Here you will find all the information about our server and useful information.
Our Survival world is a Towny/Economy server, you can either start a town or join one. Towns cost 3000 coins to start so you'll need to earn some money before you start one. While you earn money, you can either join a town until you have enough funds or use a campsite, a campsite is made by placing a campfire down, this protects 1 chunk. More about campsites HERE
The Survival world is split up into different worlds:
Towny World - This is the main towny overworld.
Resource World - This is a small world with no build or mine preventions, to gather resources.
Resource Nether - The nether version of the Resource World
Resource End - This is linked and entered through the Resource World
--- Resource worlds reset ever last Friday of the month ---
The main towny world is protected in many ways, the space in between towns is called the Wild/Wilderness, there are only certain blocks you can place and mine, you can run /towny wildblocks to see what blocks you can place/break in the wild.
The main feature of TanukiCraft is our survival server. Featuring the latest and custom-configured Towny plugin with additional features to keep players engaged and server communities grow.
Our survival server is what we call a "forever server", which means we will never do a reset. We want communities to start and thrive within survival. To keep things fun and to give the ability for players to come together we have utilised a combination of plugins and configurations which include:
Towny - allowing players to start or join a town to build a community together whilst protecting each other's builds and items. This also protects the spaces between towns (the wild) from certain block place and breaking. Towny comes with a ton of different features and additions which will have their own information pages.
Resource World - A separate Overworld, Nether and The End, reset ever last Friday of the month, dedicated to gathering and exploring. This gives fresh biomes and resources for you to gather for your builds and features custom structures for you to discover. Keeping the main Towny World just about your towns.
Custom Content - We are creating our own custom content from Mobs, Blocks and Items for you to collect and show off to other towns.
/bp
- opens your backpack
/pay [name] [amount]
- to send money to another player
/tm
- opens town menu
/skills
- views your skills and stats
/location
- views your current plot information
/vote
- shows you the voting sites and which ones you have voted on
/time
- shows the current time until new tax day
/book
- gives you the welcome book which has some useful information
Travel Commands
/spawn
- warps to spawn
/warp
- opens the warp menu, you can also run /warp [warp name]
to warp directly to that location
/rw tp
- teleports to the resource world (random location)
/hub
- transfers to the hub
/tpa [player]
- sends tp request to player0
/tpahere [player]
- sends request for a player to tp to you, costs 50
/tpc
- shortened /tpaccept
which accepts a tpa/tpahere request
Chat Commands
/gc
- joins general/global chat
/tc
- joins town chat (talk to only the town you are in)
/nc
- joins nation chat (talk to all the towns that are in your nation)
/al
- joins alliance chat (talk to all the towns in your nation alliance)
/lc
- joins local chat (talk to everyone within 100 block radius)
To mute a channel, use the channel command + mute, for example to mute general its /gcmute
To unmute, do the same with "unmute", for example to unmute general its /gcunmute
Here are some edits we have made to the vanilla experience:
Towny is a manager for a Resident-Town-Nation hierarchy, as well as a block permission manager for a grid-like protection system. Each town has a Mayor, while a nation has a Leader. They both have their own assistants to help run their respective people. Players can also purchase land from the town, as well as an optional daily tax set by the mayor. The player can allow their friends from out of town to build on their land when even their very own town's people can't build if they so wish.
The basis of protection follows how the world is separated into chunks. The protection ignores the height and focuses on the x and z planes. The default size for grid squares is 16x16, similar to the chunk size. So claiming a “townblock” (a grid square) allows that section of land to follow your town's or the plot owner's permissions.
Each town can claim up to a certain amount of townblocks, a set ratio or amount relative to the amount of players taking residence in that town. Residents themselves have no limit on how many they claim, however the daily tax will take a bite out of their resources. The money is tunnelled to the town's bank account that only the mayor can withdraw from, except if the town belongs to a nation. Any town belonging to a nation may be required to pay the nation a daily upkeep as well.
Here is information regarding different parts of Towny's hierarchy.
