Land tools
Plots inside a protection, level upgrades, member perks, a time and weather of its own, merging two protections, the border preview, and BlueMap and Dynmap markers.
What owners do with land they already have: split it into plots, grow it through levels, give their members
perks, fix its time and weather, join two pieces into one, and see where its border runs. Each feature has a
switch under submodules in config.yml:
| Switch | Default | Feature |
|---|---|---|
subregions | false | Plots |
upgrades | false | Level upgrades |
effects | false | Member perks |
environment | false | Time and weather |
merge | false | Merging |
visualization | true | The border preview and the web map markers |
A switch that is off hides its buttons, refuses its commands and stops acting. In a protection's screen, plots, upgrades and merging sit in the Growth section, perks, time and weather in Extras, and the border preview in Land.
Plots
With submodules.subregions, a player with the role permission manage-subregions splits a protection into
plots: boxes inside it with members, personal access and flags of their own.
| Key | Default | What it does |
|---|---|---|
subregions.max-per-protection | 3 | Plots one protection holds while upgrades are off. 0 is no limit. With upgrades on, the level decides |
subregions.min-side | 3 | The shortest side a plot may have |
subregions.full-height | true | Whether a plot spans the protection's whole height, or only the heights selected |
Creating one. /protections subregion create, or Create plot on the plots screen (Growth →
Plots), hands out the selector, standing on the protection's server and world. The selector is the
selection.full-height-tool item (GOLDEN_HOE) when full-height is on and selection.normal-height-tool
(GOLDEN_AXE) otherwise. It is an item only that player's client sees, so it needs PacketEvents. After the
two corners the player types the plot's name: up to 16 of a-z, 0-9, - and _.
A plot must have both horizontal sides at least min-side, lie fully inside the protection, overlap no other
plot, and fit under the protection's plot limit. Plots are kept as offsets from the core, so they move with
it, and travel inside a picked-up core.
The plot screen opens from the plots list:
| Button | What it does |
|---|---|
| Add plot member | Type a player's name, then pick one of the protection's roles. The owner and yourself cannot be added |
| A member, left-click | Change their role in the plot |
| A member, shift-click | Their personal access: overrides of single permissions inside the plot |
| A member, right-click | Remove them |
| Plot flags | Each flag follows the protection, or is set on or off for the plot. visitor-entry is the protection's alone |
| Private plot | Switch between shared and private |
| Rent out | Offer the plot for rent, or cancel the offer. See Economy |
| Delete plot | After a confirmation. Refused while somebody rents it |
How rights work inside a plot:
- A plot member acts with the role and overrides they hold in that plot, nowhere else. A plot member may walk into the protection while it is locked.
- In a shared plot everybody else falls back to their rights in the protection.
- In a private plot only its members, the owner and players with
manage-subregionsact inside it.
/protections subregion info describes the plot the player stands in: its size, members, whether it is
private and its rent. /protections subregion delete <name> removes one after a confirmation, needing
manage-subregions. Plot names are completed from the protection the player stands in.
Level upgrades
With submodules.upgrades, each tier is upgraded through levels that grow the land and raise its limits.
