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Define zones, adjust rules, and more! with optional MySQL support
Branch: master
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wizjany Check flag change handlers when world changes.
Global regions aren't actually part of the ApplicableRegionSet,
so the set difference will be empty even if the global region has changed.
Latest commit c53ed56 Mar 23, 2019
Type Name Latest commit message Commit time
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config/checkstyle Fix region equality across multiple region managers. (#395) Mar 2, 2019
worldguard-legacy Don't check spaces that won't get moved into by pistons. Mar 21, 2019
.gitignore Fixed matching with blocks vs items Aug 13, 2018
.travis.yml Release 6.1.2 for MC 1.9/1.10 Jun 11, 2016
LICENSE.txt Fixed matching with blocks vs items Aug 13, 2018 Update Fix broken markup (#396) Mar 4, 2019
build.gradle CSV support was removed 8 years ago. Feb 14, 2019
gradlew Remove some files that were listed in the gitignore but still in the … Dec 18, 2018


WorldGuard lets you and players guard areas of land against griefers and undesirables, as well as tweak and disable various gameplay features of Minecraft.

  • Block creeper and wither block damage, falling damage, etc.;
  • Disable fire spread, lava fire spread, ice formation, Endermen picking up blocks, etc.;
  • Blacklist certain items and blocks so they can't be used;
  • Warn moderators when certain items and blocks are used;
  • Protect areas of your world so only certain people can build in them;
  • Set areas where PVP, TNT, mob damage, and other features are disabled;
  • Protect your server from various 'exploits' like magical obsidian creation machines;
  • Disable, or enable, various Minecraft features, like sponges from classic;
  • Add useful commands like an immediate "STOP ALL FIRE SPREAD" command.
  • Enable only features you want! Everything is off by default.

WorldGuard is open source and is available under the GNU Lesser General Public License v3.

Currently, Bukkit is required to use WorldGuard. You can get a release copy of WorldGuard from the BukkitDev site.


The project is written for Java 8 and our build process makes use of Gradle. Detailed compilation information can be found on the wiki.

Dependencies are automatically handled by Gradle.


We happily accept contributions, especially through pull requests on GitHub.

Please read for important guidelines to follow.

Submissions must be licensed under the GNU Lesser General Public License v3.


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