TownyRoads

⭐ — (3 endorsements) 📥 41 downloads 📌 v1.1.0 📅 7/29/2026
🟡 Updated this year

By Hydrolien · bukkit

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 8/22/2026 📅 Created: 7/29/2026

🔍 Analysis

  • 🏆 #855 of 1080 bukkit mods in this game by downloads

📋 About This Mod

✅ Require a minimal amount of suspicious gravel, gravel, suspicious sand or water to be in the road chunks to validate it.
✅ Fix opening a chest with an item in hand being considered an interaction and not a switch.
✅ Fix breaking blocks being counted twice because of PlayerInteractEvent.

# TownyRoads Add roads to Towny. This plugin tries to encourage players to build roads between towns by giving them partial claim protection & other bonuses for connected towns. Towny is required. MapTowny, squaremap & RoadSpeedMounts are supported as optional dependencies. ## MapTowny MapTowny allows roads to be displayed on the dynmap. ## RoadSpeedMounts RoadSpeedMounts allows for different speeds on roads and outside roads. # Wiki TownyRoads adds roads to a Towny world. ## Creating a road Roads need to be created between 2 towns first. `/tr create <town>` creates a road between your town and the one you specify. The other town needs to accept your road invite: `/tr accept <road>`. You then need to claim the area of the road by moving into each chunk between the 2 towns and claiming it: `/tr claim <road>`. Once you have connected both towns and the other town has accepted to join the road, you can validate the road: `/tr validate <road>`. If something is wrong with the road, you will have an explanation of what is wrong in chat and will be able to validate again once the road is fixed. Until then, the road has no effect. Once the road is validated, it starts having effects. ### Limits Roads can't be more than 1000 chunks long. Roads can't be longer than 2 times the distance of the shortest path between the 2 towns. ## Road effects ### Claim protection Players who are not part of the road towns won't be able to break or build much on the road chunks. Once they have placed or broken 10 blocks, they need to wait 1 minute for each new block they want to place or break. This makes ambushes still possible but makes major grief too time-consuming. Chests or doors can be opened without limitation; do not use roads as an extension of a town. Make sure to give `comayor` or a rank with the `townyroads.claimed.ownroad.*` permission to your residents who are supposed to build the roads. ### Upkeep A town connected to its capital pays 50% less upkeep. A capital connected to other nation towns pays less upkeep, up to 50% if all nation towns are connected. It also makes the nation pay up to 50% less upkeep. ### TownyWaypoints TownyWaypoints can be configured to allow players to travel only if there are roads between the towns. ### RoadSpeedMounts If RoadSpeedMounts is on the server, horses, donkeys, mules, camels and players will be faster. The default config makes them 2 times faster on roads than in wilderness for the same blocks they are moving on (from +30% to +60% on suspicious gravel for horses, for example). ### Bonus chunks Each connected town provides some bonus chunks to the road. It provides 1 chunk per town level of each town connected to the road. Same-nation towns provide 2 times more bonus chunks. Ally nation towns provide 1.5 times more bonus chunks. Enemy nation towns provide 0.5 times more bonus chunks. A town can't have more than 1000 bonus chunks from all connected towns. A town can't have more bonus chunks than regular chunks. ## Extending a road To extend a road, you need to create a new road between the road and the town you want to be included in the road. They need to accept joining the road. Then you can merge both roads with `/tr merge <road1> <road2>`. To merge 2 roads, your town needs to be part of both roads. By merging several new roads, you can add several towns to the road. The final road needs to be validated once again with `/tr validate <road>`. ## Towns falling into ruins If one of the towns of a road falls into ruins (or gets removed), the town will be removed from the road, and the part of the road that was going to that town will be removed. When a town is removed from a valid road, it tries to validate it again once the town has been removed, but it might not work if the road does not match the requirements. Claim or unclaim (`/tr unclaim`) new areas to validate it again. If one of the 2 last towns of the road falls into ruins, the road will be deleted. A road going from your town to your town isn't that useful. ## Town leaving the road When a town leaves a road, it has the same effect on the road as if the town fell into ruins. # Translations Translations in English & in French are done by me (Hydrolien). Feel free to open a pull request to add new languages. There is a single config file to translate. # TODO - Require a minimal amount of suspicious gravel, gravel, suspicious sand or water to be in the road chunks to validate it. - Fix opening a chest with an item in hand being considered an interaction and not a switch. - Fix breaking blocks being counted twice because of PlayerInteractEvent. - Command to toggle auto-claim for a road that claims a new chunk each time the player enters a new chunk. It stops when the road has maxed out its chunks or if the player leaves the server. ## Statistics (https://bstats.org/signatures/bukkit/TownyRoads.svg)](https://bstats.org/plugin/bukkit/TownyRoads/31859) # Build, Test & De

# TownyRoads

Add roads to Towny.

This plugin tries to encourage players to build roads between towns by giving them partial claim protection & other bonuses for connected towns.

Towny is required. MapTowny, squaremap & RoadSpeedMounts are supported as optional dependencies.

## MapTowny

MapTowny allows roads to be displayed on the dynmap.

## RoadSpeedMounts

RoadSpeedMounts allows for different speeds on roads and outside roads.

TownyRoads adds roads to a Towny world.

## Creating a road

Roads need to be created between 2 towns first. `/tr create ` creates a road between your town and the one you specify. The other town needs to accept your road invite: `/tr accept `.

You then need to claim the area of the road by moving into each chunk between the 2 towns and claiming it: `/tr claim `.

Once you have connected both towns and the other town has accepted to join the road, you can validate the road: `/tr validate `. If something is wrong with the road, you will have an explanation of what is wrong in chat and will be able to validate again once the road is fixed.

Until then, the road has no effect. Once the road is validated, it starts having effects.

Roads can't be more than 1000 chunks long. Roads can't be longer than 2 times the distance of the shortest path between the 2 towns.

## Road effects

### Claim protection

Players who are not part of the road towns won't be able to break or build much on the road chunks. Once they have placed or broken 10 blocks, they need to wait 1 minute for each new block they want to place or break. This makes ambushes still possible but makes major grief too time-consuming. Chests or doors can be opened without limitation; do not use roads as an extension of a town.

Make sure to give `comayor` or a rank with the `townyroads.claimed.ownroad.*` permission to your residents who are supposed to build the roads.

A town connected to its capital pays 50% less upkeep. A capital connected to other nation towns pays less upkeep, up to 50% if all nation towns are connected. It also makes the nation pay up to 50% less upkeep.

### TownyWaypoints

TownyWaypoints can be configured to allow players to travel only if there are roads between the towns.

### RoadSpeedMounts

If RoadSpeedMounts is on the server, horses, donkeys, mules, camels and players will be faster. The default config makes them 2 times faster on roads than in wilderness for the same blocks they are moving on (from +30% to +60% on suspicious gravel for horses, for example).

### Bonus chunks

Each connected town provides some bonus chunks to the road. It provides 1 chunk per town level of each town connected to the road. Same-nation towns provide 2 times more bonus chunks. Ally nation towns provide 1. 5 times more bonus chunks. Enemy nation towns provide 0. 5 times more bonus chunks.

A town can't have more than 1000 bonus chunks from all connected towns. A town can't have more bonus chunks than regular chunks.

## Extending a road

To extend a road, you need to create a new road between the road and the town you want to be included in the road. They need to accept joining the road. Then you can merge both roads with `/tr merge `. To merge 2 roads, your town needs to be part of both roads. By merging several new roads, you can add several towns to the road.

The final road needs to be validated once again with `/tr validate `.

## Towns falling into ruins

If one of the towns of a road falls into ruins (or gets removed), the town will be removed from the road, and the part of the road that was going to that town will be removed. When a town is removed from a valid road, it tries to validate it again once the town has been removed, but it might not work if the road does not match the requirements. Claim or unclaim (`/tr unclaim`) new areas to validate it again.

If one of the 2 last towns of the road falls into ruins, the road will be deleted. A road going from your town to your town isn't that useful.

## Town leaving the road

When a town leaves a road, it has the same effect on the road as if the town fell into ruins.

# Translations

Translations in English & in French are done by me (Hydrolien). Feel free to open a pull request to add new languages. There is a single config file to translate.

  • Require a minimal amount of suspicious gravel, gravel, suspicious sand or water to be in the road chunks to validate it.
  • Fix opening a chest with an item in hand being considered an interaction and not a switch.
  • Fix breaking blocks being counted twice because of PlayerInteractEvent.
  • Command to toggle auto-claim for a road that claims a new chunk each time the player enters a new chunk. It stops when the road has maxed out its chunks or if the player leaves the server.

## Statistics [!(https://bstats.org/signatures/bukkit/TownyRoads.svg)](https://bstats.org/plugin/bukkit/TownyRoads/31859)

# Build, Test & De

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Plugins
Author
Hydrolien
Version
1.1.0
Downloads
41
Endorsements
3
Category
bukkit
Created
7/29/2026
Updated
8/22/2026
Game Versions
1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4
Tags
transportation

🔧 How to Install Minecraft Plugins Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Plugins →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Plugins commands, item IDs, and more.

❓ Frequently Asked Questions

Which Minecraft Plugins versions does TownyRoads support?

The author lists 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5. Other versions may work but are untested by the author.

What is the latest version of TownyRoads?

Version 1.1.0, published 2026-08-22 with 41 downloads recorded at the source.

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