Protected Area
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Define and enforce customizable protected zones in Minecraft with automated rule enforcement and player-specific exceptions.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Features machines that process raw materials or automation processes.
Includes tools and features for server management.
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Description
Mod to protect areas and enforce rules on your server!
It allows you to create cubic zones, block actions (breaking, placing, PvP, spawns, etc.), grant exceptions, and execute commands when entering or exiting.
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Server- and client-side mod
Forge 1.20.1
Client-side mod
Server-side mod
Fabric 1.21 - 1.21.1
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Mod to protect areas and enforce rules on your server!
It allows you to create cubic zones, block actions (breaking, placing, PvP, spawns, etc.), grant exceptions, and execute commands when entering or exiting.
Environments
Client-side mod
Fabric 1.21 - 1.21.1
Wiki https://protectedarea.crewved.com/
Support Discord https://discord.gg/3cmdp4f7NC
Overview ProtectedArea is a two-component system: a Paper server plugin and an optional Fabric client-side mod. The plugin handles all protection logic, persistence, and command management on the server. The client mod extends the experience with features that require client-side rendering and physics.
The two components communicate over a custom plugin channel (protectedarea:main). When a player with the mod connects to a server running the plugin, the server sends area data, rule states, and debug information in real time. On servers without the plugin, the mod does nothing.
Architecture Server Plugin (Paper) The plugin manages all protected areas, enforces rules through Bukkit event listeners, stores data in YAML files, and exposes a single command tree (/area) to authorized administrators. It also handles plugin messaging to send area data to clients.
Client Mod (Fabric) The mod receives area data from the server and provides three capabilities that cannot be implemented server-side alone:
Visual outlines — colored wireframe boxes rendered around each area Physical barriers — client-side collision that enforces no_entry and no_exit rules Debug HUD — a multi-page overlay with real-time area information
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