Building & claiming
How land works. There's no auto-claim system. Build it, sign it, it's yours. Etiquette and conventions.
There's no automatic claim system on Sunday Market. You don't /claim a chunk to mark it yours. Land works by community convention: build something on it, sign it, it's recognized as yours.
This is a deliberate design. Auto-claim systems work but they fragment the world (every player walls off a chunk) and discourage ambitious cooperation. Sunday Market trusts the community to handle territory through norms — and steps in with rules and rollback when norms break down.
The convention
"First found, first builds on it" = ownership
If you walk a thousand blocks from spawn and pick a hilltop nobody has touched, build something there, the hilltop is now yours by community recognition. Other players are expected to leave it alone.
This applies to:
- Bases — your home, towers, structures
- Farms — crops, mob farms, tree farms
- Brewing operations — your tavern build
- Resource stations — your auto-furnace, your shop, your storage
It doesn't apply to:
- Wilderness terrain you haven't built on — claiming "this whole valley is mine" without building anything = no recognition
- Public infrastructure — Nether hubs, sign teleporter networks, community spawn-area builds
- Spawn or server-built areas — those belong to everyone
"Sign it" makes it explicit
A sign with your name and "MY BASE" or similar removes ambiguity. Other players see the sign and know: this is someone's. Don't grief.
For shared bases (multi-player community), list all owners on the sign. Then everyone knows whose space it is.
Distance matters
The further from spawn you are, the more "yours" the area becomes. A 5,000-block-out base is recognized as deeply yours. A 200-block-from-spawn base is in shared territory; you have less exclusive claim there.
Building etiquette
Don't build on top of someone else's work
If you find a structure-marker (a wall, a path, a sign), assume it's claimed. Build elsewhere. The world is huge.
Don't build directly adjacent without permission
A 50-block buffer is courteous unless you've coordinated. Building literally next-door to someone without asking can feel hostile.
Don't build over wilderness paths
Established travel routes (roads, sign teleporter pads, public paths) shouldn't be blocked. Build along them or off them, not across them.
Don't strip-mine in public-view areas
A 30×30 strip-mined hole near spawn is ugly. Mine in less-visible areas, fill in your strips when you're done, or move further out for big mining ops.
Don't build "1×1 towers" for navigation
The "1-block-wide pillar to the sky" pattern is a navigation aid for vanilla single-player. On a multiplayer server, it's clutter. Use a torch trail or a sign teleporter pad instead.
Don't lava-cast or grief landscapes
Pouring lava on terrain "to clear it" is destructive. Same with deliberately flooding areas. The world is a shared aesthetic resource.
Mega-builds
For large coordinated builds (towns, communities, major structures):
Coordinate
Talk to the players in the area. Ask if anyone has plans. Pick a location that doesn't conflict.
Stake the perimeter
Place perimeter markers (signs, blocks) so other players see the planned scope.
Document with signs
A sign at the entrance describing the build, the team, and the timeline keeps it legible to other players.
Respect non-mega builders' space
A mega-build doesn't trump a small base that was there first. Coordinate; don't bulldoze.
Ask staff if you want a protected region
For serious community builds (town with multiple residents, public infrastructure with high investment), /helpop to request region protection. Staff can set up a no-griefing zone for it.
What counts as "stuff"
For the purpose of theft and griefing rules:
- Blocks you placed — yours
- Items in chests you placed — yours
- Crops you planted — yours
- Mobs you bred — yours (within reason)
- A path you cleared — yours by the same logic as a build
- Loot in dungeon chests — fair game until someone takes it (not "yours" until then)
Inactivity and abandonment
Sometimes a player builds something, then doesn't log in for months. The base sits there, nominally claimed but unused.
The norm: 30 days of player inactivity weakens the claim. After 30 days:
- The build is still respected (don't grief it)
- But other players can build in the area without it being a violation
- Materials in unlocked chests may be considered abandoned
- Locked chests stay locked indefinitely (until staff intervenes by request)
If you're going to be away for a long time, leave a sign explaining: "Active builder, traveling, returning [date]" — and other players will give you the full benefit of the doubt.
Region protection (the formal version)
For builds where the community really needs guarantees (multi-player towns, public infrastructure, builds that took weeks of work):
- File a
/helpopticket requesting region protection - Provide the rough coordinates and the requested protected area
- Explain why (multi-player base, valuable build, etc.)
- Staff evaluates and may set up a formal protected region
This gives the area server-enforced protection — like the spawn protected zone, but smaller and at your specified location. Other players physically can't grief it.
Region protection is not the default. It's reserved for cases where community norms aren't enough — which is most cases not it.
What if I'm griefed
The full process is on Building & griefing rules. Short version:
- Document — screenshot of the damage, the time
/helpop— file a ticket with details- Staff investigates — the server has rollback tools that record block changes
- Punishment + rollback — if griefing is confirmed, the griefer is sanctioned and the damage is reversed
Why no auto-claim
Three reasons:
- Auto-claim fragments the world — every player walls off a chunk, the world becomes a patchwork of private fences
- Auto-claim discourages cooperation — easier to wall off "my chunk" than to negotiate a shared community space
- Auto-claim limits ambition — a 10×10 chunk claim doesn't let you build a 200-block town
The community-norm system requires more trust but enables more interesting communities. Most players prefer it once they understand how it works.
See also
- Region protection — the spawn protected zone and other protected areas
- Building & griefing rules — what counts as griefing and how it's handled
- Storage → Chest locks — protect your chests from intruders
- Travel — getting around to find your base location