Must-know info for Avallion's most anticipated gamemode.

Welcome to Towny!

Towny is Avallion's most anticipated gamemode. The gamemode is based on survival, with advanced player towns, nations, wars, and much more. This Towny page provides guides which cover everything you need to know to found your town, expand, conquer, and rule the world.


Frequently asked questions regarding Towny.

How do you play Towny?

First, join a town or create one. We strongly suggest you join an existing town, as Towny is a teamwork-focused gamemode.

Where do I look for a town to join?

Join our Discord server, link your account with /discord link, and check out the #towny-recruitment channel. Messages that begin with LFR means the person is looking for players to join their town. Send them a DM or tag them on #lobby to tell them that you want to join their town. They will have to invite you to their town first before you can join.

How do I create a town?

We recommend you join a town instead of creating a new one, both to have an easier start and save money. But if you insist, teleport to a random location by right-clicking the Sorcerer at spawn. Once you've found the perfect location, type /t create. Creating a town costs $4,000, and there will be regular upkeep, so manage your money carefully.

How can I teleport to people?

You cannot teleport to people in Towny. To travel, you will need to use a horse or a boat. Elytras are disabled.

How do I disable PvP in my town?

Type /town toggle pvp.

Is there a world map?

Yes, visit

Where may I find the Towny rules?

Towny rules can be found here.

I have more questions, but they are not listed here.

Ask them on the #community-help channel on the Discord server.



  • Plot: A plot refers to a chunk which is for sale, or claimable for free.
  • Town Block: Town "blocks" refer to the chunks your town has claimed or can claim. One town BLOCK always refer to a full chunk
  • Home Block: The chunk where your town's spawn point is, also known as your capital.
  • Wilderness: Chunks that are not claimed by any towns/nations.
  • Perm: Short for permission, you will see this word used often within commands and messages from Towny.

Lets start with the role hierarchy in towny:


Nomads are simply players who do not have a town, they can not edit the terrain until they join a town or purchase an embassy plot* from a Town. They can still roam around freely and loot chest located within randomly generated structures.


Resident is the general term for a Town Member. Every player who has officially joined a Town will become a resident of the Town they have joined. Residents have their own command /resident which used by itself outputs a Resident Status Screen, displaying Money, Town, Plots owned and Friends. Residents can join towns or choose to start a town of their own. Residents who join towns can claim plots that the Mayor of the town has set for sale. When a resident owns 1 or more plots, they will see a new line on their Resident Screen, showing plots owned and a default perm line showing the plot perms given on all plots that resident owns, (which haven't had a custom plot line set.)


A town is a collection of residents (or just one resident) with one resident as the mayor. A town also has a bank which the mayor can withdraw from. A mayor can also have assistants who have the same powers as him/herself. Towns can have taxes that will be taken at the end of each day interval.

Towns usually grow outwards from their home block, the townblock the mayor stood in during town creation. Townblocks need to be claimed beside other townblocks, unless the mayor claims an outpost in the wilderness using /t claim outpost. All of the towns on a server can be seen in a list using /town list.


Mayors run towns and with the help of their assistants, manage a town and its residents.

Mayors can decide which ranks their residents fall into, in their town. This can be a Town Assistant or any other custom ranks. Mayors can see the available ranks using /town ranklist command. Players are ranked using /town rank {add|remove} {playername} {rankname}. A player can have more than one rank assigned, allowing diverse town-roles such as bankers, builders, inviters for the mayor to choose for their trusted residents.

Mayors also have the ability to assign custom Titles and Surnames to their loyal residents.

  • /town set title {name} titlegoeshere
  • /town set surname {name} surnamegoeshere


Towns (typically mayors by default, but possibly other town ranks,) can set a list of Outlaws. Outlaws are set using /town outlaw [add/remove] [name] Outlaws can be any player and do not have to be in a town or nation. If the newly-minted outlaw is a member of your town they will be kicked. Towns that have themselves set to Open-status (anyone can join using the /town join command,) can use the outlaw list to prevent these players from joining their town freely. Players cannot spawn to public towns which consider them outlaws. Players that enter into a town where they are considered to be an outlaw will see a warning-title-message informing them. If a player is online and they are made into an Outlaw they will see a message in chat. A town member can view their town's outlaw list using /town outlawlist. Anyone can view any town's outlawlist using /town outlawlist {townname}


A nation is a collection of towns (or just one town) with one town as the capital. The mayor of that capital is the king. A nation can join the war event, as well as ally other nations. A nation also has it's own bank. It can also tax the towns that belong to it. Two nations can decide to join in an alliance, which allows them to be protected from friendly fire, help on each others plots (if the plot's permission line allows allies,) and to help each other in war. By default, alliances restricted to be 2-way only. So that Nation A cannot consider Nation B an ally unless the Nation B also considers Nation A an ally. Nations can grant many perks to their towns which can increase as the nation population increases, Bonus townblocks to be claimed.


