Default Config.yml - MuscariServer/Towny GitHub Wiki

version:
  # This is the current version of Towny.  Please do not edit.
  version: 0.97.0.0
  # This is for showing the changelog on updates.  Please do not edit.
  last_run_version: 0.97.0.0
# The language file you wish to use
# Available languages: chinese, danish, english, es-419, french, german, italian, korean,
# norwegian, polish, pt-br, russian, se-SV, spanish, zh-TW
language: english.yml
 
 
############################################################
# +------------------------------------------------------+ #
# |         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:
  # default Town levels.
  town_level:
  - numResidents: 0
    debtCapModifier: 1.0
    namePostfix: ' Ruins'
    mayorPrefix: 'Spirit '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 1
    upkeepModifier: 1.0
    townOutpostLimit: 0
  - numResidents: 1
    debtCapModifier: 1.0
    namePostfix: ' (Settlement)'
    mayorPrefix: 'Hermit '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 16
    upkeepModifier: 1.0
    townOutpostLimit: 0
  - numResidents: 2
    debtCapModifier: 1.0
    namePostfix: ' (Hamlet)'
    mayorPrefix: 'Chief '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 32
    upkeepModifier: 1.0
    townOutpostLimit: 1
  - numResidents: 6
    debtCapModifier: 1.0
    namePostfix: ' (Village)'
    mayorPrefix: 'Baron Von '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 96
    upkeepModifier: 1.0
    townOutpostLimit: 1
  - numResidents: 10
    debtCapModifier: 1.0
    namePostfix: ' (Town)'
    mayorPrefix: 'Viscount '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 160
    upkeepModifier: 1.0
    townOutpostLimit: 2
  - numResidents: 14
    debtCapModifier: 1.0
    namePostfix: ' (Large Town)'
    mayorPrefix: 'Count Von '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 224
    upkeepModifier: 1.0
    townOutpostLimit: 2
  - numResidents: 20
    debtCapModifier: 1.0
    namePostfix: ' (City)'
    mayorPrefix: 'Earl '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 320
    upkeepModifier: 1.0
    townOutpostLimit: 3
  - numResidents: 24
    debtCapModifier: 1.0
    namePostfix: ' (Large City)'
    mayorPrefix: 'Duke '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 384
    upkeepModifier: 1.0
    townOutpostLimit: 3
  - numResidents: 28
    debtCapModifier: 1.0
    namePostfix: ' (Metropolis)'
    mayorPrefix: 'Lord '
    townBlockBuyBonusLimit: 0
    namePrefix: ''
    mayorPostfix: ''
    townBlockLimit: 448
    upkeepModifier: 1.0
    townOutpostLimit: 4
  # default Nation levels.
  nation_level:
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Leader '
    capitalPrefix: ''
    numResidents: 0
    nationBonusOutpostLimit: 0
    namePostfix: ' (Nation)'
    townBlockLimitBonus: 10
    namePrefix: 'Land of '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Count '
    capitalPrefix: ''
    numResidents: 10
    nationBonusOutpostLimit: 1
    namePostfix: ' (Nation)'
    townBlockLimitBonus: 20
    namePrefix: 'Federation of '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Duke '
    capitalPrefix: ''
    numResidents: 20
    nationBonusOutpostLimit: 2
    namePostfix: ' (Nation)'
    townBlockLimitBonus: 40
    namePrefix: 'Dominion of '
    nationZonesSize: 1
    nationTownUpkeepModifier: 1.0
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'King '
    capitalPrefix: ''
    numResidents: 30
    nationBonusOutpostLimit: 3
    namePostfix: ' (Nation)'
    townBlockLimitBonus: 60
    namePrefix: 'Kingdom of '
    nationZonesSize: 2
    nationTownUpkeepModifier: 1.0
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'Emperor '
    capitalPrefix: ''
    numResidents: 40
    nationBonusOutpostLimit: 4
    namePostfix: ' Empire'
    townBlockLimitBonus: 100
    namePrefix: 'The '
    nationZonesSize: 2
    nationTownUpkeepModifier: 1.0
  - kingPostfix: ''
    capitalPostfix: ''
    upkeepModifier: 1.0
    kingPrefix: 'God Emperor '
    capitalPrefix: ''
    numResidents: 60
    nationBonusOutpostLimit: 5
    namePostfix: ' Realm'
    townBlockLimitBonus: 140
    namePrefix: 'The '
    nationZonesSize: 3
    nationTownUpkeepModifier: 1.0
 
