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 Jun 25, 2013@Puppier
Post the full error message with stack trace.
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Posted Jun 25, 2013I am setting up a Feed the Beast world with this plugin using BukkitForge. However, every time I use any /wb command, I get an "Error: null" message.
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Posted Jun 23, 2013@ItsTrigger
1/8 of the main world values is indeed correct for all Nether related calculations.
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Posted Jun 23, 2013Brettflan,
Love the plugin, been using it for a while without worry, but I have to say I've never quite been sure how to configure a border on my nether world; maybe you could shed some light if you're familiar with the calculations?
My overworld so far has a 4096 border around the spawn point, with the nether being 8x smaller block for block than the overworld I have the nether radius set to 512.
However, I'm not sure I have the calculation right for the centerpoint of the nether border, should it be 1/8th of the X/Z values of the overworld center (from 0,0) or would this put it somewhere incorrect?
My fear is that not having the position right may lead to portals clumping up on one side of the border, rather than being correctly spaced as they should be.
Thanks if you can help.
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Posted Jun 22, 2013@zifaun
If you're getting chunks generated beyond the default padding then your server is presumably under heavy stress to let players reach that distance without the timed border checking task triggering like it should.
The only other possibility that comes to mind would be if you set /wb delay to a really high number.
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Posted Jun 22, 2013Hi, I've been having trouble with this issue for a long time now. When a player goes near the border, it generates new terrain which creates odd fingers beyond the border's recommended padding (208).
"default 208, should keep any more chunks from being generated by players"
Is there a better solution other than increasing the padding to my border? I considered increasing the knock-back distance but I was hoping for a better alternative that doesn't waste terrain space.
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Posted Jun 18, 2013@Paxination
I guess it needed a server restart? It regenerated everything like you said. But when I tested this, the last time, the structures i checked were AT the border. So going from 2k down to 500 should have done it. Oh well. I also updated to 1.7.2b after the errors there, so not sure.
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Posted Jun 18, 2013@Paxination
No real surprise there. You'll get that error if it tries to delete an entire region and the file is locked by your OS. The most likely reason that happens would be due to the CraftBukkit server still having a chunk in that region loaded. You should know that the spawn area is kept loaded in memory by the server even if nobody is in it, unlike other parts of the world.
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Posted Jun 18, 2013@Brettflan
I just tried setting my border to 5, run the trim command, and i get like a bunch of errors...
[Trim] Error! Region file which is outside the border could not be deleted: r.2.0.mca
and of course the rest of the errors have different region files associated with them.
And it took a whole 2-3 mins to do this till it completed the process.
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Posted Jun 18, 2013@Paxination
Are you sure you didn't just check a short distance past the 500 block mark? The Trim (and Fill) command leaves a buffer zone of 208 blocks beyond the border by default to account for what is still in sight of players at the edge of the border.
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Posted Jun 18, 2013@Brettflan
@IMathe172I
That is weird, I tested that part, to see if it would REMOVE anything built by players on my test server. My border is set to 2000. I reduced it to 500. Did a trim. Then increased it again. And the structures are still there.
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Posted Jun 18, 2013@conflictxinside
To put it another way, yes, as long as the world generator is registered through Bukkit then the Fill command will use it.
@Paxination
Any built or modified features will be lost (player buildings, etc.), so the world will be completely refreshed, but as IMathe172I says, it will indeed have any new features added by the newer world generator.
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Posted Jun 18, 2013@conflictxinside
It should. The plugin uses Bukkits generator, which should be the one registered by city-world.
@Paxination
You would end up with exactly the same world, except with the new features of the new version (if there are any)
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Posted Jun 17, 2013Just wandering if this is possible. We have a map that is 10kX10k. Allready fully generated, by mistake, and it wasnt suppose to be that big anyways.
With 1.6 coming out soon, we dont want to change maps again. We only like to change maps about every 6 months. We try to at least.
Would setting our border to 1 and running the TRIM command force the chunks to regenerate with the new game info added in?
Would this actually work?
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Posted Jun 17, 2013Does the fill command work with world using custom generators, such as city-world?
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Posted Jun 17, 2013@Cakekong
The supported border shapes are elliptic (oval) / round and rectangular / square. Support for further shapes isn't planned.
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Posted Jun 17, 2013Is that what you think this can create polygon boundaries?
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Posted Jun 16, 2013@DHLF
Ok thx I have a 14000x14000 map so I was just wounding if it was blocks.
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Posted Jun 15, 2013@Uirebaeron
Blocks.
If you want to have 10 Chunks around you it has to be multiplied by 16.
/wb set 160 (if you are using this ingame)
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Posted Jun 15, 2013Is radius base on blocks? or chunks?