Kings lead Nations and are the mayor of the capital city. Kings can decide which ranks their residents fall into, in their nation. This can be a Nation Assistant or any other custom ranks created by the server admin in the townyperms.yml file. Kings can see the available ranks using /nation ranklist command. Players are ranked using /nation rank {add|remove} {playername} {rankname}. A player can have more than one rank assigned, allowing admins to create diverse nation+roles such as bankers, inviters for the king to choose for their trusted residents.

Kings have the ability to set titles (prefixes) and surnames (postfixes) to the residents of the towns they have in their nation. This is done with:

/nation set title {name} titlegoeshere /nation set surname {name} surnamegoeshere

Typing the commands with nothing after the player's name resets the title or surname to blank.

Next up, we should talk about how to grow your town and claiming new land in the name of yourself.

Town Blocks

Towny provides a hands-off approach to block-protection. Block protection is broken down into plots of land, called townblocks, which by default are 16x16x256 (the full height of the world.) Think of them as cells on a uniform grid, all aligned and with no space in between each other, every one the same size. Townblocks are claimed by town mayors who can then sell/give individual plots to their town's residents. (Each "Town Block" consists of a chunk, and claim commands will ONLY claim the chunk you are in; unless a radius is specified. You may see chunk borders in game by pressing f3###g)

Claiming Town Blocks

Towns' residents can claim townblocks for the town as long as they have the right permission nodes. By default this is restricted to Mayors and people with the Assistant rank. The player uses /town claim or /town claim # or /town claim rect|circle #|auto or /town claim auto to claim townblocks for their town.

/town claim - Claims one plot, where the player is standing. /town claim # - Claims a square with a radius equal to the given #, sometimes downsizing the radius to make a perfect square, surrounding the command user. /town claim rect # - Claims a square with a radius equal to the given #, sometimes downsizing the radius to make a perfect square, surrounding the command user. /town claim rect auto - Claims all possible townblocks in a square shape, centered around the command user. /town claim circle # - Claims a circle with a radius equal to the given #, sometimes downsizing the radius to make a perfect circle, surrounding the command user. /town claim circle auto - Claims all possible townblocks in a circle shape, centered around the command user. /town claim auto - Claims all possible townblocks in a square shape centered around the command user.

Buying Town Blocks

By default, you receive free claimblocks (although claiming DOES cost you a small amount) based on your town size. But of course, world domination does not come free and sometimes you will run out of blocks to claim. In that case, you may purchase extra claimblocks (the maximum amount of buyable claimblocks is determined by your town size, just like the amount of free town blocks you will receive.) Mayors can buy townblocks using /town buy bonus {amount}.


As of now, there are 2 main ways of earning and spending money in Towny: Jobs & Taxes. While Jobs are pretty straightforward and easy to understand, it is highly reccomended that you read the Towny guide before dealing with Taxes.


By default, Jobs are the easiest way of making sweet sweet bucks in Towny as it will reward you for completing daily activies you normally do in any survival oriented gamemode. There are currently 12 jobs that you can earn money from, you can choose up to 3 jobs at a time. It is always possible to change your job(s) by leaving one of your jobs and replacing it with another.

The current professions include:

MinerEarn money by mining stone, ores and other materials
HunterEarn money by slaying mobs and animals
DiggerEarn money by terraforming; breaking dirt, sand, gravel and such
WoodcutterEarn money by chopping down trees
WeaponsmithEarn money by crafting weapons
EnchanterEarn money by enchanting tools and weapons
FishermanEarn money by catching and selling fish
FarmerEarn money by tending to your crops
ExplorerEarn money by exploring the land
CrafterEarn money by crafting anything craftable
BuilderEarn money by building glorious strongholds
BrewerEarn money by brewing potions

Different jobs earn you different amounts of money, and some jobs always compliment each other as per their extensive nature. Since you can take up to 3 jobs at once, you can easily make use of those combos. World domination doesn't come cheap!

Job commands

There are no commands for using and taking Jobs, however, you will meet a NPC at /warp spawn that will happily aid you with managing your jobs. You can get information about your desired job, or leave/join a desired job at spawn, where /warp bank is located.


