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 Dec 20, 2012It looks like there may be a bukkit bug preventing me from fixing the log spam problem. Please stay tuned while I wait to hear back from the bukkit team. :)
https://bukkit.atlassian.net/browse/BUKKIT-3226
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Posted Dec 20, 2012No! Do not remove the randomregion feature .. just let people opt out if they don't like it.
On my server it's great, I often hear that people like it because they can 'fast travel' the world and see what other people are building. It's a great way to go on exploration.
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Posted Dec 20, 2012Hey all, I'm aware of the log spam issue and I will get an update out today which will be compatible with the new recommended build.
@zedadiaswick
/randomregion is not supposed to help anybody find a place to live. It's to randomly teleport around to see what else the world has to offer - for sightseeing purposes. :) /newestregion is supposed to take the player to an area fit for starting out.
Are you actually having performance problems due to this? Maybe I should just remove random region, then. It doesn't serve any useful purpose really, it's just for fun.
@Paril101
You make a good point, let me fix that for you.
@mumblerit
Thanks so much for your very generous compliment. :)
@Pixiyo
The plugin isn't crashing. It will still work. I'm fixing the log spam problem, however you should not be using any plugin with a build it wasn't designed for - your expectation that it would "just work" isn't reasonable. :\
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Posted Dec 20, 2012This plugin is crashing with 1.4.6, please fix!
[WARNING] [PopulationDensity] Task #45 for PopulationDensity v3.6.4 generated an exception 9:20:02 CONSOLE: cannot be cast to org.bukkit.block.Sign 9:20:02 CONSOLE: [WARNING] [PopulationDensity] Task #43 for PopulationDensity v3.6.4 generated an exception 9:20:02 CONSOLE: cannot be cast to org.bukkit.block.Sign 9:20:02 CONSOLE: [WARNING] [PopulationDensity] Task #44 for PopulationDensity v3.6.4 generated an exception 9:20:02 CONSOLE: cannot be cast to org.bukkit.block.Sign 9:20:02 CONSOLE: [WARNING] [PopulationDensity] Task #42 for PopulationDensity v3.6.4 generated an exception 9:20:02 CONSOLE: cannot be cast to org.bukkit.block.Sign
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Posted Dec 19, 2012if anyone doubts this plugin... here is a map that is approximately a year old, that still sees a few hundred new people a day, and population density makes it fine.
http://muttsworldmine.com/map/final/
Thanks Bigscary
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Posted Dec 18, 2012@bigscary
Thanks for the reply. First issue I realize is unfixable so no worries - second issue however.. I can't just do that, because our spawn is completely enclosed. That's the problem. I wanted the spawn to be a safe place where players can read the rules and mingle without fear of external annoyances. I get the point, though, and I will consider changing it up a bit to be "open". Moving the spawn far away works good for now.
Ok, second issue.. nobody can seem to use /homeregion. Even when standing next to another region post, it tells users they cannot teleport from here. Is there a permission I may need for this?
-P
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Posted Dec 17, 2012@bigscary
Hi there!
I have a couple of issues with /randomregion (don't worry, nothing is technically broken).
Players using /randomregion when looking for a land to settle having just joined the server; it takes them MANY tries to find land at all in my world as there is so much ocean in the centre. This isn't a nice experience for them in looking for an area they like, as it starts to become their epic search for somewhere, anywhere, with some kind of land in it. It can also have a negative effect on my server, as they can load a new region every couple of seconds into memory.
I have a few suggestions to help with the above:
- add a command to be able to remove a region from the rota for the /randomregion command. If an area really is not suitable, or perhaps the community within that region would prefer not to have random visitors, then it could simply be hidden from players looking for a random region to explore.
- Make /randomregion a permission only command. This is more down to performance, though it would be nice to increase the chance of players building alongside other new players near the current open region by forcing them to explore the area themselves. I would prevent players from using /randomregion, or just new players from using it to avoid the constant chunk loading caused by new players exploring the server with this.
- add a limit to the number of times the command can be performed within any given time period. Just slowing down the rate at which they can enter this command would help alleviate some of the performance problems. Though it would increase the aggravation of being sent to ocean biome after ocean biome, whilst needing to wait to be sent elsewhere each time.
My preference is for the first suggestion, as it should reduce the need for a limit by giving them suitable land sooner. The other two I'm sure could be useful to others, though I think are perhaps less useful than the first. Hope this all makes sense :)
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Posted Dec 17, 2012@giggaflop
Hmm I can't get the problem to happen on my end, even with your config. Did you remember to /reload or restart after you changed your config file?
@Paril101
Sorry no, there's no fix for this type of problem. However with the latest versions of Population Density, the region posts are placed before players even get there, so there's zero chance of this happening unless you install PD after players have already built.
@Delocaz
Again, no, there's a region post every 400 blocks, no exceptions. However, you will find that players are never automatically assigned to "live" there because there are no resources. The only way they could get there would be to wander to the post in a boat, or using /randomregion.
@Paril101
It's because the player's home region happens to include the world spawn. That means he's within 200 blocks of the city post anyway, so no need to teleport, right?
The best way to fix this problem is to use /addregion to force PD to move on away from the spawn so that new players will not be assigned to have their homes there. :) It's a good idea anyway, because this leaves you some room for future spawn building, in case you'd like to do that. You mentioned you're using Grief Prevention, so /adminclaims is the perfect tool for reserving that space, if you want to keep that option open.
