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 Aug 30, 2012@bigscary
Just a few blocks up yes. If you want to you can check my server and test: mc.sherif.fi
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Posted Aug 29, 2012It has been a while since I truthfully saw a plugin so innovative :D
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Posted Aug 29, 20123.3.1 Fixes!
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Posted Aug 29, 2012@bigscary
Wow, thanks for the fast reply!
I completely understand that it would be hard to do, I just wanted to make sure I hadn't missed anything. I was hoping to have new players build near my city, but I guess they can do that anyway and use the /cityregion or /spawnregion to teleport back near their builds if they go visiting the other regions.
Keep up the good work! So far, the few players I've allowed on my server (I want it quiet while I get all the plugins sorted and the server website/player instructions finished) love the Grief Prevention plugin... they are so much more willing to build great stuff if they know it can't be griefed. I haven't had any complaints yet about the AntiXray mining speed limits, either.
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Posted Aug 29, 2012@MinecraftDad83
Sorry this would actually be very difficult to pull off. :\ But since your players have /homeregion to go to the wilderness and /cityregion to pop back to the city, it's almost like they're always close to the city.
On my server, I have a city which is very far away from the current new player starting region. I just set my server spawn (you have to use another plugin to set it) to my city, and I built my own glowstone post there with /homeregion signs on it to tell players what to do, then I disabled the "new players spawn in home region".
The result is that new players pop into the city where they see a sign telling him to do /homeregion when they're ready to start adventuring. They can either explore the city (a good option at night time, to avoid monsters), or go immediately to the wilderness. :)
Thank you VERY much for the donation! You can also help by going to your favorite server administration forums and just telling people about your good experiences. Players will have a lot more fun if more admins use the best tools available.
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Posted Aug 29, 2012Thanks for the great set of plugins!
Is it possible to change the starting coordinates for the initial region? I believe they default to x: 0 and z: 0. My preference would be to have the initial region be centered close to the spawn point (which happens to be a really nice area on my world). This is also where I am building out a city.
Edit: Just made a donation, too, so that you can keep on developing these plugins. I hope everyone else that reads this does the same!
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Posted Aug 27, 2012@Desertive
That's strange. I will check on it for you. It's just a few blocks up, not way up in the sky?
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Posted Aug 25, 2012Hey! Thanks for this plugin! You have been very efficient when doing also anti-xray and grief prevention plugins too!
I have a very bad problem with this plugin. When people use teleport commands to go to some region they will spawn on the spawn area a few blocks in the air and drop. They will take something like 3 damage and most people have died teleporting to posts.
Is there any way to handle that they won't take damage when teleporting to region?
I'd like to use this plugin in future too because we have around 70 players all the time and it's annoying to run across the world. Cheers!
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Posted Aug 24, 2012Yes, I'm aware of the cowmageddon. I will be releasing an update soon to limit the total number of animals spawned in the open region. :)
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Posted Aug 23, 2012@CharlesWCrete
You can change the desnity setting to make it lower (try reducing to .9 or .8). This doesn't change how much ore or wood is required, but it will close regions earlier due to the number of player blocks.
@EDawg878
Install the GriefPrevention plugin. It will prevent all spawn camping. If anti spawn camp is the ONLY feature you want from GriefPrevention, though, you'll want to update its config file to turn off other features like land claims and anti spam.
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Posted Aug 22, 2012@bigscary
Can you please implement a way to stop spawn killing while near the region post?
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Posted Aug 22, 2012Ryan, how can you make a region so if like it need min 800 wood, and 800 iron and it changes region very quick? (Having less people in each region)
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Posted Aug 22, 2012Kudos on the new additions Bigscary , definitely bookmarked!
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Posted Aug 20, 20123.3 Updates!
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Posted Aug 8, 2012The version I released for the dev build seems to be working fine on the recommended build, so go ahead and use it. :) I have some features/fixes in mind, and will release a version for the recommended build once I have some or all of those in place.
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Posted Aug 6, 20123.2 Released for DEV Build 2311
I recommend very strongly against running ANY dev build on a live server. However the Bukkit guys have told us that they will no longer guarantee any level of quality, even for the builds they label "recommended". Since there's no way for us to tell, then, which builds are good except by trying them ourselves, I understand if you feel you want to go ahead and update. IF YOU DO, BE SURE TO BACK UP YOUR WORLD.
Okay I'm off my soap box. There are no changes in this version, except that it was compiled against a 3.1 bukkit build. I tested it briefly with Dev build 2311, and it appears to be working. Good luck, please tell me if you have difficulty - however be advised that unless you're on 2311, I reserve the option to not investigate your issue. 2311 is the build I'm "officially" supporting.
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Posted Aug 6, 2012I just read some patch notes, and I see that books now require leather. This sucks, because as you know, in SMP, animals are often very difficult for new players to find, due to a combination of killing, hoarding, natural despawning, and an almost complete lack of respawns.
I will be updating this plugin to spawn animals when monsters spawn (on the surface) at a small ratio. This will replace the current feature to update the animal spawn ticks, which seems not to have a noticeable impact.
Tell me if you have any objections to the design. :) Otherwise, I will publish a future version with an experimental ratio to see how it goes.
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Posted Aug 3, 2012I really hope you can update so it can work with 1.3 :)
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Posted Jul 31, 2012@mumblerit
Yessir, thanks for the details there, some may well find them very helpful. As long as you don't build something overtop the region post, you won't experience any issues, I think. However if you build something above the stone platform, there's a good chance the post will "rebuild" itself, clearing the area above the platform.
For anyone listening without WorldEdit, you can also raise or lower the post by digging down from the center, or building up from the center, then using /addregionpost. This will generate a region post on the highest non air block at the post's coordinates, complete with all the usual instructional and referential signs.
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Posted Jul 31, 2012@bigscary
Weve found you can move posts up and down without causing issues, select post with worldedit, move up 10, then build stairs down from it.