To ensure a cycling economy, there is an Auction House which you can put your items on sale (1 item at a time) and automatically trade with other players. To visit the Auction House, visit /warp bank and talk with the Auctioneer NPC near the Jobmaster. You can list items by holding an item in your hand and typing /ah list <price> and purchase items by visiting the bank. You can only list an item every 1 hour.


Taxes, by far, are the most active type of economy you will find in Avallion. As all Towns are obliged to pay daily upkeep, nation tax and small sums to claim land; the Town Bank must be filled using Taxes. The Mayor of the Town can set a daily tax that the residents must pay, and the residents will be kicked if they can not pay the tax. It is that simple. The amount of the Tax is completely up to the Mayor's discression, it may be really high if the Town needs large sums to expand or quite low if the Town has no intentions of growing. While not all Towns have to have a Tax (if the residents are donating money to the Town Bank on will) ALL residents in Towns with taxes are obliged to pay. Nation Taxes are quite similar, but they are taken directly from your Town's Bank (as opposed to Town Tax being taken DIRECTLY from your balance) and sent to the Nation Bank. If the Nation's King has not set a Tax, participating Towns are not obliged to pay. If a Town/Resident can not pay their Tax, they will be removed from the Town/Nation they are in. To set a Tax for your Nation, run the command /nation set tax <amount> Taxes are collected EVERY 24 HOURS (real life time) and collected from Town Banks, individual players do not pay for the nation tax.

Managing Town Money

There are two main methods of managing transactions and the economic growth of your town, Taxes and Upkeep.


Taxes are collected on the town level from residents and on the nation level from towns. Any player can check the taxes which apply to them with the in-game command /res tax. Town mayors can use two commands to set their tax+rates. /town set taxes {$}

This can be either a flat rate (ex: 10) or a percentage. Toggling taxes from flatrate to percentage is done using /town toggle taxpercent.


This charges each resident of a town the same amount. Setting it to 10 would charge each resident each 'Towny Day'. If a resident can't pay his town tax when using flatrate taxation then he is kicked from the town.


This charges a player a percentage of their money. If a player has no money left, he pays no taxes and is not kicked from the town. A maximum amount taken by the taxpercent can be configured per-town using /town set taxpercentcap {$}. /town set plottax {$} This charges each resident of a town for each plot they own. Setting it to 10 would charge Miner Steve 40 dollars if he owned 4 plots. If a resident can't pay his plot tax he loses his plot. Nation leaders can use one command to set a tax on their towns. /nation set taxes {$} This charges each town that is a member of the nation. Setting it to 100 would charge each town's townbank 100 each 'Towny Day'. If a town can't pay it's tax then it is kicked from the nation.


Upkeep is the amount of money you need to pay daily (every 24 hours in real life, not in game hours) and is based on the amount of claimed blocks your town has. (Remember, a town "block" refers to a chunk.) and is determined by the simple equation of [amount_of_town_blocks_claimed x 100]. You can view the amount of claimed blocks at the menu that shows when you type in /town.

Town and Nation Banks

Towns and Nations both have banks, to which any resident can deposit money but only town mayors and nation kings (and assistants) can withdraw from. Any money collected via taxes is deposited to the nation/town bank. When a town needs money, to claim a townblock or an outpost, it is taken from the townbank.


Bankruptcy is a possibly overwhelming mechanic that ensures no inactive towns can persist. Towny is a dynamic gamemode that requires activity and teamwork, and Taxes are a factor that is effective in this matter. While a resident gets kicked for not paying their tax, what happens to a Town that does not pay their upkeep?

The answer is bankruptcy. If a town can not afford to pay their upkeep, the Town's balance will go into negative values. This is called a Town Loan. You can pay your Loan back by depositing money in your Town Bank, but what happens if you do not? While in negative values, your Town will enter a Bankrupt state until you pay it back. While in the Bankrupt State, you cannot expand; meaning you cant claim, recruit or build. You will also be forced out of your Nation if your Town enters the Bankrupt State. The loan is capped at $15,000; meaning you can not go below -15,000 in your Town bank. If you DO somehow reach this cap, your town will fall. You must pay your debt (loan) before it reaches the debt cap, which is $15,000.

Ruined State

Complimenting Bankruptcy, Ruined State is a mechanic added to purge inactive Towns. While in Ruined State, you will no longer have any control over your town. You can no longer expand, claim, reclaim our pay our debt, You are the captain in a sinking ship. Once you reach the debt cap ($15,000) your town will automatically go into Ruined State and will remain in the ruined state for 4 hours before being deleted permanently. During the Ruined State, your town can be looted by any town member, nomads our outsiders, Your ruins can be pillaged freely, so you must be careful not to go into the ruined state. However, a town can always be reclaimed back from Ruined State by ANY resident of the town in the ruined state after first 30 minutes of the ruined state.