 
############################################################
# +------------------------------------------------------+ #
# |               Town Claim/new defaults                | #
# +------------------------------------------------------+ #
############################################################
 
town:
 
  # Default public status of the town (used for /town spawn)
  default_public: 'true'
 
  # 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 town board
  default_board: /town set board [msg]
 
  # 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'
 
  # 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: '0.0'
 
    # 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.
    minimumtax: '0.0'
 
  # 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'
 
  # maximum number of plots any single resident can own
  max_plots_per_resident: '100'
 
  # 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'
 
  # 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.
  max_distance_for_merge: '10'
 
  # 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.
  # 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.
  # 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'
 
  # Maximum distance between homeblocks.
  # This will force players to build close together.
  max_distance_between_homeblocks: '0'
 
  # 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.
  town_block_ratio: '8'
 
  # 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 * 256) in size, with 256 being from bedrock to clouds.
  town_block_size: '16'
 
 
############################################################
# +------------------------------------------------------+ #
# |               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]
 
  # 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 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?
  using_towny: 'true'
 
  pvp:
    # Do new worlds have pvp enabled by default?
    world_pvp: 'true'
 
    # Do new worlds have pvp forced on by default?
    # This setting overrides a towns' setting.
    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.
    friendly_fire_enabled: 'false'
 
    # Do new worlds have their war_allowed enabled by default?
    war_allowed: 'true'
 
  mobs:
    # Do new worlds have world_monsters_on enabled by default?
    world_monsters_on: 'true'
 
    # Do new worlds have wilderness_monsters_on enabled by default?
    wilderness_monsters_on: 'true'
 
    # Do new worlds have force_town_monsters_on enabled by default?
    # This setting overrides a towns' setting.
    force_town_monsters_on: 'false'
 
  explosions:
    # Do new worlds have explosions enabled by default?
    world_explosions_enabled: 'true'
 
    # Do new worlds have force_explosions_on enabled by default.
    # This setting overrides a towns' setting.
    force_explosions_on: 'false'
 
  fire:
    # Do new worlds allow fire to be lit and spread by default?
    world_firespread_enabled: 'true'
 
    # Do new worlds have force_fire_on enabled by default?
    # This setting overrides a towns' setting.
    force_fire_on: 'false'
 
  # Do new worlds prevent Endermen from picking up and placing blocks, by default?
  enderman_protect: 'true'
 
  # Do new worlds disable players trampling crops, by default?
  disable_player_crop_trampling: '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:
      enabled: 'true'
 
      # These items will be deleted upon a plot being unclaimed
      unclaim_delete: WHITE_BED,ORANGE_BED,MAGENTA_BED,LIGHT_BLUE_BED,YELLOW_BED,LIME_BED,PINK_BED,GRAY_BED,LIGHT_GRAY_BED,CYAN_BED,PURPLE_BED,BLUE_BED,BROWN_BED,GREEN_BED,RED_BED,BLACK_BED,TORCH,REDSTONE_WIRE,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,WOODEN_DOOR,ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,REDSTONE_TORCH_OFF,REDSTONE_TORCH_ON,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,CRIMSON_SIGN,WARPED_SIGN,CRIMSON_WALL_SIGN,WARPED_WALL_SIGN,CRIMSON_DOOR,WARPED_DOOR,SOUL_TORCH,SOUL_WALL_TORCH,CRIMSON_PRESSURE_PLATE,WARPED_PRESSURE_PLATE,POLISHED_BLACKSTONE_PRESSURE_PLATE
 
    # This section is applied to new worlds as default settings when new worlds are detected.
    mayor_plotblock_delete:
      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: ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,CRIMSON_WALL_SIGN,CRIMSON_SIGN,WARPED_WALL_SIGN,WARPED_SIGN
 
