Population Density
Automatically places new players where they can find wood, animals, ore, and space to build. Also priority-based login queue, reserved slots for admins, idle boot ONLY when nearly full, entity thinning for lag reduction, and optional limited teleportation. Never again will your players experience a marathon run, spawn room full of portals, or maze of abandoned builds. This is a zero maintenance solution for administrators, and players don't need to learn any commands!
"This is THE plugin for large servers." – Mumblerit of muttsworldmine.com
Looking for a 1.12.2 or earlier-compatible version? Check here.
Got a question, suggestion, or problem? Post it on the issue tracker.
This video explains the region post system to new players.
See below for information on administrative features.
Feature Summary
- Assigns starting points for new players so that they can ALWAYS find space to build and beginner resources nearby. Players may be spawned directly there, or you can tell them about a slash command which will take them there.
- Respawns animals, regrows grass, and replants trees in the new player area to guarantee important new player resources.
- Removes idle players ONLY when the server is nearly full.
- Login queue to ensure fairness when your server is full, can prioritize some players over others if you like.
- Reserved slots for administrators.
- Optional teleportation posts which help players socialize and trade, but aren't abuse-able to escape combat or save a lost or hungry player.
- "Thins" extremely-dense crowds of monsters and animals, preventing ridiculous levels of farming or monster grinding from lagging your server.
Overview
Server owners often underestimate the badness in starting a player in a crowded area. Sure seeing builds makes your server look legitimate, but having to explore a long time just to find space to build and beginner resources is a major turn off for players who want to start playing right away. Even when players do find a place to start playing, they're often alone because other new players wandered into different areas.
PopulationDensity is the low-maintenance, easy-for-players answer to all these problems.
It works by automatically locating a region with lots of wood and ore, and then dropping new players in that region until they collect most of the easily accessible ore, cut down most of the trees, or crowd it with builds. Then PopulationDensity finds a new resource-wealthy region for future newbies and starts dropping new players there. If you have a great spawn area built up, you can instead spawn players there, and later tell them to use /HomeRegion when they're ready to start adventuring (or another command you define in commands.yml).
Additionally, optional teleportation commands help players move around quickly to admire builds and socialize while not compromising the game's integrity - players can only teleport from automatically-placed teleportation posts, so teleportation can't be used as an "easy-out" for players who mine or adventure themselves into trouble. That way, players keep the challenge of single player without the "players are too far apart" multiplayer issue.
Finally, if you have a "my server is always full" problem, then congratulations on your successful server! :) With PopulationDensity, you may optionally boot players who are idling so more players can log in and have fun, increasing your feel-good factor (or fattening your wallet, for some). when the server IS full, a login queue guarantees fairness, and administrative slots are set aside to guarantee administrators can always get in.
You can also assign players a queue priority to help them get on the server faster during peak times, to reward them for contributing to the server monetarily or through your community.
Requirements
- v6.0 and higher require Java 21
Setup, Configuration, and Commands documentation
Metrics: Like most other plugins this plugin collects anonymous metrics to see who's actually using this plugin, and this information is used to determine popularity as well as what features matter or not in the grand scheme of things.
Sponsors:

Got a question, suggestion, or problem? Post it on the issue tracker.

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Posted Apr 7, 2012/movein means when you type /homeregion you are returned to that spot. It also means that you can invite others in faraway lands to come see your place. You type /invitetoregion [player] and they type /acceptregioninvite. Sort of like a reverse /tpa. :-)
But /movein doesn't protect anything. For that you need the author's other plugin, which is totally amazing.
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Posted Apr 7, 2012Hi! Awesome plugin, just what I needed for my server :) The only difference is that I needed if for random building areas. Two questions though. What does /movein do? Does it protect the area or just set a home TP? Is it possible to customize the message told to a player when they get a new region? I'm definitely looking into this! Just need to get some info before I download it :P.
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Posted Apr 6, 2012Oh, woops. I think I created the region file without loading it into memory. Doh. I'll get it fixed, thanks for telling me.
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Posted Apr 6, 2012That works for me, thanks. BTW I think there may be a bug with /nameregion. I can /invitetoregion and /acceptregioninvite for a region that has a custom name, but /visitregion doesn't work..."There's no region named xyz. Unable to teleport."
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Posted Apr 5, 2012I was a little confused by your questions. :) I'll do my best to answer.
If you don't want to allow teleporting from everywhere (I don't recommend it, that opens avenues for abuse), then just set your spawn at your custom post, and set the radius to how far away you'll allow players to be to use that post. Standard posts are only a few blocks (about 5, I think). It doesn't matter where the nearest standard post is located.
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Posted Apr 4, 2012I had a feeling moving the post would be a massively big deal. No worries. Do I understand correctly that if I do as you suggest, I'd have to either allow teleporting when not close to a post, or set the radius to less than the distance from my city center to the city's nearest post? Or do I have a way to allow teleportation commands for players who are near my custom post?
