Region Flags

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

  • Blocking player versus player 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 (alternatively /rg flag) command, as illustrated below for the “spawn” region and “hospital” regions:

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

Remove a flag by not specifying a value:

/rg flag spawn pvp

List flags by using the “flags” command:

/rg 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.

Region groups describe the (non-)membership of players to a region. They are handled by WorldGuard internally, and are entirely unrelated to permission groups.

The following region groups exist:

Region Group

Description

all

Everyone

members

Members and owners of the region

owners

Owners of the region

nonmembers

Everyone who isn’t an owner or member of the region

nonowners

Everyone who isn’t an owner of the region

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.

Note

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.

Tip

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 integer flag, so you can only set integer 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.

Tip

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, %online% for player count, %id% for the player’s UUID, and %health% for the player’s current health.

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.

Tip

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.

Overrides

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 creeper explosions can do damage

enderdragon-block-damage

state

Whether enderdragons can do block damage (destroy blocks)

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 break/place blocks

snowman-trails

state

Whether snow golem will create snow beneath them

ravager-grief

state

Whether ravagers will break blocks

mob-damage

state

Whether mobs can hurt players

mob-spawning

state

Whether mobs can spawn, including ‘manually’ spawning via commands, spawn eggs, or similar methods

deny-spawn

set of entity types

A list of entity types that cannot spawn, including ‘manually’ spawning via commands, spawn eggs, or similar methods

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)

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

copper-fade

state

Whether copper will fade

Warning

The fire-spread, water-flow, lava-flow and lava-fire 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).

Movement

Flag

Type

description

entry

state

Whether players (by default non-members) can enter the region

exit

state

Whether players (by default non-members) 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 spawn or teleport to when a player (by default member) dies within the region

teleport-message

string

The message issued to players that are teleported with /region teleport

Tip

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.

Tip

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.

Warning

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

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)

Warning

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

Miscellaneous

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

Note

WorldGuard can only limit chat or commands on the server WorldGuard is running on. If you are using some sort of proxy that handles commands or the chat, WorldGuard won’t be able to affect that.