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.

-
View User Profile
-
Send Message
Posted Oct 22, 2012@VietNg
I don't know, I don't test with spigot.
@Infuscu
Sorry for the trouble. :\ I'm glad you figured it out. By the way, the grass only regrows in the current "open" region. So if you use /addregion to move the new player area outside of your server spawn area, you can leave the grass regrowth on and it won't mess with your spawn anymore.
-
View User Profile
-
Send Message
Posted Oct 21, 2012Oh you! I've had sleepless nights because of the grass regrow function .. you've pestered my spawn!
The thing is, I seriously couldn't find the reason that the grass was regrowing. I checked the documentation but didn't see anything about grass, so I kept searching without any luck. But then today I accidently stumbled upon in the config as I was checking out the new sign feature (which is brilliant!).
:)
-
View User Profile
-
Send Message
Posted Oct 19, 2012Thanks for the update. Will it work with Spigot? It crashed spigot craftbukkit build since many builds before :/
-
View User Profile
-
Send Message
Posted Oct 18, 20123.6 Updates!
-
View User Profile
-
Send Message
Posted Oct 18, 2012@bigscary
There's always that temptation there, self-control can be a difficult thing to master. Good to know I have an option should I decide to switch it off for all players. Would still appreciate an option per-player, though.
-
View User Profile
-
Send Message
Posted Oct 17, 2012@zedadiaswick
If only specific players want to make the game harder for themselves, then tell them to stop using the slash commands. :) You can also mention to them that they can't just teleport to any region post - the posts can't be used to jump out into the deep wilderness. If they want to go on an epic journey, that's still doable and can't be short-cutted with a region post teleportation.
If you disable teleportation in the config, then only /homeregion, /movein, and /cityregion will work. And /homeregion and /cityregion will only work from their home post and the city post (world spawn). So that's another option you have, but it will impact all players rather than only a few.
You could also set up a separate world that isn't managed by PD, and have those players just play there.
-
View User Profile
-
Send Message
Posted Oct 16, 2012I have been talking to a few players about how easy and thus boring being able to travel vast distances so easily via region posts make their game, began entertaining the idea of removing access to /visitregion, /randomregion, /invitetoregion, /acceptregioninvite etc. leaving only /homeregion and /newestregion. Unsure if this would be a pleasant experience for all my players, but for the few that want to enable a harder experience for themselves; would it be possible to add permission nodes for these commands so I can disable access for those players?
-
View User Profile
-
Send Message
Posted Oct 15, 2012@madmonkeystudios
I used to have such a message. It was very spammy, especially when players lived near the boundary and so they crossed regularly. Even when I restricted it to teleportations, it was a bit of an annoyance, and it became very complicated to code a balance between notifications and message frequency, so I just dropped it.
@CKlang
Ah, sorry about that. I don't think I can adjust it for the nether, because it would be impossible to place region posts due to the two-layer nether problem (there's a bedrock ceiling with more nether above it). Placing posts in the normal world works because I can just look for the highest non-air block, and place the post there, guaranteeing it will be on the "surface" where players can find it. That doesn't work in the nether, unfortunately.
-
View User Profile
-
Send Message
Posted Oct 15, 2012Brilliant plugin, does however not work on my server since mine is only held in the nether. Players can find ores, but it wont register regions as it cant automatically find trees (as they dont exist in the nether). Would there perhaps be a way to prevent some materials to register in order to create spawning regions?.
Thank you.
-
View User Profile
-
Send Message
Posted Oct 13, 2012This plugin is brilliant! I think that, maybe, when moving between regions, show a message, like Factions, Wilderness, Redstone (Closed), Bonjour(Open), MorningThaw(Home)
-
View User Profile
-
Send Message
Posted Oct 8, 2012Thanks so much everyone for your cool suggestions lately. I will likely implement some of them!
@wumpyc
Use 3.1 for Tekkit.
@Infuscu
I can see where it'd be a cool trick, but how often do folks jump to the adjacent region? I think mostly players either use /randomregion for adventure, or /visitregion to meet a friend or trade. But maybe one day I'll get bored and put it in anyway. :) I don't think it would be very discoverable, though - maybe a few players would find it by accident.