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Posted Apr 4, 20122.7 Update
Added a /nameregion command to name wilderness regions. No, it doesn't rename existing regions. Requires the populationdensity.addregion permission.
@spblat
Due to some early design decisions I made with this plugin, trying to move region posts would be a massively big deal. For your city, I recommend building your own custom post somewhere in the city, then setting your spawn there at the post. Now players can teleport from it with /homeregion (or other commands if you have enabled them) and return to it from any post with /cityregion.
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Posted Apr 2, 2012@retricide
Seems to me that if the city is reasonably well developed, it will have so many player blocks in it that the resource calculation routine won't allow new players to be placed there.
EDIT: Sorry, I misunderstood your question. I withdraw the above response. :-)
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Posted Apr 2, 2012Is there any way to set a border? For example, the plugin won't place players in a region that is over a certain amount of blocks away from a city?
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Posted Apr 2, 2012Thanks very much. I'm very excited about using this plugin to help players (like me) who are sometimes struck by the impulse to abandon everything and start over. Put all your stuff in a chest, say /newestregion and never look back! :-)
Since I've added this plugin to an established world, I would like to (as op) relocate the city's teleportation post to someplace more prominent. There are some other important builds dispersed the world that could use region posts, and the default location for those wilderness posts is, of course, inconvenient. How about standing at the appointed spot and saying /moveregionpost?
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Posted Apr 2, 2012@spblat
Okay so the "city" basicallyjust teleports players to the spawn, which you can move around with other plugins. The idea is to build a city first, then set the spawn in the city somewhere. Now players who want to visit the city can go there from any teleportation post, and then can return home with /homeregion.
This isn't the only way to use /cityregion. I just started a pvp server, where /cityregion will take players to an arena.
EDIT: I actually corrected that documentation. I recently changed the feature set here a lot, and it looks like I didn't clean up the docs well enough. You guessed correctly regarding the risk. :) Since there's no way to name a region (even by ops), you're stuck for now. I'll add a feature soon so you can do something like /nameregion AwesomeCity.
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Posted Apr 2, 2012I just learned you had this plugin. Since GriefPrevention is so good I thought I'd give it a try. On the admin page you say "You can set [ManagedWorldName] to your default world, but do read the last configuration example below in detail first!"
I couldn't find what you were talking about. Any FAQs for adding this plugin's features to an already-established world? I suppose the big challenge is making sure region posts don't appear unwanted.
Thanks!
EDIT:
I just went for it. Looks good so far. /cityregion works. At the outskirts of the city is a region post. But as op I'd just as soon name this region...it's weird for the "City" to be in the "wilderness," right?
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Posted Mar 31, 2012Hi Bigscary,
This isndeed a verry valid reason for not allowing anyone to just name a region, and the implementation should indeed consider this.
several things could be thought of as a way to prevent this. thing that come to mind are
If it would be an admin only function you could for example post the below explanation as a warning.
anyways nice plugin :) did say that yet i think :P
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Posted Mar 29, 2012Okay here's the reason naming wilderness regions at will is a bad idea.
Lots of players prefer to be left alone so that they can enjoy "nature" and build something big and cool without others making ugly stuff nearby. These are the players who tend to be the best builders on your server, so it's important to give them the opportunity.
Once a region has a name, anyone can teleport there. So if a player can name a region, then any player can ruin another player's wilderness privacy by going to his house and using the region name command to make it so that anyone on the server can teleport over and move in next door.
I will think about adding this as an administrator command only, but I really feel that even administrators would be just shooting themselves in the foot by using it.
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Posted Mar 28, 2012Hi BigScary,
as asdfasdfadf i would like to have the possibility to name a region too
consider the following situation: i build a house in a wilderness region with the purpose to be in the wilderness som i made this my home.
now i want to start a town (claiming a large area) but i dont want to hinder other players by claiming ground that is near the position of normal regions to i want to go to a abandoned place and do it there but i want to allow players to travel fast to my town even if im not on or in my town.
global idea of implementation
it can be turned on and off using a config value.
if on players can name the number of regions that they have "region name credits" for. these can be earned several ways like buying from the server (bringing in some cash for the server) or by playing XXX hours (just example) this should of course be regulated so i would advice only selling them (as this benefits the server and only allowing players that are on the seer for a while/active)
hoping you will implements this.
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Posted Mar 26, 2012@abadd11
Instructions are on the admin details page.
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Posted Mar 26, 2012@Skarian
Yeah, there's a config variable for that. See admin details page.
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Posted Mar 25, 2012I have a IMPORTANT question im not trying to be a noob but i dont get how to download it and get the plugin mabey we could talk on skype?
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Posted Mar 25, 2012Can you make it so the "Player has arrived in this region" and leaving messages dont show? Its quite annoying
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Posted Mar 25, 20122.6.2 Update
I think I fixed an issue where some players can't use /HomeRegion. It just fails silently. I couldn't reproduce it, so I must made a best-guess at the reason and adjusted code accordingly.