How to Configure Towny Advanced on a Minecraft Server
Configure towns, nations, plots, taxes, permissions, and economy hooks for a stable town-based survival server. This guide covers install order, first startup, LuckPerms permissions, config files, use-case presets, integrations, performance checks, common failures, and admin FAQ.
Audience
Owners building SMP, geopolitical, economy, or civilization servers.
Install Jar
Towny.jar plus Vault and an economy provider when using taxes or costs.
Tested Stack
Paper or Purpur 1.20.6 to 1.21.x, Java 21, LuckPerms for permissions, and a staging server before production changes.
What Towny Does
Towny Advanced should be treated as part of your server architecture, not as a random jar dropped into production. The safe workflow is to define the job the plugin owns, decide which groups can touch it, test the generated files on staging, then move only the reviewed configuration to the live server.
For Towny, the main job is: Configure towns, nations, plots, taxes, permissions, and economy hooks for a stable town-based survival server. That means every setting should support a concrete player workflow or staff workflow. If a setting does not have an owner, a test, and a rollback path, leave it at the generated default until you have a reason to change it.
The most common failure pattern is configuring the plugin as OP, seeing it work, and assuming players are ready. Operators bypass too much. For every section below, create a temporary non-OP account in the target LuckPerms group and test the exact command or interaction that normal players will use.
Keep a small audit note beside the config. Record the plugin version, the file paths changed, the exact permissions granted, the test account used, the commands verified, and the rollback file or database backup to restore. When another plugin depends on Towny, repeat the same test after updates because the failing part may be the bridge, provider, world context, or display plugin rather than Towny itself. Keep the note in your operations runbook.
Installation and First Startup
Back up the server before installing Towny Advanced. At minimum, keep a copy of the existing plugins folder, the world data if the plugin touches worlds or claims, and any database used by related plugins. Upload Towny.jar plus Vault and an economy provider when using taxes or costs. into the plugins folder, then perform a full restart so Bukkit, Paper, or Purpur loads the plugin cleanly.
On first startup, do not edit every generated file immediately. Let the plugin create its folder, read the startup log, then run a small command or player action to prove the plugin is alive. The first goal is a known-good baseline. After that, make one config change at a time.
First startup checklist
- Run /towny after startup.
- Create a test town on staging.
- Confirm Vault economy hooks if taxes are enabled.
- Review townyperms.yml before opening to players.
LuckPerms Permission Setup
Configure Towny Advanced permissions through groups. A clean setup usually has default, trusted, helper, moderator, admin, and owner groups. Default players get only the commands required for normal gameplay. Staff groups get narrow operational permissions. Owner keeps destructive, economy-changing, rollback, purge, import, or wildcard permissions.
Use this pattern for every permission below. Replace the group and permission with the row you are granting. Run the command from console or as an owner, then test with a non-OP player in that group.
/lp group <group> permission set <permission> true
/lp group <group> permission check <permission>
/lp user <player> parent add <group>towny.town.newGrant to default: Allows players to create towns if your economy allows it.
towny.town.claimGrant to default: Allows town expansion.
towny.nation.newGrant to trusted: Nation creation may need a higher trust or cost gate.
towny.adminGrant to owner: Full Towny control.
Command Workflows
Commands are not just a reference list. They are the operational workflows your staff will use under pressure. Write the exact command patterns into your runbook and include which group may run each one. For sensitive commands, test with a preview, a limited radius, a staging world, or a throwaway account before using them live.
/town new <name>Create a town as a player or test mayor.
/town claimClaim a town block.
/plot fs <price>Put a plot up for sale where configured.
/nation new <name>Create a nation.
/towny pricesReview economy costs.
/towny reloadReload supported Towny settings.
Config File Deep Dive
The config files below are the parts of Towny most likely to matter on a real server. Do not copy a random full config from another network. Generated files change between plugin versions, and old examples can silently disable modern safeguards. Keep the generated comments, change only the setting you understand, then reload or restart using the plugin-specific path.
For every setting, write down the old value, the new value, why it changed, and how to back out. This is slower than editing blindly, but it prevents mystery behavior three weeks later when another admin tries to debug the server.
config.yml
plugins/Towny/settings/config.yml
Controls global Towny behavior, economy, protection, war, upkeep, and plot defaults.
Recommendation: Start with economy and protection settings before styling messages.
townyperms.yml
plugins/Towny/settings/townyperms.yml
Defines Towny rank permission defaults.
Recommendation: Audit this alongside LuckPerms so rank behavior is not split unpredictably.
Default plot flags
Towny config
Controls resident and plot permission defaults.
Recommendation: Default to conservative build, switch, item use, and mob settings.
Economy costs
Towny config
Controls town creation, upkeep, claiming, taxes, and nation costs.
Recommendation: Balance costs against your actual money sources, not example values.