    # 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 under version 0.76.2, or
      # later with this feature enabled
      # 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: GOLD_ORE,LAPIS_ORE,LAPIS_BLOCK,GOLD_BLOCK,IRON_ORE,IRON_BLOCK,MOSSY_COBBLESTONE,TORCH,SPAWNER,DIAMOND_ORE,DIAMOND_BLOCK,ACACIA_SIGN,BIRCH_SIGN,DARK_OAK_SIGN,JUNGLE_SIGN,OAK_SIGN,SPRUCE_SIGN,ACACIA_WALL_SIGN,BIRCH_WALL_SIGN,DARK_OAK_WALL_SIGN,JUNGLE_WALL_SIGN,OAK_WALL_SIGN,SPRUCE_WALL_SIGN,GLOWSTONE,EMERALD_ORE,EMERALD_BLOCK,WITHER_SKELETON_SKULL,WITHER_SKELETON_WALL_SKULL,SHULKER_BOX,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,LIGHT_GRAY_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,BEACON,NETHER_GOLD_ORE,ANCIENT_DEBRIS,SOUL_TORCH,SOUL_WALL_TORCH,CRIMSON_SIGN,CRIMSON_WALL_SIGN,WARPED_SIGN,WARPED_WALL_SIGN,LODESTONE,RESPAWN_ANCHOR,NETHER_PORTAL,FURNACE,BLAST_FURNACE,SMOKER,BREWING_STAND,TNT,AIR,FIRE,NETHER_QUARTZ_ORE,ANCIENT_DEBRIS,NETHERITE_BLOCK,GILDED_BLACKSTONE
 
    # 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.
      enabled: 'true'
      # The list of entities whose explosions should be reverted.
      entities: Creeper,EnderCrystal,EnderDragon,Fireball,SmallFireball,LargeFireball,TNTPrimed,ExplosiveMinecart,Wither,WitherSkull
      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.
      enabled: 'true'
      # The list of blocks whose explosions should be reverted.
      blocks: WHITE_BED,ORANGE_BED,MAGENTA_BED,LIGHT_BLUE_BED,YELLOW_BED,LIME_BED,PINK_BED,GRAY_BED,LIGHT_GRAY_BED,CYAN_BED,PURPLE_BED,BLUE_BED,BROWN_BED,GREEN_BED,RED_BED,BLACK_BED
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                Global town settings                  | #
  # +------------------------------------------------------+ #
  ############################################################
 
global_town_settings:
 
  # Players within their town or allied towns will regenerate half a heart after every health_regen_speed seconds.
  health_regen:
    speed: 3s
    enable: 'true'
 
  # 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'
 
  # 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_requiring_public_status: 'false'
 
  # 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'
 
  # Number of seconds that must pass before a player can use /t spawn or /res spawn.
  spawn_cooldown_time: '30'
 
  # Decides whether confirmations should appear if you spawn to an area with an associated cost.
  spawn_warnings: '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'
 
  # Respawn the player at his town spawn point when he/she dies
  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'
 
  # Prevent players from using /town spawn while within unclaimed areas and/or enemy/neutral towns.
  # Allowed options: unclaimed,enemy,neutral
  prevent_town_spawn_in: enemy
 
  # When this is true, players will respawn to respawn anchors on death rather than their own town. 1.16+ only.
  respawn_anchor_higher_precendence: 'true'
 
  # Enables the [~Home] message.
  # If false it will make it harder for enemies to find the home block during a war
  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'
 
  # 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 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: ''
 
  # 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'
 
  # The maximum number of townblocks a town can be away from a nation capital,
  # Automatically precludes towns from one world joining a nation in another world.
  # If the number is 0, towns will not a proximity to a nation.
  nation_requires_proximity: '0.0'
 
  # List of blocks which can be modified on farm plots, as long as player is also allowed in the plot's '/plot perm' line.
  # Not included by default but some servers add GRASS_BLOCK,FARMLAND,DIRT,NETHERRACK,CRIMSON_NYLIUM,WARPED_NYLIUM to their list.
  farm_plot_allow_blocks: 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
 
  # 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 town from toggling PVP while an outsider is within the town'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'
 
  # 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
  minimum_amount_of_residents_in_town_for_outpost: '0'
 
  # 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'
 
  # 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'
 
  # 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.
  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: somecommandhere,othercommandhere
 
    # 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
 
  # When enabled, town names will automatically be capitalised upon creation.
  automatic_capitalisation: 'false'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |              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, 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 enabled, only allow the nation spawn to be set in the capital city.
  capital_spawn: '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'
 
