Wiki Release: 2026.09.5 · UltimateClans: 9.1.4 · Documentation branch: 9
UltimateClans V9 getting started#
What UltimateClans manages#
UltimateClans V9 is the central clan platform. The Core owns clan identity, leaders/members, invitations, roles, clan settings, profiles, moderation, clan data and the extension/module/addon platform. Optional modules add features such as Home, Chat, Mail, Logger, Levelup, Rewards, RivalAlly, Banner, Discord and Multiserver; addons add larger independent systems.
First server setup#
- Start once and confirm the Core creates its config/language/storage files without errors.
- Configure storage before opening the server. SQLite is appropriate for a single server; shared/network deployments should use the storage/sync design you intend to keep.
- Review
/clanplayer permissions and/uclanadmin permissions. Do not test only as OP. - Configure clan creation cost/requirements, member/role limits, tag/name rules, chat/profile/settings behavior and modules.
- Create a disposable clan and test create → invite/join → promote/demote/roles → settings → leave/disband.
- Enable modules/addons one group at a time and repeat the relevant workflow.
Basic player lifecycle#
A new clan starts with /clan create according to configured syntax/cost. Members are added through the configured invite/member flow. Leaders can manage roles, settings, moderation, homes and optional module/addon permissions. /clan info, /clan profile and GUI pages expose clan/member state.
Roles and permissions#
UltimateClans separates Bukkit command permissions from clan-role permissions. A player can have permission to use a command but still be denied an action by the clan role. When troubleshooting access, check both layers.
Editing safely#
Prefer documented YAML edits, preserve exact key names, and restart after structural/storage/module changes. Use reload only for areas explicitly designed to reload. Back up storage before renaming IDs, switching database types or changing persistent feature structures.
Create a production-ready clan flow#
1. Clan creation#
Before launch, decide who may create clans, the creation cost and naming/tag rules. Test /clan create with a normal account that has only the intended permission. Confirm the economy charge is applied once and that rejected names/tags do not create partial clan data.
2. Invitations and membership#
Test the complete member lifecycle: invite/search → join/accept → member list → kick/leave. A leader leaving/disbanding is a different state transition from an ordinary member leaving, so test both.
3. Roles#
Use /clan role and the role/permission GUI to decide who may invite, kick, change settings, use Bank/Chest/addons and perform moderation-like clan actions. Test with a second account; OP testing hides permission mistakes.
4. Clan settings and profile#
Use /clan settings and /clan profile to verify editable clan/member fields, invitation preferences and profile information. If a GUI button fails, run its equivalent command manually to separate a GUI problem from a business-rule problem.
5. Homes, chat and relationships#
Enable the Home, Chat and RivalAlly modules only when you want those capabilities. Each has its own configuration and permissions. Confirm ally/rival state is respected by any protection/combat addon that consumes it.
6. Admin operations#
Use /uclan for staff/admin workflows. Keep direct YAML/database editing as a last resort; use supported commands/APIs so caches, events and cross-server sync are updated together.
Files you will edit most often#
config.yml: Core gameplay and clan behavior.commands.yml: command permission/cooldown/cost/enabled/world/region behavior.gui.yml: menu layout/actions.storage.yml: persistence backend.modules.yml: module state/selection.moderation.yml: moderation behavior.chat.yml: Core chat-related definitions where applicable.language/: player-facing text.
When a module/addon has its own file, configure the feature there instead of adding invented keys to Core config.