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:


-
View User Profile
-
Send Message
Posted Aug 9, 2012Seems to be bugged on the fill command whilst running on 1.3.1 dev build. Border still work, but generating our map extension:
09.08 12:13:34 [Server] INFO [WorldBorder] [Fill] 202 more chunks processed (816550 total with 809009 skipped, 87.4%) (free mem: 4664 MB)
Note how many chunks its skipped?
-
View User Profile
-
Send Message
Posted Aug 9, 2012Does anyone get stuck when they reach the border?
-
View User Profile
-
Send Message
Posted Aug 9, 2012Thanks for your good plugin! Are there any problems now with 1.3.1? Server admins label this plugin as a very important one but I see that this plugin hasn't been updated yet so I hope it still works as it did in 1.2.5. ;)
-
View User Profile
-
Send Message
Posted Aug 8, 2012If you have a border on 10000 in normal world and the shape is square, how much space will the world take if all the chunks are generated?
-
View User Profile
-
Send Message
Posted Aug 8, 2012Working on 1.3.1?
-
View User Profile
-
Send Message
Posted Aug 8, 2012@BBrettflan -> Yup everything went smoothly according to the console, it's the same when I re-run the command. I pasted you the logs of all the fill commands I did: http://pastie.org/4414438
I also fear it could be some craftbukkit chunk bug :|
Edit: I looked into those chunk in mcedit: nothing is missing, as fire as I can see they have tree, ore... everything. It's like the server only forgot to tag them as "done" oO. Or maybe "unpopulated" mean something else.
Edit2: It seem dynmap now ignore unpopulated chunks: https://github.com/webbukkit/dynmap/commit/905802e558649241860f6319f2125833828ba3ee
Maybe the issue was here since a while, it could be a good idea to add a test to be sure a chunk was populated when you are checking them.
-
View User Profile
-
Send Message
Posted Aug 8, 2012I don't suppose there could be an option for... *gasp* a rectangle map? One of my admin made us a lovely custom map he plans to load soon, but I noticed that his screenies of the full map are wider than high, which means for natural generation south of everything, unless I crop part of his work out, or ask him to make it larger yet with worthless water to the south... (And i'm certain it's already over 15k high.)
-
View User Profile
-
Send Message
Posted Aug 8, 2012@Algent
So if you run the Fill command again, what happens? And I assume the fill process went smoothly according to the server console/log? If so, the problem seems like it would be with CraftBukkit itself since WorldBorder uses the chunk handling methods provided by it (which haven't changed).
If you or others have the same sort of problem going forward and there's no CraftBukkit fix evident yet, you might try running at a lower fill frequency and/or temporarily disabling other plugins like DynMap which monitor chunk generation and do heavy processing based on it, until the Fill process completes.
-
View User Profile
-
Send Message
Posted Aug 8, 2012I run it in local for now so I can't but I can provide you screenshots: http://uppix.net/b/f/f/8a8a5cc83b165615c8541ad5f75fa.jpg
I opened the level in mc edit and the chunks show up as "Unpupulated Chunks": http://uppix.net/9/f/b/6f1c65ea0c4d26c99a004739e95c0.jpg I don't know what it mean.
-
View User Profile
-
Send Message
Posted Aug 8, 2012@Algent
Can you provide a link to show what you're talking about with the DynMap render?
-
View User Profile
-
Send Message
Posted Aug 8, 2012Is there some issue with the fill command ? After making filling a border of 500n I made a dynmap full render and I have some missing chunks here and there. I deleted the dynmap files and made a fullrender again to be sure but it's still there.
If I redo a trim it doesn't get better. Of course if I go to one it get generated correctly and start showing up in the render.
-
View User Profile
-
Send Message
Posted Aug 8, 2012@Brettflan Hiya is it possible to have a rectangle shaped world?
-
View User Profile
-
Send Message
Posted Aug 7, 2012@brettflan
i would make an attempt around 85%-90% to stop server and restart it it would never took effect right away and took about 7 mins for it finally to stop and shut down even if it hung at 100% ram and this was on my own pc no one logged on just wb and a dev build of ess
i had set 2gigs of ram for testing of the server and cp never went high
-
View User Profile
-
Send Message
Posted Aug 7, 2012@bluehasia
It shouldn't cause problems as long as you don't run it at an overly high fill rate / frequency. As for it continuing to run while the rest of the server stops responding, I imagine once you've run out of memory it's a bit random as to what keeps working and what doesn't (assuming it doesn't all die).
-
View User Profile
-
Send Message
Posted Aug 7, 2012@Cyberpew
thanks for a informative post
i said in the post my server was near and at max ram and the process would not stop it kept going. even if i did a stop command in the console
and to all those asking if it runs on 1.3 it runs but im trying to see if the author will respond to my possible bug glitch
-
View User Profile
-
Send Message
Posted Aug 7, 2012Is it compatible with 1.3.1-R.1?
-
View User Profile
-
Send Message
Posted Aug 7, 2012Hi and great work authors of this plugin! I was wondering if the 1.5.4 release is compatible with 1.3.1 MC, and if all the new biomes will be generated?
-
View User Profile
-
Send Message
Posted Aug 7, 2012@MinecraftAdmin
You can try leaving the fill frequency at or near the default rate just to be sure that doesn't run faster; I doubt it will, but it may actually do better.
-
View User Profile
-
Send Message
Posted Aug 7, 2012I am filling a square of size 7000 (/wb set 7000, then /wb fill 50000000) on my server. I have an incredible amount of resources allocated to my server (10 Gb RAM on a Core i7 2.4Ghz), yet the fill rate seems to be very low. I know this as my resource consumption with the above configuration is minimal. Is there any way to supercharge/superspeed the filling process?
-
View User Profile
-
Send Message
Posted Aug 7, 2012@bluehasia
Your server will increase in resource usage when you're running a world fill. If you want to stop the world fill, type /wb fill cancel