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Frequently Asked Questions (FAQ)

Multi-Profile System

Q: What is the Multi-Profile System? A: By default, LandClaimPlugin assigns a single claim profile to each player. However, if you enable the Multi-Profile System (multiProfilesEnabled: true in config.yml), players can create multiple independent claim profiles (e.g., a personal base and a team base).

Q: How do players switch between their profiles? A: Players can use the /claim profiles command to open an interactive GUI. This GUI displays all the profiles they own, as well as any profiles they are a member of. Clicking on a profile sets it as their "Active Profile". All subsequent claim commands (like /claim, /claim menu, /unclaim) will automatically target the currently Active Profile.

Q: What is the difference between maxProfilesPerPlayer and maxMemberships? A:

  • maxProfilesPerPlayer: This setting strictly limits the number of profiles a single player can own (i.e., profiles they created using /claim create).
  • maxMemberships: This setting limits the number of different claims a player can join as a member. These two settings are completely independent. A player can own their maximum allowed profiles while simultaneously being a member of other players' profiles up to the maxMemberships limit.

Q: If I give a player permission to own 100 chunks, can they create 2 profiles with 100 chunks each to bypass the limit? A: No! The claim chunk limit is a global limit across all of a player's owned profiles. If a player has a limit of 100 chunks and they claim 60 chunks in Profile A, they can only claim up to 40 chunks in Profile B. The system aggregates chunk counts across all owned profiles to prevent exploits.

Q: What happens if multiProfilesEnabled is toggled OFF after players have already created multiple profiles? A: WARNING: Toggling this setting OFF after use is dangerous. If the system reverts to single-profile mode, it relies on mapping a player's UUID directly to their Profile ID. Secondary profiles created in multi-profile mode use random UUIDs. As a result, players will lose access to all secondary profiles they created. If their primary profile was previously deleted, they may lose access to all of their claims entirely. It is highly recommended to leave the setting ON once it has been used.


Protection & Limits

Q: What happens if a player breaks the last block connecting their claims? A: If requireConnectedClaims is enabled and a player breaks the block connecting their claims, the auto-unclaim feature (if enabled) will automatically unclaim the newly disconnected chunk to enforce the connection rules.

Q: Are members restricted from creating their own profiles? A:

  • Single-Profile Mode: Yes, players can only be an owner OR a member. If they are a member of another claim, they cannot create their own.
  • Multi-Profile Mode: No, players can create their own profiles even if they are already members of other players' claims (up to the maxProfilesPerPlayer limit).

Q: Does /claim unstuck work everywhere? A: /claim unstuck only works when a player is trapped inside a claim (either their own or someone else's). It uses an asynchronous Breadth-First Search (BFS) algorithm to find the nearest safe wilderness block without teleporting them into walls or lava. It respects a configurable cooldown to prevent abuse during combat.

Members, Trust, and Bans

Q: What's the difference between /claim member kick, /claim trust remove, and /claim ban? A:

  • /claim member kick removes the player from the claim's member list. They can still enter as a visitor (subject to the visitor flag settings).
  • /claim trust remove removes the player from the trusted list. Same as kick — they fall back to visitor permissions.
  • /claim ban is a hard denial. Banned players cannot enter the claim at all — the PlayerMoveEvent handler pushes them back to the previous chunk at the boundary. They also lose every flag check, so even if they somehow teleport in, they can't break blocks, open chests, or interact. If the banned player is online and inside the claim at the moment of the ban, the plugin teleports them out via BFS to the nearest safe wilderness.

Bans persist across server restarts. Use /claim unban <player> to remove a ban, and /claim banlist to see all current bans.


Geyser / Bedrock Players

Q: My server has Geyser/Floodgate. Do Bedrock players get a different UI? A: Yes. When Geyser 2.x is installed, Bedrock players receive native Bedrock forms instead of the Java-only fallbacks. This affects:

  • Anvil-based text input (rename claim, change color, role names) → CustomForm with a text field
  • /claim abandon confirmation → ModalForm with Confirm / Cancel buttons
  • /unclaim all confirmation → ModalForm
  • /claim ban confirmation → ModalForm

If Geyser is not installed (or geyserForms: false in config.yml), Bedrock players fall back to the Java chat-prompt flow. This is controlled by PluginConfig.geyserForms.

Q: My Bedrock player can't see the claim boundary visualization. A: The VisualizationManager automatically switches Bedrock players to particle-based visualization instead of display-entity blocks, since Bedrock clients don't render display entities as expected. This happens transparently — no action needed from the server admin.


Wilderness Protection

Q: How do I make it so players can only build inside their claims? I want a towny / clan-style server. A: Set wildernessProtection.enabled: true in config.yml. When enabled, the flags listed in wildernessProtection.deniedFlags are denied in unclaimed chunks. The default denied list contains only build / interaction flags (BLOCK_BREAK, BLOCK_PLACE, USE_CONTAINERS, USE_DOORS, etc.). Combat flags (DAMAGE_ANIMALS, DAMAGE_MONSTERS, BREED_ANIMALS, SHEAR_ENTITIES, TRADE_VILLAGERS, FEED_ANIMALS, LEASH_ENTITIES) and PvP are NOT in the default list — players can still hunt and fight mobs in the wilderness. Admins (landclaim.admin) always bypass.

You can exempt specific worlds (e.g. a creative build world) by adding them to wildernessProtection.exceptionWorlds. The list takes plain Bukkit world names, not the namespaced key — so world and world_nether, not minecraft:overworld.

Q: I enabled wilderness protection and now players can't even attack animals. How do I let them hunt mobs? A: The default deniedFlags list deliberately excludes combat flags. If you're seeing a build where animals can't be hit, either you're on an older build (pre-2.5.0) or your config has been customized. Check the deniedFlags list — remove DAMAGE_ANIMALS, DAMAGE_MONSTERS, BREED_ANIMALS, SHEAR_ENTITIES, TRADE_VILLAGERS, FEED_ANIMALS, and LEASH_ENTITIES to restore the default mob-hunting behavior.

Q: Does wilderness protection affect PvP? A: By default, no — PVP is NOT in the default deniedFlags list, so players can fight in the wilderness. The PvpProtectionListener has its own logic (claim-by-claim PvP toggle via /claim pvp) and is independent of wilderness protection. To force PvP off in the wilderness, add PVP to deniedFlags. To force PvP on in every claim regardless of the per-claim toggle, set pvp.forceEnabled: true.

Q: Can I let specific non-admin players bypass wilderness protection? A: Not in the current implementation — only landclaim.admin bypasses. If you need a finer-grained bypass (e.g. give builders the right to terraform the wilderness), grant them landclaim.admin and rely on a separate permission plugin to scope what they can do with that power.

PvP

Q: How do I make it so PvP is always on and claim owners can't disable it? A: Set pvp.forceEnabled: true in config.yml. This makes PvpProtectionListener always allow PvP regardless of the per-claim pvpEnabled flag, and /claim pvp refuses to toggle (sends the pvp-force-locked message). Note that this is a server-wide lock — there's no per-claim or per-player granularity. The per-claim pvpEnabled flag and its on-disk state are left untouched; only the listener's decision changes, so toggling the config back to false restores normal per-claim behavior immediately.

Released under the MIT License.