Region Flags

Regions can have flags set upon it. Some uses of flags include:

  • Blocking player versus combat with the pvp flag
  • Denying entry to a region using the entry flag
  • Disabling the melting of snow using the snow-melt flag
  • Blocking players within the region from receiving chat using the receive-chat flag
  • Halting the growth of vines by using the vine-growth flag

A region can have several different flags set at one time, although a certain flag can only have one value at a time. Flags are defined using the /region flag command, as illustrated below for the “spawn” region and “hospital” regions:

/region flag spawn pvp deny
/region flag spawn greeting Welcome to spawn!
/region flag hospital heal-amount 2
/region flag hospital heal-delay 1

Remove a flag by not specifying a value:

/region flag spawn pvp

List flags by using the “flags” command:

/region flags spawn

The output of this command is interactive in-game. Click flag values to change them, and the arrows at the bottom to navigate through pages.

Region Groups

Sometimes, it may be desired for a flag to only apply to a certain group of players rather than everyone that should enter the region. This can be achieved by specifying an additional “region group” when defining the flag, of which there are several options:

  • all (everyone)
  • members
  • owners
  • nonmembers
  • nonowners

The group can be specified using the -g marker as illustrated below:

/region flag spawn -g nonmembers pvp deny

It is not possible to set the same flag to different values for more than one group on the same region. If you need that functionality, consider making several regions.


When there are multiple overlapping regions, a player must be a member of the region on which the flag is set or on one of the region’s child regions (when region inheritance is involved). This is explained further in Priority and Inheritance.


The entry and exit flags default to “non-member”, meaning setting them to “deny” will prevent non-members from entering/exiting the region. The spawn location flag defaults to “members”, which means that only members can take advantage of it by default. The nonplayer-protection-domains flag has no region group. All other flags provided by WorldGuard default to “everyone”.

Types of Flags

Each flag is of a certain type that determines what kind of values it may take. For example, the heal-amount flag is an numeric flag, so you can only set numeric values for it.

Type Kind of values
state Either ‘allow’ or ‘deny’ (explained later)
string Any form of text
integer A number that does not have decimals (5, but not 5.5)
double Numbers that may have decimals (5, 5.5, 2.425)
location A location in a world
boolean True or false
set A list of unique entries

Internally, there are more types, but it should generally not be of concern.


Most string flags will accept \n as a newline (for example, to send multiple lines via greeting/farewell, or a title and subtitle via greeting-title and farewell-title).

They may also accept color codes, either in the old style &[0-9a-f] or `[RrYyGgCcBbPp012w] for dark-red, red, dark yellow, yellow, etc., and [&`][klmnox] for obfuscated, bold, strikethrough, underline, and italic text.

They may also accept some replacements, such as %name% for the player’s name, %world% for world name, and %online% for player count.

Example: Using string formatting options

Setting spawn’s greeting-title to a fancy welcome message:

/rg flag spawn greeting-title `bWelcome to spawn!\n`YEnjoy your stay in `g`n%world%`x, `C%name%`Y!

Conflicting Flags

Sometimes, a certain location may have multiple overlapping regions with different values for the same flag. The following rules are used to determine which values are selected:

  • Regions will inherit the value of a flag from its parent, if the region did not have the flag set. (Note that the build flag is set implicitly with membership.)
  • Higher priority regions will override lower-priority regions.
  • The global region is considered like any other region, except it is at the lowest possible priority.

However, it is still possible for there to be conflicting flag values even after that process. Imagine two different regions at the same priority, for example. At that point, the value of the flag is decided differently depending on the type of flag:

  • For state flags, if deny is present, the result is deny. Otherwise, if allow is present, then the final value is allow.
  • For other flags, the result is not defined. For that reason, do not, for example, set two different greeting messages in the same area with the same priority.