| Key | Default | What it does |
|---|---|---|
upgrades.pay-from-bank | false | Whether the protection's bank pays upgrades, when banks are on and the currency matches |
upgrades.currency | blank | Currency upgrades cost |
upgrades.base-max-members | 8 | Members, players and clans together, before any upgrade. 0 is no limit |
upgrades.base-max-subregions | 2 | Plots before any upgrade. 0 is no limit |
upgrades.tiers | see below | The levels of each tier |
upgrades:
tiers:
small:
levels:
'1': { cost: 3000.0, radius-bonus: 5, max-members: 12, max-subregions: 3, bonus-lives: 1, permission: "" }
'2': { cost: 6000.0, radius-bonus: 10, max-members: 16, max-subregions: 4, bonus-lives: 2, permission: "" }| Tier | Level | Cost | Radius bonus | Members | Plots | Bonus lives |
|---|---|---|---|---|---|---|
small | 1 | 3,000 | 5 | 12 | 3 | 1 |
small | 2 | 6,000 | 10 | 16 | 4 | 2 |
medium | 1 | 8,000 | 5 | 12 | 4 | 1 |
medium | 2 | 16,000 | 10 | 16 | 6 | 2 |
large | 1 | 20,000 | 5 | 16 | 6 | 1 |
large | 2 | 40,000 | 10 | 24 | 8 | 2 |
Levels are numbered from 1; level 0 is a protection never upgraded, with the base- limits. radius-bonus
and bonus-lives are totals at that level, not additions to the level before. max-members and
max-subregions are the limits at that level, 0 for none. permission is needed to reach the level; blank
needs none. A tier without levels cannot be upgraded.
Upgrading. /protections upgrade, or Upgrade in the Growth section, takes the protection to its
next level. Only the owner may, standing on the protection's server and world. The button shows the level,
the next one, what it costs and what it adds: radius, members, plots and lives.
The upgrade is refused when there is no next level, without the level's permission, and while the
protection is raidable, its core is damaged or it is abandoned. The grown land must stay inside the world
border and pass every check new land passes: no overlap, settings.min-distance to other owners, allowed
worlds and foreign WorldGuard regions.
The land grows by the difference in radius-bonus on all four sides, around where it already is. A small
protection of radius 10 covers 21 × 21 blocks; level 1 makes it 31 × 31 and level 2 makes it 41 × 41. Its
height does not change.
After a confirmation, the bank pays when pay-from-bank is on, banks are on and upgrades.currency is the
same as bank.currency; a bank that does not hold the price refuses the upgrade. Otherwise the owner pays.
If the land changed while the confirmation was open, the payment goes back where it came from. A border the
owner is looking at is redrawn to the new land. With the survival core installed, each upgrade counts
protections.upgrades.
What a level gives.
- Land: the radius bonus, always, whether upgrades are on or not. Turning upgrades off never shrinks land, and a picked-up core keeps its level.
- Members: while upgrades are on, adding a player or a clan past
max-membersis refused. - Plots: while upgrades are on, the level's
max-subregions. With upgrades off,subregions.max-per-protectionapplies instead. - Lives: while upgrades are on,
bonus-livesis added to the tier's lives. See Raids. - Perks: the level unlocks perks, below, whether upgrades are on or not.
A protection whose level no longer exists in the config counts as the highest level its tier still has. Admins set any level from the admin screen; see Administration.
Member perks
With submodules.effects, people standing in their protection get perks: fly, no-hunger,
keep-inventory, and the potion effects of effects.potions. A tier unlocks perks level by level, each
level keeping every perk of the ones below. The owner turns the unlocked ones on from Perks & atmosphere
in the Extras section.
effects:
tenants: false
fall-protection-seconds: 5
no-flight-during-siege: true
potions:
night-vision: NIGHT_VISION 0
haste: HASTE 0
speed: SPEED 0
jump-boost: JUMP_BOOST 0
tiers:
small:
levels:
'0': { perks: [night-vision] }
'1': { perks: [haste, no-hunger] }
'2': { perks: [speed, fly] }
medium:
levels:
'0': { perks: [night-vision, haste] }
'1': { perks: [no-hunger, speed] }
'2': { perks: [fly, keep-inventory] }
large:
levels:
'0': { perks: [night-vision, haste, no-hunger] }
'1': { perks: [speed, fly] }
'2': { perks: [keep-inventory, jump-boost] }| Key | Default | What it does |
|---|---|---|
effects.tenants | false | Whether tenants get the perks of the protection they rent in, not only members |
effects.fall-protection-seconds | 5 | Seconds without fall damage after a player's perk flight stops mid-air |
effects.no-flight-during-siege | true | Whether flight stops while a siege window is open |
effects.potions | four effects | Potion perks: a key of your choice to EFFECT amplifier, the amplifier counting from 0 |
effects.tiers | see above | The perks each tier unlocks, keyed by level from 0 |
A potion key you add becomes a perk of its own, shown after the three built-in ones. A potion line that is not an effect is ignored. A level key that is not a number unlocks nothing, and a tier left out unlocks nothing.
