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claims.yml

Territory: claim limits, placement rules, protection, HQ and base, the /team hq and /team stuck countdowns, and the warzone.

How it plays: read the guide

Every example on this page is taken from the shipped claims.yml. Changes apply with /hcf reload. A limit of 0 means no limit.

Switch

claims.yml
# Turning this off stops all claiming and all territory protection: nobody
# claims, staff included, and every territory - player land, server land such
# as spawn, and the warzone - can be built on, broken and blown up.
#
# Who owns what is kept, so turning it back on restores every rule exactly as
# it was. PvP on safe zones is not territory protection: pvp.yml has its own
# switch for it (safe-zones.enabled).
enabled: true

enabled: false turns off every claim and every protection — player land, server land, the warzone — and keeps who owns what.

Claiming wand

Claims are rectangles drawn block by block with the wand — left-click one corner, right-click the other, sneak + left-click to claim, drop it to give up. See Territory.

claims.yml
# Claims are drawn with the claiming wand, the traditional HCF way: /team claim
# hands it over; left-click a block for the first corner, right-click one for the
# second, then sneak and left-click to claim the rectangle between them - both
# corners included, the full height of the world. Drop the wand to give up. The
# corners are shown as columns only the wand's holder sees. Staff draw server land
# with /team createsystem and /team forceclaim <team>, an event's territory with
# /events claim <id> and its zone with /events setzone <id>.
wand:
  material: GOLDEN_HOE
  name: "{primary}&lClaiming Wand"
  lore:
    - "{muted}Left-click {dark}{bullet} {secondary}first corner"
    - "{muted}Right-click {dark}{bullet} {secondary}second corner"
    - "{muted}Sneak + left-click {dark}{bullet} {success}claim it"
    - "{muted}Drop it {dark}{bullet} {error}give up"
  # The block the corner columns are shown in, and how high they rise (1 to 64).
  pillar-material: GLASS
  pillar-height: 12
  # One block in every few is this instead, counting from the bottom: a column of
  # glass alone is invisible to players using a clear-glass resource pack
  # (0 = marker, 1 = pillar: 0111110111110 with pillar-marker-every: 6).
  pillar-marker-material: GLOWSTONE
  pillar-marker-every: 6
Key As shipped What it does
material GOLDEN_HOE The item
name, lore see above Its name and description
pillar-material GLASS The columns shown, to the holder only, on the corners
pillar-height 12 How high they rise, 1 to 64
pillar-marker-material GLOWSTONE One block in every few is this instead — a column of glass alone is invisible to a player using a clear-glass resource pack
pillar-marker-every 6 Which block: 6 gives a marker, then five of pillar-material, and so on (0111110111110)

Price

claims.yml
# What a claim costs, paid from the team bank when it is made (/team deposit).
# Money is what limits a team's land. Staff claims (/team forceclaim) and server
# land are free.
price:
  # Per block of surface: a 20 x 20 claim is 400 blocks.
  per-block: 0.25
  # The share of what a claim cost that /team unclaim gives back, 0 to 100.
  # Worked out on what was paid, never on today's price. Land converted from an
  # earlier version's chunk claims was paid nothing, and refunds nothing.
  refund-percent: 75
Key As shipped What it does
per-block 0.25 Price of one block of surface, paid from the team bank; 0 is free
refund-percent 75 Share of what a claim cost that unclaiming it gives back

Staff claims (/team forceclaim) and server land are free, and a staff unclaim refunds nothing.

Sizes

claims.yml
# The shape of one claim, and how much a team may hold. 0 = no limit.
sizes:
  # The shortest side, in blocks: a strip one block wide around an enemy base is
  # not territory.
  min-side: 5
  # The longest side, in blocks.
  max-side: 128
  # How many separate claims one team may hold.
  max-claims: 0
  # How many blocks of surface one team may hold in all.
  max-total-area: 0
Key As shipped What it does
min-side 5 Shortest side of a claim, in blocks
max-side 128 Longest side; 0 = none
max-claims 0 Separate claims one team may hold; 0 = no limit
max-total-area 0 Blocks of surface one team may hold in all; 0 = no limit

Staff claims and server land follow none of these.

Placement

claims.yml
placement:
  # A new claim must share an edge with the team's existing territory in that
  # world. A team may still open a brand new territory in a world it holds
  # nothing in.
  require-connected: true
  # Blocks of land to keep between a claim and another team's. 0 lets teams claim
  # right up against each other. Server land (spawn, roads) is no neighbour.
  buffer-blocks: 8
  # Whether unclaiming may split a team's territory into disconnected pieces.
  allow-disconnecting: false
Key As shipped What it does
require-connected true A new claim must share an edge with the team's land in that world
buffer-blocks 8 Blocks of land between two teams' claims; 0 lets them touch. Server land is no neighbour
allow-disconnecting false Whether unclaiming may split a territory in two

Map

claims.yml
map:
  # How /team map is drawn:
  #   pillars - columns on the corners of every claim around you, in the world,
  #             sent to you alone (nothing is ever placed), one kind of block per
  #             team, drawn at random each time and named in the chat under it
  #   chat    - the grid of characters, one cell per few blocks
  # /team map pillars and /team map chat ask for one or the other whatever this says.
  style: pillars
  pillars:
    # How far to look for claims, in chunks.
    radius-chunks: 4
    # A column runs from the ground to this layer, so it is seen from far away and
    # from above. Ground already higher than it gets minimum-height blocks instead.
    top-y: 128
    minimum-height: 3
    # How long the columns stay, in seconds. /team map again takes them away at
    # once, and once more brings them back.
    seconds: 20
    # Whether server land - spawn, roads, event grounds - is marked too. false
    # keeps the map to the teams around you.
    include-system-claims: false
    # The blocks the columns may be made of - ores and blocks of ore, raw ore
    # blocks included, which read well from a distance. SOLID blocks only: anything without collision (a
    # torch, a flower, a sign) is left out with a warning, and a slab or a pane
    # reads as decoration on a corner. Each team drawn takes one at random.
    materials:
      - DIAMOND_BLOCK
      - EMERALD_BLOCK
      - GOLD_BLOCK
      - IRON_BLOCK
      - LAPIS_BLOCK
      - REDSTONE_BLOCK
      - COAL_BLOCK
      - COPPER_BLOCK
      - NETHERITE_BLOCK
      - AMETHYST_BLOCK
      - QUARTZ_BLOCK
      - RAW_IRON_BLOCK
      - RAW_COPPER_BLOCK
      - RAW_GOLD_BLOCK
      - DIAMOND_ORE
      - EMERALD_ORE
      - GOLD_ORE
      - IRON_ORE
      - LAPIS_ORE
      - REDSTONE_ORE
      - COAL_ORE
      - COPPER_ORE
      - NETHER_QUARTZ_ORE
      - NETHER_GOLD_ORE
      - ANCIENT_DEBRIS
  chat:
    # How many blocks one cell stands for (1 to 64); each cell is judged by the
    # block in its middle. Then how many cells are drawn each way.
    cell-blocks: 8
    radius-x: 12
    radius-z: 6
Key As shipped What it does
style pillars How /team map is drawn: pillars in the world, or chat. /team map pillars and /team map chat ask for one either way
pillars.radius-chunks 4 How far the pillars look for claims, 1 to 16
pillars.top-y 128 A column runs from the ground to this layer, so it is seen from far away and from above
pillars.minimum-height 3 What a column gets instead where the ground is already above top-y, 1 to 64
pillars.seconds 20 How long the pillars stay, 1 to 600; /team map again takes them away at once
pillars.include-system-claims false Whether server land — spawn, roads, event grounds — is marked too
pillars.materials 25 ores and blocks of ore The blocks the columns may be made of; each team drawn takes one at random. Anything without collision is left out with a warning
chat.cell-blocks 8 Blocks one character of the chat map stands for, 1 to 64; each is judged by the block in its middle
chat.radius-x · radius-z 12 · 6 How many cells the chat map draws each way, 1 to 32

Subclaims

claims.yml
# A container that only some of the team may open: hang a sign on it whose first
# line is the header below and whose other lines are the players allowed. A sign
# with no name is the writer's own. Other members cannot open it, break it, break
# its sign or put a hopper under it. Several signs on one container add up; a
# double chest is guarded from either half. Anybody outside the team is kept out
# by the claim itself, and a raid opens subclaims with the rest of the land.
subclaims:
  enabled: true
  header: "[Subclaim]"
  # The lowest role that opens every subclaim of its team: leader, co-leader,
  # officer, member (everybody - the signs then mean nothing), or none (only the
  # names). A team may choose its own in /team settings (open-subclaims).
  open-any: co-leader
  # The lowest role that may write a subclaim sign. Each team may choose its own
  # in /team settings (create-subclaims).
  create-role: member
Key As shipped What it does
enabled true Subclaim signs at all
header [Subclaim] The first line that makes a sign a subclaim, matched without case
open-any co-leader The lowest role that opens every subclaim of its team: leader, co-leader, officer, member, or none for the names alone. Each team may choose its own in /team settings (open-subclaims)
create-role member The lowest role that may write a subclaim sign. Each team may choose its own in /team settings (create-subclaims)

Lock wall

The wall a locked claim shows the players it refuses — red glass on its border, sent to that player alone, like the wand's columns. Members see nothing.

claims.yml
# /team lockclaim, during SOTW: nobody but the team's members may enter the
# claim. The players it refuses see a wall of red glass around it - sent to them
# alone, like the claiming wand's columns, never placed in the world.
lock:
  wall:
    enabled: true
    # A block; glass of any colour reads best. Members never see it.
    material: RED_STAINED_GLASS
    # It runs from the ground to this layer, like the map's pillars; ground
    # already higher than it gets minimum-height blocks instead.
    top-y: 128
    minimum-height: 3
    # How close to the claim a player must be for the wall to appear at all, in
    # blocks: it shows as they come near rather than standing across the map.
    show-within-blocks: 5
    # How much of the border is then drawn around the player, in blocks - the rest
    # is too far to be seen, and drawing it would cost for nothing.
    radius-blocks: 24
    # The wall is redrawn as a player walks, block by block, so it is there before
    # they reach it. This timer is only the fallback that catches a lock taken or
    # released, and a claim that changed shape, in seconds.
    refresh-seconds: 2
Key As shipped What it does
wall.enabled true Whether a locked claim shows the wall at all
wall.material RED_STAINED_GLASS The block it is drawn in
wall.top-y 128 The wall runs from the ground to this layer
wall.minimum-height 3 What it gets instead where the ground is already above top-y, 1 to 64
wall.show-within-blocks 5 How close to the claim a player must be for the wall to appear at all, 0 to 128
wall.radius-blocks 24 How much of the border is then drawn around the player, 4 to 128
wall.refresh-seconds 2 The fallback timer, 1 to 60. The wall itself is redrawn as a player walks, block by block

Protection

claims.yml
protection:
  # Allies may build inside the team's territory.
  allow-ally-build: false
  # Attackers may build and break inside a RAIDABLE team's territory - the
  # pillage window. Turning this off makes claims
  # protected permanently, whatever the owner's DTR.
  allow-raid-building: true
  # Tell players when they cross a territory border.
  announce-territory: true
  # Explosions cannot break blocks in protected territory.
  #
  # Leave this on. Without it every rule above is optional: a player refused a
  # block break simply throws a stick of TNT instead, and the whole protection
  # is decorative.
  #
  # It follows the same rule as a player, asked as a stranger would ask it -
  # an explosion has no team, and attributing it to whoever placed the TNT
  # would be a guess. So a RAIDABLE team's territory still blows up, which is
  # exactly what the pillage window is for, and a protected team's does not.
  block-explosions: true
Key As shipped What it does
allow-ally-build false Allies may build and use things in the team's land
allow-raid-building true Anyone but allies may build in a raidable team's land — the pillage window. false protects claims whatever the DTR
announce-territory true Say when a player crosses a border
block-explosions true Explosions do not break protected blocks. Leave it on

HQ, base and stuck

claims.yml
homes:
  # HQ and the secondary base (/team sethq, /team hq, /team setbase, /team base).
  enabled: true
  # A home must sit on land the team owns.
  require-inside-territory: true
  # Countdown before /team hq or /team base teleports; taking damage or leaving
  # the block cancels it, and a combat tag refuses it at the start and again at
  # the end. 0 teleports at once. 10 is a common HCF value, not a rule.
  warmup-seconds: 10
claims.yml
stuck:
  # Countdown before /team stuck moves a player to the nearest free land, with
  # the same cancelling rules as above. It is the one way out of a base short of
  # breaking it, so without a countdown it is a free exit from any trap - and from
  # any raid. 60 is a common HCF value, not a rule.
  warmup-seconds: 60
Key As shipped What it does
homes.enabled true HQ and second base at all
homes.require-inside-territory true A home must stand on the team's land
homes.warmup-seconds 10 Countdown of /team hq and /team base; damage or moving cancels it
stuck.warmup-seconds 60 Countdown of /team stuck

Worlds

claims.yml
# Worlds where claiming is allowed. Leave the list empty to allow every world.
# Example:
#   claimable-worlds:
#     - world
#     - world_nether
claimable-worlds: []

An empty list allows every world.

Roles

claims.yml
# Minimum role required for each claim action. One of: leader, co-leader, officer,
# member. An unrecognised value falls back to "leader" and is reported in the
# console. A team may choose its own in /team settings (teams.yml, team-settings).
required-roles:
  claim: co-leader
  unclaim: leader
  set-home: co-leader
  # /team lockclaim: during SOTW only, nobody but members may enter the claim -
  # so nobody can camp in it until SOTW ends. Allies included. Every lock lapses
  # when SOTW ends, and a restart releases them (a SOTW is hours, not a map).
  lock-claim: co-leader

The minimum role for each territory action: leader, co-leader, officer or member. lock-claim is /team lockclaim, during SOTW only. Each team may choose its own in /team settings (teams.yml).

Warzone

claims.yml
# Server land around each world's centre: players fight there, no player team
# can claim it, and - unless allowed below - nobody builds on it.
#
# It sits alongside server teams (/team createsystem <name> <safe|combat>),
# and the most specific rule wins: CLAIMED LAND ALWAYS FOLLOWS ITS OWNER. Spawn
# at the centre stays a safe zone, a road claimed across the warzone keeps its
# own rules, and a player team that held land here before the warzone was set
# up keeps it - ownership never changes. The warzone only governs land nobody
# owns. Inside a Mountain's region, the Mountain's own rules apply instead, so
# its resources stay minable (see resourcenodes.yml).
#
# The radius is in blocks from the centre to each edge of a square, exactly -
# block-precise, like claims.
#
# Off by default: until you list a world below, nothing is reserved.
warzone:
  display-name: "{error}Warzone"

  # Whether players may place and break blocks on unclaimed warzone land.
  # false is the usual HCF rule. Doors, chests and buttons are not building and
  # stay usable either way. Explosions follow this too, as long as
  # protection.block-explosions is on: a charge cannot do what a pickaxe is
  # refused. Turning block-explosions off lets explosions through everywhere,
  # the warzone included - it is the one switch for every explosion rule.
  allow-building: false

  # One entry per world that has a warzone; a world not listed has none.
  # center-x / center-z default to 0. Example:
  #
  #   worlds:
  #     world:
  #       radius: 800
  #     world_nether:
  #       radius: 250
  #       center-x: 0
  #       center-z: 0
  worlds:
Key As shipped What it does
display-name &cWarzone Its name in messages and on /team map
allow-building false Whether players may build on unclaimed warzone land
worlds.<world>.radius none Blocks from the centre to each edge, exactly
worlds.<world>.center-x, center-z 0, 0 The centre

No world is listed as shipped: no warzone until you add one. Kill the King needs it.

The whole shipped file

View it on GitHub.

claims.yml
# ---------------------------------------------------------------------------
# HCFCore - Claim (territory) module configuration
# ---------------------------------------------------------------------------
# Every rule the claim module applies lives here; nothing below is duplicated as
# a constant in the plugin's code. Changes take
# effect on /hcf reload.
#
# As in teams.yml, a limit of 0 means "no limit".
#
# Claims are drawn block by block with the claiming wand (see "wand" below): a
# claim is a rectangle, the full height of the world.
#
# ⚠️ Reading this file, remember how protection actually works: who OWNS land is permanent, and is never changed by raiding.
# Whether that owner is currently PROTECTED is a separate, live question
# answered by their DTR. Nothing here can make a raid transfer land - a raid
# only opens the pillage window described under "protection" below.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------

# Turning this off stops all claiming and all territory protection: nobody
# claims, staff included, and every territory - player land, server land such
# as spawn, and the warzone - can be built on, broken and blown up.
#
# Who owns what is kept, so turning it back on restores every rule exactly as
# it was. PvP on safe zones is not territory protection: pvp.yml has its own
# switch for it (safe-zones.enabled).
enabled: true

# Claims are drawn with the claiming wand, the traditional HCF way: /team claim
# hands it over; left-click a block for the first corner, right-click one for the
# second, then sneak and left-click to claim the rectangle between them - both
# corners included, the full height of the world. Drop the wand to give up. The
# corners are shown as columns only the wand's holder sees. Staff draw server land
# with /team createsystem and /team forceclaim <team>, an event's territory with
# /events claim <id> and its zone with /events setzone <id>.
wand:
  material: GOLDEN_HOE
  name: "{primary}&lClaiming Wand"
  lore:
    - "{muted}Left-click {dark}{bullet} {secondary}first corner"
    - "{muted}Right-click {dark}{bullet} {secondary}second corner"
    - "{muted}Sneak + left-click {dark}{bullet} {success}claim it"
    - "{muted}Drop it {dark}{bullet} {error}give up"
  # The block the corner columns are shown in, and how high they rise (1 to 64).
  pillar-material: GLASS
  pillar-height: 12
  # One block in every few is this instead, counting from the bottom: a column of
  # glass alone is invisible to players using a clear-glass resource pack
  # (0 = marker, 1 = pillar: 0111110111110 with pillar-marker-every: 6).
  pillar-marker-material: GLOWSTONE
  pillar-marker-every: 6

# What a claim costs, paid from the team bank when it is made (/team deposit).
# Money is what limits a team's land. Staff claims (/team forceclaim) and server
# land are free.
price:
  # Per block of surface: a 20 x 20 claim is 400 blocks.
  per-block: 0.25
  # The share of what a claim cost that /team unclaim gives back, 0 to 100.
  # Worked out on what was paid, never on today's price. Land converted from an
  # earlier version's chunk claims was paid nothing, and refunds nothing.
  refund-percent: 75

# The shape of one claim, and how much a team may hold. 0 = no limit.
sizes:
  # The shortest side, in blocks: a strip one block wide around an enemy base is
  # not territory.
  min-side: 5
  # The longest side, in blocks.
  max-side: 128
  # How many separate claims one team may hold.
  max-claims: 0
  # How many blocks of surface one team may hold in all.
  max-total-area: 0

placement:
  # A new claim must share an edge with the team's existing territory in that
  # world. A team may still open a brand new territory in a world it holds
  # nothing in.
  require-connected: true
  # Blocks of land to keep between a claim and another team's. 0 lets teams claim
  # right up against each other. Server land (spawn, roads) is no neighbour.
  buffer-blocks: 8
  # Whether unclaiming may split a team's territory into disconnected pieces.
  allow-disconnecting: false

map:
  # How /team map is drawn:
  #   pillars - columns on the corners of every claim around you, in the world,
  #             sent to you alone (nothing is ever placed), one kind of block per
  #             team, drawn at random each time and named in the chat under it
  #   chat    - the grid of characters, one cell per few blocks
  # /team map pillars and /team map chat ask for one or the other whatever this says.
  style: pillars
  pillars:
    # How far to look for claims, in chunks.
    radius-chunks: 4
    # A column runs from the ground to this layer, so it is seen from far away and
    # from above. Ground already higher than it gets minimum-height blocks instead.
    top-y: 128
    minimum-height: 3
    # How long the columns stay, in seconds. /team map again takes them away at
    # once, and once more brings them back.
    seconds: 20
    # Whether server land - spawn, roads, event grounds - is marked too. false
    # keeps the map to the teams around you.
    include-system-claims: false
    # The blocks the columns may be made of - ores and blocks of ore, raw ore
    # blocks included, which read well from a distance. SOLID blocks only: anything without collision (a
    # torch, a flower, a sign) is left out with a warning, and a slab or a pane
    # reads as decoration on a corner. Each team drawn takes one at random.
    materials:
      - DIAMOND_BLOCK
      - EMERALD_BLOCK
      - GOLD_BLOCK
      - IRON_BLOCK
      - LAPIS_BLOCK
      - REDSTONE_BLOCK
      - COAL_BLOCK
      - COPPER_BLOCK
      - NETHERITE_BLOCK
      - AMETHYST_BLOCK
      - QUARTZ_BLOCK
      - RAW_IRON_BLOCK
      - RAW_COPPER_BLOCK
      - RAW_GOLD_BLOCK
      - DIAMOND_ORE
      - EMERALD_ORE
      - GOLD_ORE
      - IRON_ORE
      - LAPIS_ORE
      - REDSTONE_ORE
      - COAL_ORE
      - COPPER_ORE
      - NETHER_QUARTZ_ORE
      - NETHER_GOLD_ORE
      - ANCIENT_DEBRIS
  chat:
    # How many blocks one cell stands for (1 to 64); each cell is judged by the
    # block in its middle. Then how many cells are drawn each way.
    cell-blocks: 8
    radius-x: 12
    radius-z: 6

# A container that only some of the team may open: hang a sign on it whose first
# line is the header below and whose other lines are the players allowed. A sign
# with no name is the writer's own. Other members cannot open it, break it, break
# its sign or put a hopper under it. Several signs on one container add up; a
# double chest is guarded from either half. Anybody outside the team is kept out
# by the claim itself, and a raid opens subclaims with the rest of the land.
subclaims:
  enabled: true
  header: "[Subclaim]"
  # The lowest role that opens every subclaim of its team: leader, co-leader,
  # officer, member (everybody - the signs then mean nothing), or none (only the
  # names). A team may choose its own in /team settings (open-subclaims).
  open-any: co-leader
  # The lowest role that may write a subclaim sign. Each team may choose its own
  # in /team settings (create-subclaims).
  create-role: member

# /team lockclaim, during SOTW: nobody but the team's members may enter the
# claim. The players it refuses see a wall of red glass around it - sent to them
# alone, like the claiming wand's columns, never placed in the world.
lock:
  wall:
    enabled: true
    # A block; glass of any colour reads best. Members never see it.
    material: RED_STAINED_GLASS
    # It runs from the ground to this layer, like the map's pillars; ground
    # already higher than it gets minimum-height blocks instead.
    top-y: 128
    minimum-height: 3
    # How close to the claim a player must be for the wall to appear at all, in
    # blocks: it shows as they come near rather than standing across the map.
    show-within-blocks: 5
    # How much of the border is then drawn around the player, in blocks - the rest
    # is too far to be seen, and drawing it would cost for nothing.
    radius-blocks: 24
    # The wall is redrawn as a player walks, block by block, so it is there before
    # they reach it. This timer is only the fallback that catches a lock taken or
    # released, and a claim that changed shape, in seconds.
    refresh-seconds: 2

protection:
  # Allies may build inside the team's territory.
  allow-ally-build: false
  # Attackers may build and break inside a RAIDABLE team's territory - the
  # pillage window. Turning this off makes claims
  # protected permanently, whatever the owner's DTR.
  allow-raid-building: true
  # Tell players when they cross a territory border.
  announce-territory: true
  # Explosions cannot break blocks in protected territory.
  #
  # Leave this on. Without it every rule above is optional: a player refused a
  # block break simply throws a stick of TNT instead, and the whole protection
  # is decorative.
  #
  # It follows the same rule as a player, asked as a stranger would ask it -
  # an explosion has no team, and attributing it to whoever placed the TNT
  # would be a guess. So a RAIDABLE team's territory still blows up, which is
  # exactly what the pillage window is for, and a protected team's does not.
  block-explosions: true

homes:
  # HQ and the secondary base (/team sethq, /team hq, /team setbase, /team base).
  enabled: true
  # A home must sit on land the team owns.
  require-inside-territory: true
  # Countdown before /team hq or /team base teleports; taking damage or leaving
  # the block cancels it, and a combat tag refuses it at the start and again at
  # the end. 0 teleports at once. 10 is a common HCF value, not a rule.
  warmup-seconds: 10

stuck:
  # Countdown before /team stuck moves a player to the nearest free land, with
  # the same cancelling rules as above. It is the one way out of a base short of
  # breaking it, so without a countdown it is a free exit from any trap - and from
  # any raid. 60 is a common HCF value, not a rule.
  warmup-seconds: 60

# Worlds where claiming is allowed. Leave the list empty to allow every world.
# Example:
#   claimable-worlds:
#     - world
#     - world_nether
claimable-worlds: []

# Minimum role required for each claim action. One of: leader, co-leader, officer,
# member. An unrecognised value falls back to "leader" and is reported in the
# console. A team may choose its own in /team settings (teams.yml, team-settings).
required-roles:
  claim: co-leader
  unclaim: leader
  set-home: co-leader
  # /team lockclaim: during SOTW only, nobody but members may enter the claim -
  # so nobody can camp in it until SOTW ends. Allies included. Every lock lapses
  # when SOTW ends, and a restart releases them (a SOTW is hours, not a map).
  lock-claim: co-leader

# ---------------------------------------------------------------------------
# Warzone
# ---------------------------------------------------------------------------
# Server land around each world's centre: players fight there, no player team
# can claim it, and - unless allowed below - nobody builds on it.
#
# It sits alongside server teams (/team createsystem <name> <safe|combat>),
# and the most specific rule wins: CLAIMED LAND ALWAYS FOLLOWS ITS OWNER. Spawn
# at the centre stays a safe zone, a road claimed across the warzone keeps its
# own rules, and a player team that held land here before the warzone was set
# up keeps it - ownership never changes. The warzone only governs land nobody
# owns. Inside a Mountain's region, the Mountain's own rules apply instead, so
# its resources stay minable (see resourcenodes.yml).
#
# The radius is in blocks from the centre to each edge of a square, exactly -
# block-precise, like claims.
#
# Off by default: until you list a world below, nothing is reserved.
warzone:
  display-name: "{error}Warzone"

  # Whether players may place and break blocks on unclaimed warzone land.
  # false is the usual HCF rule. Doors, chests and buttons are not building and
  # stay usable either way. Explosions follow this too, as long as
  # protection.block-explosions is on: a charge cannot do what a pickaxe is
  # refused. Turning block-explosions off lets explosions through everywhere,
  # the warzone included - it is the one switch for every explosion rule.
  allow-building: false

  # One entry per world that has a warzone; a world not listed has none.
  # center-x / center-z default to 0. Example:
  #
  #   worlds:
  #     world:
  #       radius: 800
  #     world_nether:
  #       radius: 250
  #       center-x: 0
  #       center-z: 0
  worlds: