Protected Areas
A protected area is a cuboid (box) region defined by two corner blocks. Every area belongs to a specific world and its dimension is detected automatically based on the world name. Areas are stored as individual YAML files and persist across restarts.
Area Properties
| Property | Description |
|---|---|
| ID | Unique identifier used in all commands. Single word, case-sensitive. Cannot be changed after creation. |
| Coordinates | Two opposite corner blocks: (x1, y1, z1) to (x2, y2, z2). The corners can be in any order. |
| World | The Bukkit world name where the area exists (e.g. world, world_nether). |
| Dimension | Auto-detected: minecraft:overworld, minecraft:the_nether, or minecraft:the_end. |
| Color | Hex color code (#RRGGBB) used to render the area outline in the client mod. Set with /area color. |
| Alias | Optional human-readable name displayed in the client mod interface alongside the area ID. |
| Priority | Integer value (default 0). Determines which area's rules take effect when areas overlap. |
Basic Rules
Basic rules are global restrictions applied to the entire area. When a rule is active, it applies to all players in the area unless they have an exception. Rules are additive — an area can have any combination of them.
| Rule Key | Description | Note |
|---|---|---|
| no_break | Players cannot break any block inside the area. | |
| no_place | Players cannot place blocks or use buckets (lava, water) inside the area. | |
| no_interact | Blocks all player interactions: containers, doors, buttons, levers, entities, and vehicles. | |
| no_mobgriefing | Entities such as creepers and endermen cannot destroy or modify blocks inside the area. | |
| no_pvp | Players cannot deal damage to other players inside the area. | |
| no_entityattack | Players cannot attack any entities (mobs, animals, etc.) inside the area. | |
| no_damage | Players inside the area take no damage from any source. | |
| no_drop | Players cannot drop items on the ground inside the area. | |
| no_collect | Players cannot pick up items from the ground inside the area. | |
| no_spawn | Natural entity spawning is prevented inside the area. | |
| no_entry | An invisible collision barrier prevents players from entering the area. | CLIENT MOD |
| no_exit | An invisible collision barrier prevents players from leaving the area. Entry is still allowed. | CLIENT MOD |
Advanced Rules
Advanced rules apply restrictions to specific blocks or entities rather than everything. They exist alongside basic rules and give you granular control. There are two categories: YES rules and NO rules.
Priority between basic and advanced rules
YES rules always take precedence over their corresponding basic NO rule.
For example: if an area has the no_break basic rule active, adding a
yes_break advanced rule for minecraft:oak_log means players
can still break oak logs even though breaking is globally disabled.
Similarly, NO advanced rules add restrictions that don't require a global basic rule.
You can block breaking a specific block even in an area with no no_break rule.
YES Rules — Allow specific actions
| Rule Type | Target | Description |
|---|---|---|
| yes_break | Blocks | Allow breaking a specific block even when no_break is active. |
| yes_place | Blocks | Allow placing a specific block even when no_place is active. |
| yes_interact | Blocks / Entities | Allow interacting with a specific block or entity even when no_interact is active. |
| yes_drop | Items | Allow dropping a specific item even when no_drop is active. |
| yes_collect | Items | Allow collecting a specific item even when no_collect is active. |
NO Rules — Block specific actions
| Rule Type | Target | Description |
|---|---|---|
| no_break | Blocks | Block breaking a specific block, even without the global no_break rule. |
| no_place | Blocks | Block placing a specific block, even without the global no_place rule. |
| no_interact | Blocks / Entities | Block interaction with a specific block or entity. |
| no_drop | Items | Block dropping a specific item. |
| no_collect | Items | Block collecting a specific item. |
Example
# Museum area: everything is locked, but players can read signs
/area rules add museum no_break
/area rules add museum no_place
/area rules add museum no_interact
/area advanced rules add museum yes_interact minecraft:oak_sign
# Prevent placing TNT specifically (no global no_place required)
/area advanced rules add storage no_place minecraft:tnt
# Block interacting with villagers
/area advanced rules add market no_interact minecraft:villager
Exceptions
Exceptions grant a specific player the ability to bypass one or more rules in a specific area. Exceptions are stored per-area and per-player and persist across restarts.
| Exception Key | What it bypasses |
|---|---|
all | Every basic rule and the player limit. The player is unrestricted in the area. |
no_break | The no_break basic rule and any no_break advanced entries. |
no_place | The no_place basic rule and any no_place advanced entries. |
no_interact | The no_interact basic rule and any no_interact advanced entries. |
no_pvp | The PvP restriction. |
no_entityattack | The entity attack restriction. |
no_damage | The no-damage rule (the player will take damage normally). |
no_drop | The item drop restriction and any no_drop advanced entries. |
no_collect | The item collect restriction and any no_collect advanced entries. |
no_spawn | Mob spawn prevention (not directly applicable to players). |
no_mobgriefing | Mob griefing prevention. |
no_entry | The entry barrier. The player can walk into the area normally. |
no_exit | The exit barrier. The player can leave the area normally. |
limit | The player limit. The player can enter even when the area is full. |
# Staff member bypasses all rules in the protected zone
/area exception add lobby Marquinho all
# Builder can place and break blocks specifically
/area exception add lobby Steve no_break
/area exception add lobby Steve no_place
# VIP player can enter the restricted barrier area
/area exception add vip_lounge VIPPlayer no_entry
# Player can enter even when area is at capacity
/area exception add arena VIPPlayer limit
Priority
When two or more areas overlap at the same position, only the area with the
highest priority value governs the rules at that position.
All areas have a default priority of 0.
This allows you to create nested areas — a large general zone with one set of rules and a smaller inner zone that overrides them.
# Large lobby: no PvP, no breaking (priority 0 — default)
/area create lobby -200 60 -200 200 128 200
/area rules add lobby no_pvp
/area rules add lobby no_break
# Small inner arena: no rules, PvP is allowed (priority 10)
/area create arena -30 60 -30 30 128 30
/area priority arena 10
# Inside arena: arena rules apply (no restrictions) → PvP works
# Outside arena but inside lobby: lobby rules apply → no PvP, no break