--- 30 minutes ---> Claimable State --- 4 hours ---> Town deletion

Once the town is deleted, it is gone for ever. Ruined State is your FINAL chance to get your Town Back to normal.

Tip: If you're a mere resident of your Town that is in Ruined State, you can claim the Town by paying off the cost using the command /t reclaim. This will assign you as the new mayor, however the cost for reclaiming will be taken from YOUR own balance.


Since Towny is about total world domination, and since that does not happen without WAR (and bloodshed) we are sharing this war guide with you. As Sun Tzu once said, "Read the Towny guide."

There are currently 2 primary ways of conflict:

Let's start with the main and possibly most common way of declaring war: Flag Wars.

Flag War

To start a Flag War, you need to walk up to another Town's claim (must be a BORDER claim) and place a war flag. A war flag is simply a NETHER BRICK FENCE and you may start your attack by simply placing the flag inside enemy land (once again, it must be a BORDER claim)

Once the attack starts, you will noice fireworks going off at the edges of the attacked block (remember, a town BLOCK is one chunk) and a large beacon at the top. What are the requirements for war?

  • War is only between nations.
  • Towns not in a nation cannot go to war.

How Does (Enemy) War Work? Nation A decides that Nation B sucks. The King declares them enemies using the command /nation enemy add NationB They residents of NationA can now attack the towns of NationB. In order to attack, residents first need to obtain some nether brick fence so that they can raise their flag and dub the plots of NationB as their own. The flag bearer is the player who will be placing the flag. When the plot has been won over, the plot will be claimed as part of the flagbearer’s town (so make sure they have extra plots available to claim).


  • You cannot attack a nation that is neutral.
  • You cannot attack while being in a neutral nation.
  • You can only attack the borders plots.
  • You can only place flags on the surface.

Attacking a nation will cause you to become their enemies. This allows for the target to retaliate immediately without waiting for the target’s king or his assistants to come online. Towny will automatically place a block of wool for the flag, as well as a light source on top. In the sky you will notice a large beacon so that the defenders know where to go. The wool will animate from green to red as time progresses. After the wool has gone red, the attacker will have held out long enough that they win the area.


  • You can only place a war flag every 900000 miliseconds, or 15 minutes.
  • Placing a war flag will cost you 500 per flag, you may have up to 2 flags at once
  • There must be at least one online player within the target nation before an attack may commence
  • Once placed, a flag must be defended for 10 minutes to be effective. If the defending town manages to locate and remove the flag before 10 minutes passes, the attack will fail and the flagbearer will go into cooldown.
  • Attacking town


Once an attack has started. Teleport to the town under attack. Scan the sky for the beacon and make your way to it. The flag will be on the surface. Kill your enemies and make your way to their flag. Destroy the cloth (wool) part of the flag to cancel the attack.

Event War

Towny war is a limited-time activity, started by the staff team.

During war Nations fight each other. Towns without a nation are not included, cannot score points and cannot have their townblocks griefed. Nations can also pay a daily Neutrality cost to avoid taking part in a war. The cost of neutrality is set to 500$ for every day remained neutral. A nation may swap into neutrality paying 500 dollars from its nationbank each 'Towny Day'. /n toggle neutral will set the status on or off.

Useful during war is the /towny war hud command which will make a scoreboard appear for the player, which details points and properties of the townblock they are standing in. P.S: If you are in fact using the weather report scoreboard (using the /sb command) the war hud will override it. You may disable the war hud using /towny war hud again, or avoid using the weather report scoreboard until the end of a war event. If you do not participate in the war, you do not need to worry about using the war hud.

Also useful is the /towny war participants {page #} command. It shows a list of towns and their nation who are in the war event.The list highlights enemies, allies and capital towns. While war is in effect, each competing town has a health points property attached to it.

Normal townblocks have an HP of 60 while Home Blocks (where your /t spawn is) have 120 points by default. By default, only townblocks on the edge of the wilderness can be attacked first. A townblock loses HP by enemy-nation residents standing within the townblock. Townblocks can be healed by allied-nation and nation residents standing within the townblock (when this is enabled in the config.) When a townblock has lost all HP and fallen the town which the attacker belongs to gains one townblock and points to their War Score. When a townblock is under attack, fireworks appear above. Red for damage, red creeperhead for a won townblock, and green when a townblock is being healed by a defender.

Players are killed in a town where they are considered to be enemies in the war, they may be sent to the town's Jail. If the jail plot is attacked and has its HP reduced to 0, any prisoners-of-war imprisoned there will be let free in a 'jailbreak'. POWs are also freed if the town they are kept in falls out of the war.

