Çözüldü Towny eklentisi çakmak yakamama sorunu

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YusufStrafee

Koydum Çalışma Masasını
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13 Aralık 2022
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50
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2
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2.245
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26
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türkiye
Minecraft
Yusuf_Strafe

Discord:

SadeceYusuf#9710

Beyler selam towny eklentisi yüzünden sunucuda çakmak yanmıyor. aynı hatayı daha önce yaşayıp bir şekilde çözmüştüm şuan çözülmüyor yardımcı olursanız güzel olur. Config Ektedir;

Kod:
version:
  # This is the current version of Towny. Please do not edit.
  version: 0.100.4.0
  # This is for showing the changelog on updates. Please do not edit.
  last_run_version: 0.100.4.0
 
language:
  # The language file you wish to use for your default locale. Your default locale is what
  # will be shown in your console and for any player who doesn't use one of the locales below.
  # Available languages: bg-BG.yml, cz-CZ.yml, da-DK.yml, de-DE.yml, en-US.yml,
  # es-AR.yml, es-CL.yml, es-EC.yml, es-ES.yml, es-MX.yml, es-UY.yml, es-VE.yml,
  # fr-FR.yml, he-IL.yml, id-ID.yml, it-IT.yml, ja-JP.yml, ko-KR.yml, nl-NL.yml,
  # no-NO.yml, pl-PL.yml, pt-BR.yml, pt-PT.yml, ro-RO.yml, ru-RU.yml, sr-CS.yml,
  # sv-SE.yml, th-TH.yml, tl-PH.yml, tr-TR.yml, uk-UA.yml, vi-VN.yml, zh-CN.yml,
  # zh-TW.yml
  #
  # If you want to override any of the files above with your own translations you must:
  # - Copy the file from the towny\settings\lang\reference\ folder
  #   into the lang\override\ folder and do your edits to that file.
  # If you want to override ALL locales, to change colouring for instance, you must:
  # - Copy the language strings you want to override into
  #   the towny\settings\lang\global.yml file.
  #
  # Your players will select what locale that Towny shows them
  # by changing their Minecraft client's locale.
  language: tr-TR.yml
 
  # The languages you wish to have enabled. Set to '*' to use all available languages.
  # If you would like to only allow 4 languages use: en-US,ru-RU,es-ES,fr-FR
  # If a player's locale isn't enabled or isn't available it will use the language above instead.
  # For compatibility reasons, en-US will always be considered enabled.
  enabled_languages: '*'
 
 
############################################################
# +------------------------------------------------------+ #
# |         A Note on Permission Nodes and Towny         | #
# +------------------------------------------------------+ #
#                                                          #
# For a full list of permission nodes and instructions     #
# about TownyPerms visit: https://git.io/JUBLd             #
# Many admins neglect to read the opening paragraphs of    #
# this wiki page and end up asking questions the wiki      #
# already answers!                                         #
#                                                          #
############################################################
permissions: ''
 
 
############################################################
# +------------------------------------------------------+ #
# |                Town and Nation levels                | #
# +------------------------------------------------------+ #
############################################################
 
levels:
 
  # Guide On How to Configure: https://github.com/TownyAdvanced/Towny/wiki/How-Towny-Works#configuring-town_level-and-nation_level
  # One note: You can add and remove levels from this list, but you should never remove the first numResidents: 0 block.
  town_level:
  - numResidents: 0
    debtCapModifier: 1.0
    namePostfix: ' Kalıntılar'
    mayorPrefix: 'Ruh '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 1
    upkeepModifier: 1.0
    townOutpostLimit: 0
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 1
    debtCapModifier: 1.0
    namePostfix: ' (Kasaban)'
    mayorPrefix: 'Münzevi '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 16
    upkeepModifier: 1.0
    townOutpostLimit: 0
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 2
    debtCapModifier: 1.0
    namePostfix: ' (Küçük Köy)'
    mayorPrefix: 'Şef '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 32
    upkeepModifier: 1.0
    townOutpostLimit: 1
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 6
    debtCapModifier: 1.0
    namePostfix: ' (Köy)'
    mayorPrefix: 'Baron Von '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 96
    upkeepModifier: 1.0
    townOutpostLimit: 1
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 10
    debtCapModifier: 1.0
    namePostfix: ' (Şehir)'
    mayorPrefix: 'Vikont '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 160
    upkeepModifier: 1.0
    townOutpostLimit: 2
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 14
    debtCapModifier: 1.0
    namePostfix: ' (Büyük Şehir)'
    mayorPrefix: 'Kont Von '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 224
    upkeepModifier: 1.0
    townOutpostLimit: 2
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 20
    debtCapModifier: 1.0
    namePostfix: ' (Şehir)'
    mayorPrefix: 'Kont '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 320
    upkeepModifier: 1.0
    townOutpostLimit: 3
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 24
    debtCapModifier: 1.0
    namePostfix: ' (Büyük Şehir)'
    mayorPrefix: 'Düke '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 384
    upkeepModifier: 1.0
    townOutpostLimit: 3
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
  - numResidents: 28
    debtCapModifier: 1.0
    namePostfix: ' (Metropol)'
    mayorPrefix: 'Lord '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 448
    upkeepModifier: 1.0
    townOutpostLimit: 4
    townBlockTypeLimits: {}
    resourceProductionModifier: '1.0'
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
 
  # Guide On How to Configure: https://github.com/TownyAdvanced/Towny/wiki/How-Towny-Works#configuring-town_level-and-nation_level
  # One note: You can add and remove levels from this list, but you should never remove the first numResidents: 0 block.
  nation_level:
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Lider '
    capitalPrefix: ''
    numResidents: 0
    nationBonusOutpostLimit: 0
    namePostfix: ' (Ulus)'
    townBlockLimitBonus: 10
    namePrefix: 'Ülkesi '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Kont '
    capitalPrefix: ''
    numResidents: 10
    nationBonusOutpostLimit: 1
    namePostfix: ' (Ulus)'
    townBlockLimitBonus: 20
    namePrefix: 'Federasyonu '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Dük '
    capitalPrefix: ''
    numResidents: 20
    nationBonusOutpostLimit: 2
    namePostfix: ' (Ulus)'
    townBlockLimitBonus: 40
    namePrefix: 'Egemenliği '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Kral '
    capitalPrefix: ''
    numResidents: 30
    nationBonusOutpostLimit: 3
    namePostfix: ' (Ulus)'
    townBlockLimitBonus: 60
    namePrefix: 'Krallığı '
    nationZonesSize: 2
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'İmparator '
    capitalPrefix: ''
    numResidents: 40
    nationBonusOutpostLimit: 4
    namePostfix: ' İmparatorluğu'
    townBlockLimitBonus: 100
    namePrefix: ' '
    nationZonesSize: 2
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Tanrı İmparatorlar '
    capitalPrefix: ''
    numResidents: 60
    nationBonusOutpostLimit: 5
    namePostfix: ' Diyarı'
    townBlockLimitBonus: 140
    namePrefix: ' '
    nationZonesSize: 3
    nationTownUpkeepModifier: 1.0
    peacefulCostMultiplier: '1.0'
    bankCapModifier: '1.0'
    nationCapitalBonusOutpostLimit: '0'
 
 
############################################################
# +------------------------------------------------------+ #
# |                   New Town Defaults                  | #
# +------------------------------------------------------+ #
############################################################
 
town:
 
  # Default public status of the town (used for /town spawn)
  default_public: 'false'
 
  # Default Open status of the town (are new towns open and joinable by anyone at creation?)
  default_open: 'false'
 
  # Default neutral status of the town (are new towns neutral by default?)
  default_neutral: 'false'
 
  # Default status of new towns, (are they allowed to have a war/battle?)
  # This setting is not used internally by Towny. It is available for war/battle plugins to use.
  # Setting this false should mean your town cannot be involved in a war supplied by another plugin.
  default_allowed_to_war: 'true'
 
  # Default town board
  default_board: /town set board [mesaj]
 
  # Setting this to true will set a town's tag automatically using the first four characters of the town's name.
  set_tag_automatically: 'false'
 
  # When set, all new Towns will have their map color set to this color. You must use a colour listed in the global_town_settings.allowed_map_colors setting below, ie aqua, azure, etc.
  default_map_color: ''
 
  # Default tax settings for new towns.
  default_taxes:
 
    # Default amount of tax of a new town. This must be lower than the economy.daily_taxes.max_town_tax_amount setting.
    tax: '0.0'
 
    # Default amount of shop tax of a new town.
    shop_tax: '0.0'
 
    # Default amount of embassy tax of a new town.
    embassy_tax: '0.0'
 
    # Default amount for town's plottax costs.
    plot_tax: '10.0'
 
    # Does a player's plot get put up for sale if they are unable to pay the plot tax?
    # When false the plot becomes town land and must be set up for-sale by town mayor or staff.
    does_non-payment_place_plot_for_sale: 'false'
 
    # Default status of new town's taxpercentage. True means that the default_tax is treated as a percentage instead of a fixed amount.
    taxpercentage: 'true'
 
    # A required minimum tax amount for the default_tax, will not change any towns which already have a tax set.
    # Do not forget to set the default_tax to more than 0 or new towns will still begin with a tax of zero.
    # This setting has no effect when negative taxes are allowed.
    minimumtax: '0.0'
 
 
############################################################
# +------------------------------------------------------+ #
# |               New Nation Defaults                    | #
# +------------------------------------------------------+ #
############################################################
 
nation:
 
  # If set to true, any newly made nation will have their spawn set to public.
  default_public: 'false'
 
  # If set to true, any newly made nation will have open status and any town may join without an invite.
  default_open: 'false'
 
  # Default nation board
  default_board: /nation set board [msg]
 
  # When set, all new Nations will have their map color set to this color. You must use a colour listed in the global_nation_settings.allowed_map_colors setting below, ie aqua, azure, etc.
  default_map_color: ''
 
  # Setting this to true will set a nation's tag automatically using the first four characters of the nation's name.
  set_tag_automatically: 'false'
 
  # Default tax settings for new nations.
  default_taxes:
 
    # Default amount of tax of a new nation. This must be lower than the economy.daily_taxes.max_nation_tax_amount setting.
    tax: '0.0'
 
    # Default status of new nation's taxpercentage. True means that the default_tax is treated as a percentage instead of a fixed amount.
    taxpercentage: 'false'
 
    # A required minimum tax amount for the default_tax, will not change any nations which already have a tax set.
    # Do not forget to set the default_tax to more than 0 or new nations will still begin with a tax of zero.
    # This setting has no effect when negative taxes are allowed.
    minimumtax: '0.0'
 
    # The default amount of money that nations will charge their conquered towns.
    default_nation_conquered_tax: '0'
 
    # The maximum amount of money that can be charged by a nation on their conquered towns.
    max_nation_conquered_tax: '100'
 
 
############################################################
# +------------------------------------------------------+ #
# |             Default new world settings               | #
# +------------------------------------------------------+ #
#                                                          #
#   These flags are only used at the initial setup of a    #
#   new world! When you first start Towny these settings   #
#   were applied to any world that already existed.        #
#   Many of these settings can be turned on and off in     #
#   their respective worlds using the /tw toggle command.  #
#   Settings are saved in the towny\data\worlds\ folder.   #
#                                                          #
############################################################
 
new_world_settings:
  # Do new worlds have Towny enabled by default?
  # You can adjust this setting for an existing world using /townyworld toggle usingtowny
  using_towny: 'true'
 
  # Are new worlds claimable by default?
  # Setting this to false means that Towny will still be active but no land can be claimed by towns.
  # You can adjust this setting for an existing world using /townyworld toggle claimable
  are_new_world_claimable: 'true'
 
  pvp:
    # Do new worlds have pvp enabled by default?
    # You can adjust this setting for an existing world using /townyworld toggle pvp
    world_pvp: 'true'
 
    # Do new worlds have pvp forced on by default?
    # This setting overrides a towns' setting.
    # You can adjust this setting for an existing world using /townyworld toggle forcepvp
    force_pvp_on: 'false'
 
    # Do new world have friendly fire enabled by default?
    # Does not affect Arena Plots which have FF enabled all the time.
    # When true players on the same town or nation will harm each other.
    # You can adjust this setting for an existing world using /townyworld toggle friendlyfire
    friendly_fire_enabled: 'false'
 
    # Do new worlds have their war_allowed enabled by default?
    # You can adjust this setting for an existing world using /townyworld toggle warallowed
    war_allowed: 'true'
 
  mobs:
    # Do new worlds have world_monsters_on enabled by default?
    # You can adjust this setting for an existing world using /townyworld toggle worldmobs
    world_monsters_on: 'true'
 
    # Do new worlds have wilderness_monsters_on enabled by default?
    # You can adjust this setting for an existing world using /townyworld toggle wildernessmobs
    wilderness_monsters_on: 'true'
 
    # Do new worlds have force_town_monsters_on enabled by default?
    # This setting overrides a towns' setting.
    # You can adjust this setting for an existing world using /townyworld toggle townmobs
    force_town_monsters_on: 'false'
 
  explosions:
    # Do new worlds have explosions enabled by default?
    # You can adjust this setting for an existing world using /townyworld toggle explosion
    world_explosions_enabled: 'true'
 
    # Do new worlds have force_explosions_on enabled by default.
    # This setting overrides a towns' setting, preventing them from turning explosions off in their town.
    # You can adjust this setting for an existing world using /townyworld toggle forceexplosion
    force_explosions_on: 'true'
 
  fire:
    # Do new worlds allow fire to be lit and spread by default?
    # You can adjust this setting for an existing world using /townyworld toggle fire
    world_firespread_enabled: 'true'
 