  # 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'
 
  # 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, lime: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
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                 Plugin interfacing                   | #
  # +------------------------------------------------------+ #
  ############################################################
 
plugin:
 
  # Valid load and save types are: flatfile and mysql.
  database:
    database_load: flatfile
    database_save: flatfile
 
    # When true Towny will use a background task to gather UUIDs for residents who do not have UUIDs.
    # This process will greatly improve your database's ability to convert from playernames to UUIDs in the future.
    gather_resident_uuids: 'true'
 
    # SQL database connection details (IF set to use SQL).
    sql:
      hostname: localhost
      port: '3306'
      dbname: towny
      table_prefix: towny_
      username: root
      password: ''
      flags: ?verifyServerCertificate=false&useSSL=false&useUnicode=true&characterEncoding=utf-8
 
      # Modifiable settings to control the connection pooling.
      # Unless you actually know what you're doing and how Towny uses its mysql connection,
      # it is strongly recommended you do not change these settings.
      pooling:
        max_pool_size: '5'
        max_lifetime: '180000'
        connection_timeout: '5000'
 
    # 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]'
 
    # Enable using_essentials if you are using cooldowns in essentials for teleports.
    using_essentials: 'false'
 
    # 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'
 
  day_timer:
 
    # The number of hours in each "day".
    # You can configure for 10 hour days. Default is 24 hours.
    day_interval: 1d
 
    # The time each "day", when taxes will be collected.
    # MUST be less than day_interval. Default is 12h (midday).
    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 "day".
    # 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
 
  # Record all messages to the towny.log
  logging: 'true'
 
  # 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'
 
  # If enabled, particles will appear around town, nation, outpost & jail spawns.
  visualized_spawn_points_enabled: 'true'
 
  # A blacklist used for validating town/nation names.
  # Names must be seperated by a comma: name1,name2
  name_blacklist: ''
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |               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.
    max_name_length: '20'
 
    # Maximum length for Town and Nation tags.
    max_tag_length: '4'
 
    # Maximum length of titles and surnames.
    max_title_length: '10'
 
  # 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: '&f[&6%n&f|&b%t&f] '
 
    # When using PlaceholderAPI, and a tag would showing a town, this will determine how it is formatted.
    town: '&f[&b%s&f] '
 
    # When using PlaceholderAPI, and a tag would show a nation, this will determine how it is formatted.
    nation: '&f[&6%s&f] '
    # Colour code applied to player names using the %townyadvanced_towny_colour% placeholder.
    ranks:
      nomad: '&f'
      resident: '&f'
      mayor: '&b'
      king: '&6'
 
  # 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'
 
    # 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 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
 
  # 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,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: 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
 
  # 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: 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
 
  # 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'
 
  # 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 worldmmobs 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.
  mob_types: Animals,WaterMob,NPC,Snowman,ArmorStand,Villager
 
  # 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'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                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: 'false'
 
  # Can players interact with switch blocks listed in the above protectection.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: SAPLING,GOLD_ORE,IRON_ORE,COAL_ORE,LOG,LEAVES,LAPIS_ORE,LONG_GRASS,YELLOW_FLOWER,RED_ROSE,BROWN_MUSHROOM,RED_MUSHROOM,TORCH,DIAMOND_ORE,LADDER,RAILS,REDSTONE_ORE,GLOWING_REDSTONE_ORE,CACTUS,CLAY,SUGAR_CANE_BLOCK,PUMPKIN,GLOWSTONE,LOG_2,VINE,NETHER_WARTS,COCOA
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                 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.forsale][notification.plot.splitter][notification.plot.type]
  # ~ Wak Town - Lord Jebus - [Home] [For Sale: 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[Home]'
    outpostblock: '&b[Outpost]'
    forsale: '&e[For Sale: %s]'
    notforsale: '&e[Not For Sale]'
    type: '&6[%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'
  group: '&f[%s]'
 
  # 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.
  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}'
 
  # If the notification.owner option should show name or {title} name.
  # Titles are the ones granted by nation kings.
  owner_shows_nation_title: 'false'
 
  # When set to false the notifications will appear in the chat rather than the action bar.
  notifications_appear_in_action_bar: 'true'
 