Nomads are simply players who are not part of any town.
Any player can join a town and they become a resident of that town. Residents have their own command /resident or /res 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 Towny Leader 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.
A town is a collection of residents (or just one resident) with one resident as the Towny Leader. A town also has a bank which the Towny Leader can withdraw from. A Towny Leader can also have assistants who have the same or similar 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 Towny Leader stood in during town creation. Townblocks need to be claimed beside other townblocks, unless the Towny Leader claims an outpost in the wilderness using /t claim outpost. Towns are limited of a max of 50 residents (level 10). If you are reaching that number, it is best to start looking into allies and nations.
Towny Leaders run towns and with the help of their assistants, manage a town and its residents. Towny Leaders can decide which ranks their residents fall into, in their town. This can be a Town Assistant, Helper, Sheriff, Ambassador or VIP.
Towny Leaders 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 new outlaw is a member of a town, they will be kicked. Towns that have themselves set to open status 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.
Outlaws can be jailed if they die in the town where they are considered to be an outlaw. It requires the town to own at least one jail plot and has to be killed by a Towny Leader, Assistant, Sheriff or Guard.
A nation is a collection of towns (or just one town) with one town as the capital. The Towny Leader of that capital is the nation leader. A nation can join the war event, as well as ally other nations. A nation also has its 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 other’s plots (if the plot's perm line allows allies,) and to help each other in war.
Town levels are controlled by resident count, once a town reaches the required resident count for the next level it will level up. If the resident count falls below the amount for the current level, the town will drop a level. Be aware that if you have claimed townblocks over the amount in your current level, you will get a penalty of 100 coins per plot per town day.
--- Table of data coming soon ---
A Town Leader can decide what rank to give to a resident. Residents can have multiple ranks at the same time. These ranks come with different permissions so please give these ranks out responsibly.
Ranks can be given with the command:
/town rank add [PlayerName] [RankName]
Or removed with:
/town rank remove [PlayerName] [RankName]
Town Leaders run/own the towns, with the help of their assistants (if chosen), manage a town and its residents. Town Leaders can decide which ranks their residents fall into, in their town. You become a Town Leader by starting a town with /town new [town name]. Towns cost 2500 to start.
Assistants assist the Town Leader in running the town, the rank should only be given to trusted players.
Assistants receive the following permissions:
A rank to give to important people that you want to be exempt from tax. VIPs have no other permissions.
Ambassadors can be given to trusted players to help manage allies for your nation. Ambassadors can manage all ally perms.
Builders can build and destroy in all town-owned plots that are not currently owned by a resident. Very useful for trusted players who a Town Leader wants to help build the communal areas.
Inviters can manage all invites. Useful for closed towns, give to trusted players.
Realtors can manage plots for the Town Leader. Useful rank to help expand the town and manage plots.
Realtor comes with the following permissions:
Sheriffs can assist with keeping the law within a town.
The sheriff comes with the following permissions:
Guards can assist the Sheriff with the following permissions:
Captains can manage Conquerors and Fighters, they can initiate a capturesite capture and fight in the battles.
Conquerors have the permission to start capturing a capturesite, they also are able to fight in the capturesite battles.
Fighters are able to fight in capturesite battles.
Town Leaders start towns using the command /town new [townname]
. New towns cost 3000 coins to start.
The townblock they are standing in will be the home block for the town, the exact spot/position will be the spawn point for the town. A mayor can move the spawn point within the homeblock using /t set spawn
. The homeblock can be moved to another claimed townblock using /t set homeblock
.
More townblocks can be claimed using /town claim
. These townblocks need to be directly adjacent to already claimed townblocks, unless it is an outpost.
There are two ways to join towns, the first is by being invited by a Town Leader or a Town assistant. The second is by joining an open town.
Town Leaders and assistants can add players to their town with the command /t add [playername]
. The player will receive a prompt to either /accept
or /deny
the invitation.
