Wiki Release: 2026.09.5 · UltimateClans: 9.1.4 · Documentation branch: 9 · ClanGuardian
ClanGuardian troubleshooting#
Use this page when ClanGuardian loads but a gameplay/admin workflow does not behave as expected. Start with the narrow symptom rather than changing multiple configuration sections at once.
Fast diagnostic order#
- Confirm the component loaded and its required Core version is compatible.
- Reproduce with a non-OP test account and verify the exact command/role permission.
- Check YAML syntax and the specific feature section involved.
- Verify optional providers (economy, map, hologram, entity, Redis, WorldGuard, etc.) only when that feature depends on them.
- Check persistent storage and cross-server synchronization after configuration/permission checks.
- Read the first component-specific console error produced during startup or reproduction.
Common symptoms#
| Symptom | Likely causes | What to check / fix |
|---|---|---|
| Guardian does not spawn | Default/selected type unavailable, entity implementation failed to initialize, world/context is invalid or profile is defeated | Check guardians.yml, selected type, startup EntityWizard/entity integration logs and /clan guardian info. |
| Guardian follows but never attacks | PASSIVE/STAY/support behavior, target filtering, leash/radius or clan relationship rules prevent targeting | Switch to an attacking mode for the test, move a valid hostile target inside combat.target-radius, then inspect debug target/skill output. |
| Guardian teleports or moves awkwardly | Follow distance, forward offset, speed or teleport distance are too aggressive for the entity type | Return follow settings near defaults and tune one value at a time. |
| Skill never activates | Skill is not equipped, trigger/condition fails, cooldown/energy requirement is not met, or target is invalid | Enable debug.skill-failures, reproduce once and use the reported condition rather than lowering all limits blindly. |
| HUD shows wrong/stale values | HUD mode or update timing differs from the active guardian state | Check hud.enabled, mode/only-in-combat and reopen/respawn the guardian after config changes. |
| Shared clan guardian is absent | Feature disabled, clan level too low, max reached or no eligible online member can be followed | Check shared-guardian.*, clan level and online-member requirements. |
Configuration validation#
Focus on these configuration areas for this component: general, follow, combat, debug, hud, indicator, settings, shared-guardian. Preserve exact YAML indentation and key names.
Storage and restart checks#
- Do not delete live storage as a first troubleshooting step. Make a backup and inspect it first.
- If the issue appears only after restart, compare what is persisted with what is rebuilt in memory at startup.
- If the issue appears only on one server in a network, compare the component version, config, database and sync channel on that server.
- After a failed migration/recovery operation, keep the original data until the failure is understood.
What to include in a support ticket#
Provide the product/core version, component version, Minecraft/server implementation, the exact command/action used, the relevant config section, and the first related console error. Avoid sending passwords, database credentials, webhook secrets or API keys.
Diagnostic workflow#
Use this order before changing multiple settings at once:
- Startup: find the first warning/error mentioning this component; later exceptions are often consequences.
- Version/dependencies: verify the parent plugin version and every required/optional integration actually detected at startup.
- Configuration: validate YAML indentation/types and compare the relevant path with the default documented in this Wiki.
- Access: test both Bukkit permission and UltimateClans role/internal permission using a non-OP player.
- Context: reproduce in an allowed world/region and check claim/PvP/economy hooks if the feature depends on them.
- Persistence: restart and verify state is loaded from the intended YAML/SQLite/MySQL backend.
- Multiserver: reproduce on a single node first, then verify identical configs/storage/sync on all nodes.
- Isolation: disable unrelated integrations one at a time only when the evidence points to a hook conflict.
What to include when requesting support#
- Exact plugin/core/component versions.
- The command/action performed and expected result.
- The first relevant console exception/warning, not only the last line.
- The relevant configuration section with secrets removed.
- Whether the problem reproduces with a non-OP player.
- Server software/version and whether the server is part of a multiserver network.
Files worth checking#
commands.ymlconfig.ymlguardians.ymlgui.ymllanguages/Lang_EN.ymlskills/basic_attack.ymlskills/clan_regeneration_aura.ymlskills/heal.ymlskills/item_collector.ymlskills/last_stand.ymlskills/power_strike.ymlskills/ranged_attack.yml