  # When enabled, notifications will appear on the bossbar instead of in chat or above the action bar.
  # Uses the duration from below for how long the bossbar appears.
  notifications_appear_on_bossbar: 'false'
 
  # This settings sets the duration the actionbar (The text above the inventory bar) or the bossbar lasts in seconds
  notification_actionbar_duration: '15'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |             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: 'true'
      item_use: 'true'
      switch: 'true'
    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: 'false'
      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:
 
  # player is flagged as inactive after 1 hour (default)
  inactive_after_time: 1h
 
  # if enabled old residents will be deleted, losing their town, townblocks, friends
  # after Two months (default) of not logging in
  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'
 
  # 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'
 
  # If true, players who join the server for the first time will cause the msg_registration message in the language files to be shown server-wide.
  is_showing_welcome_message: 'true'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                  Economy settings                    | #
  # +------------------------------------------------------+ #
  ############################################################
 
economy:
 
  # 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.
  # 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'
 
  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 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 during a war. Neutrality will exclude you from a war event, as well as deterring enemies.
  price_nation_neutrality: '100.0'
 
  new_expand:
 
    # How much it costs to start a nation.
    price_new_nation: '1000.0'
 
    # How much it costs to start a town.
    price_new_town: '250.0'
 
    # 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: '25.0'
 
    # 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.
    price_claim_townblock_refund: '0.0'
 
    # How much it costs a player to buy extra blocks.
    price_purchased_bonus_townblock: '25.0'
 
    # 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'
 
  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'
 
    price_death: '1.0'
 
    price_death_town: '0.0'
 
    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'
 
    # 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'
 
    # 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'
 
  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'
 
    # 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'
 
    # 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 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'
 
    # 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'
 
  # 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: 'false'
 
    # 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'
 
    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'
 
    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 when using a Siege War style war/conquering system,
      # otherwise conquered towns will be able to leave the nation simply by not paying the nation tax.
      # 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'
 
  plot_type_costs:
 
    # Cost to use /plot set shop to change a normal plot to a shop plot.
    set_commercial: '0.0'
 
    # Cost to use /plot set arena to change a normal plot to a arena plot.
    set_arena: '0.0'
 
    # Cost to use /plot set embassy to change a normal plot to a embassy plot.
    set_embassy: '0.0'
 
    # Cost to use /plot set wilds to change a normal plot to a wilds plot.
    set_wilds: '0.0'
 
    # Cost to use /plot set inn to change a normal plot to a inn plot.
    set_inn: '0.0'
 
    # Cost to use /plot set jail to change a normal plot to a jail plot.
    set_jail: '0.0'
 
    # Cost to use /plot set farm to change a normal plot to a farm plot.
    set_farm: '0.0'
 
    # Cost to use /plot set bank to change a normal plot to a bank plot.
    set_bank: '0.0'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                 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.
  #Requires town_respawn to be true in order to work.
  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.
  #Requires town_respawn to be true in order to work.
  is_jailing_attacking_outlaws: 'false'
 
  #How many days an attacking outlaw will be jailed for.
  outlaw_jail_days: '1'
 
  #If true jailed players can use Ender Pearls but are still barred from using other methods of teleporting.
  jail_allows_ender_pearls: '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 normal residents/nomads.
    bail_amount: '10'
 
    #Amount that bail costs for Town mayors.
    bail_amount_mayor: '10'
 
    #Amount that bail costs for Nation kings.
    bail_amount_king: '10'
 
  # Commands which a jailed player cannot use.
  blacklisted_commands: home,spawn,teleport,tp,tpa,tphere,tpahere,back,dback,ptp,jump,kill,warp,suicide
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                 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'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |               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: 'false'
 
    # 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 1000.
    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: '4'
 
    # 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'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                     War settings                     | #
  # +------------------------------------------------------+ #
  ############################################################
 
war:
 
  #This setting allows you disable the ability for a nation to pay to remain neutral during a war.
  nation_can_be_neutral: 'true'
 
  #By setting this to true, nations will receive a prompt for alliances and alliances will show on both nations.
  disallow_one_way_alliance: 'true'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |         Economy Transfers During War settings        | #
  # +------------------------------------------------------+ #
  ############################################################
 
  economy:
    enemy:
 