The losing town will enter a conquered state and be unable to leave the nation until the conquered time has passed. A town's conquered days will decrease each Towny new day. The number of days a town remains conquered is set to 7 days.

Some blocks can be placed and broken by players in the war. By default that list includes: tnt,fence,ladder,wood_door,iron_door,fire. Switch, Item_use, Fire and Explosion protections can be overriden during Event War as well. explosions_regen_blocks: 'true' will determine whether the explosion-griefing is permanent.

A Town can be knocked out of a war when their Home Block (once again, the "Home Block" refers to the chunk your /t spawn is) falls or if their Mayor is killed. A Nation can be knocked out of a war if its capital city is knocked out of the war, or if the King is killed. Points in war given for the following:

  • A enemy killed: 1
  • A townblock stolen: 1
  • A town knocked out of the war: 10
  • A nation knocked out of the war: 100

Towny war ends when there is only one nation who's Home Block has not been conquered or when the admin toggles war off. Although the townblocks are restored at the end of war, the damage from any griefing is permanent. (Explosions DO regenerate 5 seconds after occuring.)


Plots & Plot Types

Each town "block" also represents a plot, mayors can assign certain plots to certain players to allow limited access to the plot in question. If a plot is for sale, a player can purchase the plot and make it their own; disallowing anyone other than themself and the mayor from editing the plot. There are various plots that need to be mentioned:

Default Plots

These plots do not need any specific command to be designated. They are put up for sale with /plot forsale {$$}. A plot which is not of default type can be reset to a default plot with /plot set reset.

Shop Plots

Shop plots are designated with /plot set shop. A mayor can use /town set shopprice {$$} to set how much shop plots are sold at by default. T his can be overridden when a mayor puts the actual plot up for sale with /plot forsale {$$}. A mayor can also charge an additional shoptax with /town set shoptax {$$}. This tax is charged in addition to the normal plottax.

Arena Plots

Arena plots are designated with /plot set arena. PVP is on all the time in arena plots as well as friendly+fire damage. Town health regeneration is also disabled in arena plots.

Embassy Plots

Embassy plots are designated with /plot set embassy. A mayor can use /town set embassyprice {$$} to set how much embassy plots are sold at by default. This can be overridden when a mayor puts the actual plot up for sale with /plot forsale {$$}. A mayor can also charge an additional embassytax with /town set embassytax {$$}. This tax is charged in addition to the normal plottax. An embassy plot can be bought by any player, whether they are in a town or not, as long as they have the towny.command.plot.claim permission node. The townblock remains owned by the host+town and a mayor from the host+town can take the plot from the owner at any time. Embassy plots can also be changed into shop plots, allowing for larger shop towns, where many different towns' players can set up shops. When a player leaves a town they do not lose ownership of their plots if those plots are set to be Embassy plots.

Wilds Plots

Wilds plots are designated with /plot set wilds. A wilds plot allows residents to destroy the blocks found on the wild ignore ID list. This includes ores, trees, flowers, mushrooms and other harvestable blocks by default. It does not include stone, dirt, grass and other terrain blocks. It is useful for creating tree farms, and protecting the terrain around a town, while still allowing residents to cut trees and explore caves.

Inn Plots

Inn plots are designated with /plot set inn. Those plots are ESPECIALLY useful as we do not allow the usage of beds outside personally owned plots, with the only exception being an Inn plot. Inn plot allows anyone to use a bed to set their /res spawn and spawn on death locations. However, Inn plots cannot be used by enemies of your nation.

Jail Plots

Jail plots are designated with /plot set jail. Players can become jailed if:

  • The player's mayor/sheriffs send them to jail using the /t toggle jail [jailnumber] [residentname] {days} command.
  • An attacker who attacks a town which considers him an Enemy (Nation+relationship) dies in that Town. He is sent to the first available Jail plot of the defending town. (during Wars)

In addition:

  • Jailed players cannot teleport.
  • Jailed players cannot use Ender Pearls unless enabled in the config.
  • Jailed players who die are sent back to their prescribed jail plot.
  • Jailed players do not give monetary payouts when they are killed.

Farm Plots

Farm plots are designated with /plot set farm. A Farm plot players to only build/destroy blocks related to farming (only crops, flowers and other herbs.) Players can use /towny farmblocks to see a list of a server's farmblocks. The block FARMLAND is not included by default, and does not allow players without correct permissions to use a hoe on dirt to create farmland. Farm plots also allow player to kill animals in the plot. In order to kill the configured animals list the player must be able to break wheat blocks on the plot.

