jump-Node
- Cost: $200, Upkeep: $20.
- Fast-Travel Range: Unlimited.
- As a mayor, run `/plot set jump-node` to convert one of your plots to a Jump-Node.
- 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)
- 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)
- Now simply right-click the signs to travel from one town to the other.

- :cityscape: Towns:
- 1 Town can be active in each Civilized province.
- Each civilized province has a "New Town Cost", which applies when creating a new town.
- Each civilized province has an "Upkeep Town Cost", which applies to existing towns.
- :tent: Outposts:
- Outposts can be placed in Sea and Wasteland provinces.
- Outposts can be expanded, however each town can have a maximum of 8 townblocks per foreign province.

## :keyboard: Admin Commands *(best run from console)*
- `tpra region [regenerate] [<Region Name>]` -> Regenerate a region.
- `tpra region [newtowncostperchunk] [<Region Name>] [amount]` -> Set the per-chunk new-town-cost for a region.
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- 1. Assesses and records the Biome proportions in each province. These proportions affect the new/upkeep prices.
- 2. Assigns each province as either "land" or "Sea", depending on the biome results.
- *NOTE: The automatic validation is not perfect, so expect to convert a few provinces afterwards using the below command.*
- `tpra province [sea|land] [<x>,<z>]` -> Set a province to sea/land.
- Sea provinces cannot be settled.

- `tpra province settype [civilized|sea|wasteland] [<x>,<z>]` -> Set the type of a province.
- `tpra province settype [civilized|sea|wasteland] [<x1>,<z1>] [<2x>,<z2>]` -> Set the type of all provinces in a rectangular area.
## :fast_forward: Quick-Start Guide
1. Run `tpra region regenerate all`. This will generate 2 small sample regions.
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`.
3. To see the generated provinces, view your dynmap.
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`.
3. To see the generated provinces, view your website-map.

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