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 Jun 30, 2012@gzEthereal
I think you can do this by having the players self-police. Just tell each player to pick a clan and stick to it (he can set his own home with /movein). If you take away teleportation, then you'd have to teleport each new player manually to his home clan region.
Note there's no way to prevent a player from re-setting his home. That's why I say they'd have to self-police a bit. If they're not mature enough to follow your rules, then you'd have a problem.
:)
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Posted Jun 30, 2012Hello, this is an awesome plugin. I would love to use it for my RPG server, although in the server there are mini clans/guilds and I would like to select a boundary/region for each specific clan. This way I could have a player from "X" group spawn in "X" region, as to the "Y" group in their "Y" region. If this was possible I would definitely use this, but thank you for creating such a magnificent plugin. Please keep the updates coming :)
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Posted Jun 30, 2012@jjjhhh98
Sorry no, only one managed world. The trouble is with home regions. Where would a player spawn when he joined the server if there were two managed worlds? Where would he respawn? Would each player have two homes, then, and then where would /homeregion take him? Also the region names would overlap. So there would be two redstones, two wintersebbs, two mountains... etc.
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Posted Jun 28, 2012Hello. I was just wondering whether its possible to have 2 or more managed worlds? If not, can you consider it as something that you might look into for the next update? Thanks!
Cheers,
MY
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Posted Jun 28, 2012@xeNiumw0w
It does better than that. It places players as long as there's room and resources for them. It's not based on how many players have been put there, because some players build and mine more than others.
The region size is not configurable. It's 400x400.
Players can't custom name their own regions, but admins can do it for them. On my server, I do it for $5.
There are several commands yes, but there are signs on the spawn post explaining them.
Most of what you have there is already implemented, I think. I appreciate your willingness to offer suggestions, but please try the plugin and learn how it works first, so you can trim your suggestions down to only those features you don't already have.
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Posted Jun 28, 2012I am guessing this plugins feature:
Automatically create a region (Size can be configured on the config.yml) and then spawning the new players on that region (Players per region can be configured on the config.yml). Players can make a new region too (System will choose that new region to be filled up after the latest region before that region was created and already filled with players 'Players per region can be configured on the config.yml)
I hope the plugins works like that, If not can you make the new plugins and just like that 'I don't ask you to abadon this plugins, I just ask you to make two version'? Because it's the most simple for me and I think it the best way to make the new player have fun (Well, It's have alot of commands but well it easier to be understand, I think)
Command:
As a note, the maximum player per regions only will be used by system when they teleport new player but the real thing is a region player population are not limited.
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Posted Jun 27, 2012@08havoc
I don't think I can accomplish that without explicitly hooking the two plugins together, sorry. :\
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Posted Jun 26, 2012@bigscary
Awesome, that's a great design. What I was wondering is if I would receive some sort of warning (apart from players cursing) when this occurs.
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Posted Jun 21, 2012@08havoc
PD places regions in a spiral pattern to minimize world expansion. If you eventually get into a situation where PD tries to assign playres outside of your borders, the reason for that is that ALL of the regions inside your borders are either overcrowded, or lacking beginner resources. So this indicates it's time to expand your borders a bit. This should happen VERY infrequently, I think it's okay to expect server owners to occassionally expand their borders manually, rather than try to tie the plugins together.
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Posted Jun 21, 2012@Feaelin
http://muttsworldmine.com/map/final/
that map is 22k x 22k blocks and takes up 11gigs, if people could run anywhere imagine the havoc.
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Posted Jun 21, 2012@Feaelin
For larger borders it limits HDD space the map takes. For smaller borders (really small) it can even limit the amount of ram used.
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Posted Jun 21, 2012@08havoc
I've been wondering about the actual benefits of a border plugin. I guess from a social standpoint it might be helpful to keep everyone from being too isolated. Someone indicated that it saves on memory in some way, but that doesn't reconcile well with my understanding of how Minecraft loads-on-demand. I guess it could potentially control disk usage, if that's a concern. (This series of statements is actually a question: "what are the concrete benefits?")
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Posted Jun 21, 2012@bigscary
I love the idea behind this plugin. In the administrative info I was unable to find How will it interact with 'bordering' plugins like http://forums.bukkit.org/threads/mech-borderguard-v4-31-1-most-efficient-map-limiter-1-2-5-r1.3078/ for those of us who have HD space limitations. I have some ideas how they may work together for the intended solution. Should this go in a feature request ticket or did I just miss something in the documentation?
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Posted Jun 21, 2012@bigscary
@bigscary
Aye, I've done that for one region (the current NewestRegion). The problem is that I, and a seemingly unanimous vote from my players, hate all regions with a '1' on the end. They should be unique, and no numbers! This would mean I'd have to go through and change each and every new region after they've been named from now on; not a pleasant task.
I'll have to start a name suggestions thread, and see what everyone comes up with for you :)
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Posted Jun 20, 2012@TCGM
I won't help you manage permissions, sorry. The details of which permissions do what are on the administrative details page. As for how you actually control who has what permission, that's for the PermissionsEx guy to answer.
@Jadedwolfs
I might be able to smooth this out a little. But you shouldn't have to delete them - the player can use /abandonclaim even if the claim includes a region post.
@zedadiaswick
I'll happily take region name suggestions. If you really want to rename a region, you can do that by changing a couple of data files (first the file with the name of the region, then the file with its coordinates), and then /reload.
It's been suggested to customize the name list before, but it would be a very ugly, difficult experience for you server owners because there are many restrictions on the names, and most folks don't pay as much attention to their boot log as they should. I'd probably get lots of confusion. :\ So I take suggestions and filter those manually.
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Posted Jun 20, 2012@zedadiaswick
I like this idea. :)
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Posted Jun 20, 2012I've just hit the second pass over the names list for new regions, and 'Hammer1' is a terrible name :P Any chance regions could be renamed? I know as it stands regions with names already cannot be named via the command. Also, could we edit the names list? Adding in our own names, or names suggested by the community, would be great (avoid renaming so many regions that way, too)
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Posted Jun 19, 2012@bigscary
I was having issues where players did not respawn at the region post, fixed that, but now I notice that greifprevention and this plugin are not talking XD
Example, when a player places a chest for there new player claim right next to a region post, it creates the region but cancels the block place event. XD
So now I have to manually delete claims near the post.
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Posted Jun 19, 2012I'm using PermissionsEX.
How could I assign the permissions so that the Guest rank cant use anything of this plugin, but the Builder rank can?
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Posted Jun 18, 2012@bigscary
Thank you. Now it all makes sense. I'm running PopulationDensity on a public server now. I'll let you know if I run into any problems.