    # Do new worlds have force_fire_on enabled by default?
    # This setting overrides a towns' setting.
    # You can adjust this setting for an existing world using /townyworld toggle forcefire
    force_fire_on: 'false'
 
  # Do new worlds prevent Endermen from picking up and placing blocks, by default?
  enderman_protect: 'true'
 
  # Do new worlds disable creatures trampling crops, by default?
  disable_creature_crop_trampling: 'true'
 
  # World management settings to deal with un/claiming plots
  plot_management:
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    block_delete:
 
      # You can adjust this setting for an existing world using /townyworld toggle unclaimblockdelete
      enabled: 'true'
 
      # These items will be deleted upon a plot being unclaimed
      unclaim_delete: BEDS,TORCHES,REDSTONE_WIRE,SIGNS,DOORS,PRESSURE_PLATES
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    entity_delete:
      enabled: 'false'
 
      # These entities will be deleted upon a plot being unclaimed.
      # Valid EntityTypes can be found here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
      unclaim_delete: end_crystal
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    mayor_plotblock_delete:
 
      # You can adjust this setting for an existing world using /townyworld toggle plotcleardelete
      enabled: 'true'
 
      # These items will be deleted upon a mayor using /plot clear
      # To disable deleting replace the current entries with NONE.
      mayor_plot_delete: SIGNS
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    revert_on_unclaim:
      # *** WARNING***
      # If this is enabled any town plots which become unclaimed will
      # slowly be reverted to a snapshot taken before the plot was claimed.
      #
      # Regeneration will only work if the plot was claimed
      # with this feature enabled.
      #
      # You can adjust this setting for an existing world using /townyworld toggle revertunclaim
      #
      # Unlike the rest of this config section, the speed setting is not
      # set per-world. What you set for speed will be used in all worlds.
      #
      # If you allow players to break/build in the wild the snapshot will
      # include any changes made before the plot was claimed.
      enabled: 'true'
      speed: 1s
 
      # These block types will NOT be regenerated by the revert-on-unclaim
      # or revert-explosion features.
      block_ignore: ORES,LAPIS_BLOCK,GOLD_BLOCK,IRON_BLOCK,DIAMOND_BLOCK,EMERALD_BLOCK,NETHERITE_BLOCK,MOSSY_COBBLESTONE,TORCHES,SPAWNER,SIGNS,SHULKER_BOXES,BEACON,LODESTONE,RESPAWN_ANCHOR,NETHER_PORTAL,FURNACE,BLAST_FURNACE,SMOKER,BREWING_STAND,AIR,FIRE,SKULLS,DRAGON_EGG,CRYING_OBSIDIAN,MOVING_PISTON,MOVING_PISTON
 
      # The list of blocks that are allowed to regenerate, if this list is empty then all blocks will regenerate.
      # This list is useful for when you want only 'natural' blocks to regenerate like stone, grass, trees, etc.,
      # useful when you allow players to build/destroy in the wilderness.
      # Like other options in the new_world_settings section, this is only applied as a default setting for new worlds.
      # Configure the list found in the towny\data\worlds\WORLDNAME.txt files.
      block_whitelist: ''
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    wild_revert_on_mob_explosion:
 
      # Enabling this will slowly regenerate holes created in the wilderness by monsters exploding.
      # You can adjust this setting for an existing world using /townyworld toggle revertentityexpl
      enabled: 'true'
 
      # The list of entities whose explosions should be reverted.
      entities: CREEPER,END_CRYSTAL,ENDER_DRAGON,FIREBALL,SMALL_FIREBALL,FIREBALL,TNT,TNT_MINECART,WITHER,WITHER_SKULL,CREEPER,CREEPER
 
      # How long before an entity-caused explosion begins reverting.
      delay: 20s
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    wild_revert_on_block_explosion:
 
      # Enabling this will slowly regenerate holes created in the wilderness by exploding blocks like beds.
      # You can adjust this setting for an existing world using /townyworld toggle revertblockexpl
      enabled: 'true'
 
      # The list of blocks whose explosions should be reverted.
      blocks: BEDS,RESPAWN_ANCHOR
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    # The list of blocks to regenerate for block and entity explosions. (if empty all blocks will regenerate)
    wild_revert_on_explosion_block_whitelist: ''
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    # This is the list of blocks that should not be overwritten by wilderness explosion reverts. (if empty all
    # blocks placed into regenerating explosions will be overwritten with the original pre-explosion blocks.)
    # This list is useful if you have a death chest plugin which could put a player's inventory inside chest
    # that is inside of a regenerating creeper explosion pit. For Example: By putting CHEST here you can
    # prevent the chest from being overwritten by the dirt block that used to be there.
    wild_revert_explosions_blocks_to_not_replace: ''
 
 
############################################################
# +------------------------------------------------------+ #
# |                Global town settings                  | #
# +------------------------------------------------------+ #
############################################################
 
global_town_settings:
 
  # Maximum number of towns allowed on the server.
  town_limit: '3000'
 
  # The maximum distance (in townblocks) that 2 town's homeblocks can be to be eligible for merging.
  # Set to this to 0 to disable the distance test.
  max_distance_for_merge: '10'
 
  # Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds.
  health_regen:
    speed: 3s
    enable: 'true'
  saturation_regen:
 
    # When true players cannot become hungrier when in their own or an allied town.
    also_prevent_saturation_loss: 'true'
 
  # Number of seconds that must pass before pvp can be toggled by a town.
  # Applies to residents of the town using /res toggle pvp, as well as
  # plots having their PVP toggled using /plot toggle pvp.
  pvp_cooldown_time: '30'
 
  # Number of seconds that must pass before peacefulness can be toggled by a town or nation.
  peaceful_cooldown_time: '30'
 
  # Number of seconds that must pass before a player that has deleted their town can create a new one.
  town_delete_cooldown_time: '0'
 
  # Number of seconds that must pass before a town that has unclaimed a townblock can claim it again.
  town_unclaim_cooldown_time: '0'
 
  # When set above 0, the amount of hours a town must wait after setting their homeblock, in order to move it again.
  homeblock_movement_cooldown_hours: '0'
 
  # When set above 0, the furthest number of townblocks a homeblock can be moved by.
  # Example: setting it to 3 would mean the player can only move their homeblock over by 3 townblocks at a time.
  # Useful when used with the above homeblock_movement_cooldown_hours setting.
  homeblock_movement_distance_limit: '0'
 
  # Enables the [~Home] TownName - PlotOwner - PlotName message line..
  # If false players will not be shown any notifications when they move in and out of towns, between plots.
  show_town_notifications: 'true'
 
  # Can outlaws roam freely on the towns they are outlawed in?
  # If false, outlaws will be teleported away if they spend too long in the towns they are outlawed in.
  # The time is set below in the outlaw_teleport_warmup.
  allow_outlaws_to_enter_town: 'true'
 
  # Can outlaws freely teleport out of the towns they are outlawed in?
  # If false, outlaws cannot use commands to teleport out of town.
  # If you want outlaws to not be able to use teleporting items as well, use allow_outlaws_use_teleport_items.
  allow_outlaws_to_teleport_out_of_town: 'true'
 
  # If false, outlawed players in towns cannot use items that teleport the player, ie: Ender Pearls & Chorus Fruit.
  # Setting this to false requires allow_outlaws_to_teleport_out_of_town to also be false.
  allow_outlaws_use_teleport_items: 'true'
 
  # Should towns be warned in case an outlaw roams the town?
  # Warning: Outlaws can use this feature to spam residents with warnings!
  # It is recommended to set this to true only if you're using outlaw teleporting with a warmup of 0 seconds.
  warn_town_on_outlaw: 'false'
 
  # How many seconds in between warning messages, to prevent spam.
  warn_town_on_outlaw_message_cooldown_in_seconds: '30'
 
  # If set to true, when a player is made into an outlaw using /t outlaw add NAME, and that new
  # outlaw is within the town's borders, the new outlaw will be teleported away using the outlaw_teleport_warmup.
  outlaw_teleport_away_on_becoming_outlawed: 'false'
 
  # How many seconds are required for outlaws to be teleported away?
  # You can set this to 0 to instantly teleport the outlaw from town.
  # This will not have any effect if allow_outlaws_to_enter_town is enabled.
  outlaw_teleport_warmup: '5'
 
  # What world do you want the outlaw teleported to if they aren't part of a town
  # and don't have a bedspawn outside of the town they are outlawed in.
  # They will go to the listed world's spawn.
  # If blank, they will go to the spawnpoint of the world the town is in.
  outlaw_teleport_world: ''
 
  # Commands an outlawed player cannot use while in the town they are outlawed in.
  outlaw_blacklisted_commands: sethome,othercommandhere
 
  # Commands that cannot be run by players who have an active war.
  war_blacklisted_commands: home,sethome,spawn,tpa,tpaccept
 
  # When set above zero this is the largest number of residents a town can support before they join/create a nation.
  # Do not set this value to an amount less than the required_number_residents_join_nation below.
  # Do not set this value to an amount less than the required_number_residents_create_nation below.
  maximum_number_residents_without_nation: '0'
 
  # The required number of residents in a town to join a nation
  # If the number is 0, towns will not require a certain amount of residents to join a nation
  required_number_residents_join_nation: '0'
 
  # The required number of residents in a town to create a nation
  # If the number is 0, towns will not require a certain amount of residents to create a nation
  required_number_residents_create_nation: '0'
 
  # If set to true, if a nation is disbanded due to a lack of residents, the capital will be refunded the cost of nation creation.
  refund_disband_low_residents: 'true'
 
  # List of animals which can be killed on farm plots by town residents.
  farm_animals: PIG,COW,CHICKEN,SHEEP,MOOSHROOM
 
  # The maximum number of residents that can be joined to a town. Setting to 0 disables this feature.
  max_residents_per_town: '0'
 
  # The maximum number of residents that can be joined to a capital city.
  # Requires max_residents_capital_override to be above 0.
  # Uses the greater of max_residents_capital_override and max_residents_per_town.
  max_residents_capital_override: '0'
 
  # If Towny should show players the townboard when they login
  display_board_onlogin: 'true'
 
  # If set to true, Towny will prevent a townblock from being unclaimed while an outsider is within the townblock's boundaries.
  # When active this feature can cause a bit of lag when the /t unclaim command is used, depending on how many players are online.
  outsiders_prevent_unclaim_townblock: 'false'
 
  # If set to true, Towny will prevent a town or plot from enabling PVP while an outsider is within the town's or plot's boundaries.
  # When active this feature can cause a bit of lag when the /t toggle pvp command is used, depending on how many players are online.
  outsiders_prevent_pvp_toggle: 'false'
 
  # If set to true, when a world has forcepvp set to true, homeblocks of towns will not be affected and have PVP set to off.
  # Does not have any effect when Event War is active.
  homeblocks_prevent_forcepvp: 'false'
 
  # If set to true, any player with towny.admin (or OP,) will be able to hurt other players overriding any location's PVP setting.
  # Setting this to true will create avenues for admins to abuse players.
  admins_can_always_pvp: 'false'
 
  # If People should keep their inventories on death in a town.
  # Is not guaranteed to work with other keep inventory plugins!
  keep_inventory_on_death_in_town: 'false'
 
  # If People should keep their inventories on death in their own town.
  # Is not guaranteed to work with other keep inventory plugins!
  keep_inventory_on_death_in_own_town: 'false'
 
  # If People should keep their inventories on death in an allied town.
  # Is not guaranteed to work with other keep inventory plugins!
  keep_inventory_on_death_in_allied_town: 'false'
 
  # If People should keep their inventories on death in an arena townblock.
  # Is not guaranteed to work with other keep inventory plugins!
  keep_inventory_on_death_in_arena: 'false'
 
  # If People should keep their experience on death in a town.
  # Is not guaranteed to work with other keep experience plugins!
  keep_experience_on_death_in_town: 'false'
 
  # If People should keep their experience on death in an arena townblock.
  # Is not guaranteed to work with other keep experience plugins!
  keep_experience_on_death_in_arena: 'false'
 
  # The Maximum price that a town can be put for sale at. This refers to the price that
  # someone could pay if they ran /t buytown, to buy a town that has been put up for sale.
  max_buytown_price: '999999999'
 
  # Maximum amount that a town can set their plot, embassy, shop, etc plots' prices to.
  # Setting this higher can be dangerous if you use Towny in a mysql database. Large numbers can become shortened to scientific notation.
  maximum_plot_price_cost: '1000000.0'
 
  # maximum number of plots any single resident can own
  max_plots_per_resident: '100'
 
  # If set to true, the /town screen will display the xyz coordinate for a town's spawn rather than the homeblock's Towny coords.
  display_xyz_instead_of_towny_coords: 'false'
 
  # If set to true the /town list command will list randomly, rather than by whichever comparator is used, hiding resident counts.
  display_town_list_randomly: 'false'
 
  # The ranks to be given preference when assigning a new mayor, listed in order of descending preference.
  # All ranks should be as defined in `townyperms.yml`.
  # For example, to give a `visemayor` preference over an `assistant`, change this parameter to `visemayor,assistant`.
  order_of_mayoral_succession: assistant
 
  # When enabled, blocks like lava or water will be unable to flow into other plots, if the owners aren't the same.
  prevent_fluid_griefing: 'true'
 
  # Allows blocking commands inside towns and limiting them to plots owned by the players only.
  # Useful for limiting sethome/home commands to plots owned by the players themselves and not someone else.
  # Admins and players with the towny.admin.town_commands.blacklist_bypass permission node will not be hindered.
  # Blocked commands lists can be for root commands: ie: /town, which will block all subcommands. A subcommand
  # can be specified without blocking the root command: ie: /town spawn which would not block /town.
  # When configuring the command lists below, do not include the / symbol.
  town_command_blacklisting:
 