      # Amount charged to place a warflag (payed to server).
      place_flag: '10'
 
      # Amount payed from the flagbearer to the defender after defending the area.
      defended_attack: '10'
 
    # Defending town pays attaking flagbearer. If a negative (attacker pays defending town),
    # and the attacker can't pay, the attack is canceled.
    townblock_won: '10'
 
    # Same as townblock_won but for the special case of winning the homeblock.
    homeblock_won: '100'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                 War Event settings                   | #
  # +------------------------------------------------------+ #
  ############################################################
 
  # This is started with /townyadmnin toggle war
 
  # In peace time War spoils are accumulated from towns and nations being
  # deleted with any money left in the bank.
  #
  # These funds are increased during a war event upon a player death.
  # An additional bonus to the war chest is set in base_spoils.
  #
  # During the event a town losing a townblock pays the wartime_town_block_loss_price to the attacking town.
  # The war is won when the only nations left in the battle are allies, or only a single nation.
  #
  # The winning nations share half of the war spoils.
  # The remaining half is paid to the town which took the most town blocks, and lost the least.
 
  event:
 
    warning_delay: '30'
 
    #If false all towns not in nations can be attacked during a war event.
    towns_are_neutral: 'true'
 
    enemy:
 
      # If true, enemy's can only attack the edge plots of a town in war.
      only_attack_borders: 'true'
 
    plots:
 
      # If true, nation members and allies can regen health on plots during war.
      healable: 'true'
 
      # If true, fireworks will be launched at plots being attacked or healed in war every war tick.
      firework_on_attacked: 'true'
 
    # If true and the monarch/king dies the nation is removed from the war.
    # Also removes a town from the war event when the mayor dies.
    remove_on_monarch_death: 'false'
 
    # If enabled players will be able to break/place any blocks in enemy plots during a war.
    # This setting SHOULD NOT BE USED unless you want the most chaotic war possible.
    # The editable_materials list in the Warzone Block Permission section should be used instead.
    allow_block_griefing: 'false'
 
    # A townblock takes damage every 5 seconds that an enemy is stood in it.
    block_hp:
      town_block_hp: '60'
      home_block_hp: '120'
 
    eco:
      # This amount is new money injected into the economy with a war event.
      base_spoils: '100.0'
 
      # This amount is taken from the losing town for each plot lost.
      wartime_town_block_loss_price: '100.0'
 
      # This amount is taken from the player if they die during the event
      price_death_wartime: '200.0'
 
    # If set to true when a town drops an enemy townblock's HP to 0, the attacking town gains a bonus townblock,
    # and the losing town gains a negative (-1) bonus townblock.
    costs_townblocks: 'false'
 
    # If set to true when a town drops an enemy townblock's HP to 0, the attacking town takes full control of the townblock.
    # One available (bonus) claim is given to the victorious town, one available (bonus) claim is removed from the losing town.
    # Will not have any effect if war.event.winner_takes_ownership_of_town is set to true.
    winner_takes_ownership_of_townblocks: 'false'
 
    # If set to true when a town knocks another town out of the war, the losing town will join the winning town's nation.
    # The losing town will enter a conquered state and be unable to leave the nation until the conquered time has passed.
    winner_takes_ownership_of_town: 'false'
 
    # Number of Towny new days until a conquered town loses its conquered status.
    conquer_time: '7'
 
    points:
      points_townblock: '1'
      points_town: '10'
      points_nation: '100'
      points_kill: '1'
 
    # The minimum height at which a player must stand to count as an attacker.
    min_height: '60'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |                   Flag War Settings                  | #
  # |                                                      | #
  # |               [Separate from Event War]              | #
  # |           --------------------------------           | #
  # |        DEPRECATED: Minimally Supported Through       | #
  # |             3rd Party Contributions Only             | #
  # +------------------------------------------------------+ #
  ############################################################
 
  enemy:
 
    # If false, players won't be able to place war flags, effectively disabling warzones.
    allow_attacks: 'false'
 
    # If true, enemy's can only attack the edge plots of a town with war flags.
    only_attack_borders: 'true'
 
    # This many people must be online in target town in order to place a war flag in their domain.
    min_players_online_in_town: '2'
 
    # This many people must be online in target nation in order to place a war flag in their domain.
    min_players_online_in_nation: '3'
 
    max_active_flags_per_player: '1'
 
    flag:
 