I'm definitely aware of the problem you describe regarding home regions. Players are often upset when they die and realize they just spawned far from their new home. I think trying to assess where a player lives by sampling his location might be overly difficult to code and not very accurate, BUT maybe I could pop a reminder when a player builds a bed or chest outside his home region?
I 100% agree with the concept put forth in that article. You'll notice I minimize the use of slash commands in all my plugins. Even with GP, which has lots of slash commands, non-admin players actually only rarely use maybe 3 of them.
@mumblerit
I may very well add that custom sign idea. There are a few unused spots on the posts. :)
@wumpyc
I've been thinking about this lately. It may be doable, and it would certainly be difficult. I'm not 100% convinced it's worthwhile. Just a few concerns:
1. Performance, given that we're now scanning more worlds. 2. Data format, because now we need to track regions by world, and player home regions by world. 3. When teleportanywhere is enabled, which world does a player go to if he's not in one of the managed worlds?
This is just an aside, but I've always thought that cramming several server experiences (survival, creative, and pvp for example) into one server by having each in its own world is bad for players, because instead of using what they know already (connecting to servers) to change how they play, they have to instead learn YOUR way. It's especially troubling when server admins design the new player experience badly, so that new players aren't sure how to start "just playing minecraft".
-
View User Profile
-
Send Message
Posted Oct 8, 2012Using this plugin on my tekkit server where i only have one survival world. I am planning to use it on my minecraft server which runs 3 survival worlds so that's why i'm interested if theres a possibility to make it workable in 3 worlds?
-
View User Profile
-
Send Message
Posted Oct 8, 2012As far as post customization (keep in mind I am not a coder), my guess for simplest way to implement this would be:
The plugin knows which region is the current homeregion, so hypothetically that means it could also know which post is there. So since we can edit posts using worldedit to paste in a new one, build a new post with the same dimensions of the other (or some limit of 5x5 square etc.), copy it using worldedit, type /homeregion, then paste it over the old pole. Now is where I don't know if this is easier or harder coding than before. Type /saveregionpost and whatever current state the homeregion's post is in, will become the new default post for new regions. Want to change an old region post? Go there and type /updatepost and it will replace it with the new saved post. Want to go back to original? /revertregionpot
Just ideas. The link about NO UI gave me the idea. It is harder to code something so that we can learn how to configure a sign post outside of minecraft in a yml, rather than let us build like normal and replace your current post schematic with the one we just built.
-
View User Profile
-
Send Message
Posted Oct 7, 2012@mumblerit: Interesting thought. Some options for sign customization might be nice. :)
-
View User Profile
-
Send Message
Posted Oct 7, 2012@Feaelin
Even if we were only able to add some custom signs to the post I think it would be useful. Perhaps you could add some sign positions to the post and set them in the config.
-
View User Profile
-
Send Message
Posted Oct 7, 2012@bigscary:
Probably the way to do it (although still difficult enough I'm not sure it'd be worth while) would be to use world-edit schematic files. Someone could then design a region post and export it using world edit and then PD could import it to create a region post. I don't recall if world edit has an API, it might be that some of the engineering is "already done" if it does. :)
There'd need to be specially labeled signs in the design of the region post so that PD could replace those signs' text with the sign text normally shown on a region posts.
-
View User Profile
-
Send Message
Posted Oct 6, 2012Suggestion 1: When AllowTeleportation is set to true. Make the lower signs on the post to "warp" signs, so when it is clicked the player is teleported to the adjacent region. It should only be possible between named regions, and not wilderness.
Suggestion 2: Few players grasp the "/movein" command, so they often never get their homeregion changed even though they've ventured into the wilderness. I don't know if this is feasible but .. track in which region a player spent the majority of his time and if it's not his homeregion, then fire a message suggesting him to change.
Misc: I stumbled upon this article which instantly reminded me of your plugins: http://www.cooper.com/journal/2012/08/the-best-interface-is-no-interface.html/
Good read, and might make you think about improvements :-)
-
View User Profile
-
Send Message
Posted Oct 6, 2012which is the last version i can use for my tekkit server?
-
View User Profile
-
Send Message
Posted Oct 5, 2012@bigscary
Well, whatever would be the easiest implementation for you, would be good to start. I wouldn't want to ask it to be harder than it needs to be of course. ;)
-
View User Profile
-
Send Message
Posted Oct 5, 2012@Resettii
Wow, that would be really hard. Even harder than the YML thing (for me, not you). :)