    # Allows blocking commands inside towns through the town_blacklisted_commands setting.
    # This boolean allows you to disable this feature altogether if you don't need it
    enabled: 'false'
 
    # Comma separated list of commands which cannot be run inside of any town.
    town_blacklisted_commands: sethome,home
 
    # This allows the usage of blacklisted commands only in plots personally-owned by the player.
    # Players with the towny.claimed.townowned.* permission node will be able to run these commands
    # inside of town-owned land. This would include mayors, assistants and possibly a builder rank.
    # Players with the towny.claimed.owntown.* permission node (given to mayors/assistants usually,)
    # will also not be limited by this command blacklist.
    player_owned_plot_limited_commands: sethome,home
 
    # This allows the usage of blacklisted commands only in the player's town
    # and the wilderness (essentially blocking commands from being ran by tourists/visitors)
    # Players with the towny.globally_welcome permission node are not going to be limited by this list.
    # Commands have to be on town_command_blacklisting.town_blacklisted_commands, else this is not going to be checked.
    own_town_and_wilderness_limited_commands: sethome,home
 
    # When set to true, trusted residents (residents that are trusted by a town directly,
    # as well as residents that are members of a town that is trusted,) will be able to use
    # commands that only town residents could use.
    own_town_and_wilderness_limited_commands_allow_trusted_residents: 'true'
 
    # When set to true, residents which are allies of the town (which could be nation members as well as allied nations' members) will be able to use
    # commands that only town residents could use.
    own_town_and_wilderness_limited_commands_allow_allies: 'false'
 
  # When enabled, town (and nation) names will automatically be capitalised upon creation.
  automatic_capitalisation: 'false'
 
  # When disabled, towns will not be able to be created with or renamed to a name that contains numbers.
  # Disabling this option does not affect already created towns.
  allow_numbers_in_town_name: 'true'
 
  # This setting determines the list of allowed town map colors.
  # The color codes are in hex format.
  allowed_map_colors: aqua:00ffff, azure:f0ffff, beige:f5f5dc, black:000000, blue:0000ff, brown:a52a2a, cyan:00ffff, darkblue:00008b, darkcyan:008b8b, darkgrey:a9a9a9, darkgreen:006400, darkkhaki:bdb76b, darkmagenta:8b008b, darkolivegreen:556b2f, darkorange:ff8c00, darkorchid:9932cc, darkred:8b0000, darksalmon:e9967a, darkviolet:9400d3, fuchsia:ff00ff, gold:ffd700, green:008000, indigo:4b0082, khaki:f0e68c, lightblue:add8e6, lightcyan:e0ffff, lightgreen:90ee90, lightgrey:d3d3d3, lightpink:ffb6c1, lightyellow:ffffe0, *:00ff00, magenta:ff00ff, maroon:800000, navy:000080, olive:808000, orange:ffa500, pink:ffc0cb, purple:800080, violet:800080, red:ff0000, silver:c0c0c0, white:ffffff, yellow:ffff00
 
  # List of ranks (separated by a comma) that will prevent a player from being kicked from a town.
  unkickable_ranks: assistant
 
  # When true any trusted players will get permissions in town owned land, and the personally-owned land in that town.
  # When false, trusted players get permissions only in the town owned land, leaving player-owned plots to their normal plot perms.
  do_trusted_players_get_full_perms_in_personally_owned_land: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |              Global nation settings                  | #
# +------------------------------------------------------+ #
############################################################
 
global_nation_settings:
 
  # Nation Zones are a special type of wilderness surrounding Capitals of Nations or Nation Capitals and their Towns.
  # When it is enabled players who are members of the nation can use the wilderness surrounding the town like normal.
  # Players who are not part of that nation will find themselves unable to break/build/switch/itemuse in this part of the wilderness.
  # The amount of townblocks used for the zone is determined by the size of the nation and configured in the nation levels.
  # Because these zones are still wilderness anyone can claim these townblocks.
  # It is recommended that whatever size you choose, these numbers should be less than the min_plot_distance_from_town_plot otherwise
  # someone might not be able to build/destroy in the wilderness outside their town.
  nationzone:
 
    # Nation zone feature is disabled by default. This is because it can cause a higher server load for servers with a large player count.
    enable: 'false'
 
    # When set to true, only the capital town of a nation will be surrounded by a nation zone type of wilderness.
    only_capitals: 'true'
 
    # Amount of buffer added to nation zone width surrounding capitals only. Creates a larger buffer around nation capitals.
    capital_bonus_size: '0'
 
    # When set to true, players which are part of a conquered town, will not have access to their nation's nationzone.
    # They will still be able to use the nation_zone outside of their own town.
    not_for_conquered_towns: 'false'
 
    # When set to true, the nation zone of a conquered town will only be usable by the conquered town's players.
    # The players belonging to the conquering nation will not be able to use the nation zone.
    protect_conquered_towns: 'false'
 
    # When set to true, nation zones are disabled during the the Towny war types.
    war_disables: 'true'
 
    # When set to true, players will receive a notification when they enter into a nationzone.
    # Set to false by default because, like the nationzone feature, it will generate more load on servers.
    show_notifications: 'false'
 
  # If Towny should show players the nationboard when they login.
  display_board_onlogin: 'true'
 
  # If true the capital city of nation cannot be neutral/peaceful.
  capitals_cannot_be_neutral: 'false'
 
  # When set to true, the nation's NationLevel is determined by the number of towns in the nations, instead of the number of residents.
  nation_level_is_determined_by_town_count_instead_of_resident_count: 'false'
 
  # If higher than 0, it will limit how many towns can be joined into a nation.
  # Does not affect existing nations that are already over the limit.
  max_towns_per_nation: '0'
 
  # If higher than 0, it will limit how many residents can join a nation.
  # Does not affect existing nations that are already over the limit.
  max_residents_per_nation: '0'
 
  # This setting determines the list of allowed nation map colors.
  # The color codes are in hex format.
  allowed_map_colors: aqua:00ffff, azure:f0ffff, beige:f5f5dc, black:000000, blue:0000ff, brown:a52a2a, cyan:00ffff, darkblue:00008b, darkcyan:008b8b, darkgrey:a9a9a9, darkgreen:006400, darkkhaki:bdb76b, darkmagenta:8b008b, darkolivegreen:556b2f, darkorange:ff8c00, darkorchid:9932cc, darkred:8b0000, darksalmon:e9967a, darkviolet:9400d3, fuchsia:ff00ff, gold:ffd700, green:008000, indigo:4b0082, khaki:f0e68c, lightblue:add8e6, lightcyan:e0ffff, lightgreen:90ee90, lightgrey:d3d3d3, lightpink:ffb6c1, lightyellow:ffffe0, *:00ff00, magenta:ff00ff, maroon:800000, navy:000080, olive:808000, orange:ffa500, pink:ffc0cb, purple:800080, violet:800080, red:ff0000, silver:c0c0c0, white:ffffff, yellow:ffff00
 
  # The maximum amount of allies that a nation can have, set to -1 to have no limit.
  max_allies: '-1'
 
  proximity:
 
    # The maximum number of townblocks a town's homeblock can be away from their nation capital's homeblock.
    # Automatically precludes towns from one world joining a nation in another world.
    # If the number is 0, towns will not require a proximity to a nation.
    nation_proximity_to_capital_city: '0.0'
 
    # The maximum number of townblocks a town's homeblock can be away from other towns's homeblocks in the nation.
    # This setting is only used when nation_proximity_to_capital_city is above 0.
    # When used, and a town is out of range of their capital city, the remaining towns in the nation will be parsed,
    # if one of those towns' homeblocks is close enough to the town's homeblock, the town can remain in the nation.
    # Leave this setting at 0.0 in order to de-activate nations' towns granting further range for towns in the nation.
    nation_proximity_to_other_nation_towns: '0.0'
 
    # The maximum number of townblocks a town's homeblock can be away from their nation's capital's homeblock,
    # when the town is being allowed to go further out from the capital because of the nation_proximity_to_other_nation_towns
    # setting above.
    # This setting is what will stop a nation being able to go incredibly wide due to towns 'chaining' together.
    # This setting is only used when nation_proximity_to_capital_city is above 0.
    # Leave this setting at 0.0 in order to allow nations to chain towns together to go as wide as they like.
    absolute_distance_from_capital: '0.0'
 
  # When disabled, nations will not be able to be created with or renamed to a name that contains numbers.
  # Disabling this option does not affect already created nations.
  allow_numbers_in_nation_name: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Plugin interfacing                   | #
# +------------------------------------------------------+ #
############################################################
 
plugin:
  # See database.yml file for flatfile/mysql settings.
  database:
 
    # Flatfile backup settings.
    daily_backups: 'true'
    backups_are_deleted_after: 90d
 
    # Valid entries are: tar, tar.gz, zip, or none for no backup.
    flatfile_backup_type: tar
 
  interfacing:
 
    tekkit:
      # Add any fake players for client/server mods (aka Tekkit) here
      fake_residents: '[IndustrialCraft],[BuildCraft],[Redpower],[Forestry],[Turtle]'
 
    luckperms:
 
      # If enabled, Towny contexts will be available in LuckPerms. https://luckperms.net/wiki/Context
      # Towny will supply for LuckPerms: townyperms' ranks contexts, as well as location-based contexts.
      contexts: 'false'
 
      # Configure what contexts to enable/disable here, contexts must be separated by a comma.
      # Available contexts: towny:resident, towny:nation_resident, towny:mayor, towny:king, towny:insidetown, towny:insideowntown, towny:insideownplot, towny:townrank
      # towny:nationrank, towny:town, towny:nation, towny:istownconquered
      enabled_contexts: '*'
 
    # If enabled, blocks that get regenerated by Towny, such as revert-on-unclaim and explosion regeneration will be logged with CoreProtect.
    # Actions are logged with the `#towny` user, so Towny's actions can easily be undone using user:#towny.
    coreprotect_support: 'true'
 
    web_map:
 
      # If enabled, players will be prompted to open a url when clicking on coordinates in towny status screens.
      enabled: 'false'
 
      # If enabled, the world name placeholder will be replaced with the world key instead of the Bukkit name.
      # This should be enabled if you use SquareMap.
      world_name_uses_world_key: 'false'
 
      # The url that players will be prompted to open when clicking on a coordinate in a status screen.
      # Valid placeholders are {world}, {x}, and {y}, for the world name, x, and y coordinates respectively.
      url: https://example.com/map/?worldname={world}&mapname=flat&zoom=5&x={x}&y=64&z={z}
 
  day_timer:
 
    # The time for each "towny day", used for tax and upkeep collection and other daily timers.
    # Default is 24 hours. Cannot be set for greater than 1 day, but can be set lower.
    day_interval: 1d
 
    # The time each "day", when taxes will be collected.
    # Only used when less than day_interval. Default is 12h (midday).
    # If day_interval is set to something like 20m, the new_day_time is not used, day_interval will be used instead.
    new_day_time: 12h
 
    # Whether towns with no claimed townblocks should be deleted when the new day is run.
    delete_0_plot_towns: 'false'
  hour_timer:
 
    # The number of minutes in each "hour".
    # Default is 60m.
    hour_interval: 60m
    # The time each "hour", when the hourly timer ticks.
    # MUST be less than hour_interval. Default is 30m.
    new_hour_time: 30m
    # The interval of each "short" timer tick
    # Default is 20s.
    short_interval: 20s
 
  # Lots of messages to tell you what's going on in the server with time taken for events.
  debug_mode: 'false'
 
  # Info tool for server admins to use to query in game blocks and entities.
  info_tool: BRICK
 
  # Spams the player named in dev_name with all messages related to towny.
  dev_mode:
    enable: 'false'
    dev_name: ElgarL
 
  # If true this will cause the log to be wiped at every startup.
  reset_log_on_boot: 'true'
 
  # Sets the default size that /towny top commands display.
  towny_top_size: '10'
 
  # A blacklist used for validating town/nation names.
  # Names must be seperated by a comma: name1,name2
  name_blacklist: ''
 
  update_notifications:
 
    # If enabled, players with the towny.admin.updatealerts permission will receive an update notification upon logging in.
    alerts: 'true'
 
    # If enabled, only full releases will trigger notifications if you are running a full release.
    # This is ignored if the server is currently using a pre-release version.
    major_only: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |               Filters colour and chat                | #
# +------------------------------------------------------+ #
############################################################
 
filters_colour_chat:
 
  # This is the name given to any NPC assigned mayor.
  npc_prefix: NPC
 
  # Regex fields used in validating inputs.
  regex:
    name_filter_regex: '[\\\/]'
    name_check_regex: ^[\p{L}a-zA-Z0-9._\[\]-]*$
    string_check_regex: ^[a-zA-Z0-9 \s._\[\]\#\?\!\@\$\%\^\&\*\-\,\*\(\)\{\}]*$
    name_remove_regex: '[^\P{M}a-zA-Z0-9\&._\[\]-]'
 
  modify_chat:
 
    # Maximum length of Town and Nation names. Setting this to a number below your current max_name_length could result in
    # safe mode if the new value is below of your existing town and nation name lengths.
    max_name_length: '20'
 
    # Maximum number of capital letters that can be used in Town and Nation names. Set to -1 to disable this feature.
    # This count does not include the first letter of a town, and does not count capitalized letters that come after a _ character.
    # This means that a town named New_York would register 0 capitals. While McDonalds would register 1. COOLTOWN would register 7 capital letters.
    max_name_capital_letters: '-1'
 