      # This setting modifies the time between a war flag's Material shift. Accepts `s`(seconds) and `m`(minutes).
      # Currently, you would multiply this times 10 to get the total time a flag should be in play.
      # (It can also be set to `h` and `d` - but ain't nobody got time fo' that.)
      waiting_time: 1m
 
      # This is the block a player must place to trigger the attack event.
      base_block: oak_fence
 
      # This is the block a player must place to trigger the attack event.
      light_block: torch
 
    beacon:
 
      # Must be smaller than half the size of town_block_size.
      radius: '3'
      # The range the beacon will be drawn in. It's flexibility is in case the flag is close to the height limit.
      # If a flag is too close to the height limit (lower than the minimum), it will not be drawn.
      height_above_flag:
        min: '3'
        max: '64'
      draw: 'true'
      wireframe_block: glowstone
 
    # While true, prevent players from performing certain actions while their town
    # has an active enemy war flag placed.
    prevent_interaction_while_flagged: 'true'
 
    # While true, prevent players from performing certain actions while a town in their nation
    # has an active enemy war flag placed.
    prevent_nation_interaction_while_flagged: 'true'
 
    # This is how much time that must pass after a town in a nation has been flagged
    # before certain actions can be performed, measured in milliseconds.
    time_to_wait_after_flagged: '600000'
 
    # If set to true, when a war flag finishes it's countdown successfully, the attacking town takes full control of the townblock.
    # Setting this to 'False' will result only in monetary exchanges.
    flag_takes_ownership_of_townblocks: 'true'
 
 
  ############################################################
  # +------------------------------------------------------+ #
  # |              Warzone Block Permissions               | #
  # |                                                      | #
  # |              Used in Flag & Event Wars               | #
  # +------------------------------------------------------+ #
  ############################################################
 
  warzone:
 
    # List of materials that can be modified in a warzone.
    # '*' = Allow all materials.
    # Prepend a '-' in front of a material to remove it. Used in conjunction with when you use '*'.
    # Eg: '*,-chest,-furnace'
    editable_materials: tnt,oak_fence,birch_fence,spruce_fence,jungle_fence,dark_oak_fence,acacia_fence,ladder,oak_door,birch_door,spruce_door,jungle_door,dark_oak_door,acacia_fence,iron_door,fire
    item_use: 'true'
    switch: 'true'
 
    # Add '-fire' to editable materials for complete protection when setting is false. This prevents fire to be created and spread.
    fire: 'true'
    explosions: 'true'
    explosions_break_blocks: 'true'
 
    # Only under affect when explosions_break_blocks is true.
    explosions_regen_blocks: 'true'
 
    # A list of blocks that will not be exploded, mostly because they won't regenerate properly.
    # These blocks will also protect the block below them, so that blocks like doors do not dupe themselves.
    # Only under affect when explosions_break_blocks is true.
    explosions_ignore_list: WOODEN_DOOR,ACACIA_DOOR,DARK_OAK_DOOR,JUNGLE_DOOR,BIRCH_DOOR,SPRUCE_DOOR,IRON_DOOR,CHEST,TRAPPED_CHEST,FURNACE,BURNING_FURNACE,DROPPER,DISPENSER,HOPPER,ENDER_CHEST,WHITE_SHULKER_BOX,ORANGE_SHULKER_BOX,MAGENTA_SHULKER_BOX,LIGHT_BLUE_SHULKER_BOX,YELLOW_SHULKER_BOX,LIME_SHULKER_BOX,PINK_SHULKER_BOX,GRAY_SHULKER_BOX,SILVER_SHULKER_BOX,CYAN_SHULKER_BOX,PURPLE_SHULKER_BOX,BLUE_SHULKER_BOX,BROWN_SHULKER_BOX,GREEN_SHULKER_BOX,RED_SHULKER_BOX,BLACK_SHULKER_BOX,NOTE_BLOCK,LEVER,STONE_PLATE,IRON_DOOR_BLOCK,WOOD_PLATE,JUKEBOX,DIODE_BLOCK_OFF,DIODE_BLOCK_ON,FENCE_GATE,GOLD_PLATE,IRON_PLATE,REDSTONE_COMPARATOR_OFF,REDSTONE_COMPARATOR_ON,BEACON