WorldBorder
Further releases for Spigot 1.13+ are now being posted on the Spigot site. I do not plan to release any further updates here on BukkitDev.
- Full list of Commands and Permissions
- Changelog
- Further Miscellaneous Information
- Source available on GitHub
- Old discussion on main Bukkit forum
If you appreciate this plugin and actually want to see it developed further by me rather than only receiving compatibility updates, you are welcome to
.
Thanks to the following people who have been kind enough to donate: jonDatz, xrobau, Gussi, Dizzy, R. Meijer, FoundationCraft, T. Bronner, R. Thompson, The Pokemon Server, legitplay.net, D. Senff, Vik1395, TagCraftMC, D. Strickner, M. Wilson, Rhythmatic, W. Downey, P. V. Gretener, MiniCraft Server, Cosmic Craft, ScarcityFree.com, polaris_iv (Forge port), matagin, T. Ahokas.
Also thanks to IMathe172I (Lang Lukas) for contributing code to support elliptic and rectangular border shapes, and Indiv0 for contributing code to support border wrapping.
Description
This plugin is intended to efficiently provide a border for each of your worlds, which only people granted special bypass access are allowed beyond. These borders can be round/elliptic or square/rectangular. As the plugin has been written with performance as the most important goal, it should have no performance impact on your server. Additional world trimming and filling commands are available as well.
Older plugins which originally inspired the creation of this one: rBorder and BorderGuard.
Features
- You can set up a separate border for each world, but only one border per world.
- You can have either round/elliptic or square/rectangular borders. Square/rectangular borders are slightly higher performance, round/elliptic borders make for nicer display maps. Different worlds can have different border shapes if you so choose.
- Configuration and border setup is done completely using commands in-game or through the server console. No need to ever edit the config file directly.
- Support for all permission plugins which interface with Bukkit's built-in "superperms" permission system.
- You can fully generate (fill) your world all the way to the border, filling in any missing chunks, including a configurable buffer zone just outside your border.
- You can trim off any world chunks beyond the border, getting rid of extraneous parts, with a configurable buffer zone left just outside your border.
- You can use a bypass command to allow specific players to go beyond all borders.
- Borders can be automatically displayed in DynMap if you use that plugin.
- All plugin data is automatically saved whenever any borders or settings are changed.
- If a player crosses a border while in a vehicle, the momentum of the vehicle is stopped and it is moved back inside the border with the player.
- When a player is moved back inside a border, they will be moved to a safe vertical location if needed.
- Borders for specific worlds can be set to wrap around instead of just knocking back players who cross the border, instead sending them to the opposite edge of the border.
English Tutorial:
Spanish Tutorial:
Of special interest are the Fill command and the Trim command features:

Borders are also displayed automatically by default in DynMap if you have it:


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Posted Oct 23, 2013@pantera989
As far as I've heard it should work fine if you use a version of WorldBorder which is listed as compatible with the Bukkit version used in whatever build of Tekkit you're running.
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Posted Oct 23, 2013Does Worldborder work fine with tekkit? Have it installed and have added the permissions (worldborder.*) but if I try any commands it just says Error: null for most commands, and for /wb radius X I get "This world ("overworld") must first have a norder set normally"
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Posted Oct 23, 2013@crore
But the chunks will be generated again as soon as somebody gets near the border, so you won't accomplish much.
The Trim command in WorldBorder can do the exact same thing if you specify a low padding value, but again there's little purpose to doing so.
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Posted Oct 23, 2013@NizeHD
if you use mcedit you can select the area that is in the border and use the chunk/prune selection ability and it will remove all but what you have selected ... make sure to backup your map first.
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Posted Oct 22, 2013@NizeHD
As I just said it doesn't work that way. Due to how the Minecraft client works it will just keep rapidly requesting those chunks from the server which would then cause a constant strain on the server.
You're probably wanting there to be just air beyond the border, or a physical border of some sort. This plugin does not (currently) provide such a feature. Providing a pseudo-physical border is toward the top of my list for features to try to implement when I have time to work on it. The world would remain the same on the server but clients would see air or glass or bedrock or whatever beyond the border.
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Posted Oct 22, 2013@Brettflan
Can you explain me how I use the padding command?
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Posted Oct 22, 2013@Brettflan
Oh. I thought the chunks are removed right away so you cant see the chunks. How can I do it to cut off all chunks at the border without creating any problems for client and server?
