Area Management

These commands manage areas of any type and do not fall under a specific subgroup.

/area create cube <id> <x1> <y1> <z1> <x2> <y2> <z2>

Creates a new cube (3D bounding box) area in the world you are currently in. The area ID must be unique and cannot contain spaces. IDs with / slashes place the area in a subfolder and must be quoted. The server suggests the coordinates of the block you are looking at.

/area create cube spawn -50 60 -50 50 90 50

# Subfolder ID — quotes required
/area create cube "zones/pvp/arena" -30 60 -30 30 128 30
/area create flat <id> <flatPosition> <x1> <y1> <z1> <x2> <y2> <z2>

Creates a flat area — a 2D detection plane that fires an event when a player crosses it from one side to the other. Unlike cube areas, a flat area does not enclose a volume; it only detects movement through a plane.

How the axis and flatPosition work

The corners (x1,y1,z1) and (x2,y2,z2) define the bounding rectangle. The axis is auto-detected: the dimension with the smallest span between the two corners becomes the flat axis (X, Y, or Z). flatPosition is the exact coordinate of the crossing plane along that axis — it must fall between the two corner values on that axis.

Example — vertical wall on the Z axis

Corners (-100, 60, -5)(100, 80, 5)  |  Spans: X=200, Y=20, Z=10 → Z is shortest → flat axis is Z.
The plane is at z=0. Crossing from z<0 to z>0 fires the "positive side" event; the reverse fires "negative side".

/area create flat border 0 -100 60 -5 100 80 5

Example — horizontal floor on the Y axis

Corners (-50, 63, -50)(50, 65, 50)  |  Spans: X=100, Y=2, Z=100 → Y is shortest → flat axis is Y.
The plane is at y=64. Players jumping over it trigger the event.

/area create flat floor 64 -50 63 -50 50 65 50

# Subfolder — ID will be "checkpoints/north" (requires quotes in future commands)
/area create flat "checkpoints/north" 0 -100 60 -5 100 80 5
/area remove <id>

Permanently removes an area and all associated data (rules, exceptions, commands, limit). Works for both cube and flat areas. Pass a folder prefix ending in / to remove all areas in that folder at once.

/area remove spawn
/area remove "zones/pvp/arena"   # subfolder ID (quotes required)
/area remove "events/"           # removes every area in events/
/area color <id> <#hexcolor> [alias] CLIENT MOD

Sets the display color and optional alias for the area outline rendered by the client mod. The hex color accepts #RRGGBB format (the # is optional).

/area color spawn #4488FF Spawn Zone
/area color dungeon FF2200
/area color "zones/pvp/arena" #FF4444 PvP Arena   # subfolder ID
/area color "zones/" #88AAFF                       # bulk: all areas in zones/
/area view <target> <true|false> CLIENT MOD

Enables or disables area outline visualization for one or more players. Only works for players with the client mod installed. target accepts player selectors (@a, @p, player name, etc.).

/area view Marquinho true
/area view @a false
/area reload

Reloads area data and configuration without restarting the server.

/area reload                  # Reload all areas from disk
/area reload notifications    # Reload Rules.yml and AdvancedRules.yml
/area reload config           # Reload Config/Config.yml

Cube Area Commands /area cube

All commands in this section operate on cube areas only. Tab-completion for <area_id> arguments shows only cube area IDs.

Rules /area cube rules

Manage basic rules on a cube area. See Basic Rules for the full list of available rule keys.

/area cube rules add <id> <rule>

Adds a basic rule to the area. Tab-completion suggests all valid rule keys. Pass a folder prefix to apply the rule to all areas in that folder.

/area cube rules add lobby no_break
/area cube rules add "zones/pvp/arena" no_pvp   # subfolder ID
/area cube rules add "zones/pvp/" no_pvp        # bulk: all areas in zones/pvp/
/area cube rules remove <id> <rule>

Removes an active basic rule from an area. Pass a folder prefix to remove the rule from all areas in that folder.

/area cube rules remove lobby no_break
/area cube rules remove "zones/pvp/" no_pvp   # bulk
/area cube rules list <id>

Lists all active basic rules configured for the area.

/area cube rules list lobby

Advanced Rules /area cube advanced rules

Manage block/entity-specific advanced rules. See Advanced Rules for how they interact with basic rules.

