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 Mar 26, 2016@Brettflan
I see. Thanks for the hasty response. It's a pain considering I have 6GB of ram assigned that this occurs, with most of my major plugins turned off while I render the data. I'll see how I go with a smaller map however and like you said; a lower frequency.
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Posted Mar 26, 2016@Neosacrifice
Puremin0rez has good advice. And if you can't get more memory for your server, you could try running Fill at an even lower frequency: 1.9 world generation does seem to be more demanding and memory intensive than older versions.
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Posted Mar 26, 2016@Neosacrifice
You're running out of memory assigned to your minecraft server. Literally nothing to do with this plugin - your server just can't take the prolonged land generation probably. Assign more memory.
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Posted Mar 25, 2016About to create a 4th world now. The other 3 all got corrupted from /wb fill 20. :( http://pastebin.com/PKDjV6Pv
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Posted Mar 24, 2016@advenbest
Compatible other than a Spigot bug causing world teleportation problems, read below.
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Posted Mar 24, 2016incredible plugin. any plans for minecraft 1.9 support?
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Posted Mar 22, 2016@hutt132
Please read below.
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Posted Mar 22, 2016On 1.9, when people make a nether portal in the overworld and go into the nether, if the spot in the nether it's trying to go to is past the world border, the player is teleported to the void and dies.
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Posted Mar 22, 2016@Kush2020
10k radius centered on 0,0 x/z coordinates?
/wb worldName set 10000 0 0
or specify it by two pairs of corner coordinates (x1 z1 x2 z2):
/wb worldName setcorners 10000 10000 -10000 -10000
(replace "worldName" with your world's name)
@MCTylerPVP
The Fill process is compatible with Bukkit plugins that make changes to world generation and in most cases mods which do so. It uses Bukkit's own chunk loading methods in order to generate chunks.
I just checked "CityWorld" to see what it was and see that it is a Bukkit plugin, and their BukkitDev page indicates they have a Spigot/Bukkit friendly version available at a link they provide. Are you sure you're using the correct version of it?
@Mekelschemlsbek
It is compatible if you're using the latest version 1.8.5, yes. The only problem appears to be with nether portal travel and likely end portal travel as well, where a bug in Spigot currently provides bad Location data when a player travels through a portal. There is a mismatch in the Location where the indicated World and the coordinates don't match (it seems the coordinates aren't updated), for whatever reason, causing the incorrect data to potentially point to somewhere outside the border you may have set in the Nether/End.
Scorpion_vn has linked to a workaround fix for that Spigot bug which a helpful person has posted the code for over on GitHub, but I'd prefer to wait for Spigot to fix the bug rather than kludging a workaround fix into the plugin which will serve no purpose once they fix the bug.
I'd also like to remind people that you should expect bugs and problems like these in Bukkit/CraftBukkit/Spigot/etc. in their first several releases for new Minecraft versions. If you want a relatively bug-free experience, you should wait a bit for them to iron out most of the problems.
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Posted Mar 22, 2016@Mekelschemlsbek
Not yet compatible. https://github.com/Brettflan/WorldBorder/pull/60 Nether travel problems. waiting for update.
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Posted Mar 22, 2016Is this fully compatible with 1.9? I've read that there should be a lot of errors, and I don't want to see for myself.
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Posted Mar 22, 2016@Brettflan
I tried it but (World Border fill) doesn't work with a Plugin generated world like "CityWorld"...Thanks.
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Posted Mar 21, 2016@Brettflan
If I wanna make a world size 10k x -10k Like So like from -10,000x to 10,000y what command would I do? I tried everything and im so confused
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Posted Mar 21, 2016@Dribo
This should cover your needs:
http://dev.bukkit.org/bukkit-plugins/worldborder/pages/further-information/#w-api-integration
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Posted Mar 21, 2016Hi,
Is there an API for this plugin? I have made a scoreboard plugin and need to get the size of the border (UHC server).
And btw, it's not a static number since the border constantly shrinks.
Using version 1.7.9 for compatability purposes.
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Posted Mar 21, 2016@Neosacrifice
Your server shouldn't automatically restart itself, no.
The Fill process should pause when memory gets low, then try to force GC (garbage collection) to free up memory, then wait and automatically continue if/when a decent amount of free memory becomes available again.
If your server is properly shut down (using the "stop" command) as it always always should be, and a Fill process is ongoing (paused or not), the Fill process should save where it's at and continue near where it left off when the server comes back up. If your server isn't being shut down properly (which you really really should always be doing), it won't save and continue.
Even if you started a Fill process over again from scratch, it should get back to where it needs to be pretty quickly since it is able to quickly skip past chunks which are already fully generated.
I have heard of problems with chunks not always being fully generated if you specify an overly high Fill frequency, more commonly on 1.9 for whatever reason. I wouldn't recommend setting the frequency higher than the default value of 20. Other problems can occur as well if your server can't handle the specified Fill frequency, such as crashes or even running much slower (rather than faster) than if it were running at a lower frequency.
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Posted Mar 21, 2016After my server runs out of Ram from rendering, should it restart after a bit then autostart the /wb fill process automatically? Because I've had an issue that I had to cancel the whole process and run the /wb fill command again. It seems by doing this, it's kinda of bugged up the chunks in the world. Is there anyway I can get the fill process to autostart itself, as it's not currently doing it? Cheers
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Posted Mar 21, 2016@MCTylerPVP
Of course the chunks don't stay loaded in memory, if that's what you're asking. They do however stay generated and saved to disk, which lets the server simply load them from disk later the first time somebody actually moves near them rather than having to go through the process of generating them.
The chunk generation process is a common contributor to server lag, particularly if multiple players are heading in different directions where chunks aren't already generated. Generating a chunk is a whole lot more work for the server than simply loading it from disk.
Does that make sense?
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Posted Mar 21, 2016People seem to have the impression that /wb fill reduces lag, I disagree. If you do /wb fill the chunks don't stay loaded do they?
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Posted Mar 20, 2016@maol3
Those lighting problems occur even in vanilla Minecraft, which is where they should ultimately be fixed if they ever get around to it. You can visit the area and that often clears it up; if not, placing a torch or doing something else that changes the lighting in the area should fix it.
The only way to fix them through a plugin is by forcing the server to recalculate the lighting, which requires accessing NMS (obfuscated core minecraft server) code. That code would cause the plugin to break with most CraftBukkit releases, and require tracking down renamed single-letter-as-a-name variables and functions as they change with core minecraft server version releases. That's why I don't do it.