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Flags

Area flag types and behavior

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Flags

Protect flags define what can happen inside an area.
Use /area flag set <flag> <value> [<area>] to set a value,
and /area flag reset <flag> [<area>] to clear one.

Message and Environment Flags

FlagDescriptionValue
protect:farewellMessage sent when leaving an areaMiniMessage String
protect:farewell_actionbarActionbar shown when leaving an areaMiniMessage String
protect:farewell_titleTitle sent when leaving an areaMiniMessage String
protect:greetingsMessage sent when entering an areaMiniMessage String
protect:greetings_actionbarActionbar shown when entering an areaMiniMessage String
protect:greetings_titleTitle sent when entering an areaMiniMessage String
protect:timeOverride time inside an areaInteger
protect:weatherOverride weather inside an areaDOWNFALL / CLEAR

Boolean Flags

FlagDescription
protect:enterAllows or denies entrance
protect:leaveAllows or denies exit
protect:damageControls whether damage can be applied
protect:entity_item_dropControls whether entities can drop items
protect:entity_item_pickupControls whether entities can pickup items
protect:game_eventsControls whether sculk sensors can pick up game events (sounds)
protect:gravityEnables or disables gravity
protect:hungerControls whether hunger is applied
protect:liquid_flowEnables or disables liquid flow
protect:natural_entity_spawnControls whether entities can naturally spawn
protect:notify_failed_interactionsEnables or disables failed-interaction messages
protect:physicsEnables or disables physics
protect:redstoneEnables or disables redstone

Protection Flags

FlagDescription
protect:armor_stand_manipulateAllows or denies armor stand manipulations
protect:block_absorbControls whether sponges can absorb water
protect:block_burningControls whether blocks can burn
protect:block_dryingControls whether blocks can dry out (farmland)
protect:block_fadingControls whether blocks can fade away (ice/snow melting, coral fading)
protect:block_fertilizeControls whether blocks can be fertilized
protect:block_formingControls whether blocks can randomly form (like snow or ice)
protect:block_growthControls whether blocks can grow (like wheat or carrots)
protect:block_ignitingControls whether blocks can ignite (like fire spread or lightning strikes)
protect:block_moisturisingControls whether blocks can moisturise (farmland)
protect:block_spreadControls whether blocks can spread (like grass or fire)
protect:cauldron_evaporationControls whether cauldrons can evaporate from biome dryness
protect:cauldron_extinguish_entityControls whether cauldrons can extinguish flaming entities
protect:crop_trampleAllows or denies crop trampling
protect:destroyAllows or denies destroying objects (like blocks or entities)
protect:entity_attack_entityControls whether entities can attack other entities
protect:entity_attack_playerControls whether entities can attack players
protect:entity_interactAllows or denies interaction with entities (like merchant trading)
protect:entity_shearAllows or denies shearing entities (like sheep or snow golems)
protect:explosionsControls whether explosions can do block damage
protect:interactAllows or denies block interactions (like opening chests or doors)
protect:leaves_decayControls whether leaves can decay
protect:natural_cauldron_fillControls whether cauldrons can fill naturally (rain or dripstone)
protect:physical_interactAllows or denies physical interactions (like pressure plates or drip leaves)
protect:placeAllows or denies placing objects (like blocks or entities)
protect:player_attack_entityControls whether players can attack entities
protect:player_attack_playerControls whether players can attack players
protect:player_item_dropControls whether players can drop items

Examples

# Deny placing and breaking blocks in area "spawn"
/area flag set protect:place false spawn
/area flag set protect:destroy false spawn

# Set a greeting message
/area flag set protect:greetings "<bold>Welcome to spawn!</bold>" spawn

# Reset one flag back to default behavior
/area flag reset protect:greetings spawn

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