Bank Plots

Bank plots are designated with /plot set bank. Bank plots are used to limit town and nation bank depositing/withdrawing to only within Bank plots (as an addition to your town's spawn.)


Normally (regular) townblocks are claimed around the home block, always connected to the town's other townblocks. Outposts act has an anchor to create another claim bulk, which is not connected to your original town. To claim a townblock out in the wilderness or in another world, a mayor or assistant must claim an outpost. In order for players to claim outposts, the resident attempting to claim must have the correct rank. The outpost list can be viewed by using /town outpost list command. The spawn point inside of an outpost townblock can be moved using the /t set outpost command.

Buying and Selling Land

Land is sold by Mayors to Residents that are a part of their town. Mayors have a command used in game to set the cost of all the plots that are set for sale henceforth.

  • /town set plotprice {$}

This sets the cost of newly-set-for-sale plots, already set-for-sale plots keep their costs. If it is not set, the plots will cost $0 by default.

To put a plot up for sale a mayor, while standing in the plot, type /plot forsale {optional cost}. The resident would then type /plot claim (while standing in the plot,) to buy it.

Using the maps

The map in towny displays the grid system of plots. The map can be viewed once using /towny map one time or you can set the map to show every time you move from one block to another: Use /resident toggle map to turn it on or off.

A larger version of the map can be seen using /towny map big. As an addition to the default Map provided by Towny itself, we have an online map that will display approximate (but not precise) coordinates of towns and players. This map can be accessed on

Plot Regeneration & Unclaimed Plots

There are currently 2 options for affecting townblocks/plots. One affects primarly plots while the other affects the Town itself.

Plot-Owners' and Mayors' /plot clear command

A feature available only to Town Mayors on public town land: /plot clear. This command is meant to be used after a plot was personally owned by a resident, who either moved to another plot or left town. By default this list includes only signs. More may be added upon player request. A player can use /towny plotclearblocks to see which blocks will be removed when /plot clear is used.

Wilderness Regeneration

The wilderness explosion regeneration also has three settings:

Entity Explosions

This feature regenerates explosions made by entities, such as TNT, Creepers, WitherSkulls, EnderDragons and others (it is a configurable list.)

Block Explosions

This feature will regenerate explosions caused by from beds in the nether and once again, TNT.

Regeneration on unclaim

This is one feature that you must be EXTREMELY cautious of. Once your town claims a plot, server marks the plot in question as your towns and saves your town data on claimed plot. Once you unclaim the plot, for any reason or somehow lose control of the plot (town deletion or just /t unclaim) the plot will slowly regenerate to the state which it was BEFORE you claimed the plot; meaning everything you have built or mined EXCEPT for ores will be regenerated. Be careful not to regenerate your houses and such. There is no turning back from this regeneration.

Towny Plot Permissions

Now comes the most useful part of this guide. A mayor must know those perms (and always may refer to it) as means of protecting their town from griefing and players with bad intentions. here are 4 permission-type values, which can be set for personal plots and for town plots as well (town permissions can be set by the mayor and affect plots who are not owned by any player.) The basic command for this is either /resident set perm or /town set perm followed by the proper flags for each permission.

Players can see the server's switch blocks by using the towny switches command. Players can see the server's item_use items by using the towny itemuse command.

Permission Types

The 4 permission-types available are Build, Destroy, Switch and Itemuse.

  • Build allows players to add blocks in your town/plot.
  • Destroy allows players to remove blocks in your town/plot, or in some cases alter the states of existing blocks (think changing redstone repeater settings.)
  • Switch covers the use of interactable blocks like chests, shulker boxes, furnances, doors... or any other type of block which is clicked on.
  • Itemuse covers the use of placable/throwable/interactable items such as but not limited to: Minecrafts, Boats, Fireballs, Chorus Fruits and Lead.

Permission Groups

Each permission-type has 4 perm-groups to which the permissions can be set for. The four permission groups are:

  • Friend/Resident
  • Town/Nation
  • Ally
  • Outsider

These are displayed on your /resident perm line as FTAO and stand for Friend, Town, Ally, Outsider. For residents the Friend group consists of a player's friend list and Town consists of townmembers. For towns, the perm line reads RNAO, with R representing Residents (players in that town) and Nation representing residents of towns in your nation. Mayors need to use /t set perm resident blah on/off instead of /t set perm friend blah on/off.

The other groups are: Ally On personally-owned plots allies consist of players in your nation and players in your nation's allies. On town-owed plots it is players in your nation's allies. Outsiders Players who are not part of your town or nation or nation's allies.