Wilderness protection
Towny config
Controls what players can do outside towns.
Recommendation: Decide whether wilderness is open, restricted, or resource-only before launch.
Use-Case Configs
A good Towny setup depends on the type of server. Survival wants stability and player trust. Creative wants build speed and plot safety. Skyblock and economy modes care about item generation and abuse loops. Use these presets as decision checklists, then convert them into exact config changes for your own server.
Classic town survival
Players create towns, invite residents, claim land, and pay upkeep.
- Install Vault and economy.
- Tune town costs.
- Grant town creation.
- Test claims.
- Publish tax rules.
Nations and politics
Nations add alliance and diplomacy layers.
- Gate nation creation.
- Set nation costs.
- Define war policy.
- Document staff intervention rules.
Town spawn economy
Town spawns become travel and trade anchors.
- Configure spawn costs.
- Protect spawn blocks.
- Limit teleport abuse.
- Test new player path.
Plugin Integrations
Most Minecraft plugin problems happen at the boundary between plugins. Towny may load correctly while the full workflow still fails because a dependency, bridge, economy provider, permission group, display plugin, or world manager is missing. Check integrations during startup and after every plugin update.
Vault
Required for economy-backed taxes, costs, and upkeep.
LuckPerms
Controls who can create towns, nations, and use admin features.
Dynmap or BlueMap
Maps help players understand town geography.
ChestShop
Town markets often use chest or sign shop plugins.
Performance and Maintenance
Performance tuning starts with scope. Do not enable every module, world, render, placeholder, command, or log type just because the plugin supports it. Enable the parts that support your server design, measure the impact, and keep a short maintenance checklist for future updates.
- Do not open town creation until economy faucets and costs are balanced.
- Keep claim sizes and upkeep tuned to discourage abandoned mega towns.
- Review town and nation counts regularly.
- Avoid enabling complex war rules without staff procedures.
Common Errors and Fixes
When Towny misbehaves, separate facts from guesses. Capture the command used, player group, world, plugin version, and console output. Then work through the smallest reproducible test instead of changing five settings at once.
Players cannot create towns
- Permission exists.
- Economy balance is high enough.
- World is enabled.
- Town name is valid.
Fix: Grant permission and align creation cost with starting economy.
Taxes or upkeep do not work
- Vault is hooked.
- Economy provider exists.
- Towny economy settings are enabled.
- Console has no economy errors.
Fix: Fix Vault economy provider and restart before retesting Towny costs.
Residents can build where they should not
- Plot permissions.
- Town rank.
- Wilderness settings.
- Admin bypass.
Fix: Audit the specific plot with Towny commands and reset its permissions.
Towny Advanced FAQ
Should I configure Towny on a live production server?
Use a staging copy for the first setup, then move the finished configuration to production during a quiet period. Towny may read files, register commands, or touch player data during startup, so testing on a copy prevents avoidable downtime.
Can I use /reload after changing Towny?
Avoid the global /reload command. Use /towny reload when the plugin supports it, or schedule a normal restart when the change affects dependencies, database settings, worlds, generated regions, or plugin jars.
Where should I keep backups before changing Towny?
Back up the plugin data folder, the jar you are replacing, and any database tables used by the plugin. Keep the backup outside the live plugins folder so a later cleanup or plugin scan cannot accidentally load it.
How should I grant permissions for Towny?
Grant permissions to LuckPerms groups, not individual players. Use a small default group, a trusted staff group, and an owner group. Temporary exceptions should use LuckPerms temporary permissions with a clear expiration.
Why does Towny work for operators but not normal players?
Operators bypass many checks, so OP testing is not enough. Test with a non-OP account in the default group and watch the console for missing permission messages or plugin-specific deny output.
How do I know whether Towny loaded correctly?
Check the startup log for the plugin name, run the main info command, confirm the data folder was created, and test one normal player workflow. Do not assume the plugin is ready just because it appears in /plugins.
Should I edit generated config files by hand?
Yes, but keep comments, indentation, and encoding intact. YAML and HOCON are strict enough that one bad indent or missing quote can stop a plugin from loading its configuration.
How often should I review Towny settings?
Review the config after major Minecraft updates, plugin major releases, and changes to your server mode. Survival, skyblock, creative, and proxy networks usually need different defaults.
What is the safest way to update Towny?
Read the changelog, back up the existing jar and data folder, test the new version on staging, then replace the jar during a normal restart. Do not hot swap core plugins that hold data or hook deeply into server internals.
How do I document the final Towny setup?
Write down the plugin version, config files changed, permissions granted, commands staff use, and rollback steps. Store that note beside your server runbook so another admin can recover the setup later.
Official References
Check the upstream documentation before changing version-specific settings. This tutorial avoids full copied configs because plugin defaults and generated comments can change between releases.