Who gets them. The owner, members, members of an added clan, and tenants with tenants on. Nobody gets
them while the protection is raidable or abandoned. A perk applies when the level unlocks it and the owner
turned it on. Perks are worked out again when a player crosses into another protection, teleports, respawns,
changes world or joins, and every five seconds for everybody inside.
| Perk | What it does |
|---|---|
fly | Lets them fly. Only given to a player who could not fly already, and only that flight is taken back, in survival and adventure. Leaving mid-air gives fall-protection-seconds without fall damage. Logging out ends it |
no-hunger | Their hunger does not go down |
keep-inventory | Dying inside the protection that gave it keeps the inventory and the experience level, with nothing dropped |
| Potions | The effect, short and ambient, topped up while they stay and gone a few seconds after they leave. A longer potion of their own is not removed |
The perks screen lists every perk with its state, On, Off or locked by level. Only the owner sees and
uses the switches; a perk that is on but no longer unlocked can still be turned off. Perk names and icons are
utility.notices.labels.perks in the messages file; a key left out there reads from the key, so
night-vision reads "Night vision".
Time and weather
With submodules.environment, a player with the role permission edit-environment sets what everybody
standing inside sees, members or not. They are the last two buttons of the Perks & atmosphere screen,
which opens for the owner and for edit-environment; each click moves to the next value.
| Setting | Values |
|---|---|
| Time of day | the world's own → day → noon → sunset → night |
| Weather | the world's own → clear → rain |
The time is fixed while a player stays inside, and walking out gives them the world's back. Only the player's own view changes; the world does not.
Merging
With submodules.merge, the owner joins two of their protections that touch into one, from Merge in the
Growth section or /protections merge, standing on the server and world of the one that stays. The screen
lists the owner's protections on this server that touch it, with each one's size, where its core is and the
size the two would have together. With none, the player is told so.
The box holding both becomes the land, so it may cover nothing neither of them did: two pieces lined up side by side, the same width and height where they meet. The merge is refused when:
- the two do not share a side, or the box would cover land neither did,
- the box would reach any other protection, or come closer than
settings.min-distanceto another owner's, - it would overlap a foreign WorldGuard region,
- either one is for sale or has a rent offer,
- either one is raidable, has a damaged core, is abandoned or is rented.
The list only checks that the two touch and line up; the rest is checked when one is picked. After a confirmation marked as dangerous, the other protection's bank is moved over first. If that fails, nothing is merged.
What the merged protection keeps:
- Its own name, home, core, tier, flags, greeting, farewell, perks, time, weather and rents.
- The roles, members, clans, overrides and bans of both; where both say something about the same key, the one kept wins.
- Every plot of both; a plot whose name is taken gets
-2,-3and so on. - The higher level of the two, and the raid of whichever has fewer lives left, so merging never heals a raid.
The other protection is deleted: its core block is removed and not given back, and its warp is taken down.
The border preview
With submodules.visualization, a member sees a protection's border with Show border in the Land section
or /protections show, standing on its server and world.
- Each corner of the land gets a pillar of glass and diamond blocks in the air of its column, faked for that player only: the world does not change.
- Particles trace the sides of the protection and of each plot in a band around the player's eyes, so land spanning the whole world height is not drawn as four endless lines.
| Key | Default | What it does |
|---|---|---|
visualization.seconds | 10 | Seconds the border stays drawn |
visualization.particle | END_ROD | The particle of the protection's border |
visualization.plot-particle | WAX_OFF | The particle of a plot's border |
visualization.show-on-create | true | Whether the border is drawn to whoever protects new land |
Showing a border again replaces the one shown. A particle name that does not exist is logged and its lines are not drawn; the pillars still are. Plots are drawn only while plots are on.
