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EX: the number right after settileprotection, is the dungeon id you're affecting. most of the game is 0, but some of the story missions have parts with different id because the devs wanted to be triksy hobbitses (read, they got angry at players using settileprotection to break their dev-imposed idiocy, so they tried new idiocy).
Whatever the debug readout says the id is, you'd use that instead of 0.
Alternatively, what was that damn command,
/entityeval object.smash()
might work, it ignores "unbreakable" as set in the item itself. (ex: ship's fuel-hatches, lockers, SAIL in a vanilla un-modded game)