@Ferkswe
Yep! There's only one open region at a time. So when you do /addregion, the current "open" region is moved to a new area.
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Posted Dec 17, 2012@bigscary
Ah, so when I do addregion it uses that instead of the old one? Perfect.
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Posted Dec 16, 2012Alright, so mark my previous question invalid. I found the answer to that.
Now then, another question: the "Spawn" part of this plugin is completely borked. That is to say, I can't set a spawn/city region in the same world that is being region posted. Any user who types /homeregion (without the "teleportanywhere" permission) gets a message saying they are already in their home region.. but they aren't, they are in spawn.
Trying various commands shows me that the spawn/city region is an "open region" and appears to act like wilderness. I can't seem to fix this either. No region post generated near the spawn (in fact, the first region opened in -1 0 - the same region that the spawn happens to be in).
I did a bit of research via your open Survival server, and oddly enough it seems set up the same way - I am assuming that the region post at spawn is manually built. If I move the spawn away from the home region,I am afraid that when that region becomes desolate that if the "home region" is located inside spawn again it will break the server completely.
Any help..?
EDIT: Ok, so by the looks of it, I realize now why region 0,0 isn't the default region.. I assume it is reserved for spawn. Anyways, I just went with what your server did and placed it super far away. Should work for now.
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Posted Dec 15, 2012Again, is it possible to make regions/posts NOT spawn in Ocean biomes?
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Posted Dec 13, 2012Quick question. So, I installed Population Density on my existing server - works very nicely, until one day, somebody who built a giant pyramid noticed that a region post got created at the end of his pyramid. He built it before Population Density, so I figured that might be a problem.
Anyways, from what he tells me, he had named the region his home (/movein?) and is stuck with a perpetual post. I see no instructions here on how to fix issues like this. We also use GriefPrevention, and we tried using an admin claim thinking that maybe it would prevent a post from being created inside the pyramid... nope. Any way I can fix this?
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Posted Dec 13, 2012@bigscary
http://pastebin.com/qAVmUczE
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Posted Dec 13, 2012@Marenwynn
Oh, so he's creating players which don't actually represent players. Yep, that's a recipe for... confusion. I don't want to try and work around that level of customization, sorry. :\
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Posted Dec 11, 2012I'm surprised that you don't burn out providing the level of support that you do across all your plugins. Thanks for the quick response. :)
I responded to an old ticket for an update on the conflict between these two awesome plugins here. fullwall says, "After testing, I have confirmed that PopulationDensity causes this issue every time (sorry for not posting this here). It is probably something to do with the fact that Citizens creates Player objects that may confuse PopulationDensity. Not sure why from reading the code."
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Posted Dec 11, 2012@giggaflop
I don't see the root of your problem right away from your description. Will you please post a pastebin link of your config file?
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Posted Dec 11, 2012Having an issue with PopulationDensity, Anyone that doesn't have TP from Anywhere permission, when they do /CityRegion then immediately try, /HomeRegion. It says to them that they can't TP from where they are, even though i have the TP distance at 1000 Blocks and they literally just entered the City Region.
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Posted Dec 10, 2012@zedadiaswick
No, I generally always list noteworthy changes in the logs. Even tweaks I mention.
@zedadiaswick
GP has a mob-spawning-stopping feature. Check your config file to make sure you don't have your survival world listed under "creative rules worlds". In creative rules worlds, GP will not spawn any entities outside of land claims. This stops griefers from building, for example, villager spawners out in the wild to try to bog down the server.
@xclucky
I have very good news, this scenario is doable already with PD. :) Make sure yoru "city world" is set to the world where you have your tutorial. Then set your "radius from spawn or city to use home region" setting so that it includes your entire tutorial area. Now when you disable teleportation, players will still be able to use ONLY /homeregion to get out of your tutorial, and /cityregion from their home post to get back to world spawn.
@Blockia
I'm sorry, but I really don't know. This is the first time anyone has ever come to me with an error of the sort you're seeing. I'm not sure whether it's your java, or perhaps something else. I think most plugins (including mine) are developed for Java 6, if that helps.
@Marenwynn
You can increase the amount of time between scans in the config file. The scan usually only takes about 30 seconds, and usually only cuts the server ticks per second in half during that time. There's no option to NOT scan when the plugin loads, because I don't want to take the risk that a new player will be plopped in an inappropriate area for him, which is very possible because the plugin might be brand new on the server, or the world might have changed substantially after the last shutdown.
There's no issue with loading config files I assure you, because that has nothing to do with server ticks. I can't speak for certain about citizens, but I think it would very extremely odd for any plugin to outright not work properly when the server is not running at full speed - at worst, I'd expect plugins to run a little slower. Maybe there's something very odd about the design of citizens - have you asked the developer if he/she has any insights into a relationship between initial load and server ticks per second?
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Posted Dec 9, 2012I really like the concept behind this plugin... but would it be possible to tone down how much system resources this plugin uses when scanning for new regions? Or disable/delay the scan when the plugin starts? The spike causes some plugins not to load properly, like Citizens, and I have to do a manual reload for my NPCs to appear. I think it may be interfering with some plugins unpacking their configuration files at first boot too...
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Posted Dec 9, 2012@bigscary
I've contacted my support, and yes I think so, but which version of Java do you suggest I install? Only recently got a dedicated server and had to set everything and the only problem has been PopulationDensity - really love the plugin so would be ideal to get it all running again =P