/area cube advanced rules add <id> <rule_type> <block_id | entity_id>

Adds an advanced rule for a specific block or entity. The game's native block and entity autocomplete is available for the last argument.

/area cube advanced rules add farm yes_break minecraft:oak_log
/area cube advanced rules add storage no_place minecraft:tnt
/area cube advanced rules add market no_interact minecraft:villager
/area cube advanced rules remove <id> <rule_type> <block_id | entity_id | all>

Removes a specific entry from an advanced rule, or clears all entries of that rule type by using all as the last argument.

/area cube advanced rules remove farm yes_break minecraft:oak_log
/area cube advanced rules remove storage no_place all
/area cube advanced rules list <id> <rule_type>

Lists all blocks and entities registered under a specific advanced rule type for an area.

/area cube advanced rules list farm yes_break

Exceptions /area cube exception

Grant players the ability to bypass specific rules. See Exceptions for all valid exception keys.

/area cube exception add <id> <target> <rule | all>

Grants one or more players an exception for a specific rule or all rules. target accepts player selectors. Pass a folder prefix to grant the exception in every area of that folder.

/area cube exception add zone Marquinho all
/area cube exception add "zones/pvp/arena" Steve no_break   # subfolder ID
/area cube exception add "zones/" Alice no_entry            # bulk
/area cube exception remove <id> <target> <rule | all>

Removes a specific exception or all exceptions from one or more players. Pass a folder prefix for bulk removal.

/area cube exception remove zone Steve no_break
/area cube exception remove "zones/" Alice all   # bulk
/area cube exception list <id>

Lists all exceptions configured for an area, grouped by rule key.

/area cube exception list zone

Player Limits /area cube limit

The limit system has two independent layers: a count limit that caps how many players can be inside at once, and a block flag that hard-locks the area regardless of the count. A player with a limit exception (granted via /area cube exception add <id> <player> limit) bypasses both.

/area cube limit add <id> <limit>

Sets the maximum number of players allowed inside the area at the same time. When the cap is reached, new players cannot enter until someone leaves. Running the command again overwrites the existing limit. Pass a folder prefix to set the same limit on all areas in that folder.

/area cube limit add arena 10
/area cube limit add "events/" 20   # bulk: set limit 20 on every area in events/
/area cube limit block <id> <true|false>

Hard-locks or unlocks the area independently of the count. When true, no player can enter regardless of how many are already inside — useful to temporarily close an area without removing its limit. Requires a limit to be configured first.

# Close the arena to new entries (count is irrelevant)
/area cube limit block arena true

# Reopen it
/area cube limit block arena false
/area cube limit remove <id>

Removes the player limit entirely. The area becomes open to any number of players and the block flag is also cleared. Pass a folder prefix to remove limits from all areas in that folder.

/area cube limit remove arena
/area cube limit remove "events/"   # bulk
/area cube limit info <id>

Displays the configured cap, how many players are currently inside, available spots remaining, and whether the block flag is active.

/area cube limit info arena

Skybox /area cube skybox CLIENT MOD

Assign or remove a custom sky texture for a cube area. See Skybox for setup instructions.

/area cube skybox add <id> <name> CLIENT MOD

Assigns a skybox texture to the area. name is the PNG filename without the extension. Each client must have the file at .minecraft/config/ProtectedArea/assets/skybox/<name>.png. Pass a folder prefix to assign the same skybox to all areas in that folder.

/area cube skybox add spawn night
/area cube skybox add "zones/pvp/arena" dark   # subfolder ID
/area cube skybox add "zones/" night           # bulk
/area cube skybox remove <id> CLIENT MOD

Removes the skybox from the area. The vanilla sky is restored for players inside it. Pass a folder prefix to remove skyboxes from all areas in that folder.

/area cube skybox remove spawn
/area cube skybox remove "zones/"   # bulk
/area cube skybox info <id>

Shows the name of the skybox currently assigned to the area.

/area cube skybox info spawn

Entry / Exit Commands /area cube command

Automatically run server commands when players enter or leave a cube area. Each entry has a delay (in ticks, where 20 ticks = 1 second), a max uses count per player (-1 for unlimited), and supports the {player} placeholder. Commands are executed as the server console.

/area cube command entry <id> <delay> <uses> <command>

Adds a command that executes when a player enters the area.