    # Maximum length for Town and Nation tags.
    max_tag_length: '4'
 
    # Maximum length of titles and surnames.
    max_title_length: '10'
 
    # When true, a mayor or king will need the permission node in order to add colour codes to residents' titles and surtitles.
    # Kings require towny.command.nation.set.title.colours, mayors require towny.command.town.set.title.colours.
    # These nodes are not given out by the default townyperms.yml and must be added to the mayor and king section
    # when this setting has been made true.
    does_adding_colour_codes_require_permission_node: 'false'
 
  # See the Placeholders wiki page for list of PAPI placeholders.
  # https://github.com/TownyAdvanced/Towny/wiki/Placeholders
  papi_chat_formatting:
 
    # When using PlaceholderAPI, and a tag would show both nation and town, this will determine how they are formatted.
    both: '&8[&e%n &8| &e%t&8]&f'
 
    # When using PlaceholderAPI, and a tag would showing a town, this will determine how it is formatted.
    town: '&6%s'
 
    # When using PlaceholderAPI, and a tag would show a nation, this will determine how it is formatted.
    nation: '&8(&e%s&8)'
 
    # Colour code applied to player names using the %townyadvanced_towny_colour% placeholder.
    ranks:
      nomad: '&f'
      resident: '&f'
      mayor: '&b'
      king: '&6'
 
  papi_leaderboard_formatting:
 
    # How the %townyadvanced_top_....% placeholders will appear, first %s being the town name, with the second being the balance, resident count or town size.
    format: '%s - %s'
 
  # Colour codes used in the RELATIONAL placeholder %rel_townyadvanced_color% to display the relation between two players.
  papi_relational_formatting:
    # Used when two players have no special relationship.
    none: '&f'
 
    # Given to players who have no town.
    no_town: '&f'
 
    # Used when two players are in the same town.
    same_town: '&2'
 
    # Used when two players are in the same nation.
    same_nation: '&2'
 
    # Used when the player is a member of one of your nation's conquered towns.
    conquered_town: '&e'
 
    # Used when two players' nations are allied.
    ally: '&b'
 
    # Used when two players are enemies.
    enemy: '&c'
 
 
############################################################
# +------------------------------------------------------+ #
# |             block/item/mob protection                | #
# +------------------------------------------------------+ #
############################################################
 
protection:
 
  # Items that can be blocked within towns via town/plot flags.
  # These items will be the ones restricted by a town/resident/plot's item_use setting.
  # A list of items, that are held in the hand, which can be protected against.
  # Group names you can use in this list: BOATS, MINECARTS
  # A full list of proper names can be found here https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
  item_use_ids: MINECARTS, BOATS, ENDER_PEARL, FIREBALL, CHORUS_FRUIT, LEAD, EGG
 
  # Blocks that are protected via town/plot flags.
  # These are blocks in the world that will be protected by a town/resident/plot's switch setting.
  # Switches are blocks, that are in the world, which get right-clicked.
  # Towny will tell you the proper name to use in this list if you hit the block while holding a clay brick item in your hand.
  # Group names you can use in this list: BOATS,MINECARTS,WOOD_DOORS,PRESSURE_PLATES,NON_WOODEN_PRESSURE_PLATES,FENCE_GATES,TRAPDOORS,SHULKER_BOXES,BUTTONS.
  # Note: Vehicles like MINECARTS and BOATS can be added here. If you want to treat other rideable mobs like switches add SADDLE
  #       to protect HORSES, DONKEYS, MULES, PIGS, STRIDERS (This is not recommended, unless you want players to not be able to
  #       re-mount their animals in towns they cannot switch in.)
  # A full list of proper names can be found here https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
  switch_ids: DONKEYS,CHEST,SHULKER_BOXES,TRAPPED_CHEST,FURNACE,BLAST_FURNACE,DISPENSER,HOPPER,DROPPER,JUKEBOX,SMOKER,COMPOSTER,BELL,BARREL,BREWING_STAND,LEVER,PRESSURE_PLATES,BUTTONS,WOOD_DOORS,FENCE_GATES,TRAPDOORS,MINECARTS,LODESTONE,RESPAWN_ANCHOR,TARGET,OAK_CHEST_BOAT,DECORATED_POT,CRAFTER
 
  # Materials which can be lit on fire even when firespread is disabled.
  # Still requires the use of the flint and steel.
  fire_spread_bypass_materials: FLINT_AND_STEEL,NETHERRACK,SOUL_SAND,SOUL_SOIL
 
  # permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/LivingEntity.html
  # Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
  # PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie, Shulker
  # Husk, Stray, SkeletonHorse, ZombieHorse, Vex, Vindicator, Evoker, Endermite, PolarBear, Axolotl, Goat, GlowSquid
 
  # Remove living entities within a town's boundaries, if the town has the mob removal flag set.
  town_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
 
  # Whether the town mob removal should remove THE_KILLER_BUNNY type rabbits.
  town_mob_removal_killer_bunny: 'true'
 
  # Prevent the spawning of villager babies in towns.
  town_prevent_villager_breeding: 'false'
 
  # A comma seperated list of spawn causes, if an entity has a spawn cause that is in this list they will not be removed by town mob removal.
  # For the list of valid spawn causes, see https://jd.papermc.io/paper/1.20/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html
  # Due to technical reasons, this setting only works on Paper servers.
  town_mob_removal_ignored_spawn_causes: ''
 
  # Disable creatures triggering stone pressure plates
  disable_creature_pressureplate_stone: 'true'
 
  # Remove living entities in the wilderness in all worlds that have wildernessmobs turned off.
  wilderness_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
 
  # Globally remove living entities in all worlds that have worldmobs turned off
  world_mob_removal_entities: Monster,Flying,Slime,Shulker,SkeletonHorse,ZombieHorse
 
  # Prevent the spawning of villager babies in the world.
  world_prevent_villager_breeding: 'false'
 
  # When set to true, mobs who've been named with a nametag will not be removed by the mob removal task.
  mob_removal_skips_named_mobs: 'false'
 
  # The maximum amount of time a mob could be inside a town's boundaries before being sent to the void.
  # Lower values will check all entities more often at the risk of heavier burden and resource use.
  # NEVER set below 1.
  mob_removal_speed: 5s
 
  # permitted entities https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/package-summary.html
  # Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
  # PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie
 
  # Protect living entities within a town's boundaries from being killed by players or mobs.
  mob_types: Animals,WaterMob,NPC,Snowman,ArmorStand,Villager,Hanging
 
  # When set to true, the above mob_types will be protected when they are in a town, from being able to enter empty boats.
  # This protects the mobs from being stolen using boats.
  mob_types_protected_from_boat_theft: 'false'
 
  # Setting this to false will allow non-player entities to harm the above protected mobs.
  # This would include withers damaging protected mobs, and can be quite harmful.
  are_mob_types_protected_against_mobs: 'true'
 
  # permitted Potion Types https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html
  # ABSORPTION, BLINDNESS, CONFUSION, DAMAGE_RESISTANCE, FAST_DIGGING, FIRE_RESISTANCE, HARM, HEAL, HEALTH_BOOST, HUNGER,
  # INCREASE_DAMAGE, INVISIBILITY, JUMP, NIGHT_VISION, POISON, REGENERATION, SATURATION, SLOW , SLOW_DIGGING,
  # SPEED, WATER_BREATHING, WEAKNESS, WITHER.
 
  # When preventing PVP prevent the use of these potions.
  potion_types: BLINDNESS,CONFUSION,HARM,HUNGER,POISON,SLOW,SLOW_DIGGING,WEAKNESS,WITHER
 
  # When set to true, players with the Frost Walker enchant will need to be able to build where they are attempting to freeze.
  prevent_frost_walker_freezing: 'false'
 
  # When set to true, players will never trample crops. When false, players will still
  # have to be able to break the crop by hand in order to be able to trample crops.
  prevent_player_crop_trample: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |                Wilderness settings                   | #
# +------------------------------------------------------+ #
#                                                          #
# These are default settings only, applied to newly made   #
# worlds. They are copied to each world's data file upon   #
# first detection.                                         #
# If you are running Towny for the first time these have   #
# been applied to all your already existing worlds.        #
#                                                          #
# To make changes for each world edit the settings in the  #
# relevant worlds data file 'plugins/Towny/data/worlds/'   #
#                                                          #
# Furthermore: These settings are only used after Towny    #
# has exhausted testing the player for the towny.wild.*    #
# permission nodes.                                        #
#                                                          #
############################################################
 
unclaimed:
 
  # Can players build with any block in the wilderness?
  unclaimed_zone_build: 'false'
 
  # Can player destroy any block in the wilderness?
  unclaimed_zone_destroy: 'false'
 
  # Can players use items listed in the above protection.item_use_ids in the wilderness without restriction?
  unclaimed_zone_item_use: 'true'
 
  # Can players interact with switch blocks listed in the above protection.switch_ids in the wilderness without restriction?
  unclaimed_zone_switch: 'false'
 
  # A list of blocks that will bypass the above settings and do not require the towny.wild.* permission node.
  # These blocks are also used in determining which blocks can be interacted with in Towny Wilds plots in towns.
  unclaimed_zone_ignore: FLINT_AND_STEEL,TORCH,LADDER,ORES,PLANTS,TREES,SAPLINGS
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Town Notifications                   | #
# +------------------------------------------------------+ #
############################################################
 
  # This is the format for the notifications sent as players move between plots.
  # Empty a particular format for it to be ignored.
 
  # Example:
  # [notification.format]
  # ~ [notification.area_[wilderness/town]][notification.splitter][notification.[no_owner][notification.splitter][notification.plot.format]
  # ... [notification.plot.format]
  # ... [notification.plot.homeblock][notification.plot.splitter][notification.plot.forsaleby][notification.plot.splitter][notification.plot.type]
  # ~ Wak Town - Lord Jebus - [Home] [For Sale by Jebus: 50 Beli] [Shop]
 
notification:
  format: '&6 ~ %s'
  splitter: '&7 - '
  area_wilderness: '&2%s'
  area_wilderness_pvp: '%s'
  area_town: '&6%s'
  area_town_pvp: '%s'
  owner: '&a%s'
  no_owner: '&a%s'
  plot:
    splitter: ' '
    format: '%s'
    homeblock: '&b[Ev]'
    outpostblock: '&6[Başkent]'
    forsaleby: '&e[For Sale by %s: %s]'
    notforsale: '&e[Satılık Değil]'
    type: '&6[%s]'
  group: '&f[%s]'
  district: '&2[%s]'
 
  # When set to true, town's names are the long form (townprefix)(name)(townpostfix) configured in the town_level section.
  # When false, it is only the town name.
  town_names_are_verbose: 'true'
 
  # If set to true MC's Title and Subtitle feature will be used when crossing into a town.
  # Could be seen as intrusive/distracting, so false by default.
  using_titles: 'false'
 
  # Requires the above using_titles to be set to true.
  # Title and Subtitle shown when entering a town or the wilderness. By default 1st line is blank, the 2nd line shows {townname} or {wilderness}.
  # You may use colour codes &f, &c and so on.
  # For town_title and town_subtitle you may use:
  # {townname} - Name of the town.
  # {town_motd} - Shows the townboard message.
  # {town_residents} - Shows the number of residents in the town.
  # {town_residents_online} - Shows the number of residents online currently.
  # {nationname} - Name of the nation, formatted below,
  # {nationcapital} - Name of the nation capital and nation, formatted below,
  # {nation_motd} - Shows the nationboard message.
  # {nation_residents} - Shows the number of residents in the nation.
  # {nation_residents_online} - Shows the number of residents online currently.
  # The notification.town_names_are_verbose setting will affect the {townname} placeholder.
  titles:
 
    # Entering Town Upper Title Line
    town_title: ''
 
    # Entering Town Lower Subtitle line.
    town_subtitle: '&b{townname}'
 
    # Entering Wilderness Upper Title Line
    wilderness_title: ''
 
    # Entering Wilderness Lower Subtitle line.
    wilderness_subtitle: '&2{wilderness}'
 
    # The format used to format the {nationame} option. The name of the nation will replace %s.
    nationname_format: '&6Nation of %s'
 
    # The format used to format the {nationcapital} option. The name of the capital city and nation will replace the %s and %s.
    # Alternatively, you can use %t for townname and %n for nationname and show either one or both.
    nationcapital_format: '&6Entering %s, Capital City of %s'
 
    # The duration (in ticks) that the Title and Subtitle messages will appear for.
    # The default duration for minecraft is 70 ticks, which equates to 3.5 seconds.
    duration: '70'
 
  # When true, a plot notification that has a plot owner's name will use the verbose name, ie: town/nation titles or prefixes set via the town/nation levels.
  # When false, only their name will appear.
  owner_shows_verbose_name: 'true'
 
  # This setting controls where chunk notifications are displayed for players.
  # By default, notifications appear in the player's action bar.
  # Available options: action_bar, chat, bossbar, or none.
  notifications_appear_as: action_bar
 
  # This settings sets the duration the actionbar (The text above the inventory bar) or the bossbar lasts in seconds
  notification_actionbar_duration: '15'
 
  bossbars:
 
    # The color to use for bossbar notifications.
    # Valid colors are blue, green, pink, purple, red, white, or yellow.
    color: white
 
    # The overlay to use for bossbar notifications.
    # Valid options are progress, notched_6, notched_10, notched_12, notched_20
    overlay: progress
 
    # The progress to use for the bossbar, between 0 and 1.
    progress: '0'
 
 
############################################################
# +------------------------------------------------------+ #
# |             Default Town/Plot flags                  | #
# +------------------------------------------------------+ #
############################################################
 
default_perm_flags:
 
