Towny has various mechanics that shape its gameplay.
Teleportation is unlimited and has infinite range. This includes
/home ; and Towny teleportation such as
/t spawn ,
/res spawn , and
/wild is an infinite range teleport to a completely random position in the map. Use
/wild info for information on cost. Teleporting by using
/wild is free for the first ever use. After that, its cost has a value of 9C2 , where C = charge.
/wildis not used, up to a minimum of 1.
Players are given the coordinates they have died in, as a chat message. You cannot use
/back to return to your death point.
Dying in the Overworld: Respawn at your home location, if within a 1000-block radius of it. Otherwise, you will respawn within 200 blocks from the coordinates you died in.
Dying in the Nether: Respawn at your relative Overworld coordinates. All gear (tools, weapons, armor) will lose 15% of their total durability, but they will not be dropped. All other items are dropped upon death.
Ancient Debris cannot be smelted to obtain Netherite. Instead, the Rune system grants you access to Netherite Ingots.
Netherite gear is crafted at the Crafting Table, in their normal recipe pattern.
Netherite armor is the same as Diamond armor in everything except durability.
Netherite tools/weapons are unchanged and function normally like in vanilla.
The Smithing Table can be used to change Enchanted and/or Rune-Enchanted Diamond armor into Netherite armor (Enchanted Diamond armor + Netherite armor = Enchanted Netherite armor).
These are settings that a player can configure, for their own gameplay purposes.
/phantoms shows the current setting.
/phantoms toggle is used to toggle phantoms attacking you or not.
Log stripping modes:
/logstripping shows the current setting.
/logstripping off - No logstripping.
/logstripping default - Using an axe will strip logs (vanilla).
/logstripping sneak - Only using an axe while sneaking will strip logs.
Entities after a certain number are removed by the server in order to ensure optimal performance.
Click here for more information on Entity Limit and Entity Clear.
Towns that are part of a nation gain additional protection in a 7-chunk radius away from town claims.
That zone is called “Nation-Controlled Wilderness” and is not griefable by outsiders. On the other hand, all nation members have full access to it.