/area cube command entry hub 0 1 give {player} minecraft:bread 10
/area cube command entry arena 0 -1 say {player} entered the arena!
/area cube command exit <id> <delay> <uses> <command>

Adds a command that executes when a player exits the area.

/area cube command exit arena 0 -1 say {player} left the arena.
/area cube command remove <entry|exit> <id> <index>

Removes a command by its 1-based index. Use /area cube command list to find the index.

/area cube command remove entry hub 1
/area cube command list <entry|exit> <id>

Lists all entry or exit commands with their index, delay, max uses, and command string.

/area cube command list entry hub
/area cube command list exit arena

Managing Per-Player Uses

Each command entry tracks how many times each player has triggered it. You can inspect and adjust these counters manually.

/area cube command uses add <target> <id> <entry|exit> <index> <amount>
/area cube command uses add Steve hub entry 1 3
/area cube command uses set <target> <id> <entry|exit> <index> <amount>
/area cube command uses set Steve hub entry 1 0   # Reset uses
/area cube command uses info <target> <id> <entry|exit> <index>
/area cube command uses info Steve hub entry 1

Teleport /area cube tp

/area cube tp <id> <targets> [delay] [groupSize]

Teleports players to a randomly chosen safe location inside the area. Supports batched teleportation: groupSize controls how many players are teleported at once, and delay (in ticks) sets the wait between batches. The system avoids lava, fire, water, and ensures 2 air blocks above the landing spot.

/area cube tp arena Steve
/area cube tp arena @a
/area cube tp arena @a 40 5   # Groups of 5, every 2 seconds

Execute /area cube execute

/area cube execute <id> <command>

Runs a command immediately for every player currently inside the area. The placeholder {player} is replaced with each player's name. The command is run as the server console. Pass a folder prefix to run the command for all players in every area of that folder.

/area cube execute hub heal {player}
/area cube execute "zones/pvp/arena" give {player} minecraft:golden_apple 1
/area cube execute "events/" kick {player} Event ended.   # bulk

Priority & Debug

/area cube priority <id> <value>

Sets the priority of an area. When areas overlap, the one with the highest value governs the rules at that position. Pass a folder prefix to set the same priority on all areas in that folder.

/area cube priority arena 10
/area cube priority "zones/pvp/" 5   # bulk: set priority 5 on every area in zones/pvp/
/area cube debug <target> <true|false> CLIENT MOD

Enables or disables the Debug HUD overlay for a player. The player must have the client mod installed. See Debug HUD for details.

/area cube debug Marquinho true
/area cube debug @a false

Flat Area Commands /area flat

Commands that operate on flat areas. Tab-completion for <area_id> shows only flat area IDs.

Passage Control /area flat limit

A flat area has two sides: negative (the side below/behind the plane on the flat axis) and positive (above/in front). By default both sides are open (true). Setting a side to false blocks players from crossing through the plane from that direction — they will be pushed back or stopped at the boundary.

/area flat limit pass <id> negative <true|false>

Controls whether players coming from the negative side of the plane can cross through it. true = open, false = blocked. Pass a folder prefix to apply the setting to all flat areas in that folder.

# Block players from crossing the "border" plane from the negative side
/area flat limit pass border negative false

# Re-open it
/area flat limit pass border negative true

# Bulk: block negative side on every flat area inside checkpoints/
/area flat limit pass "checkpoints/" negative false
/area flat limit pass <id> positive <true|false>

Controls whether players coming from the positive side of the plane can cross through it. true = open, false = blocked. Pass a folder prefix to apply the setting to all flat areas in that folder.

# One-way gate: players can enter from the positive side but not exit back
/area flat limit pass gate positive false
/area flat limit pass gate negative true

# Bulk: make all flat areas in "gates/" one-directional
/area flat limit pass "gates/" positive false
/area flat limit info <id>

Shows the current passage status for both sides of the flat area (pass.negative and pass.positive).

/area flat limit info border

Configuration /area config

/area config mod-required [true|false]

Running the command without arguments shows the current enforcement status and kick message. Passing true or false enables or disables mod enforcement. When enabled, players who join without the client mod installed are kicked.

/area config mod-required              # Show current status
/area config mod-required true         # Kick players without the mod
/area config mod-required false        # Make the mod optional