DUXPLIMA Documentation

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

GroupFlags
Security and damagePVP, KEEP_INVENTORY, CREEPER_DAMAGE, WITHER_DAMAGE, FIRE_SPREAD, LIGHTNING_DAMAGE, MOB_GRIEFING
ExplosionsTNT_EXPLOSIONS, END_CRYSTAL_DAMAGE, BED_EXPLOSION, FIREBALL_DAMAGE, DRAGON_DAMAGE, RESPAWN_ANCHOR_EXPLOSION
World mechanicsFLUID_FLOW, PISTON_PUSH, LEAF_DECAY, ICE_MELT, BLOCK_FADE, BLOCK_FORM, ENTITY_BLOCK_FORM, STRUCTURE_GROW, NATURE_SPREAD
BlocksCORAL_FADE, SCULK_SPREAD, REDSTONE
SpawningMOB_SPAWNING, SPAWN_ANIMALS, SPAWN_MONSTERS, SPAWN_PHANTOMS
Mob behaviourENDERMAN_PICKUP, ZOMBIE_DOOR_BREAK, SILVERFISH_INFEST

Two that surprise people

  • MOB_SPAWNING is 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.
  • REDSTONE off 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.