The World/Land Protection·

Land Protection

Claiming ground used to be a label. A sect hall sat on a vein and a cave abode sat in a hillside, and anyone at all could walk in, break the walls, empty the chests and walk out again.

Land Protection, new in v0.7.3, makes a claim mean something. Claimed ground refuses outsiders by default, and the people who hold it decide exactly how far that goes.

Switched on by default (Land-Protection-Enabled).

What a Claim Protects

Five things can be allowed or refused, each on its own.

ActionWhat it covers
BreakBreaking any block inside the claim
PlacePlacing any block inside the claim
ContainersOpening chests, barrels, and processing benches
UseDoors, hatches, levers, workbenches and other interactables
Harm creaturesAttacking animals and NPCs standing on the claim

Three kinds of ground carry rules: a sect hall, every chunk a sect holds, and every cave abode. Each is set separately, so a sect can seal its treasury while the training yard beside it stays open.

Two Audiences, Set Separately

Every claim answers the same question twice.

That split is why a sect that never opens the menu still behaves sensibly: outsiders are locked out, disciples are not.

Some people are measured against neither list:

Setting the Rules

Stand on the ground and run /land. It names whose claim you are on, tells you what you may do there, and opens the rules page.

The page is one matrix: five rows, and a column each for Outsiders and Members. Anything outsiders are allowed to do is marked in crimson, because that is the row somebody will regret leaving open. There is a one-click Seal for shutting the whole claim.

A sect's leader and elders can also reach any claim without walking to it — the sect menu carries a Rules button on the hall card and on every building row.

A disciple who cannot change the rules still gets a read-only view of them. Being refused by rules you were never allowed to read is its own kind of unfair.

Posture

Every claim shows one line summarising where it stands:

PostureMeaning
SealedOutsiders may do nothing
Partly openOutsiders may do some things
ExposedOutsiders may do everything

It exists so you can tell at a glance what you have actually left open, without reading ten checkboxes.

Buildings Come With Their Own Rules

Each kind of sect building carries default rules in config, and those are stamped onto a building the moment it is raised. A treasury is sealed on the day it is built and a training yard is open, so nobody has to remember to lock the thing they just finished.

Changing what a chunk is for later never re-applies those defaults — the rules you set are yours, and renaming the use of a chunk will not quietly unseal it.

What It Does Not Stop

Stated plainly, because a protection you believe in more than it deserves is worse than none:

Configuration

KeyDefaultWhat it does
Land-Protection-EnabledtrueMaster switch for everything on this page

Per-claim rules live with the claim itself, not in config — they are set in game and saved with the sect or the abode.

Commands and Permissions

Commands
CommandWhat it does
/landNames the claim you are standing on and opens its rules
Permissions
PermissionDefaultWhat it grants
cultivation.land.bypassopIgnore every claim's rules everywhere