WorldBorder logo r3

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 Donate.
Thanks to the following people who have appreciated the plugin enough to donate: jonDatz, xrobau, Gussi, Dizzy, R. Meijer, FoundationCraft, T. Bronner, R. Thompson, The Pokemon Server,, D. Senff, Vik1395, TagCraftMC, D. Strickner, M. Wilson, Rhythmatic, W. Downey, P. V. Gretener, MiniCraft Server, Cosmic Craft,, polaris_iv (Forge port), matagin.
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.


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.


  • 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:

Screenshot 2

Of special interest are the Fill command and the Trim command features:
Before and After Fill Before and After Trim

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

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  • Avatar of Brettflan Brettflan Oct 04, 2015 at 18:41 UTC - 0 likes

    @Deweyoxberg: Go

    Most tools and plugins should be able to only make changes to specific parts of a world (chunks or regions) rather than just the whole world, if that's what you're asking, yes. I can't speak for MC Merge specifically though.

    As always, before potentially making any drastic changes to a world, it's a good idea to make a backup just in case.

  • Avatar of Deweyoxberg Deweyoxberg Oct 04, 2015 at 11:43 UTC - 0 likes

    Thanks Brettflan.

    We do have Biome's O Plenty installed and have been "living" on the world for some time. The harsh clashes in some places as seen in the screenshot are in areas where there has been some exploration already.

    I have surfed about the web and stumbled across MC Merge which allegedly tackles such clashes to a reasonable degree. Understanding that you may or may not have heard of it, any idea if such tools can re-work those conflict areas without affecting player built structures already in the world? I doubt there would be impact as the areas where there are player items are already fully loaded prior to the fill attempt. I may be able to get lucky and continue with the fill and use something like MC Merge or equivalent to deal with the jaggedness, yeah?

    Other than that, loving the plugin and will be making extensive use of its features in the very near future; definitely want to leverage trim and the dynmap functions.

    Very well done and solid development; bravo!

  • Avatar of Brettflan Brettflan Oct 04, 2015 at 11:38 UTC - 1 like

    @MinePuppeh: Go

    No idea. I haven't done any performance testing against the newish vanilla implementation, which would be a bit difficult to do anyway.

    @Deweyoxberg: Go

    This plugin uses Bukkit's chunk loading method to trigger generation of chunks. If you're seeing problems in the generated chunks not lining up, it would be down to a few possibilities. Old worlds brought from older Minecraft versions to newer ones where world generation methods have changed (new biomes or such mostly) can be affected like that. I've also heard of a world being partly corrupted and the world seed changing somehow which has a similar result. Finally, and this is most likely in your case, if you are using any mods or plugins which affect world generation, any changes to them can cause various problems.

    There may be other things which can cause such a problem, but again, whatever the cause, this plugin isn't responsible. The problem would be further down the pipeline.

  • Avatar of Deweyoxberg Deweyoxberg Oct 04, 2015 at 03:08 UTC - 0 likes

    Support question please:

    Used the fill command to generate chunks out to the border (20K radius from spawn), and noticing a lot of generation where the world seed does not seem to be respected:

    Is this intended behavior? If it is, is there a way to roll back the generation without affecting the progress players have made today?

    If this is not intended behavior, what is the correct way to ensure the generation uses the existing seed?

    Love the plugin, hope this can be resolved.

    Last edited Oct 04, 2015 by Deweyoxberg
    • 2015-10-03_20.45.21.png
  • Avatar of MinePuppeh MinePuppeh Oct 03, 2015 at 22:55 UTC - 0 likes

    Is there a difference in performance versus vanilla world borders?

  • Avatar of MCTylerPVP MCTylerPVP Sep 19, 2015 at 09:27 UTC - 0 likes

    <<reply 2648009>>

    But a graphical representation, other than DynaMap, would be great! Thanks for your time.

    MC Client WebPage

  • Avatar of Brettflan Brettflan Sep 13, 2015 at 13:44 UTC - 0 likes

    @MCTylerPVP: Go

    The native world border which was added in Minecraft 1.8 is very limited in what can be done with it in regards to a plugin. It is square shaped only (no rectangle/circle/ellipse), so it sadly can't really be adapted to be of use to this plugin.

  • Avatar of MCTylerPVP MCTylerPVP Sep 13, 2015 at 10:14 UTC - 0 likes

    Why not add the Squiggly lines as like Vanilla? Is this copy-righted or something?

  • Avatar of DoudouPike DoudouPike Sep 08, 2015 at 18:40 UTC - 0 likes

    @Sikatsuu: Go

    /wb dynmap on

  • Avatar of Sikatsuu Sikatsuu Aug 31, 2015 at 15:34 UTC - 0 likes

    There is no red border line showing up on my Dynmap, even while it is enabled!


Date created
Aug 31, 2011
Last update
Jun 23, 2015
Development stage
  • enUS
BSD License
Curse link
Recent files
  • R: 1.8.4 for 1.8.1 Jun 23, 2015
  • R: 1.8.3 for 1.8 Mar 07, 2015
  • R: 1.8.2 for 1.8 Mar 01, 2015
  • R: 1.8.1 for CB 1.7.9-R0.2 Sep 27, 2014
  • R: 1.8.0 for CB 1.7.9-R0.1 May 31, 2014