Claiming

Chunk Claiming Basics

SimpleClaimSystem uses a chunk-based claiming system. Each Minecraft chunk (16x16 blocks, full height) is the smallest unit of protection. When you claim a chunk, all blocks within it are protected according to your claim's permissions and flags.

A claim is a collection of one or more chunks owned by a player. Each claim has its own name, description, spawn point, permissions, flags, member list, and settings.

Basic claiming

/claim

Claims the chunk you are standing in. If the chunk is already claimed by someone else, you cannot claim it. If economy is enabled, the chunk cost is deducted from your balance.

Standing in your own claim? /claim opens that claim's management menu (same as /claim menu). A convenient shortcut — you don't have to remember the menu command.

Claiming with a custom name

/claim create <name>

Creates a claim at your current location with a custom name, skipping the default claim-%n template. The name is validated with the exact same rules as /claim setname: it must match claims.allowed-regex-name, respect claims.max-length-name, not collide with the template string, not contain any entry from claims.blocked-words, and not duplicate one of your existing claim names.

Radius claiming

/claim radius <radius>

Claims a square area of chunks centered on your current chunk. A radius of 1 claims a 3x3 area (9 chunks), radius 2 claims 5x5 (25 chunks), and so on. The maximum radius is controlled by the scs.limit.radius.<amount> permission or the admin-set limit.

Default radius per player

The default-claim-radius player setting (see Default Player Settings) controls what /claim does with no radius argument. 0 = claim a single chunk. 1+ = claim that radius by default, as if the player had typed /claim radius N. The value is capped server-side at the player's max-radius so a misconfiguration can never bypass the limit.

Unclaiming

/unclaim

Opens a GUI to select which claim to delete. When a claim is unclaimed, all protections are removed and the chunks become free. If the claim was purchased, there is no automatic refund.

Multi-Chunk Claims

Claims can consist of multiple chunks. You can expand a claim by adding chunks, or reduce it by removing them.

Adding chunks

/claim addchunk <claim>

Adds the chunk you are standing in to the specified claim. The chunk must be unclaimed and (if only-adjacent-chunks is enabled) adjacent to an existing chunk in that claim.

Removing chunks

/claim delchunk <claim>

Removes the chunk you are standing in from the specified claim. The chunk becomes unclaimed and unprotected.

Merging claims

/claim merge <claim1> <claim2>

Merges two claims into one. All chunks from claim2 are transferred to claim1, and claim2 is deleted. Members, permissions, and flags from claim1 are kept. Both claims must belong to you.

The only-adjacent-chunks setting in config.yml controls whether added chunks must be adjacent to existing claim chunks. When disabled, players can add any unclaimed chunk to any of their claims regardless of distance.

Auto Modes

Auto modes let you perform claiming actions automatically as you walk between chunks, making it efficient to claim large areas.

CommandDescription
/claim auto-claim [seconds]Automatically claims each unclaimed chunk you walk into (creates new claims)
/claim auto-unclaim [seconds]Automatically unclaims each of your claimed chunks as you walk through them
/claim auto-addchunk [claim|seconds]Automatically adds each unclaimed chunk you walk into to the specified claim (or the one at your location if you pass seconds)
/claim auto-delchunk [claim|seconds]Automatically removes chunks from the specified claim (or location) as you walk through them
/claim auto-merge [claim|seconds]Automatically merges nearby claims as you walk through them
/claim auto-fly [seconds]Automatically toggles flight when entering/leaving your claims
/claim auto-map [seconds]Automatically displays the claims map when moving between chunks

Each auto mode is a toggle: run the command once to enable, run it again to disable. Only one auto mode can be active at a time (except auto-fly and auto-map, which can run alongside other modes).

Anti-abuse timer (optional)

Every auto-X command accepts an optional [seconds] argument. When set, the mode automatically turns off after the specified duration, and the player sees a small countdown in the action bar.

/claim auto-claim 60       # auto-claim for 60 seconds
/claim auto-merge mybase 30 # auto-merge into mybase for 30 seconds

Server admins can constrain timer values through two per-player settings:

  • players.default.auto-default-timer in config.yml (and the matching permission scs.limit.auto-default-timer.<n>) sets the default timer applied when the player omits [seconds]. 0 = no timer (legacy behaviour).
  • players.default.auto-max-timer (and scs.limit.auto-max-timer.<n>) sets the maximum duration a player can request. 0 = no cap.

If a player passes a value above the cap they get an error message and the mode stays off — useful for preventing players from leaving auto-claim running indefinitely.

Auto modes are particularly useful for server administrators or players with large territories. Combined with /claim radius, you can claim vast areas quickly.

Map & Visualization

SCS2 provides two ways to visualize claims in-game:

Claims map

/claim map

Displays a text-based map in chat showing nearby chunks. Each chunk is color-coded: your claims, other players' claims, unclaimed chunks, and for-sale claims all have distinct colors. The map shows a grid centered on your current chunk.

Boundary particles

/claim see

Toggles particle-based boundary visualization. When active, colored particles outline the edges of claims around you. This uses packetevents to send particles only to you — other players are not affected.