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Posted Oct 21, 2013@NizeHD
Again then, what are you using to tell you that the chunks aren't removed?
The only thing I can guess now is that you were expecting the world to cut off right at the border rather than leaving a default padding of 208 blocks, which can be set in the command as per the documentation.
There is padding to cover the area beyond the border which players can see. There's not a good way to simply have the world cut off right at the border as those chunks are generated automatically when in visual range of a player, and if you try to use something to prevent them from being generated (I've tested this myself as a possible feature) then the client will simply keep spamming the server with requests for the contents of the chunk.
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Posted Oct 21, 2013@Brettflan
Hello! I do NOT use dynmap. My world has a bigger radius than 500 blocks and there are no chunks "trimmed" outside the 500 block radius.
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Posted Oct 21, 2013@NizeHD
What are you using to tell you that the chunks aren't removed? I'm going to go out on a limb and guess that you're using DynMap, in which case I'll copypaste the note at the top of the info provided on the Commands and Permissions page about the Trim command:
NOTE: If you are using the DynMap plugin and use our "trim" command, you will need to restart your server afterwards and then run a "fullrender" in DynMap to properly update their map display.
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Posted Oct 20, 2013Hey! The trim command does not work for me :( what am I doing wrong? Im doing /wb set 500 and then /wb trim and then /wb trim confirm. Then it shows that it starts the process but it doesnt remove any chunks. Can someone tell me how I use it properly?
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Posted Oct 20, 2013Thanks, that's great :)
I wanted to keep the plugin there because I'm doing "background" fill-in while the server's populated - I've set the rate to 1 chunk a second... :D
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Posted Oct 20, 2013@frymaster_127
Yes, that does work. If all you're interested in is the world Fill/pregeneration though, you can of course remove the plugin after that's finished running.
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Posted Oct 20, 2013I'd like to use the pregeneration thing to fill in some gaps, but I also don't want to restrict people to within the borders. Am I reading the code correctly that if I set knockback to 0, the border check is bypassed?
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Posted Oct 19, 2013Version 1.7.6 is uploaded and will be available as soon as the BukkitDev team have time to review it.
The changelog is significant this time as most people will probably want to take advantage of the option to forcibly load all chunks in their worlds to prevent errors when they eventually update to Minecraft 1.7. So, I'll post it here as well.
Changelog for version 1.7.6:
Example: /wb fill 20 208 true
or with world specified: /wb world fill 20 208 true
The option to force loading all chunks instead of skipping fully generated ones was mainly added for people wanting to follow Mojang's recommendation to load all important world chunks in Minecraft 1.6.3 - 1.6.4 before updating to the eventual 1.7 release to prevent errors with structures such as witch huts and nether fortresses. Their note regarding this is here:
https://mojang.com/2013/09/minecraft-snapshot-13w37a/
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Posted Oct 17, 2013@Wh1rledPeas
Hmm, that's an understandable request. I'll try to set aside some time in the next 2-3 days to add in an option for that.
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Posted Oct 17, 2013Hello Brettflan,
First. Thanks for maintaining this! The fill/trim commands are wonderful.
With the upcoming 1.7 minecraft update, they suggest upgrading to 1.6.4 and "load up important areas of your world before heading into Minecraft 1.7"
Since our world is 100% generated, I am assuming that I'm going to have to fly back and forth across the world, to load up all chunks and let the 1.6.4 update do whatever it's doing to prepare those chunks for 1.7.
Then I remembered our WorldBorder fill operation and wondered if I could just run fill again and have it load up all those chunks for me. Upon examining the code, I found the following...
Is there any chance you can give us an update that allows us to reload all chunks regardless of whether they are generated or not? That would make it a lot easier for us to make sure all areas of our maps are loaded prior to the 1.7 update.
-Peas
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Posted Oct 15, 2013Great plugin! The trim and fill features are amazing, thanks!
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Posted Oct 15, 2013@Jacold
WorldBorder uses CraftBukkit's provided chunk loading/generation methods and therefore supports all default world types and all world generation plugins which are registered through Bukkit. So if you were having problems with the default built-in large biomes from Minecraft itself the problem would have been with CraftBukkit.
I haven't tested them myself.
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Posted Oct 14, 2013Few versions ago this plugin doesn't support huge biomes. Now it's support?