Default Values of Flags

Flags can have default values, which are used if a flag is not set for the subject’s region group on any region that affects the action. The default behavior is whichever is most sensible. For example, if item-pickup is not defined, WorldGuard defaults to allowing it. You can view the default values ingame by using the “flags” command as already described above. State flags can either be allowed by default, or have no default value. A rule of thumb is that protection-related flags, as listed below, have no default value, except for the build flag. All other state flags are usually allowed by default. The build flag is special. Its default value depends on the region membership of the subject and it’s always set implicitely, if it’s not set explicitely on any highest priority region that affects an action. That’s the reason why members and owners can build and non-members can’t by default. All other protection-related flags are always checked in tandem with the build flag. Thus their default behavior is the resulting value of the build flag.


Most of the time you don’t need to set any flags. You should only set flags if you want to deviate from the default values or to overwrite set flags of other regions. Specifically don’t set protection-related flags to completely protect or unprotect a region. Use membership or the passthrough flag instead.

Flag Listing

Flags are broken down into categories below.


Flag Type description
passthrough state

This flag is short for ‘passthrough build’. It has nothing to do with movement.

  • If not set (default), then the region protects it area.
  • If set to deny, then the region protects its area.
  • If set to allow, then the region no longer protects its area.

Where does the flag come into use?

  • When you are using other flags (PvP, healing, etc.) and you don’t want to prevent building.
  • Why not set build to allow (explained later) instead? That would override other regions and let people build!
nonplayer-protection-domains set of strings

Non-player associables, such as pistons, are usually members of either all regions in which they are in or only of the regions with the highest priorities in which they are in, depending on the use-max-priority-association Configuration setting and if it is a Global Region. Thus there can be borders between regions, such that pistons cannot move blocks from one region into another region.

The borders between the regions can be removed for non-player associables by setting the nonplayer-protection-domains flags of these regions. This flag is a set of strings, describing the domains to which the region belongs. If a non-player associable is a member of a region, then it is also a member of another region, if there is at least one domain to which both regions belong to.

Mobs, Fire, and Explosions

Flag Type description
creeper-explosion state Whether creepers can do damage
enderdragon-block-damage state Whether enderdragons can do block damage
ghast-fireball state Whether ghast fireballs and wither skulls can do damage
other-explosion state Whether explosions can do damage
fire-spread state Whether fire can spread
enderman-grief state Whether endermen will grief
snowman-trails state Whether snowmen will create snow beneath them
ravager-grief state Whether ravagers will grief
mob-damage state Whether mobs can hurt players
mob-spawning state Whether mobs can spawn
deny-spawn set of entity types A list of entity types that cannot spawn
entity-painting-destroy state Whether non-player entities can destroy paintings
entity-item-frame-destroy state Whether non-player entities can destroy item frames
wither-damage state Whether withers can do damage (with their body explosions - skull projectiles are handled by ghast-fireball as mentioned above)

Example: Preventing sheep and cows from spawning at spawn

The entity types must be specified:

/rg flag spawn deny-spawn cow,pig

Natural Events

Flag Type description
lava-fire state Whether lava can start fires
lightning state Whether lightning can strike
water-flow state Whether water can flow
lava-flow state Whether lava can flow
snow-fall state Whether snow will form tiles on the ground
snow-melt state Whether snow will melt
ice-form state Whether ice will form
ice-melt state Whether ice will melt
frosted-ice-melt state Whether frosted ice will melt
mushroom-growth state Whether mushrooms will grow
leaf-decay state Whether leaves will decay
grass-growth state Whether grass will grow
mycelium-spread state Whether mycelium will spread
vine-growth state Whether vines (and kelp) will grow
rock-growth state Whether rocks (dripstone, etc) will grow
sculk-growth state Whether sculk (sculk and sculk vines) will grow
crop-growth state Whether crops (wheat, potatoes, melons, etc) will grow
soil-dry state Whether soil will dry
coral-fade state Whether coral will die when not in water.


The fire-spread, water-flow, lava-flow, and leaf-decay flags require that the “high frequency flags” option be enabled in the configuration. This is because these events can be very frequent, requiring more region lookups, and potentially slowing down your server (or at least warming the server room a bit more).


Flag Type description
entry state Whether players can enter the region
exit state Whether players can exit the region
exit-via-teleport state

Whether players can exit the region via teleport.

