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Location rules choose where player actions work. First choose the feature, then list the places. global means “all player features.” It is a fixed setting name, not the name of a world or region. The names directly under locations: are built in: global, regear, kits, and the other features listed below. Your own world and region names go inside entries.

Start with one rule

This blocks player actions throughout the Nether and inside a protected area in the Overworld:
config.yml
To apply that rule only to regear, change global: to regear:. Keep mode: and entries: as written. These examples call the Overworld world and the Nether world_nether. Region and world names refer to places that already exist; this config does not create them. In world:protected_area, before the colon is the world name; after it is the region ID. Replace protected_area with an existing WorldGuard region. Restart after changing config.yml. World-only entries need no extra plugin. Region entries need WorldGuard and WorldEdit.

Allow or deny

Choose one mode for each rule. There is no separate whitelist and blacklist. Names ignore capitalization and surrounding spaces. Use actual world names and region IDs, without wildcards. A bare world name includes every region in that world. Use it instead of world:__global__.

Rules for individual features

Add another built-in feature name at the same indentation as global to restrict that feature further. Both the global rule and the feature rule must allow the action. For example, regear: identifies the regear feature. It is not an arbitrary name for a rule. Use only the feature names in the table below. This allows manual kit loading only in the Overworld. Automatic respawn rekit works only in the Nether’s combat_area region:
config.yml
Merge these settings into your existing blocks. Do not add a second locations: or rekit: block. A menu action must also pass its own feature rule. For example, repairing from /kit needs both menu and repair access. Automatic rekit and regear use their own location rules. They do not also require manual kits or public-kits access. Permissions, cooldowns, and enabled switches still apply. A location rule does not grant permission or enable a feature. Kit load effects follow the action that loads the kit. locations.heal controls /heal, not healing attached to kit loading. Admin data tools, public kit administration, and staff inspection remain available. Players can always decline a share request.

What counts as being inside a region?

WorldGuard reports the regions containing the player’s position, including their height limits. It also reports their parent regions. Parent regions count too, even when the player is outside the parent’s own boundary. A parent used as a template can therefore match through its child regions. See WorldGuard inheritance. PerPlayerKit uses those region IDs. It does not evaluate flags, ownership, membership, or WorldGuard bypass permissions. Create a region with WorldEdit and WorldGuard, then use its ID in the config. Use /region for WorldGuard commands; PerPlayerKit also uses /rg for regear. Walking into a region does not give a kit. A command, menu action, kill, or respawn must trigger it. An open menu cannot bypass a later location restriction. Clicks and drags are checked again, and restricted personal editors are not saved on close.

Overlapping regions

For an allow or deny list, any matching entry counts. Priority does not change a filter’s result. Suppose protected_area and combat_area overlap in the Overworld. A deny entry for world:protected_area blocks actions in that overlap. Increasing combat_area’s priority does not override the denial. To allow an action only inside combat_area, use an allow rule containing world:combat_area. Keep the global rule unrestricted there. Priority matters separately when automatic rekit chooses between public kits.

If WorldGuard is unavailable

A region-dependent action stops when WorldGuard is missing, disabled, incompatible, or cannot supply region data. The console reports why. It resumes when region queries work again. World-only rules keep working. A region entry in world_nether does not affect actions in the Overworld. A matching whole-world entry can decide a filter without querying regions. Automatic kit selection needs a region lookup whenever that world has region mappings. If the lookup fails, it skips rekit entirely, including enderchest restoration. It does not guess a world-wide fallback kit.

Check a rule in game

Stand at the location and run this as an admin:
The output shows the world, the location decision, the rule that blocked it, and the region IDs in priority order. Reported parent regions are included. Use rekit-respawn or rekit-kill to also see the configured kit choice. Tab completes the feature names. Omit the feature to check the global rule. The diagnostic checks location rules only. An ALLOW result does not prove that the feature is enabled, its kit exists, or the player has permission. See Automatic rekit for choosing kits, or Upgrading for automatic conversion of older world lists.