  # Default permission flags for residents plots within a town
  #
  # Can allies/friends/outsiders perform certain actions in the town
  #
  # build - place blocks and other items
  # destroy - break blocks and other items
  # itemuse - use items such as furnaces (as defined in item_use_ids)
  # switch - trigger or activate switches (as defined in switch_ids)
  resident:
    friend:
      build: 'true'
      destroy: 'false'
      item_use: 'true'
      switch: 'false'
    town:
      build: 'false'
      destroy: 'false'
      item_use: 'false'
      switch: 'false'
    ally:
      build: 'false'
      destroy: 'false'
      item_use: 'false'
      switch: 'false'
    outsider:
      build: 'false'
      destroy: 'false'
      item_use: 'true'
      switch: 'false'
 
  # Default permission flags for towns
  # These are copied into the town data file at creation
  #
  # Can allies/outsiders/residents perform certain actions in the town
  #
  # build - place blocks and other items
  # destroy - break blocks and other items
  # itemuse - use items such as flint and steel or buckets (as defined in item_use_ids)
  # switch - trigger or activate switches (as defined in switch_ids)
  town:
    default:
      pvp: 'true'
      fire: 'false'
      explosion: 'false'
      mobs: 'false'
    resident:
      build: 'true'
      destroy: 'true'
      item_use: 'true'
      switch: 'true'
    nation:
      build: 'false'
      destroy: 'false'
      item_use: 'false'
      switch: 'false'
    ally:
      build: 'false'
      destroy: 'false'
      item_use: 'false'
      switch: 'false'
    outsider:
      build: 'false'
      destroy: 'false'
      item_use: 'false'
      switch: 'false'
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Towny Invite System                  | #
# +------------------------------------------------------+ #
############################################################
 
invite_system:
 
  # Command used to accept towny invites)
  #e.g Player join town invite.
  accept_command: accept
 
  # Command used to deny towny invites
  #e.g Player join town invite.
  deny_command: deny
 
  # Command used to confirm some towny actions/tasks)
  #e.g Purging database or removing a large amount of townblocks
  confirm_command: confirm
 
  # Command used to cancel some towny actions/tasks
  #e.g Purging database or removing a large amount of townblocks
  cancel_command: cancel
 
  # How many seconds before a confirmation times out for the receiver.
  # This is used for cost-confirmations and confirming important decisions.
  confirmation_timeout: '20'
 
  # When set for more than 0m, the amount of time (in minutes) which must have passed between
  # a player's first log in and when they can be invited to a town.
  cooldowntime: 0m
 
  # When set for more than 0m, the amount of time until an invite is considered
  # expired and is removed. Invites are checked for expiration once every hour.
  # Valid values would include: 30s, 30m, 24h, 2d, etc.
  expirationtime: 0m
 
  # Max invites for Town & Nations, which they can send. Invites are capped to decrease load on large servers.
  # You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
  maximum_invites_sent:
 
    # How many invites a town can send out to players, to join the town.
    town_toplayer: '35'
 
    # How many invites a nation can send out to towns, to join the nation.
    nation_totown: '35'
 
    # How many requests a nation can send out to other nations, to ally with the nation.
    # Only used when war.disallow_one_way_alliance is set to true.
    nation_tonation: '35'
 
  # Max invites for Players, Towns & nations, which they can receive. Invites are capped to decrease load on large servers.
  # You can increase these limits but it is not recommended. Invites/requests are not saved between server reloads/stops.
  maximum_invites_received:
 
    # How many invites can one player have from towns.
    player: '10'
 
    # How many invites can one town have from nations.
    town: '10'
 
    # How many requests can one nation have from other nations for an alliance.
    nation: '10'
 
  # When set above 0, the maximum distance a player can be from a town's spawn in order to receive an invite.
  # Use this setting to require players to be near or inside a town before they can be invited.
  maximum_distance_from_town_spawn: '0'
 
 
############################################################
# +------------------------------------------------------+ #
# |                  Resident settings                   | #
# +------------------------------------------------------+ #
############################################################
 
resident_settings:
 
  # if enabled old residents will be deleted, losing their town, townblocks, friends
  # after Two months (default) of not logging in. If the player is a mayor their town
  # will be inherited according to the order_of_mayoral_succession list in this config.
  delete_old_residents:
    enable: 'false'
    deleted_after_time: 60d
    delete_economy_account: 'true'
 
    # When true only residents who have no town will be deleted.
    delete_only_townless: 'false'
 
    # When true players will be removed from their town and become a nomad instead of being fully deleted.
    only_remove_town: 'false'
 
  # The name of the town a resident will automatically join when he first registers.
  default_town_name: ''
 
  # If true, players can only use beds in plots they personally own.
  deny_bed_use: 'false'
 
  # The default resident about text, shown in the resident's status screen.
  default_about: /res set about [msg]
 
  # How long does a resident have to wait to join a town, after joining the server.
  # Set to 0m to disable. 1m = 1 minute, 1h = 1 hour, 1d = 1 day.
  min_time_to_join_town: 0m
 
 
############################################################
# +------------------------------------------------------+ #
# |                  Economy settings                    | #
# +------------------------------------------------------+ #
############################################################
 
economy:
 
  # This enables/disables all the economy functions of Towny.
  # This will first attempt to use Vault or Reserve to bridge your economy plugin with Towny.
  # If Reserve/Vault is not present it will attempt to find a supported economy plugin.
  # If neither Vault/Reserve or supported economy are present it will not be possible to create towns or do any operations that require money.
  using_economy: 'true'
 
  # By default it is set to true.
  # Rarely set to false. Set to false if you get concurrent modification errors on timers for daily tax collections.
  use_async: 'true'
 
  # The time that the town and nation bank accounts' balances are cached for, in seconds.
  # This time is also used for the resident tax-owing value.
  # Default of 600s is equal to ten minutes. Requires the server to be stopped and started if you want to change this.
  # Cached balances are used for PlaceholderAPI placeholders, town and nation lists.
  bank_account_cache_timeout: 600s
 
  # Prefix to apply to all town economy accounts.
  town_prefix: town-
 
  # Prefix to apply to all nation economy accounts.
  nation_prefix: nation-
 
  # The cost of renaming a town.
  town_rename_cost: '0'
 
  # The cost of renaming a nation.
  nation_rename_cost: '0'
 
  # The cost of setting a town's mapcolour.
  town_set_mapcolour_cost: '0'
 
  # The cost of setting a nation's mapcolour.
  nation_set_mapcolour_cost: '0'
 
  spawn_travel:
 
    # Cost to use /town spawn.
    price_town_spawn_travel: '0.0'
 
    # Cost to use '/town spawn [town]' to another town in your nation.
    price_town_nation_spawn_travel: '5.0'
 
    # Cost to use '/town spawn [town]' to another town in a nation that is allied with your nation.
    price_town_ally_spawn_travel: '10.0'
 
    # Maximum cost to use /town spawn [town] that mayors can set using /t set spawncost.
    # This is paid to the town you goto.
    price_town_public_spawn_travel: '10.0'
 
    # When false, the price_town_public_spawn_travel will be used for public spawn costs, despite what mayors have their town spawncost set at.
    # When true, the lower of either the town's spawncost or the config's price_town_public_spawn_travel setting will be used.
    is_public_spawn_cost_affected_by_town_spawncost: 'true'
 
    # When set to true, any cost paid by a player to use any variant of '/town spawn' will be paid to the town bank.
    # When false the amount will be paid to the server account whose name is set in the closed economy setting below..
    town_spawn_cost_paid_to_town: 'true'
 
  # The daily upkeep to remain neutral, paid by the Nation bank. If unable to pay, neutral/peaceful status is lost.
  # This cost is multiplied by the nation_level peacefulCostMultiplier.
  # Neutrality will exclude you from a war event, as well as deterring enemies.
  price_nation_neutrality: '0'
 
  # When it is true, the peaceful cost is multiplied by the nation's number of towns.
  # Note that the base peacful cost is calculated by the price_nation_neutrality X nation_level peacefulCostMultiplier.
  price_nation_neutrality_charges_per_town: 'false'
 
  # The daily upkeep to remain neutral, paid by the Town bank. If unable to pay, neutral/peaceful status is lost.
  # This cost is multiplied by the town_level peacefulCostMultiplier.
  price_town_neutrality: '0'
 
  # When it is true, the peaceful cost is multiplied by the town's number of claimed townblocks.
  # Note that the base peacful cost is calculated by the price_town_neutrality X town_level peacefulCostMultiplier.
  price_town_neutrality_charges_per_plot: 'false'
 
  new_expand:
 
    # How much it costs to start a nation.
    price_new_nation: '4000.0'
 
    # How much it costs to start a town.
    price_new_town: '3000.0'
 
    # The base cost a town has to pay to merge with another town. The town that initiates the merge pays the cost.
    price_town_merge: '0'
 
    # The percentage that a town has to pay per plot to merge with another town. The town that initiates the merge pays the cost.
    # This is based on the price_claim_townblock.
    price_town_merge_per_plot_percentage: '50'
 
    # How much it costs to reclaim a ruined town.
    # This is only applicable if the town-ruins & town-reclaim features are enabled.
    price_reclaim_ruined_town: '500.0'
 
    # How much it costs to make an outpost. An outpost isn't limited to being on the edge of town.
    price_outpost: '500.0'
 
    # The price for a town to expand one townblock.
    price_claim_townblock: '150.0'
 
    # How much every additionally claimed townblock increases in cost. Set to 1 to deactivate this. 1.3 means +30% to every bonus claim block cost.
    price_claim_townblock_increase: '1.0'
 
    # The maximum price for an additional townblock. No matter how many blocks a town has the price will not be above this. Set to -1 to deactivate this.
    max_price_claim_townblock: '-1.0'
 
    # The amount refunded to a town when they unclaim a townblock.
    # Warning: do not set this higher than the cost to claim a townblock.
    # It is advised that you do not set this to the same price as claiming either, otherwise towns will get around using outposts to claim far away.
    # Optionally, set this to a negative amount if you want towns to pay money to unclaim their land.
    price_claim_townblock_refund: '0.0'
 
    # How much it costs a player to buy extra blocks.
    price_purchased_bonus_townblock: '150.0'
 
    # How much every extra bonus block costs more. Set to 1 to deactivate this. 1.2 means +20% to every bonus claim block cost.
    price_purchased_bonus_townblock_increase: '1.0'
 
    # The maximum price that bonus townblocks can cost to purchase. Set to -1.0 to deactivate this maxium.
    price_purchased_bonus_townblock_max_price: '-1.0'
 
 
  takeoverclaim:
 
    # The price to use /t takeoverclaim, when it has been enabled in the config at town.being_overclaimed_allows_other_towns_to_steal_land
    price: '100.0'
 
  death:
 
    # Either fixed or percentage.
    # For percentage 1.0 would be 100%. 0.01 would be 1%.
    price_death_type: fixed
 
    # A maximum amount paid out by a resident from their personal holdings for percentage deaths.
    # Set to 0 to have no cap.
    percentage_cap: '0.0'
 
    # If True, only charge death prices for pvp kills. Not monsters/environmental deaths.
    price_death_pvp_only: 'false'
 
    # The price that a player pays when they die. If this is a PVP death, the amount is paid to the killer.
    # Either a flat rate or a percentage according to the price_death_type setting.
    price_death: '1.0'
 
    # The price that a player's town pays when they die. If this is a PVP death, the amount is paid to the killer.
    # Either a flat rate or a percentage according to the price_death_type setting.
    price_death_town: '0.0'
 
    # The price that a player's nation pays when they die. If this is a PVP death, the amount is paid to the killer.
    # Either a flat rate or a percentage according to the price_death_type setting.
    price_death_nation: '0.0'
 
  banks:
 
    # Maximum amount of money allowed in town bank
    # Use 0 for no limit
    town_bank_cap: '0.0'
 
    # Set to true to allow withdrawals from town banks
    town_allow_withdrawals: 'true'
 
    # Minimum amount of money players are allowed to deposit in town bank at a time.
    town_min_deposit: '0'
 
    # Minimum amount of money players are allowed to withdraw from town bank at a time.
    town_min_withdraw: '0'
 
    # Maximum amount of money allowed in nation bank
    # Use 0 for no limit
    nation_bank_cap: '0.0'
 
    # Set to true to allow withdrawals from nation banks
    nation_allow_withdrawals: 'true'
 
    # Minimum amount of money players are allowed to deposit in nation bank at a time.
    nation_min_deposit: '0'
 
    # Minimum amount of money players are allowed to withdraw from nation bank at a time.
    nation_min_withdraw: '0'
 
    # When set to true, players can only use their town withdraw/deposit commands while inside of their own town.
    # Likewise, nation banks can only be withdrawn/deposited to while in the capital city.
    disallow_bank_actions_outside_town: 'false'
 
    # When set to true, a town or nation which is deleted will attempt to pay the balance bank balance to the mayor or leader.
    # This will only succeed if the town or nation has a mayor or leader.
    is_deleted_town_and_nation_bank_balances_paid_to_owner: 'true'
 
  closed_economy:
 
    # The name of the account that all money that normally disappears goes into.
    server_account: towny-server
 
    # Turn on/off whether all transactions that normally don't have a second party are to be done with a certain account.
    # Eg: The money taken during Daily Taxes is just removed. With this on, the amount taken would be funneled into an account.
    #     This also applies when a player collects money, like when the player is refunded money when a delayed teleport fails.
    enabled: 'false'
 
  daily_taxes:
 
