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 Apr 16, 2013@DevElitum
Sorry, block placement and destruction isn't monitored and I don't plan to do so. It would add a fair bit of performance overhead and I want the plugin to continue to have the tiniest impact on performance possible.
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Posted Apr 16, 2013Is there any chance you can add an option to prevent players from building outside of the world border? I have issues with players placing chests out there. Thank you.
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Posted Apr 16, 2013@UnitedFactions
Good question, maybe you can test it out some more to figure it out. I know I tested it out myself with 3 different borders of different sizes and shapes before I released it and the wrapping worked as expected every time.
Your configuration looks fine there, so... what world, and what location are you crossing the border at? With that info I could at least test the same border size and shape and crossing location. Not that I don't have better things to spend my time on.
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Posted Apr 16, 2013@Brettflan
Brett, my world settings are thesE:
message: You reached the border of United Factions. Please return sorry about that. knock-back-dist: 3.0 timer-delay-ticks: 5 debug-mode: false whoosh-effect: true round-border: true cfg-version: 7 dynmap-border-enabled: true dynmap-border-message: The border of the world. portal-redirection: true worlds: UnitedFactions: x: -0.5 z: -0.5 radiusX: 5000 radiusZ: 5000 wrapping: true UnitedFactions_nether: x: 13.266833085561387 z: 2.882743368552673 radiusX: 1000 radiusZ: 1000 wrapping: true Shopworld: x: 1.0 z: 0.0 radiusX: 500 radiusZ: 500 wrapping: false
However, the world still pushes you back when you cross the border? whats going on?
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Posted Apr 16, 2013@evo400
...
By memory, do you mean hard drive space, or what? It will have filled your world out so that the size is practically maxed out, where people won't be able to increase space used for the world by more than a miniscule amount.
If you do want to reduce it, however, that's easy enough: set a smaller border size and run the Trim command.
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Posted Apr 16, 2013Sorry but how do i undo the /wb fill It took way too much memory.
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Posted Apr 14, 2013Thanks for another great update, Brettflan!
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Posted Apr 14, 2013@Brettflan
Sorry for horrible paint image, been drinking a little, but this is what I'm talking about.
http://i73.servimg.com/u/f73/17/65/41/79/border10.jpg
The gray circle is border. The square inside, represents the middle block. Touching border anywhere on that angle would teleport to that world. You could literally move 5 steps and jump between 3 worlds, if you were right at intersection.
Further edit : If this idea is possible, I would love if it were able to connect like a grid system. If you go east, and enter a new world, you appear at it's West border. So if you connect worlds. You could go "West, North, East, South", and end up in starting world. The way I use worlds, is they are all part of "one world" in an RP sense, but are separate areas on that world. Currently, I have to use portals for navigation, but would love a real physical feel.
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Posted Apr 14, 2013@Brettflan
Not really. I do a lot of my ingame buildings using circular designs, and finding a "middle-point" between the middle block in each N/S/W/E section. There is always a specific point, and it can be mathematically calculated in every circular/elliptical design.
Unfortunately, I have only a small idea how to code, so I really don't know how it could be done. Just feel like it should easily be able to be calculated. Hopefully someone with more experience than me might see this and like the idea and explain it better. Thanks anyway
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Posted Apr 14, 2013@LordVerlion
Not planned, sorry. There would also be the problem of how to handle round/elliptical borders with what you're asking about.
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Posted Apr 14, 2013Any chance this wrapping feature could be programmed to suit multi-world/verse? If you hit the north border, taken to this world... west border to this border, etc.
Simply a /wb wrap [world] N[World] S[World] W[World] E[World]
Well, obviously I assume it's not that simple. But that could be example command. I hope this can be added. Thanks for awesome plugin!
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Posted Apr 14, 2013@UnitedFactions
Completely unrelated.
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Posted Apr 14, 2013@Brettflan
Hey Brettflan, this wont effect faction chunk claiming right?When you have a wrap map, will the chunks at the end, just be at the other side? have u tested this? :D
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Posted Apr 14, 2013@blablubbabc
Meh... you'd need to also consider that those chunks won't line up with vertical height or biome, and of course borders are precise to within a single block so chunk-level precision wouldn't quite cover it. And with elliptic/round borders, the chunk the player is wrapped around to wouldn't line up either.
Not to mention the amount of work that would be needed to pull all of that off. It's not practical, sorry.
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Posted Apr 14, 2013@Brettflan
The wrapping sounds cool! Best would be, if it would be able to send the players the chunks from the other side of the world, so it looks like keep moving foward.
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Posted Apr 14, 2013Released version 1.7.1. You can download it from the files list whenever somebody on the BukkitDev review team has time to approve it (after they review it to make sure I didn't stick anything nasty in there to hack your server or whatever).
Changelist:
New commands:
/wb wrap [world] <on/off> - toggle border wrapping for the specified world
/wb portal <on/off> - toggle portal redirection on or off
New permissions:
worldborder.wrap (Op): Can use the wrap command to toggle border wrapping for specific worlds
worldborder.portal (Op): Can use the portal command to disable portal redirection
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Posted Apr 11, 2013@frol1
Last I heard they still have various bugs in BukkitForge which prevent the Fill and possibly Trim commands from completing successfully. Note that I don't officially directly support any custom Bukkit builds.
@jasonrubik
Sorry, but support for multiple borders per world isn't planned.
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Posted Apr 11, 2013Hi Brettflan,
Is there a way to specify a region outside of the border that players can TP to ?
I know that the bypass feature allows certain players the ability to go outside the border, but I need something different.
Specifically I have a square border with radius 2500 (from 0,0 coords) and would like to have a region that is 400 x 600 in size that is located at -7000, -7000.
What do you recommend?
Thanks, and keep up the great work !
-jasonrubik
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Posted Apr 11, 2013Hi Brettflan
I was wondering if you know how stable Worldborder is with bukkitforge?
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Posted Apr 9, 2013@N1T3SLAY3R
Any chunk that already exists and is fully generated is skipped, that's to be expected. That "skipped" indicator seems to confuse a lot of people; maybe the output should be reivsed in some way to prevent confusion.
The important thing is whether the log indicates it completed (100%) and that there were no errors.