Towny has some more advanced features that is hard to get into without a guidE. For this particular reason, this section of the guide has been created. We will be mentioning 3 features in this section;

  • Brewing
  • Fishing
  • Horse Care


In Towny, you are able to brew various alcoholic beverages with various buffs and debuffs. As brewing good alcohol takes time and effort, the recipes have been altered and they will be left vague for most cases.

A Unlike in vanilla Minecraft it is not as easy as adding an Ingredient to a Brewing Stand and waiting for it to finish. Depending on the Recipe the whole process can be difficult and time consuming. Some Recipes may need a high precision when it comes to Ingredients or any other step in the process. If one step was not good enough, the quality of the Potions may suffer, leading to side effects like bad alcohol and other toxics.

This new difficulty of brewing of the good stuff makes only sense, if the players are not aware of the exact Recipes for at least the more valuable Potions (like Rum). This makes high quality Potions worth much more and an experimenting and perfecting of the Brewing Process would be promoted.

Depending on the Recipe, some Steps may not be needed, the following instruction describes the common procedure of brewing.


Step one consists of Fermenting the fresh Ingredients.

  1. Place Cauldron over a Fire or other heat source
  2. Fill it with water
  3. Add Ingredients with a rightclick
  4. Wait a few minutes while they ferment
  5. Fill in glass bottles

Use a clock on a cauldron, if you want to know the time the ingredients have been fermenting.


Some Recipes don't need distilling.

  1. Put the bottle with ferment into the brewing stand
  2. Put glowstone dust as filter on top into the brewing stand (The filter will not be consumed)


A barrel is needed for aging.

Minecraft Barrel | 6 Slots
Minecraft Barrels can be used as a convenient method of quickly aging your brews. However, some receipes may require barrels made out of specific wood types and Minecraft's vanilla barrels will not do the trick in those cases.

Small Barrel | 9 Slots Use 8 wooden stairs to build a barrel shape. Place a Sign on the lower right side and write "Barrel" in the upper Line.

Large Barrel | 27 Slots Use 5 Fences, 16 Wooden stairs, and 18 wood planks to build a barrel shape. Attach a Spigot (Fence) and a Sign that has "Barrel" written on it.

The message "Barrel created" should appear Open the Barrel by clicking on it.

You may remove the Sign from the Big Barrel after creating it.

  1. Put the Bottles into the Barrels for aging.
  2. For every Minecraft Day, the brews will age a year.
  3. Depending on the Recipe, the Type of wood used for building the barrel may alter the quality of the aged Brew.


The Amount of Alcohol inside the Brew will be applied to the player when drinking. Depending on the quality of it, that may have different effects.

  • The Player may not be able to walk normally anymore, he will weave, making it almost impossible to walk straight
  • Effects like Blindness, Confusion, Poison etc. occur
  • The Chat will be altered depending on drunkeness, many things players write may be incomprehensible, sometimes it seems senseless
  • Is the Alcohol particularly strong, it may have poisonous effects
  • After drinking a lot, there is a chance of vomiting
  • When logging off, the player may have difficulties reaching his character, thus some loggins shortly after may be denied
  • After Overdrinking the player may faint (Disconnecting)
  • The Minecraft-barrel is always of wood type oak.

Sealing Brews

If you wish to trade, gift or sell a brew you have created, yet do not wish to share some of the details that normally display on the bottle (wheter the brew has been distilled or not, how many years has the brew been aged for) you may want to seal your brews and hide those details. For this matter, you will need a Sealing Table

After you craft the Sealing Table, right click it to open, place your brew and wait 1-2 seconds. You will notice that the details on the brew disappearing and [ ] appearing around the quality of your brew.

Getting Sober

There are two seperate ways of getting sober after getting really drunk. However, we will not share them because we want you to discover how you may shake off the effects of strong alcohol. As for a tip, they are both done with food/drinking products.


These are the currently existing recipes that you may create. More can and will be added as we receive more suggestions regarding new brews.

Some recipes are more difficult to master, others rather easy. Thats also why some of the recipes here are kept a bit more vague.