    # Enables taxes to be collected daily by town/nation
    # If a town can't pay it's tax then it is kicked from the nation.
    # if a resident can't pay his plot tax he loses his plot.
    # if a resident can't pay his town tax then he is kicked from the town.
    # if a town or nation fails to pay it's upkeep it is deleted.
    enabled: 'true'
 
    # When true, a town's mayor will pay the town tax.
    # This feature is a bit redundant because the mayor can withdraw from the bank anyways,
    # but it might keep towns from being deleted for not paying their upkeep.
    do_mayors_pay_town_tax: 'false'
 
    # Maximum tax amount allowed for townblocks sold to players.
    max_plot_tax_amount: '1000.0'
 
    # Maximum tax amount allowed for towns when using flat taxes.
    max_town_tax_amount: '1000.0'
 
    # Maximum tax amount allowed for nations when using flat taxes.
    max_nation_tax_amount: '1000.0'
 
    # Maximum tax percentage allowed when taxing by percentages for towns.
    max_town_tax_percent: '25'
 
    # The maximum amount of money that can be taken from a balance when using a percent tax, this is the default for all new towns.
    max_town_tax_percent_amount: '10000'
 
    # Maximum tax percentage allowed when taxing by percentages for nations.
    max_nation_tax_percent: '25'
 
    # The maximum amount of money that can be taken from a balance when using a percent tax, this is the default for all new nations.
    max_nation_tax_percent_amount: '10000'
 
    # When true, a nation's capital will pay the nation tax from the capital's town bank.
    # This feature is a bit redundant because the king can withdraw from both banks anyways,
    # but it might keep nation's from being deleted for not paying their upkeep.
    do_nation_capitals_pay_nation_tax: 'false'
 
    # The server's daily charge on each nation. If a nation fails to pay this upkeep
    # all of it's member town are kicked and the Nation is removed.
    price_nation_upkeep: '100.0'
 
    # Uses the total number of plots which a nation has across all of its towns to determine upkeep
    # instead of nation_pertown_upkeep and instead of nation level (number of residents.)
    # Calculated by (price_nation_upkeep X number of plots owned by the nation's towns.)
    nation_perplot_upkeep: 'false'
 
    # Uses total number of towns in the nation to determine upkeep instead of nation level (Number of Residents)
    # calculated by (number of towns in nation X price_nation_upkeep).
    nation_pertown_upkeep: 'false'
 
    # If set to true, the per-town-upkeep system will be modified by the Nation Levels' upkeep modifiers.
    nation_pertown_upkeep_affected_by_nation_level_modifier: 'false'
 
    # The server's daily charge on each town. If a town fails to pay this upkeep
    # all of it's residents are kicked and the town is removed.
    price_town_upkeep: '10.0'
 
    # Uses total amount of owned plots to determine upkeep instead of the town level (Number of residents)
    # calculated by (number of claimed plots X price_town_upkeep).
    town_plotbased_upkeep: 'false'
 
    # If set to true, the plot-based-upkeep system will be modified by the Town Levels' upkeep modifiers.
    town_plotbased_upkeep_affected_by_town_level_modifier: 'false'
 
    # If set to any amount over zero, if a town's plot-based upkeep totals less than this value, the town will pay the minimum instead.
    town_plotbased_upkeep_minimum_amount: '0.0'
 
    # If set to any amount over zero, if a town's plot-based upkeep totals more than this value, the town will pay the maximum instead.
    town_plotbased_upkeep_maximum_amount: '0.0'
 
    # The server's daily charge on a town which has claimed more townblocks than it is allowed.
    price_town_overclaimed_upkeep_penalty: '0.0'
 
    # Uses total number of plots that the town is overclaimed by, to determine the price_town_overclaimed_upkeep_penalty cost.
    # If set to true the penalty is calculated (# of plots overclaimed X price_town_overclaimed_upkeep_penalty).
    price_town_overclaimed_upkeep_penalty_plotbased: 'false'
 
    # If enabled and you set a negative upkeep for the town
    # any funds the town gains via upkeep at a new day
    # will be shared out between the plot owners.
    use_plot_payments: 'false'
 
    # If enabled, if a plot tax is set to a negative amount
    # it will result in the resident that owns it being paid
    # by the town bank (if the town can afford it.)
    allow_negative_plot_tax: 'false'
 
    # If enabled, and a town tax is set to a negative amount and is a fixed amount (not percentage,)
    # it will result in every resident being paid by the town bank (if the town can afford it.)
    allow_negative_town_tax: 'false'
 
    # If enabled, and a nation tax is set to a negative amount and is a fixed amount (not percentage,)
    # it will result in every town in the nation being paid by the nation bank (if the nation can afford it.)
    allow_negative_nation_tax: 'false'
 
  # The Bankruptcy system in Towny will make it so that when a town cannot pay their upkeep costs,
  # rather than being deleted the towns will go into debt. Debt is capped based on the Town's costs
  # or overriden with the below settings.
  bankruptcy:
 
    # If this setting is true, then if a town runs out of money (due to upkeep, nation tax etc.),
    # it does not get deleted, but instead goes into a 'bankrupt state'.
    # While bankrupt, the town bank account is in debt, and the town cannot expand (e.g claim, recruit, or build).
    # The debt has a ceiling equal to the estimated value of the town (from new town and claims costs)
    # The debt can be repaid using /t deposit x.
    # Once all debt is repaid, the town immediately returns to a normal state.
    enabled: 'true'
 
    # When using bankruptcy is enabled a Town a debtcap.
    # The debt cap is calculated by adding the following:
    # The cost of the town,
    # The cost of the town's purchased townblocks,
    # The cost of the town's purchased outposts.
    debt_cap:
 
      # When set to greater than 0.0, this will be used to determine every town''s maximum debt,
      # overriding the above calculation if the calculation would be larger than the set maximum.
      maximum: '0.0'
 
      # When set to greater than 0.0, this setting will override all other debt calculations and maximums,
      # making all towns have the same debt cap.
      override: '0.0'
 
      # When true the debt_cap.override price will be multiplied by the debtCapModifier in the town_level
      # section of the config. (Ex: debtCapModifier of 3.0 and debt_cap.override of 1000.0 would set
      # a debtcap of 3.0 x 1000 = 3000.
      debt_cap_uses_town_levels: 'false'
 
      # When true a town will only be allowed to be bankrupt for a specific number of days, before they will be deleted,
      # requires delete_towns_that_reach_debt_cap to be true.
      debt_cap_uses_fixed_days: 'false'
 
      # When debt_cap_uses_fixed_days is set to true, how many days will a town be allowed to be bankrupt?
      allowed_days: '7'
 
    upkeep:
 
      # If a town has reached their debt cap and is unable to pay the upkeep with debt,
      # will Towny delete them?
      delete_towns_that_reach_debt_cap: 'false'
 
    neutrality:
 
      # If a town is bankrupt can they still pay for neutrality?
      can_bankrupt_towns_pay_for_neutrality: 'true'
 
    nation_tax:
 
      # Will bankrupt towns pay their nation tax?
      # If false towns that are bankrupt will not pay any nation tax and will leave their nation.
      # If true the town will go into debt up until their debt cap is reached.
      # True is recommended if using a war system where towns are forced to join a conqueror's nation,
      # otherwise conquered towns would be able to leave the nation by choosing to go bankrupt.
      # False is recommended otherwise so that nations are not using abandoned towns to gather taxes.
      do_bankrupt_towns_pay_nation_tax: 'false'
 
      # If a town can no longer pay their nation tax with debt because they have
      # reach their debtcap, are they kicked from the nation?
      kick_towns_that_reach_debt_cap: 'false'
 
      # Does a conquered town which cannot pay the nation tax get deleted?
      does_nation_tax_delete_conquered_towns_that_cannot_pay: 'false'
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Bank History settings                | #
# +------------------------------------------------------+ #
############################################################
 
bank_history:
 
  # This allows you to modify the style displayed via bankhistory commands.
  book: |-
    {time}
    {type} of {amount} {to-from} {name}
    Reason: {reason}
    Balance: {balance}
 
 
############################################################
# +------------------------------------------------------+ #
# |                   Town Block Types                   | #
# |                                                      | #
# | You may add your own custom townblocks to this       | #
# | section of the config. Removing the townblocks       | #
# | supplied by Towny from this configuration is not     | #
# | recommended.                                         | #
# |                                                      | #
# | name: The name used for this townblock, in-game and  | #
# |    in the database.                                  | #
# | cost: Cost a player pays to set a townblock to the   | #
# |    type.                                             | #
# | tax: The amount a player has to pay city each day to | #
# |    continue owning the plot. If tax is set to 0, the | #
# |    towns' plot tax will be used instead.             | #
# | mapKey: The character that shows on the /towny map   | #
# |    commands. When using Unicode use the \u####       | #
# |    format, and use the HTML-code version of the      | #
# |    unicode character.                                | #
# | colour: The colour code which will be used to colour | #
# |    the townblocktype when viewed on the ascii maps.  | #
# |    Leave this blank to not set any colour.           | #
# | itemUseIds: If empty, will use values defined in     | #
# |    protection.item_use_ids. If not empty this defines| #
# |    what items are considered item_use.               | #
# | switchIds: If empty, will use values defined in      | #
# |    protection.switch_ids. If not empty this defines  | #
# |    what blocks are considered switches in the type.  | #
# | allowedBlocks: Will make it so players with build or | #
# |    destroy permissions are only able to affect those | #
# |    blocks, see the farm type for an example.         | #
# |                                                      | #
# +------------------------------------------------------+ #
############################################################
 
townblocktypes:
  types:
  - name: default
    cost: 0.0
    tax: 0.0
    mapKey: +
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: shop
    cost: 0.0
    tax: 0.0
    mapKey: C
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: arena
    cost: 0.0
    tax: 0.0
    mapKey: A
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: embassy
    cost: 0.0
    tax: 0.0
    mapKey: E
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: wilds
    cost: 0.0
    tax: 0.0
    mapKey: W
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: GOLD_ORE,IRON_ORE,COAL_ORE,COPPER_ORE,REDSTONE_ORE,EMERALD_ORE,LAPIS_ORE,DIAMOND_ORE,DEEPSLATE_COAL_ORE,DEEPSLATE_IRON_ORE,DEEPSLATE_COPPER_ORE,DEEPSLATE_GOLD_ORE,DEEPSLATE_EMERALD_ORE,DEEPSLATE_REDSTONE_ORE,DEEPSLATE_LAPIS_ORE,DEEPSLATE_DIAMOND_ORE,NETHER_GOLD_ORE,NETHER_QUARTZ_ORE,ANCIENT_DEBRIS,OAK_LOG,SPRUCE_LOG,BIRCH_LOG,JUNGLE_LOG,ACACIA_LOG,DARK_OAK_LOG,CRIMSON_STEM,WARPED_STEM,ACACIA_LEAVES,OAK_LEAVES,DARK_OAK_LEAVES,JUNGLE_LEAVES,BIRCH_LEAVES,SPRUCE_LEAVES,CRIMSON_HYPHAE,WARPED_HYPHAE,ACACIA_SAPLING,BAMBOO_SAPLING,BIRCH_SAPLING,DARK_OAK_SAPLING,JUNGLE_SAPLING,OAK_SAPLING,SPRUCE_SAPLING,TALL_GRASS,BROWN_MUSHROOM,RED_MUSHROOM,CACTUS,ALLIUM,AZURE_BLUET,BLUE_ORCHID,CORNFLOWER,DANDELION,LILAC,LILY_OF_THE_VALLEY,ORANGE_TULIP,OXEYE_DAISY,PEONY,PINK_TULIP,POPPY,RED_TULIP,ROSE_BUSH,SUNFLOWER,WHITE_TULIP,WITHER_ROSE,CRIMSON_FUNGUS,LARGE_FERN,TORCH,LADDER,CLAY,PUMPKIN,GLOWSTONE,VINE,NETHER_WART_BLOCK,COCOA
  - name: inn
    cost: 0.0
    tax: 0.0
    mapKey: I
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: jail
    cost: 0.0
    tax: 0.0
    mapKey: J
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
  - name: farm
    cost: 0.0
    tax: 0.0
    mapKey: F
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: COW_SPAWN_EGG,GOAT_SPAWN_EGG,MOOSHROOM_SPAWN_EGG,BAMBOO,BAMBOO_SAPLING,JUNGLE_LOG,JUNGLE_SAPLING,JUNGLE_LEAVES,OAK_LOG,OAK_SAPLING,OAK_LEAVES,BIRCH_LOG,BIRCH_SAPLING,BIRCH_LEAVES,ACACIA_LOG,ACACIA_SAPLING,ACACIA_LEAVES,DARK_OAK_LOG,DARK_OAK_SAPLING,DARK_OAK_LEAVES,SPRUCE_LOG,SPRUCE_SAPLING,SPRUCE_LEAVES,BEETROOTS,COCOA,CHORUS_PLANT,CHORUS_FLOWER,SWEET_BERRY_BUSH,KELP,SEAGRASS,TALL_SEAGRASS,GRASS,TALL_GRASS,FERN,LARGE_FERN,CARROTS,WHEAT,POTATOES,PUMPKIN,PUMPKIN_STEM,ATTACHED_PUMPKIN_STEM,NETHER_WART,COCOA,VINE,MELON,MELON_STEM,ATTACHED_MELON_STEM,SUGAR_CANE,CACTUS,ALLIUM,AZURE_BLUET,BLUE_ORCHID,CORNFLOWER,DANDELION,LILAC,LILY_OF_THE_VALLEY,ORANGE_TULIP,OXEYE_DAISY,PEONY,PINK_TULIP,POPPY,RED_TULIP,ROSE_BUSH,SUNFLOWER,WHITE_TULIP,WITHER_ROSE,CRIMSON_FUNGUS,CRIMSON_STEM,CRIMSON_HYPHAE,CRIMSON_ROOTS,MUSHROOM_STEM,NETHER_WART_BLOCK,BROWN_MUSHROOM,BROWN_MUSHROOM_BLOCK,RED_MUSHROOM,RED_MUSHROOM_BLOCK,SHROOMLIGHT,WARPED_FUNGUS,WARPED_HYPHAE,WARPED_ROOTS,WARPED_STEM,WARPED_WART_BLOCK,WEEPING_VINES_PLANT,WEEPING_VINES,NETHER_SPROUTS,SHEARS,MELON_SEEDS,MANGROVE_LEAVES,POTTED_ACACIA_SAPLING,CHERRY_SAPLING,TWISTING_VINES_PLANT,TORCHFLOWER,OAK_WOOD,SPRUCE_WOOD,FLOWERING_AZALEA_LEAVES,PINK_PETALS,AZALEA,SMALL_DRIPLEAF,PITCHER_POD,POTTED_BIRCH_SAPLING,POTTED_OAK_SAPLING,BAMBOO_BLOCK,TORCHFLOWER_SEEDS,PITCHER_PLANT,COCOA_BEANS,DARK_OAK_WOOD,POTTED_JUNGLE_SAPLING,POTTED_SPRUCE_SAPLING,CHERRY_WOOD,CHERRY_LOG,MANGROVE_LOG,PITCHER_CROP,JUNGLE_WOOD,CHERRY_LEAVES,PUMPKIN_SEEDS,SPORE_BLOSSOM,POTTED_CHERRY_SAPLING,FLOWERING_AZALEA,AZALEA_LEAVES,ACACIA_WOOD,MANGROVE_WOOD,WHEAT_SEEDS,BIG_DRIPLEAF,BIRCH_WOOD,POTTED_DARK_OAK_SAPLING,SEA_PICKLE,BEETROOT_SEEDS,CHORUS_FRUIT,MANGROVE_PROPAGULE
  - name: bank
    cost: 0.0
    tax: 0.0
    mapKey: B
    itemUseIds: ''
    switchIds: ''
    allowedBlocks: ''
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Jail Plot settings                   | #
# +------------------------------------------------------+ #
############################################################
 
