Flags
Turning the claim-wide rules on and off.
menu/claim_flags.yml, opened from claim management.
Every one of the 32 flags appears as an item showing its current state. Clicking toggles it.
A flag being on means the thing is permitted. Turning FIRE_SPREAD off stops fire spreading;
turning it on lets it spread again.
What each toggle needs
uxmclaims.ability.claim.flag.<FLAG> for that specific flag, or …flag.* for all of them. Flags a
player may not change are shown but refuse on click.
This is per-flag on purpose. Granting uxmclaims.ability.claim.flag.KEEP_INVENTORY and
…flag.MOB_SPAWNING lets players tune the things that affect only them, while PvP stays a server
decision.
The groups on screen
| Group | Flags |
|---|---|
| Security and damage | PVP, KEEP_INVENTORY, CREEPER_DAMAGE, WITHER_DAMAGE, FIRE_SPREAD, LIGHTNING_DAMAGE, MOB_GRIEFING |
| Explosions | TNT_EXPLOSIONS, END_CRYSTAL_DAMAGE, BED_EXPLOSION, FIREBALL_DAMAGE, DRAGON_DAMAGE, RESPAWN_ANCHOR_EXPLOSION |
| World mechanics | FLUID_FLOW, PISTON_PUSH, LEAF_DECAY, ICE_MELT, BLOCK_FADE, BLOCK_FORM, ENTITY_BLOCK_FORM, STRUCTURE_GROW, NATURE_SPREAD |
| Blocks | CORAL_FADE, SCULK_SPREAD, REDSTONE |
| Spawning | MOB_SPAWNING, SPAWN_ANIMALS, SPAWN_MONSTERS, SPAWN_PHANTOMS |
| Mob behaviour | ENDERMAN_PICKUP, ZOMBIE_DOOR_BREAK, SILVERFISH_INFEST |
Two that surprise people
MOB_SPAWNINGis a master switch. Off, nothing spawns naturally regardless of the three specific spawn flags. A player turning it off to stop creepers also stops their cow farm.REDSTONEoff breaks farms. It stops redstone components firing entirely, which is heavier than most players expect from the name.
The state text comes from statusActive and statusPassive in messages.yml.
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