Town Leaders can set their towns to open using /town toggle open
. A player who isn't in a town already can use the command /t join [townname
] to join open towns. Open towns can be viewed using the /town list by open
.
When residents join towns they increase the number of townblocks accessible to the mayor for claiming.
Towny Capture Sites is developed by the developers of Towny and brings a load of fun PvP battles to TanukiCraft
Capture Sites are converted Towns, which are fought over by players with Towns. A controlling town can receive an amount of money every hour. The default amount is 100, but different sites can give different amounts. You can view a list of CaptureSites using the /towny capturesites
command.
A town that controls one or more Capture Sites will have a [CaptureSites] component to their town status screen, which has a list of Capture Sites controlled when you hover your mouse over it. You can view information about a specific Capture Site using the /t [SiteName]
command.
Capture Sites can have a required minimum and maximum Town Level. By default they do not, but some can be a required min or max TownLevels, this information is displayed in the /t [SiteName]
command, then in order for a town to initiate a capture battle, their town must be within the min and max settings. If a defending town has their Town Level drop above or below the requirement they will not receive the rewards, and they will award a no-contest win if another town attempts to capture the site.
After a Town captures a CaptureSite (either via a battle, or no-contest,) there is a 1 hour cooldown before the Capture Site can be captured again. When a cooldown ends there is a global announcement.
Capture Battles are started when a Town member with the correct rank uses /t capture
while standing within a Capture Site, and that Capture Site has a defender.
The ranks that can start a capture are Town Leader, Assistant, Captain, Conqueror, you also must have one of these or the Fighter rank to participate in the battles. See Town Ranks for more information.
Once the command is used, that player's Town cannot use /t capture
again for a 2 hours.
Battles last a 10 minutes or until the Capture Site runs out of of HP. Capture Sites can have a dynamic HP, default is 50, but depending by how many attacking players are online vs defending players. If the attackers outweigh the defenders, the Site will have a higher HP and vice versa.
When a Battle starts, all members of the defending and attacking towns will receive two boss bars, one showing the remaining time, and one showing the Capture Site HP. Defending town members can use the /t defend to teleport to the capture site, if they hold multiple use /t defend SiteName]
. There is a 20 second cooldown for reusing the command.
A Capture Sites's HP is altered by players standing within the Capture Site. Each Capture Site can be attacked/healed only from within the Home Block or from anywhere in the Capture Site depending on the particular Capture Site, the /t [SiteName]
command will show this information. The HP is harmed when attackers outnumber the defenders. When defenders outnumber the attackers, the HP is healed.
If the HP stat goes down to 0, the attackers win. If the timer runs out, the defenders win. When a battle ends, there is an hour cooldown placed on the Capture Site.
Towny Capture Sites is developed by the developers of Towny and brings an option for new players and/or town-less players.
Towny Camps allows a town-less player to place down a campfire in the wilderness which will then "claim" a camp, providing them 1 plot for 48 hours.
Players that own the Camp can make a town at that location. Camps are protected from Build/Destroy/Switch/Itemuse. Camp owners can allow their friendlist to interact based on the owners perm line.
PVP, Explosion and Burning actions are prevented in camps.
If you make a camp, make sure you create a home with /sethome
to be able to get back to your camp
Camps are removed when:
Aliases: /t
Shows a player their town's town screen.
Aliases: /r /p
Shows a player their resident screen.
Every hour - 10 coins and a heal
Every 5 hours - 1 Standard Crate Key
Every 24 hours - 250 coins and 1 Advanced Crate Key
First hour - 20 coins
6 hours - 100 coins and 1 Standard Crate Key
12 hours - 150 coins and 2 Standard Crate Keys
24 hours - 200 coins and 1 Advanced Crate Key
7 days - 500 coins, 1 Standard Crate Key, and 2 Advanced Crate Keys
30 days - 1000 coins, 2 Standard Crate Keys, and 5 Advanced Crate Keys
Log in every day for at least 30 minutes to be able to claim a daily reward. /daily
You can use emoji's within chat on our server with :emoji_name: