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Land claims

A land claim protects your build. Inside your land nobody but your crew can break, place, open chests or hurt your animals, and you decide what visitors may do. Claims work in the Claiming World only (get there with /rtp).

  1. Stand in the chunk you want and type /claim. Your first claim founds your land and asks you to name it (the first name is free).
  2. Keep claiming next to it. New chunks must touch your land’s existing chunks.
  3. Type /land any time to open your land’s Deed: crew, bank, rules, visitors, storage and the log, all in one menu.
  4. Use /borders to show or hide the edges of lands around you.
Price
Your first 5 chunksFree (shared across all your lands)
First paid chunk in a land$500
Each paid chunk after that5% more than the one before, capped at $500,000
Weekly upkeep$50 per paid chunk, taken from the land bank
Rename a land$10,000
Set the land spawn$1,000
Transfer ownership$5,000

Some example prices for the Nth paid chunk in one land: 10th $776, 20th $1,263, 50th $5,461, 100th $62,620. The first 20 paid chunks cost about $16,500 in total.

Claims are paid from the land bank first. If the bank is short, the rest comes out of the owner’s own balance. Unclaiming a paid chunk refunds 100% of what it cost into the land bank.

Upkeep never unclaims anything. If the bank cannot cover the weekly bill, the difference is recorded as overdue upkeep and is paid off automatically the next time money goes into the bank.

Your chunk allowance is one shared total across every land you own. It grows with your Survival rank:

RankChunksLands you can own
Drifter, Wader251
Paddler351
Angler451
Minnow601
Guppy752
Koi902
Salmon1102
Mariner1303
Diver1503
Reefkeeper and up1753 (5 from Wavebreaker)

You can raise the chunk total with coins in the Coin Shop (/coinshop, Chunks page): 1 chunk for 1,000 coins, up to 100 chunks for 100,000 coins. Bought chunks add to your shared total, not to one land. The Chunks page also shows how many you have used and how many are left.

Each land holds up to 10 crew and officers (the owner is not counted). Different lands must keep at least one empty chunk between them.

RoleWhat they can do
OwnerEverything, and the only one who spends the land’s money (claiming, withdrawing, spawn, rename)
OfficerManage the crew, the rules and the visitor settings
CrewBuild and use everything inside the land, deposit into the bank
VisitorOnly what your visitor settings allow
  • /trust <player> invites someone to your crew. They accept with /land accept (or /land deny).
  • /untrust <player> removes them.
  • /land promote <player> and /land demote <player> move people between Officer and Crew.
  • /land ban <player> keeps someone out entirely; /land unban lets them back.
  • /land leave takes you off a land’s crew.

Crew can build and open everything in a land. If you want a chest that is only yours, lock it.

  • Look at a chest, barrel or other container in your land and type /lock. /unlock takes the lock off.
  • Or sneak and right-click it with both hands empty to lock or unlock it.

A locked container opens only for you, the land owner and staff. The rest of the crew see who locked it. Only you or the land owner can unlock it, and only you or the owner can break it. Locking either half of a double chest locks both.

  • Hoppers, hopper minecarts and droppers can’t pull items out of a locked container, unless you lock them too. A hopper you place under your own locked chest locks to you automatically, so your sorters keep working.
  • Locked droppers and dispensers don’t fire.
  • Copper golems won’t take from locked chests, and explosions and mobs can’t break them.
  • You can’t join a chest onto someone else’s locked chest. Sneak while placing to put it down on its own.
  • If you leave or are removed from the crew, your locked containers open only for the owner.

Locks only work inside a land.

Every land can set down one Land Toolbox: a chest with your land’s name floating above it, where the crew can check on the land and pick up tools.

  1. Type /land toolbox (owner or officers).
  2. Within a minute, right-click the top of a block in your land where it should sit. It needs two blocks of open space. Right-click the air to cancel.

Crew right-click it to open it. Inside:

  • Your land at a glance: owner, size, crew online, bank, weekly upkeep and how many weeks the bank covers.
  • Shortcuts to the Deed, Show Borders and Land Storage.
  • The Shipwright’s Wrench.

Visitors can see the toolbox but it doesn’t open for them.

The owner and officers can sneak + right-click the toolbox to hide it (it still opens where it stands), and use the buttons inside to move it or pack it away. /land toolbox sets it down again any time.

The wrench turns blocks without breaking them.

  • Right-click a block to turn it: stairs, chests, furnaces, hoppers, observers, pistons, signs, heads, logs and pillars, and more.
  • Sneak + right-click to flip stairs, slabs and trapdoors between the top and bottom half.

It works in any land where you’re crew, never outside a land. It leaves doors, beds, double chests and extended pistons alone, and it can’t turn a container someone else has locked. It only changes which way a block faces, never what’s inside it.

The wrench is a tool, not loot: you can’t put it in a chest or bundle, craft with it or trade it. Drop it and it goes back into the toolbox, and you can take it out again whenever you like.

/land visitors opens a page of toggles for what non-crew players may do: enter, teleport to your spawn, use doors, trapdoors, buttons, chests, barrels, villagers, crops, animals, vehicles, ender pearls, fire, and break or place blocks.

New lands start with visitors allowed to enter, fight monsters, open barrels, fly, and pick up items. Hurting your animals is off by default.

The vehicles toggle covers boats, minecarts and other people’s mounts. Visitors can always ride a mount they tamed themselves, including their Stable mounts.

/land rules controls the land itself: monster, phantom and animal spawning, fire spread, TNT and creeper damage, outside pistons, water and lava flowing in, leaf decay, crop growth, snow melt, grass and vine spread, and whether the arrival message shows.

Turn Monsters spawn off and your land also keeps wandering monsters out: a monster that walks up to your border turns around and heads back, and monsters outside won’t chase you while you stand inside. If you hit one, it can follow you in for about 15 seconds, so fight it or step back. Named, tamed and leashed mobs, bosses, and anything already inside your land are left alone.

Grass spreading is on by default in every land, so dirt you leave next to grass will green over on its own. Turn it off in /land rules if you want bare dirt to stay bare.

  • /land bank shows the balance. /land deposit <amount> adds money; anyone on the crew can deposit. Only the owner can /land withdraw, and the bank counts toward the owner’s /bal total and /baltop place.
  • /land setspawn sets your land’s spawn point. /land spawn takes you there, and /land visit <land> takes you to someone else’s land if they allow it.
  • /land storage opens a shared 3-row land chest for the crew.
  • /land log shows recent claims, crew changes and bank activity.
  • /land greeting <text> sets the line visitors see when they arrive (up to 60 characters). /land quiet hides arrival messages for you.

/land registry lists every land open to visitors so you can browse and visit. Edwina Marchbank, the Harbor Registrar, keeps her desk in Pailhaven’s Hall of Records.

If a land’s owner and its whole crew are away for 30 days, the land is marked dormant in the Deed and the Registry. After 60 days it is released: the bank balance and chunk refunds go to the owner’s balance (less any overdue upkeep), and anything in the land chest waits for them in /land returns.

  • /unclaim gives up the chunk you are standing in. /unclaim all gives up every chunk except the one you stand in.
  • /land delete disbands the whole land so you can found a new one.
  • /land help lists every land command.