TODO:
	Update cache when adding/removing people
	Ability to make NPC Residents profiles (not actual human entities). /townyadmin set mayor [town] npc
	Remember outposts coordinated. Charge extra tax on them. Allow for outpost teleporting.
	Admins can moderate town/nation channels ingame.
	Delay for changing between PvP and Non-PvP.
	Require x residents to start a town.
	Buy certain sizes of towns.
	Mob removal by town. Ingame command.
		Town set mobremoval on -> pay cost.
		if not one time payment, every day = charge.

Secondary:
	Commenting
	Replace getDataSource() with a manager class to allow multiple save formats at once.
	Make the formatting/wording for [nation] .. [nation] etc, better.
	Chat:
		Town/nation name
		Friends show up differently.
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-27#post-132597
	NewTown -> Min dist from claimed townblock.
	Re-register a player after res delete.
	Claim circle [radius].
	Managed to claim 5 out of the 16 selected (x1,z1) .. (x2,z2).
	On login, see if there's been any events. Make command: /town log [page] to see messages.
	Function to cleanup non linked files in database.
	Server tax on town/nation per residents it contains. Don't delete town if it can't pay.
	Own an area, but don't force permissions on it.

Cool Concepts:
	In the wild, users who've registered less than X time are exempt to permissions.
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-34-resident-town-nation-hierarchy-grid-based-protection.3358/page-12#post-73637
	In the wild, allow people to mine underneath height of x.

Probably need TODO something:
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-34-resident-town-nation-hierarchy-grid-based-protection.3358/page-14#post-81114
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-44-resident-town-nation-hierarchy-grid-based-protection.3358/page-18#post-92835
	

Bugs:
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-34-resident-town-nation-hierarchy-grid-based-protection.3358/page-12#post-74896
	http://forums.bukkit.org/threads/sec-fun-info-towny-v0-46-resident-town-nation-hierarchy-grid-based-protection.3358/page-22#post-109451
	AG_Elias: I am having an issue with Towny. It seems to not pass events on to Craftbook if the event occurs in a town.

	Placing halfsteps on other halfsteps of a diffent type will place the step regardless of cancelling the event. Placing slabs of the same type (not smooth type) will cancel the event, but turn the bottom to smooth slab. When placing indirectly (block on top), the second effect happens (changing to smooth), but the first effect does not happen.
		http://www.youtube.com/watch?v=WPoozI4HJWE
	Towns being randomly deleted	
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-24#post-121274
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-27#post-130832
	Town files resetting:
		Realmz
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-26#post-128932
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-54-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-29#post-137119
		Possibly?:
			http://forums.bukkit.org/threads/sec-fun-info-towny-v0-54-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-30#post-145235
	Deleting a resident leaves it's pointer in Town.getResidents().
	Leaving town - Plot bug
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-27#post-130470
		Towns remaining after deletion.
	Essentials cooldown etc.
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-26#post-129664
	Protection issues.
		Destroy was fine, but player was able to build.
			http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-26#post-129321
			http://forums.bukkit.org/threads/sec-fun-info-towny-v0-52-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-26#post-129035
		I'm having some trouble with the autoupdating map and the claim as you walk thingies... Not working.
			-> Not detecting onChunk Moved?
	Permissions bug:
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-54-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-29#post-137988
	
	Charged death_price multiple times when you die.
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-54-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-29#post-138787
		http://forums.bukkit.org/threads/sec-fun-info-towny-v0-54-resident-town-nation-hierarchy-grid-based-protection-531.3358/page-30#post-145146
	Kick from town (due to taxes), owned plots go up for sale. When re-added, plot is no longer for sale.
	
		
	
	

