All multiversion materials from conf now work.
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@@ -345,53 +345,54 @@ public class Conf {
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territoryEnemyDenyCommands.add("tpa");
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//territoryProtectedMaterials.add(Material.LEGACY_WOODEN_DOOR);
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//territoryProtectedMaterials.add(Material.LEGACY_TRAP_DOOR);
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//territoryProtectedMaterials.add(Material.LEGACY_FENCE_GATE);
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territoryProtectedMaterials.add(P.p.WOODEN_DOOR);
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territoryProtectedMaterials.add(P.p.TRAP_DOOR);
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territoryProtectedMaterials.add(P.p.FENCE_GATE);
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territoryProtectedMaterials.add(Material.DISPENSER);
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territoryProtectedMaterials.add(Material.CHEST);
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territoryProtectedMaterials.add(Material.FURNACE);
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//territoryProtectedMaterials.add(Material.LEGACY_BURNING_FURNACE);
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//territoryProtectedMaterials.add(Material.LEGACY_DIODE_BLOCK_OFF);
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//territoryProtectedMaterials.add(Material.LEGACY_DIODE_BLOCK_ON);
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territoryProtectedMaterials.add(P.p.BURNING_FURNACE);
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territoryProtectedMaterials.add(P.p.DIODE_BLOCK_OFF);
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territoryProtectedMaterials.add(P.p.DIODE_BLOCK_ON);
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territoryProtectedMaterials.add(Material.JUKEBOX);
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territoryProtectedMaterials.add(Material.BREWING_STAND);
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//territoryProtectedMaterials.add(Material.LEGACY_ENCHANTMENT_TABLE);
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territoryProtectedMaterials.add(P.p.ENCHANTMENT_TABLE);
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territoryProtectedMaterials.add(Material.CAULDRON);
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//territoryProtectedMaterials.add(Material.LEGACY_SOIL);
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territoryProtectedMaterials.add(P.p.ENCHANTMENT_TABLE);
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territoryProtectedMaterials.add(Material.BEACON);
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territoryProtectedMaterials.add(Material.ANVIL);
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territoryProtectedMaterials.add(Material.TRAPPED_CHEST);
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territoryProtectedMaterials.add(Material.DROPPER);
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territoryProtectedMaterials.add(Material.HOPPER);
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//territoryDenyUseageMaterials.add(Material.LEGACY_FIREBALL);
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territoryDenyUseageMaterials.add(P.p.FIREBALL);
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territoryDenyUseageMaterials.add(Material.FLINT_AND_STEEL);
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territoryDenyUseageMaterials.add(Material.BUCKET);
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territoryDenyUseageMaterials.add(Material.WATER_BUCKET);
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territoryDenyUseageMaterials.add(Material.LAVA_BUCKET);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_WOODEN_DOOR);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_TRAP_DOOR);
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//territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_FENCE_GATE);
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territoryProtectedMaterialsWhenOffline.add(P.p.WOODEN_DOOR);
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territoryProtectedMaterialsWhenOffline.add(P.p.TRAP_DOOR);
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territoryProtectedMaterialsWhenOffline.add(P.p.FENCE_GATE);
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territoryProtectedMaterialsWhenOffline.add(Material.DISPENSER);
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territoryProtectedMaterialsWhenOffline.add(Material.CHEST);
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territoryProtectedMaterialsWhenOffline.add(Material.FURNACE);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_BURNING_FURNACE);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_DIODE_BLOCK_OFF);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_DIODE_BLOCK_ON);
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territoryProtectedMaterialsWhenOffline.add(P.p.BURNING_FURNACE);
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territoryProtectedMaterialsWhenOffline.add(P.p.DIODE_BLOCK_OFF);
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territoryProtectedMaterialsWhenOffline.add(P.p.DIODE_BLOCK_OFF);
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territoryProtectedMaterialsWhenOffline.add(Material.JUKEBOX);
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territoryProtectedMaterialsWhenOffline.add(Material.BREWING_STAND);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_ENCHANTMENT_TABLE);
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territoryProtectedMaterialsWhenOffline.add(P.p.ENCHANTMENT_TABLE);
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territoryProtectedMaterialsWhenOffline.add(Material.CAULDRON);
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// territoryProtectedMaterialsWhenOffline.add(Material.LEGACY_SOIL);
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territoryProtectedMaterialsWhenOffline.add(P.p.SOIL);
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territoryProtectedMaterialsWhenOffline.add(Material.BEACON);
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territoryProtectedMaterialsWhenOffline.add(Material.ANVIL);
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territoryProtectedMaterialsWhenOffline.add(Material.TRAPPED_CHEST);
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territoryProtectedMaterialsWhenOffline.add(Material.DROPPER);
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territoryProtectedMaterialsWhenOffline.add(Material.HOPPER);
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// territoryDenyUseageMaterialsWhenOffline.add(Material.LEGACY_FIREBALL);
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territoryDenyUseageMaterialsWhenOffline.add(P.p.FIREBALL);
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territoryDenyUseageMaterialsWhenOffline.add(Material.FLINT_AND_STEEL);
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territoryDenyUseageMaterialsWhenOffline.add(Material.BUCKET);
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territoryDenyUseageMaterialsWhenOffline.add(Material.WATER_BUCKET);
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