Auto-map

/claim auto-map

Automatically refreshes the claims map every time you cross a chunk boundary. Useful while exploring or planning claim layouts.

Claim Flight

Players can fly within their own claims for a limited time:

/claim fly

Toggles flight mode. When active, a timer counts down your remaining fly time (displayed in the action bar). When the timer runs out or you leave your claim, flight is disabled and you are gently lowered to the ground.

  • The maximum fly duration is set via scs.limit.fly.<seconds> or the admin command.
  • /claim auto-fly automatically enables flight when you enter your claims and disables it when you leave.
  • Fly time recharges when you are not flying (configurable).

Unlimited fly time

The claim.fly.infinite permission (default false, declared with that exact prefix — not scs.) overrides the per-player fly limit. Holders fly indefinitely inside their own claims; the action-bar timer is replaced with the infinity symbol. Convenient for staff or top-tier donors.

Respawn in Claim

Players can choose to respawn inside one of their own claims instead of the server's default spawn or their bed:

/claim respawn

Must be executed while standing in one of your own claims. The claim's spawn location (set with /claim setspawn) becomes the player's respawn point on death. Running the command again in the same claim removes the setting.

The feature must be enabled server-side before players can use it:

claims:
  respawn-in-claim:
    enabled: true

How it survives edge cases

The plugin stores the claim's numeric id (not its name) in the player's data. Consequences:

  • Claim renamed — respawn keeps working; the name isn't used.
  • Claim deleted or transferred to someone else — the respawn silently falls back to the server default on next death. No cleanup is needed; the stale id is harmless because MySQL's auto-increment is monotonic and the id is never reused.
  • Claim's world unloaded — same fallback to server default.
  • Spawn point moved with /claim setspawn — respawn uses the updated location automatically.

Previewing a Claim

Before spending money or filling a limit, you can preview what /claim would actually take:

/claim preview [radius]
  • No argument — previews the single chunk you're standing in (or your default-claim-radius if set).
  • With a radius — previews a (2·radius+1)² area centered on you, same as /claim radius.

Particles are drawn at the edges of each chunk in the area:

  • Yellow — free, would be claimed
  • Red — already claimed (by you or someone else) and would be skipped

A chat summary shows how many chunks are free vs. taken and the total cost you'd pay. The preview lasts a few seconds and uses packetevents, so other players don't see the particles.

Return to Last Claim

Quickly teleport back to the last claim you walked into during your current session:

/claim back

History is kept in memory only — it resets when you log out. The command teleports you to the claim's spawn point, and it honors the same teleport delay / cooldown settings as /claim tp.

"Last claim you walked into" means the most recent claim boundary you crossed entering. Walking back out of your own claim, or standing still, doesn't update the history.

Restricting the scope

A config toggle controls which claims /claim back can teleport to:

claims:
  claim-back:
    only-own-claims: false
  • false (default) — any claim the player walked into this session.
  • true — only claims owned by the player; entries into other players' claims are simply ignored at teleport time.

The remembered claim id is recorded the same way regardless of this setting; the setting is consulted at teleport time, so admins can change it at runtime without clearing any state.

Public Warps

Any claim can be opened as a public warp so other players can teleport to it via /claim visit. Useful for public shops, community farms, contest zones, or simply a "front door" to a base — no extra player-warps plugin needed.

How to open a warp

Stand in your claim, run /claim settings, click the Public warp toggle (ender pearl icon). The warp's teleport point is the claim's spawn — change it with /claim setspawn.

Charging a visit fee (optional)

Owners can charge visitors a Vault fee, debited on every /claim visit and credited directly to the owner (even when offline):

/claim setvisitprice <amount>     # 0 = free

The following players never pay and can also access closed warps:

  • The claim's OWNER, MEMBER, MODERATOR and any custom role member
  • Players with scs.admin
  • Players with scs.bypass.warp-cost

Banned players are always blocked, regardless of the rules above.

Visiting other players' warps

/claim warps                          # paginated GUI: every player with at least one open warp
/claim warps <player>                 # shortcut: jump straight to that player's warps
/claim visit <player>                 # same as the line above
/claim visit <player> <claim>         # direct teleport (with delay/cooldown like /claim tp)

Tab-completion resolves offline player names from the cache, so you don't need the target online. Both /claim warps <player> and /claim visit <player> error out cleanly when the target has no open public warps instead of opening an empty menu.

Defaults

Closed by default. Configure defaults applied to every new claim in config.yml under claims.default:

claims:
  default:
    warp: false        # public warp closed
    visitPrice: 0.0    # 0 = free

Admin override

Server staff with scs.admin.forcewarp can force-close (or open) any player's warp:

/scs forceWarp <player> <claim>                          # standalone form
/scs player <player> manage-claim <claim> forceWarp       # via the player-management flow
/scs player <player> manage-claim * forceWarp             # toggle every claim of the player

Toggling a warp on/off fires ClaimWarpToggleEvent (cancellable). Teleports via /claim visit fire ClaimVisitEvent after the ban/warp-closed checks and before the payment + TP, so anti-grief or custom-rule plugins can veto on the fly. See the API README.