This only takes effect if the player is otherwise denied exiting the region

exit-override boolean Whether to always allow a player to exit
entry-deny-message string The message issued to players that are denied entry
exit-deny-message string The message issued to players that are denied exit
notify-enter boolean Whether players with the worldguard.notify permission are notified when another player enters the region
notify-leave boolean Whether players with the worldguard.notify permission are notified when another player leaves the region
greeting string The message that appears in chat upon entering the region
greeting-title string The title that appears upon entering the region. Including a newline (\n) will send a subtitle.
farewell string The message that appears in chat upon leaving the region
farewell-title string The title that appears upon leaving the region. Including a newline (\n) will send a subtitle.
enderpearl state Whether enderpearls can be used
chorus-fruit-teleport state Whether chorus fruits can be used to teleport
teleport location The location to teleport to when the /region teleport command is used with the region name
spawn location The location to teleport to when a player dies within the region
teleport-message string The message issued to players that are teleported with /region teleport


As mentioned above, the spawn location flag defaults to “members”, which means that only members can take advantage of it by default. Set the region group for the flag to change this.


If overlapping regions have the same greeting or farewell flag, no message is sent when moving between these regions, e.g. if you enter one region while being in the other. This is also true, in a more general sense, of any player movement that does not result in the flag at the “from” and “to” locations changing.


The greeting and farewell message flags require that the “use player move event” option not be disabled in the configuration.

Example: Preventing non-members of a “secret_club” region from entering it

The key is to set the region group to “nonmembers”:

/rg flag secret_club entry -g nonmembers deny

Map Making

Flag Type description
item-pickup state Whether items can be picked up
item-drop state Whether items can be dropped
exp-drops state Whether XP drops are permitted
deny-message string The message issued to players that are denied an action
invincible state Whether players are invincible
fall-damage state Whether entities receive fall damage
game-mode gamemode The gamemode (survival, creative, adventure) that will be applied to players that enter the region
time-lock string Time of day in ticks (between 0 and 24000) that players will see the world as while in the region. Use + or - for time relative to the world time.
weather-lock weather Type of weather players will see when in the region. This does not affect world mechanics. Valid values are rain and clear.
natural-health-regen state Whether players should naturally regen health from being satiated or being in peaceful mode.
natural-hunger-drain state Whether players should naturally lose hunger due to saturation/exhaustion levels.
heal-delay integer The number of seconds between heals (if heal-amount is set). Set to 0 to disable.
heal-amount integer The amount of half hearts to heal (or hurt if negative) the player at the rate of heal-delay
heal-min-health double The minimum number of half hearts that damage (via heal-amount) will not exceed
heal-max-health double The maximum number of half hearts that healing (via heal-amount) will not exceed
feed-delay integer See equivalent heal flag, except this is for food
feed-amount integer See equivalent heal flag, except this is for food
feed-min-hunger integer See equivalent heal flag, except this is for food
feed-max-hunger integer See equivalent heal flag, except this is for food
blocked-cmds set of strings A list of commands to block
allowed-cmds set of strings A list of commands to whitelist (any unallowed commands will be blocked)


The healing and feeding flags require that the “use player move event” option not be disabled in the configuration.

Example: Changing the message players receive when an action they try is blocked

Set the deny-message flag:

/rg flag spawn deny-message Sorry! You are at spawn. If you want to find a place to call home, use the rail station to leave spawn.

Example: Blocking the “/tp” and “/teleport” commands at spawn

The commands in question can be blocked with:

/rg flag spawn blocked-cmds /tp,/teleport

Example: In a “hospital” region, heal players one heart every second up to half their health bar

Without any buffs, the player’s maximum health is 20, so 10 is half of that:

/rg flag hospital heal-delay 1
/rg flag hospital heal-amount 2
/rg flag hospital heal-max-health 10


Flag Type description
pistons state Whether pistons can be used
send-chat state Whether players can send chat
receive-chat state Whether players can receive chat
potion-splash state Whether potions can have splash effects