jail:
 
  # If true attacking players who die on enemy-town land will be placed into the defending town's jail if it exists.
  is_jailing_attacking_enemies: 'false'
 
  # If true attacking players who are considered an outlaw, that are killed inside town land will be placed into the defending town's jail if it exists.
  is_jailing_attacking_outlaws: 'false'
 
  # How many hours an attacking outlaw will be jailed for.
  outlaw_jail_hours: '5'
 
  # How many hours an attacking enemy will be jailed for.
  pow_jail_hours: '5'
 
  # The maximum hours that a mayor can set when jailing someone, full number expected.
  maximum_jail_hours: '5'
 
  # Amount that it costs per player jailed for a town, this is withdrawn from the Town bank. Set to -1 to disable.
  fee_initial_amount: '-1'
 
  # Amount that it costs per player jailed per hour for a town, this is withdrawn from the Town bank. Set to -1 to disable.
  fee_hourly_amount: '-1'
 
  # If true jailed players can use items that teleport, ie: Ender Pearls & Chorus Fruit, but are still barred from using other methods of teleporting.
  jail_allows_teleport_items: 'false'
 
  # If false jailed players can use /town leave, and escape a jail.
  jail_denies_town_leave: 'false'
 
  bail:
 
    # If true players can pay a bail amount to be unjailed.
    is_allowing_bail: 'false'
 
    # Amount that bail costs for outlaw or POW arrests.
    bail_amount: '10'
 
    # Max bail cost that a mayor can set.
    bailmax_amount: '100'
 
    # Amount that bail costs for Town mayors if captured.
    bail_amount_mayor: '10'
 
    # Amount that bail costs for Nation kings if captured.
    bail_amount_king: '10'
 
  # Amount of potential jailed players per town, set to -1 to disable.
  max_jailed_count: '-1'
 
  # Behaviour for new jail attempts if max jailed count is reached
  # 0 = Unable to jail new players until a current prisoner is released.
  # 1 = A prisoner slot will be made by automatically releasing a prisoner based on lowest remaining time.
  # 2 = A prisoner slot will be made by automatically releasing a prisoner based on lowest custom bail.
  max_jailed_newjail_behavior: '0'
 
  # If false players will not be provided with a book upon being jailed.
  # The jail book is a book given to people when they are jailed, which explains to them
  # how they can potentially escape from jail and other jail behaviours based on the
  # settings you have configured for your server.
  is_jailbook_enabled: 'true'
 
  # Commands which a jailed player cannot use.
  blacklisted_commands: home,sethome,spawn,teleport,tp,tpa,tphere,tpahere,back,dback,ptp,jump,kill,warp,suicide
 
  # When true, jail plots will prevent any PVP from occuring. Applies to jailed residents only.
  do_jail_plots_deny_pvp: 'false'
 
  # When true, Towny will prevent a person who has been jailed by their mayor/town from logging out,
  # if they do log out they will be killed first, ensuring they respawn in the jail.
  prevent_newly_jailed_players_logging_out: 'false'
 
  # How long do new players have to be on the server before they can be jailed?
  new_player_immunity: 1h
 
  # Most types of unjailing result in a player being teleported when they are freed.
  # Setting this to false will prevent that teleporting, resulting in the player not being teleported when they are freed.
  unjailed_players_get_teleported: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |                 Bank Plot settings                   | #
# +------------------------------------------------------+ #
############################################################
# Bank plots may be used by other economy plugins using the Towny API.
 
bank:
 
  # If true players will only be able to use /t deposit, /t withdraw, /n deposit & /n withdraw while inside bank plots belonging to the town or nation capital respectively.
  # Home plots will also allow deposit and withdraw commands.
  is_banking_limited_to_bank_plots: 'false'
 
  # If true, towns which have one or more bank plots will no longer be able to use their homeblock for withdraw/depositing.
  # Requires the above is_banking_limited_to_bank_plots to be true as well.
  do_homeblocks_not_work_when_a_town_has_bank_plots: 'false'
 
 
############################################################
# +------------------------------------------------------+ #
# |               Town Ruining Settings                  | #
# +------------------------------------------------------+ #
############################################################
 
town_ruining:
  town_ruins:
 
    # If this is true, then if a town falls, it remains in a 'ruined' state for a time.
    # In this state, the town cannot be claimed, but can be looted.
    # The feature prevents mayors from escaping attack/occupation,
    # by deleting then quickly recreating their town.
    enabled: 'true'
 
    # This value determines the maximum duration in which a town can lie in ruins
    # After this time is reached, the town will be completely deleted.
    # Does not accept values greater than 8760, which is equal to one year.
    max_duration_hours: '72'
 
    # This value determines the minimum duration in which a town must lie in ruins,
    # before it can be reclaimed by a resident.
    min_duration_hours: '24'
 
    # If this is true, then after a town has been ruined for the minimum configured time,
    # it can then be reclaimed by any resident who runs /t reclaim, and pays the required price. (price is configured in the eco section)
    reclaim_enabled: 'true'
 
    # If this is true, when a town becomes a ruin they also receive public status,
    # meaning anyone can use /t spawn NAME to teleport to that town.
    ruins_become_public: 'false'
 
    # If this is true, when a town becomes a ruin they also become open to join,
    # meaning any townless player could join the town and reclaim it.
    # You should expect this to be abused by players who will reclaim a town to prevent someone else reclaiming it.
    ruins_become_open: 'false'
 
    # If this is true, when a town becomes a ruin, and they are a member of a nation, any money in the town bank will be deposited to the nation bank.
    town_bank_is_sent_to_nation: 'false'
 
    # If this is true, when a town becomes a ruin, every hour more and more of their plots will have their permissions turned to allow
    # build, destroy, switch, itemuse to on. This will affect the newest claims first and progress until the first claims made are opened up
    # right before the max_duration_hours have passed. When a town has more claims than max_duration_hours, multiple plots will be opened up
    # each hour, ie: 500 claims and 72 max hours = 7 claims per hour.
    # If a Town has less claims than max_duration hours, those claims' permissions are opened up much more slowly with hours passing between
    # plots opening up, ie: 36 claims and 72 max hours = 1 claim every 2 hours.
    # This system is meant to give players across many time zones the chance to loot a town when it falls into ruin.
    do_plots_permissions_change_to_allow_all: 'false'
 
 
############################################################
# +------------------------------------------------------+ #
# |               ASCII MAP SYMBOLS & SIZES              | #
# |                                                      | #
# | Used in the ascii maps for symbols not determined by | #
# | townblocktype. See Town Block Types section for more | #
# | options. When using Unicode use the \u#### format,   | #
# | and use the HTML-code version of the unicode         | #
# | character.                                           | #
# |                                                      | #
# | When setting sizes you cannot set a height of less   | #
# | than seven or greater than 18. Your width must be    | #
# | between seven and 27, and should always be an odd    | #
# | number. These sizes will be used when displaying the | #
# | output of the /towny map command, and not used when  | #
# | the player uses the /towny map big command.          | #
# +------------------------------------------------------+ #
############################################################
 
ascii_map_symbols:
 
  # The character used for the home symbol.
  home: H
 
  # The character used for the outpost symbol.
  outpost: O
 
  # The character used for plots which are forsale.
  forsale: $
 
  # The character used for plots which are unclaimed.
  wilderness: '-'
 
  # The height of the map shown in /towny map and /res toggle map.
  # Minimum 7, maximum 18.
  map_height: '7'
 
  # The width of the map shown in /towny map and /res toggle map.
  # Minimum 7, maximum 27, only odd numbers are accepted.
  map_width: '27'
 
 
############################################################
# +------------------------------------------------------+ #
# |                Town Claiming Settings                | #
# +------------------------------------------------------+ #
############################################################
 
claiming:
 
  # The maximum townblocks available to a town is (numResidents * ratio).
  # Setting this value to 0 will instead use the level based jump values determined in the town level config.
  # Setting this to -1 will result in every town having unlimited claims.
  town_block_ratio: '8'
 
  # An amount of additional townblocks that a town will receive when it is first created, in addition to any amount given via the town_block_ratio or town_levels.
  # As an example: This can be used to add 10 townblocks to a town when it is made so the borders can be grown a bit more before the mayor has to seek out residents.
  new_town_bonus_claims: '0'
 
  # The maximimum amount of townblocks a town can have, if town_block_ratio is 0 the max size will be decided by the town_levels.
  # Set to 0 to have no size limit.
  town_block_limit: '0'
 
  # The size of the square grid cell. Changing this value is suggested only when you first install Towny.
  # 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 * town_block_size * height-of-the-world) in size, with height-of-the-world
  # being from the bottom to the top of the build-able world.
  town_block_size: '16'
 
  # When false players will not see the particle flood effect when they claim townblocks.
  show_claiming_particles: 'true'
 
  # The minimum adjacent town blocks required to expand.
  # This can prevent long lines and snake-like patterns.
  # Set to -1 to disable. Set to 3 to force wider expansions of towns.
  min_adjacent_blocks: '-1'
 
  # maximum number used in /town claim/unclaim # commands.
  # set to 0 to disable limiting of claim radius value check.
  # keep in mind that the default value of 4 is a radius,
  # and it will allow claiming 9x9 (80 plots) at once.
  max_claim_radius_value: '4'
 
 
  biome_rules:
 
    # When a townblock is made up of too many blocks of these biomes, it will not be able to be claimed by a town.
    unwanted_biomes:
 
      # When true, unwanted biomes will be tested for when a player is claiming land.
      enabled: 'false'
 
      # A comma separated list of biome names that will add up towards a townblock's un-claim-ability.
      # Use lower-case only or this will not work properly for you.
      biomes: the_end,end_barrens,end_highlands,end_midlands,small_end_islands
 
      # The max amount of combined unwanted biomes as a percent, that will be allowed in plots being claimed by towns.
      # For example, if a townblock would be more than X percent ocean it will not be able to be claimed.
      threshold: '55'
 
 
    ocean_blocking:
 
      # When true, any wilderness plot which has more Ocean biome in it than the allowed threshold (see below,)
      # will not be able to be claimed.
      enabled: 'false'
 
      # The max amount of combined ocean biomes as a percent, that will be allowed in plots being claimed by towns.
      # For example, if a townblock would be more than X percent ocean it will not be able to be claimed.
      threshold: '55'
 
 
  distance_rules:
 
    # If true, the below settings: min_plot_distance_from_town_plot and min_distance_from_town_homeblock
    # will be ignored for towns that are in the same nation. Setting to false will keep all towns separated the same.
    min_distances_ignored_for_towns_in_same_nation: 'true'
 
    # If true, the below settings: min_plot_distance_from_town_plot and min_distance_from_town_homeblock
    # will be ignored for towns that are mutually allied. Setting to false will keep all towns separated the same.
    min_distances_ignored_for_towns_in_allied_nation: 'false'
 
    # Minimum number of plots any towns plot must be from the next town's own plots.
    # Put in other words: the buffer area around every claim that no other town can claim into.
    # Does not affect towns which are in the same nation.
    # This will prevent town encasement to a certain degree.
    min_plot_distance_from_town_plot: '5'
 
    # Minimum number of plots any towns home plot must be from the next town.
    # Put in other words: the buffer area around every homeblock that no other town can claim into.
    # Does not affect towns which are in the same nation.
    # This will prevent someone founding a town right on your doorstep
    min_distance_from_town_homeblock: '5'
 
