How Towny works
Never played on a Towny server? Start here. Towny is what lets players own land, build towns and form nations. This page explains every idea and command you'll meet, with Meridian's own settings.
The big picture
The world is split into chunks, squares of 16 × 16 blocks running from the bottom of the world to the sky. Land nobody owns is the wilderness: anyone can build or break anything there. A town owns chunks, and only its people can build on them. Towns join together into nations, nations team up in federations, and nations go to war through sieges.
| Word | What it means |
|---|---|
| Chunk (or plot, or town block) | A 16 × 16 square of land, from bedrock to the sky. Towns claim land one chunk at a time. Press F3 + G to see chunk borders. |
| Wilderness | Land no town owns. Anyone can build, break and fight there. |
| Resident | Any player. /res shows your own profile: your town, nation, friends and more. |
| Nomad | A player who isn't in a town yet. |
| Town | A group of players and the land they own. Every town has a mayor, a bank and a home block. |
| Mayor | The town's leader. Mayors can do everything in their town. |
| Assistant | A town rank for trusted helpers: they can invite players, claim land and manage plots. |
| Home block | The town's first chunk, its centre. The town spawn has to be in it. |
| Outpost | A chunk a town owns away from the rest of its land, for a mine or a farm far away. |
| Town bank | The town's gold. It pays the daily upkeep and receives taxes and spawn fees. |
| Upkeep | What a town (10 gold) and a nation (100 gold) pay every day to keep running. |
| Nation | Several towns under one leader. The leader's town is the capital. |
| Federation | A group of up to six nations that are all allies. See Federations. |
| Peaceful town | A town that has opted out of war: it can't be besieged, but its people can't fight in sieges. See Sieges. |
| Siege | How nations attack towns: a battle over several days for a banner next to the town. See Sieges. |
| Occupied town | A town conquered by another nation. It pays that nation a daily tax until it's released or wins a revolt. |
| Ruins | What's left of a town that's been abandoned. Its land is no longer protected. |
| Outlaw | A player a town has declared unwelcome. Anyone can fight them in that town. |
| New day | Once a day, at 12:00 UK time, Towny collects upkeep and taxes and updates every town and nation. |
Where am I?
- Entering landWhen you walk into a town or back into the wilderness, a message above your hotbar says where you are, who owns the plot, and whether PvP is on.
- This chunk
/t hereshows the town you're standing in./plot permshows who owns this chunk and what's allowed there. - The map
/towny mapdraws the claims around you in chat: H is a home block, O an outpost, $ a plot for sale, + an ordinary plot and - wilderness. Shop, arena, farm and other plot types have their own letters. - The web mapEvery town's land is on the live web map too.
- Prices
/towny priceslists what everything costs.
Joining or founding a town
- 1Look around
/t listlists every town,/t nearbythe ones near you, and/t <town>shows one town's details. - 2Join one
Ask the mayor or an assistant to invite you, then type
/t join <town>(or accept the invite). Towns that are open can be joined without an invite. - 3Or found your own
Stand where you want your town and type
/t new <name>. It costs 128 gold, carried in your inventory. The chunk you're standing in becomes your home block. It must be at least 5 chunks from any other town's land. - 4Leave
/t leaveleaves your town. Mayors have to hand the town to someone else first (/t set mayor <player>) or delete it.
Not ready for a town? A campfire camp protects one chunk for a week. See Towns & camps.
Claiming land
How much you can claim
- Per playerA town can own 8 chunks for every resident, plus 15 extra for every town. A town of 3 players can own 39 chunks.
- Nations add moreTowns in a nation get bonus chunks that grow with the nation's size: 10 to 140. See Nations & diplomacy.
- Check it
/tshows how many chunks your town owns and how many it can have.
Claiming and unclaiming
- Claim
/t claimclaims the chunk you're standing in. It has to touch your town's land. - Many at once
/t claim rect <radius>or/t claim circle <radius>claims a square or circle around you, up to a radius of 4 chunks. - CostThe first claims cost 8 gold each, and every chunk after that costs 1 gold more than the last, paid from the town bank.
- Keep your distanceNew claims must be at least 5 chunks from another town's land, unless that town is in your nation. You can't take land another town already owns.
- No open oceanA chunk that's mostly ocean (55% or more) can't be claimed.
- Outposts
/t claim outpostclaims a chunk away from your town, at least 5 chunks from any other town. Each outpost costs 80 gold and uses one of your town's chunks; there's no other limit on how many you have. - Unclaim
/t unclaimgives up the chunk you're in (no refund). Unclaimed land slowly changes back to how it was before your town claimed it, so take your builds and chests with you. - Home block
/t set homeblockmoves your home block to the chunk you're in (it must be your town's). Peaceful towns can't move theirs.
Plots
Every chunk of a town is a plot. Plots can be sold to residents, who then own them and decide who may build there. Each plot also has a type that changes the rules on it.
Selling and owning plots
- Put one up for saleMayors and assistants stand in the plot and type
/plot forsale <price>(/plot notforsaletakes it off the market). Use0to give it away for free. - Buy oneStand in a plot that's for sale and type
/plot claim. The price goes to the town bank. - Give it up
/plot unclaimhands your plot back to the town. - Plot groupsMayors can join several plots into a group with
/plot group add <name>and sell or set them all at once. - ApartmentsWant to sell rooms inside a building? See Apartments on Towns & camps.
