Disabling explosion damage
Method Comparison
Choose controls by the damage path. Native entity/projectile explosions use Bukkit’s EntityExplodeEvent; the EliteMobs WorldGuard block-damage flag clears that event’s block list for tracked elites/projectiles. Fake explosions and arbitrary scripted block edits can change blocks directly. Regeneration repairs queued damage and is not general block protection.
Disabling block damage
Using gamerule
/gamerule mobGriefing false controls vanilla mob griefing. It does not intercept arbitrary block changes made directly by a plugin or script.
Using WorldGuard
With both EliteMobs and WorldGuard installed, set elitemobs-explosion-block-damage to deny in the region. This protects against the tracked native explosion event path described above. It does not intercept arbitrary Lua/EliteScript block edits or every fake-explosion call. Test the actual power you intend to use in the protected area.
Stopping EliteMobs fireballs from damaging blocks
Built-in powers are Lua scripts under plugins/EliteMobs/powers/ and have no per-power isEnabled toggle. Choose protection based on whether that script uses a tracked native projectile explosion or direct block edits. Enabling regeneration does not stop an initial explosion from breaking blocks.
Configuring EliteMobs Explosion Regeneration
Edit plugins/EliteMobs/config.yml. With regeneration enabled (the default), queued blocks begin repairing after about one minute; exclusions and regional regeneration flags still apply.
doExplosionRegen: Set tofalseto disable this regeneration handler. Native explosions can still destroy blocks without repair. Fake/scripted explosions using this handler return before their direct block removal.doRegenerateContainers: Set tofalseto exclude containers from EliteMobs regeneration handling. Native explosions can still destroy them; use a separate block-protection control to protect containers.
Other Explosion/Fire Powers
EliteMobs ships several other powers that cause explosions or fire. These are Lua scripts in the plugins/EliteMobs/powers/ folder:
Ender Dragon Powers:
ender_dragon_aimed_fireball.luaender_dragon_disco_fireballs.luaender_dragon_fireball_bombardment.luaender_dragon_ender_fireball_bombardment.lua
Other Explosion Powers:
gold_explosion.luaarrow_fireworks.luafireworks_barrage.lua
Fire-based Powers:
firestorm.luaflame_pyre.luaflamethrower.luaattack_fire.lua
Built-in powers are Lua scripts under plugins/EliteMobs/powers/ and have no per-power isEnabled toggle. Choose protection based on whether that script uses a tracked native projectile explosion or direct block edits. Enabling regeneration does not stop an initial explosion from breaking blocks.
Regional Explosion Control (WorldGuard Required)
Install both plugins and create a WorldGuard region covering the intended area. For tracked native explosions, run:
/region flag <region-name> elitemobs-explosion-block-damage deny
Troubleshooting
Check the exact power and whether it uses the native event or edits blocks directly. For native events, confirm the region covers the explosion and the flag is denied; check that both plugins loaded. For missing repairs, check doExplosionRegen, regeneration flags and container exclusions. Do not use successful repairs as evidence that block damage was prevented.