BlueMap and Dynmap
With submodules.visualization, every protection of this server is drawn on BlueMap and Dynmap when they are
installed, as a box in a marker set called Protections.
| Key | Default | What it does |
|---|---|---|
visualization.bluemap | true | Whether protections are drawn on BlueMap, when it is installed |
visualization.dynmap | true | Whether protections are drawn on Dynmap, when it is installed |
visualization.map-refresh-minutes | 5 | Minutes between two redraws of every marker |
visualization.map-colors | see below | Marker colours by state, in hex |
A marker is redrawn whenever its protection is written, and every marker every map-refresh-minutes, which
picks up sales, rents and raids that changed without a write and drops protections that are gone. Each server
draws only its own protections. On BlueMap each marker is a box from the protection's lowest to highest block,
on every map of its world; on Dynmap it is an area marker with that height range.
The colour is the most urgent state, in this order:
| State | Default |
|---|---|
raidable | #a33b53 |
abandoned | #6c757d |
for-sale | #8fffc1 |
for-rent | #59a4ff |
normal | #8a51c4 |
for-rent means any rent offer of the protection or one of its plots. A state left out, or a colour that is
not hex, uses normal. The marker's label and the set's name are text, so they live in the messages file:
visualization.map-label (%name% (%owner%), the only two placeholders it takes) and visualization.map-set-label
(Protections). Web maps cannot read colour tokens, so labels are drawn as plain text.
Whether BlueMap and Dynmap are drawn on is decided when the plugin enables: submodules.visualization,
visualization.bluemap and visualization.dynmap must be on then, and the map plugin installed.
map-refresh-minutes is also read at start. Changing them needs a restart.
Placeholders
These read the protection, or the plot, the player stands in.
| Placeholder | What it returns |
|---|---|
%exyliaprotections_protections_level% | The protection's level |
%exyliaprotections_protections_subregion% | The plot's name. Blank outside a plot or while plots are off |
%exyliaprotections_protections_effects_active% | The perks active on the player, by name, comma-separated |
All keys
submodules:
subregions: false
upgrades: false
visualization: true
effects: false
environment: false
merge: false
subregions:
max-per-protection: 3
min-side: 3
full-height: true
upgrades:
pay-from-bank: false
currency: ""
base-max-members: 8
base-max-subregions: 2
tiers:
small:
levels:
'1': { cost: 3000.0, radius-bonus: 5, max-members: 12, max-subregions: 3, bonus-lives: 1, permission: "" }
'2': { cost: 6000.0, radius-bonus: 10, max-members: 16, max-subregions: 4, bonus-lives: 2, permission: "" }
medium:
levels:
'1': { cost: 8000.0, radius-bonus: 5, max-members: 12, max-subregions: 4, bonus-lives: 1, permission: "" }
'2': { cost: 16000.0, radius-bonus: 10, max-members: 16, max-subregions: 6, bonus-lives: 2, permission: "" }
large:
levels:
'1': { cost: 20000.0, radius-bonus: 5, max-members: 16, max-subregions: 6, bonus-lives: 1, permission: "" }
'2': { cost: 40000.0, radius-bonus: 10, max-members: 24, max-subregions: 8, bonus-lives: 2, permission: "" }
visualization:
seconds: 10
particle: END_ROD
plot-particle: WAX_OFF
show-on-create: true
bluemap: true
dynmap: true
map-refresh-minutes: 5
map-colors:
normal: "#8a51c4"
for-sale: "#8fffc1"
for-rent: "#59a4ff"
raidable: "#a33b53"
abandoned: "#6c757d"effects is shown whole under Member perks.
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