Plot types
| Plot type | Set it with | What it does |
|---|---|---|
| Normal | /plot set reset | An ordinary plot. |
| Shop | /plot set shop | Chest shops can only be made on shop plots. See Shops. |
| Arena | /plot set arena | PvP is always on, for everyone, and you keep your inventory if you die there. |
| Embassy | /plot set embassy | Can be bought by players from other towns, for a base or a shop inside your town. |
| Wilds | /plot set wilds | Residents can only chop trees, mine ores and pick plants there: a protected forest or quarry that can't be built on. |
| Inn | /plot set inn | Anyone can sleep in the beds, so visitors can set their spawn. |
| Farm | /plot set farm | Anyone allowed to build can only plant and harvest crops, trees and flowers there. |
| Bank | /plot set bank | Marks your town's bank building on the map. It has no special rules. |
Who can build where
Towny checks four kinds of action, separately for four groups of players.
| Action | Covers |
|---|---|
| Build | Placing blocks. |
| Destroy | Breaking blocks. |
| Switch | Using things: chests, barrels, furnaces, doors, trapdoors, gates, buttons, levers, hoppers, brewing stands and the like. |
| Item use | Using certain items on the land: boats, minecarts, leads, eggs, fire charges and chorus fruit. |
The defaults
- Town landThe town's residents can build, destroy, switch and use items. Members of your nation, your allies and everyone else can't do any of those.
- Your own plotOnly you and your friends (
/res friend add <player>) can do anything there. - Plot settingsPvP is on in towns. Fire spread, explosions and hostile mobs are off.
Changing them
- Whole town
/t set perm <resident|nation|ally|outsider> <build|destroy|switch|itemuse> <on|off>, e.g./t set perm ally switch onlets allies open your doors and chests. Mayors and assistants. - One plot
/plot set perm <group> <action> <on|off>while standing in it. On your own plot the groups are friend, town, ally and outsider. - See what's allowed
/plot permshows the rules for the plot you're in. - Trust a player
/t trust add <player>lets one player act like a resident on your town's land, and/plot trust add <player>does the same for a single plot. - PvP, fire, explosions, mobs
/t toggle pvp(orfire,explosion,mobs) switches it for the whole town;/plot toggle pvpfor one plot. PvP can only be switched every 30 seconds, and not while outsiders are in the town.
Ranks in a town
| Rank | Can |
|---|---|
| Mayor | Everything: claim, invite, kick, set taxes and permissions, spend the bank, start a nation, survey resources and more. Mayors don't pay town tax. |
| Assistant | Claim land, invite players, manage plots, use everything in town buildings, give the helper rank, survey and collect resources. Assistants don't pay town tax and can't be kicked. |
| Helper | Use chests, doors and other switches on town-owned land. |
| Guard | A war rank: guards score points for their town in sieges. See Sieges. |
Give a rank with /t rank add <player> <rank> and take it away with /t rank remove <player> <rank>. If a mayor disappears, an assistant takes over: see Mayor succession on Towns & camps.
Running the town
Settings
- Open or closed
/t toggle openlets anyone join without an invite. - Town board
/t set board <message>sets the message residents see when they log in. - Name and colour
/t set name <name>renames the town (10 gold)./t set mapcolor <colour>sets its colour on the map. - Titles
/t set title <player> <title>gives a resident a title shown in chat. - Invites and kicks
/t add <player>invites,/t kick <player>removes. Players who haven't been online for 60 days are removed automatically. - MergingTwo towns whose home blocks are within 10 chunks of each other can become one: one mayor types
/t merge <town>, the other mayor accepts, and the second town joins the first, with its land and residents.
Money
- Bank
/t deposit <amount>puts gold in,/t withdraw <amount>takes it out (mayors)./tshows the balance. - Upkeep10 gold leaves the bank every new day. If the bank can't pay, the town goes into debt and becomes bankrupt: it can't claim land, build, invite players or open up until the debt is paid off. Deposit gold to clear it.
- Town tax
/t set taxes <amount>charges every resident each new day. By default it's a percentage of the gold they carry (up to 25%);/t toggle taxpercentswitches to a flat amount (up to 1,000 gold). Residents who can't pay are removed from the town. - Plot taxes
/t set plottax,/t set shoptaxand/t set embassytaxcharge the owners of those plots each day. An owner who can't pay loses the plot back to the town. - CostsEvery price is on Gold & money.
Travel
- Town spawn
/t set spawn(in the home block) sets it./t spawntakes you there for 1 gold, paid to your town. - Warm-up and cooldownEvery town and nation spawn has a 30-second warm-up: stand still and don't get hurt, or it's cancelled. Afterwards there's a 5-minute cooldown.
- RespawningIf you die without a bed or respawn anchor, you respawn at your town's spawn, with 10 seconds of protection.
- Other towns
/t spawn <town>visits another town if it lets you. See Spawn access on Towns & camps.
Outlaws
- Declare oneMayors use
/t outlaw add <player>and/t outlaw remove <player>;/t outlawlistshows a town's outlaws. - What it doesIn your town, an outlaw can always be attacked, even where PvP is off, and can't use
/t spawn,/n spawn,/siegetp,/tpaor/home, or teleport out.
Rules on everyone's land
- Inside townsHostile mobs don't spawn, crops can't be trampled, endermen can't pick up blocks, and lava and water can't be poured onto someone else's land.
- In the wildernessHoles blown by creepers, TNT, withers and other explosions repair themselves after about 20 seconds.
- VillagersVillagers can't breed.
- DyingEvery death costs 1 gold, which goes to your killer if a player killed you.
MERIDIAN