    # Minimum number of plots an outpost must be from any other town's plots.
    # Useful when min_plot_distance_from_town_plot is set to near-zero to allow towns to have claims
    # near to each other, but want to keep outposts away from towns.
    min_distance_for_outpost_from_plot: '5'
 
    # Set to 0 to disable. When above 0 an outpost may only be claimed within the given number of townblocks from a townblock owned by the town.
    # Setting this to any value above 0 will stop outposts being made off-world from the town's homeworld.
    # Do not set lower than min_distance_for_outpost_from_plot above.
    max_distance_for_outpost_from_town_plot: '0'
 
    # Minimum distance between homeblocks.
    min_distance_between_homeblocks: '0'
 
    # Maximum distance between homeblocks.
    # This will force players to build close together.
    max_distance_between_homeblocks: '0'
 
    # The minimum distance that a new town must be from nearby towns' plots.
    # When set to -1, this will use the value of the min_plot_distance_from_town_plot option.
    new_town_min_distance_from_town_plot: '-1'
 
    # The minimum distance that a new town must be from nearby towns' homeblocks.
    # When set to -1, this will use the value of the min_distance_from_town_homeblock setting.
    new_town_min_distance_from_town_homeblock: '-1'
 
 
  outposts:
 
    # Allow towns to claim outposts (a townblock not connected to town).
    allow_outposts: 'true'
 
    # When set to true outposts can be limited by the townOutpostLimit value of the Town Levels and
    # the nationBonusOutpostLimit value in the Nation Levels. In this way nations can be made to be
    # the only way of receiving outposts, or as an incentive to receive more outposts. Towns which are
    # larger can have more outposts.
    # When activated, this setting will not cause towns who already have higher than their limit
    # to lose outposts. They will not be able to start new outposts until they have unclaimed outposts
    # to become under their limit. Likewise, towns that join a nation and receive bonus outposts will
    # be over their limit if they leave the nation.
    limit_outposts_using_town_and_nation_levels: 'false'
 
    # When limit_outposts_using_town_and_nation_levels is also true, towns which are over their outpost
    # limit will not be able to use their /town outpost teleports for the outpost #'s higher than their limit,
    # until they have dropped below their limit.
    # eg: If their limit is 3 then they cannot use /t outpost 4
    over_outpost_limits_stops_teleports: 'false'
 
    # The amount of residents a town needs to claim an outpost,
    # Setting this value to 0, means a town can claim outposts no matter how many residents.
    # This setting is ignored when limit_outposts_using_town_and_nation_levels is set to true.
    minimum_amount_of_residents_in_town_for_outpost: '0'
 
 
  overclaiming:
 
    # A feature that allows towns which have too many townblocks claimed (overclaimed) ie: 120/100 TownBlocks,
    # to have their land stolen by other towns which are not overclaimed. Using this incentivises Towns to keep
    # their residents from leaving, and will mean that mayors will be more careful about which land they choose
    # to claim.
    # Overclaiming does not allow a town to be split into two separate parts, requiring the Town that is stealing
    # land to work from the outside inwards.
    # It is highly recommended to only use this on servers where outposts are disabled, and requiring
    # a number of adjacent claims over 1 is enabled.
    # Towns take land using /t takeoverclaim.
    being_overclaimed_allows_other_towns_to_steal_land: 'false'
 
    # While true, overclaiming is stopped by the min_distance_from_town_homeblock setting.
    # This prevents a town from having townblocks stolen surrounding their homeblocks.
    overclaiming_prevented_by_homeblock_radius: 'true'
 
    # When in use, requires that a town be of a minimum age in order to overclaim another town. This prevents new towns being made just to overclaim someone.
    # Default is for 7 days.
    town_age_requirement: 7d
 
    # When in use, requires an amount of time to pass before the /t takeoverclaim command can be used again.
    command_cooldown: 0m
 
    # When true, when the towns involved in the overclaiming both have nations, the overclaiming town's nation will have to have the overclaimed town's nation declared as an enemy.
    # Towns with no nation are not affected by this rule.
    nations_required_to_be_enemies: 'false'
 
 
  purchased_bonus_blocks:
 
    # Limits the maximum amount of bonus blocks a town can buy.
    # This setting does nothing when town.max_purchased_blocks_uses_town_levels is set to true.
    max_purchased_blocks: '0'
 
    # When set to true, the town_level section of the config determines the maximum number of bonus blocks a town can purchase.
    max_purchased_blocks_uses_town_levels: 'true'
 
 
############################################################
# +------------------------------------------------------+ #
# |                   Spawning Settings                  | #
# +------------------------------------------------------+ #
############################################################
 
spawning:
 
  # Decides whether confirmations should appear if you spawn to an area with an associated cost.
  spawn_cost_warnings: 'true'
 
  # If enabled, particles will appear around town, nation, outpost & jail spawns.
  visualized_spawn_points_enabled: 'true'
 
  spawning_warmups:
 
    # If non zero it delays any spawn request by x seconds.
    teleport_warmup_time: '0'
 
    # When set to true, if players are currently in a spawn warmup, moving will cancel their spawn.
    movement_cancels_spawn_warmup: 'false'
 
    # When set to true, if players are damaged in any way while in a spawn warmup, their spawning will be cancelled.
    damage_cancels_spawn_warmup: 'false'
 
    # When set to true, players get a large Title message showing how long until their teleport will happen,
    # as well as a message telling them not to move if movement_cancels_spawn_warmup is true.
    uses_title_message: 'false'
 
    # When set to true, players get a particle effect matching the towny spawn particles, which appears around them for the warmup duration.
    uses_particle_effect: 'true'
 
  town_spawn:
 
    # Allow the use of /town spawn
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the town,
    # when there is a war or peace.
    allow_town_spawn: 'true'
 
    # Allow regular residents to use /town spawn [town] (TP to other towns if they are public).
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the town,
    # when there is a war or peace.
    allow_town_spawn_travel: 'true'
 
    # Allow regular residents to use /town spawn [town] to other towns in your nation.
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the town,
    # when there is a war or peace.
    allow_town_spawn_travel_nation: 'true'
 
    # Allow regular residents to use /town spawn [town] to other towns in a nation allied with your nation.
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the town,
    # when there is a war or peace.
    allow_town_spawn_travel_ally: 'true'
 
    # When set to true both nation and ally spawn travel will also require the target town to have their status set to public.
    is_nation_ally_spawning_to_town_requiring_public_status: 'false'
 
    # When set to true, a player that is trusted by a town is allowed to spawn to the town as if they were a resident.
    # Allows allows the residents of entire an town when that town is trusted by the town.
    do_trusted_residents_count_as_residents: 'false'
 
    # When a resident joins a town, should they be prompted to use spawn to the town?
    # This requires them to not already be standing in the town, and also to be able to use /t spawn and whatever costs may be associated with it.
    are_new_residents_prompted_to_town_spawn: 'false'
 
    # Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
    # Allowed options: unclaimed,enemy,neutral,outlaw
    prevent_town_spawn_in: enemy,outlaw
 
    # When true, players will be allowed to spawn to peaceful/neutral towns in which they are considered enemies.
    # Setting this to true will make town spawn points unsafe for private towns which are part of nations with enemies.
    allow_enemies_spawn_to_peaceful_towns: 'false'
 
    spawning_cooldowns:
 
      # Number of seconds that must pass before a player can use /t spawn or /res spawn.
      town_spawn_cooldown_time: '30'
 
      # Number of seconds that must pass before a player can use /t outpost.
      outpost_cooldown_time: '30'
 
      # Number of seconds that must pass before a player of the same nation can use /t spawn.
      nation_member_town_spawn_cooldown_time: '30'
 
      # Number of seconds that must pass before a player in an allied nation can use /t spawn.
      nation_ally_town_spawn_cooldown_time: '30'
 
      # Number of seconds that must pass before a player who is not a member or ally of town can use /t spawn.
      unaffiliated_town_spawn_cooldown_time: '30'
 
  nation_spawn:
 
    # If enabled, only allow the nation spawn to be set in the capital city.
    force_nation_spawn_in_capital: 'true'
 
    # Allow the use of /nation spawn
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the nation,
    # when there is a war or peace.
    allow_nation_spawn: 'true'
 
    # Allow regular residents to use /nation spawn [nation] (TP to other nations if they are public).
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the nation,
    # when there is a war or peace.
    allow_nation_spawn_travel: 'true'
 
    # Allow regular residents to use /nation spawn [nation] to other nations allied with your nation.
    # Valid values are: true, false, war, peace
    # When war or peace is set, it is only possible to teleport to the nations,
    # when there is a war or peace.
    allow_nation_spawn_travel_ally: 'true'
 
    # When set to true, towns conquered by their nation will not be allowed to use /n spawn.
    deny_conquered_towns_use_of_nation_spawn: 'false'
 
    spawning_cooldowns:
 
      # Number of seconds that must pass before a player of the same nation can use /n spawn.
      nation_member_nation_spawn_cooldown_time: '30'
 
      # Number of seconds that must pass before a player allied with the nation can use /n spawn.
      nation_ally_nation_spawn_cooldown_time: '30'
 
      # Number of seconds that must pass before a player who is not a member or ally can use /n spawn.
      unaffiliated_nation_spawn_cooldown_time: '30'
 
  respawning:
 
    # When true Towny will handle respawning, with town or resident spawns.
    town_respawn: 'false'
 
    # Town respawn only happens when the player dies in the same world as the town's spawn point.
    town_respawn_same_world_only: 'false'
 
    # When this is true, players will respawn to respawn anchors on death rather than their own town.
    respawn_anchor_higher_precendence: 'true'
 
    respawn_protection:
 
      # When greater than 0s, the amount of time a player who has respawned is considered invulnerable.
      # Invulnerable players who attack other players will lose their invulnerability.
      # Invulnerable players who teleport after respawn will also lose their invulnerability.
      time: 10s
 
      # If disabled, players will not be able to pickup items while under respawn protection.
      allow_pickup: 'true'
 
Kod:
protection:
 
  # Items that can be blocked within towns via town/plot flags
  # 259 - flint and steel
  # 325 - bucket
  # 326 - water bucket
  # 327 - lava bucket
  # 351 - bone/bonemeal
  # 359 - shears
  # 368 - ender pearl
  # 374 - glass bottle
  # 385 - fire charge
  item_use_ids: FLINT_AND_STEEL,BUCKET,WATER_BUCKET,LAVA_BUCKET,MINECART,STORAGE_MINECART,INK_SACK,SHEARS,ENDER_PEARL,GLASS_BOTTLE,FIREBALL,ARMOR_STAND,SKULL_ITEM

Configde böyle bir yer olması lazım buradan çakmakı kaldırırsanız sorun çözülür. Worldguard plugini kullanıyorsanız oda etki edebilir onun içinde "blacklist.txt" diye bir dosya oluyor oradan düzenleyebiliryorsunuz.
 
cakmagı kaldırdım fakat sorun çözülmedi. worldguard blaclisttede çakmak ile alakalı yer göremedim
 
Kod:
#
# WorldGuard blacklist
#
# The blacklist lets you block actions, blocks, and items from being used.
# You choose a set of "items to affect" and a list of "actions to perform."
#
###############################################################################
#
# Example to block some ore mining and placement:
# [coal_ore,gold_ore,iron_ore]
# on-break=deny,log,kick
# on-place=deny,tell
#
# Events that you can detect:
# - on-break (when a block of this type is about to be broken)
# - on-destroy-with (the item/block held by the user while destroying)
# - on-place (a block is being placed)
# - on-use (an item like flint and steel or a bucket is being used)
# - on-interact (when a block in used (doors, chests, etc.))
# - on-drop (an item is being dropped from the player's inventory)
# - on-acquire (an item enters a player's inventory via some method)
# - on-equip (an item is equipped to the player's armor slots)
#      NOTE: on-equip is overprotective due to deficiencies in Bukkit API
# - on-dispense (a dispenser is about to dispense an item)
#
# Actions (for events):
# - deny (deny completely, used blacklist mode)
# - allow (used in whitelist mode)
# - notify (notify admins with the 'worldguard.notify' permission)
# - log (log to console/file/database)
# - tell (tell a player that that's not allowed)
# - kick (kick player)
# - ban (ban player)
#
# Options:
# - ignore-groups (comma-separated list of groups to not affect)
# - ignore-perms (comma-separated list of permissions to not affect - make up
#   your very own permissions!)
# - comment (message for yourself that is printed with 'log' and 'notify')
# - message (optional message to show the user instead; %s is the item name)
#
###############################################################################
#
# For more information, see:
# https://worldguard.enginehub.org/en/latest/blacklist/
#
###############################################################################
#
# Some examples follow.
# REMEMBER: If a line has # in front, it will be ignored.
#

# Deny lava buckets
#[lava_bucket]
#ignore-perms=my.own.madeup.permission
#ignore-groups=admins,mods
#on-use=deny,tell

# Deny some ore
#[coal_ore,gold_ore,iron_ore]
#ignore-groups=admins,mods
#on-break=notify,deny,log

worldguard blacklist böyle
 
hmm olması gerekirdi blacklistede göremedim birşey. Region izinleri ile olabilir ama kesin birşey söyleyemem forumda bilen arkadaşlar varsa onlar yardımcı olsun.
 
hmm olması gerekirdi blacklistede göremedim birşey. Region izinleri ile olabilir ama kesin birşey söyleyemem forumda bilen arkadaşlar varsa onlar yardımcı olsun.
worldguardla alakalı olmadıgını şöyle anladım. Plugmandan wg kapatınca halen yanmıyor ama towny kapatınca çakmak yanıyor
 
Towny Addonlarından hangileri var onları atarmısınız.
 
Durum
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