RecipeIngredientsBoiling TimeDistillingAgeing/WoodAlcEffects
BeerA little bit of Wheat8 MinutesNo3 Years
Wheatbeer3 Wheat8 MinutesNo2 Years
Darkbeer6 Wheat8 MinutesNo3 times Beer
Dark Oak
Red WineA little bit of Sweet Berries5 MinutesNoVery Long
Mead6 Sugar Cane3 MinutesNo4 Years
Apple Mead6 Sugar Cane
Similar to MeadNo4 Years
Apple CiderLots of Apple7/8 MinutesNo3 Years
Apple LiquorLots of AppleLongYes6 Years
WhiskeyWheat1 min. per WheatYesVery Long
RumLots of Sugar CaneShortYesLong
VodkaA Sixth of a Stack PotatoesLongYesNoIII-
Mushroom VodkaPotatoes, MushroomsVery LongYesNoII'+-
Gin9 Wheat
Some blue -flowers
TequilaSome CactusLongYesLong
AbsintheLots of GrassShortYesNoIIIII'-
Green AbsintheLots of Grass
Another Greenish thing
Potato Soup5 Potatoes
Some Grass
CoffeeLots of Cocoa Beans
2 Milk Buckets
Eggnog5 Eggs
A little sugar
1 Milk Bucket


In Towny, vanilla fish have been replaced and all caught Fish (except pufferfish) have a price you can sell them for. This price is based on the rarity and length of the fish. Some fish will require you to be fishing in a specific biome to catch them, or some will need you to fish in a specific biome to reach their maximum length/rarity. Once caught, Fish can be sold at /warp fishing to the NPC named "Fisherman" This NPC is located in /spawn so you may pay him a visit after completing your daily activies such as visiting the Auction House or talking with the Jobmaster

As Fishing can be more fun as a competetive event, we will be hosting server-wide fishing tournaments from time to time. Of course, with rewards.

Horse Care

Considering Horses and Boats are the primary methods of travel in Towny, and land travel is extremely important during war; we have decided to implement a few upgrades and commands for Horses. You may place one of the upgrades in your Horse's Inventory by pressing the Inventory Key ("E" by default) and navigating to the "Upgrades" tab represented by an Anvil. Each upgrade changes a different stat in your horse, such as Speed, Jump Height, Health Points and Storage.

Health Upgrades

Health Upgrades, like any other upgrade, come in three Tiers. Each Tier will boost your horse's health more than the previous upgrade with no setbacks.

Tier I A Tier I Health Upgrade gives your horse 4 extra hearts and is crafted with the following recipe:

Tier II A Tier II Health Upgrade gives your horse 6 extra hearts and is crafted with the following recipe:

Tier III A Tier III Health Upgrade gives your horse 8 extra hearts and is crafted with the following recipe:

Speed Upgrades

Got a horse that has excellend Jump and Health stats which is too slow? Do not worry! You can upgrade your Horse's Speed by placing a Speed Upgrade in one of the upgrade slots. Speed Upgrades come in three Tiers and each Tier boosts your horse's speed more than the previous upgrade with no setbacks.

Tier I A Tier I Speed Upgrade gives your horse 20% extra speed and is crafted with the following recipe:

Tier II A Tier II Speed Upgrade gives your horse 30% extra speed and is crafted with the following recipe:

Tier III A Tier III Speed Upgrade gives your horse 50% extra speed and is crafted with the following recipe:

Jump Upgrades

Turn your horse into a parkour pro with a simple upgrade! Placing a Jump Upgrade in one of the Upgrade Slots of your horse will significantly boost the height which it can jump. Jump Upgrades come in three Tiers and each Tier boosts your horse's speed more than the previous upgrade with no setbacks.

Tier I A Tier I Jump Upgrade gives your horse 20% extra jump height and is crafted with the following recipe:

Tier II A Tier I Jump Upgrade gives your horse 25% extra jump height and is crafted with the following recipe:

Tier III A Tier I Jump Upgrade gives your horse 35% extra jump height and is crafted with the following recipe:

Storage Upgrades

Storage Upgrades improve your horse's Virtual Chest, which is basically a chest attached to your horse. Each upgrade will add more slots to your currently existing storage with no setbacks.

Tier I A Tier I Stoage Upgrade gives your horse 2 additional rows and is crafted with the following recipe:

Tier II A Tier I Stoage Upgrade gives your horse 3 additional rows and is crafted with the following recipe:

Tier III A Tier I Stoage Upgrade gives your horse 5 additional rows and is crafted with the following recipe:

Horse Commands

You can modify or/and control your horse with some of those commands we provide:

  • Horse buy - Will open the horse auction menu for you.
  • Horse sell - Allows you to sell the horse you are riding.
  • Horse list - Lists all your available horse with options to teleport to one of them, or teleport one of them to you.
  • Horse claim - Claims the released (wild) horse you are riding on.
  • Horse geld - Gelds your horse and prevents it from breeding. Cruel.
  • Horse gift - Gifts the horse you are riding to the specified player
  • Horse release - Releases the horse you are riding back to the wild. Be free!
Last modified 3:13 PM, 28 February 2021