- 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 gracious enough to donate: jonDatz, xrobau, Gussi, Dizzy, R. Meijer, FoundationCraft, T. Bronner, R. Thompson, The Pokemon Server, legitplay.net.
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 nobody is allowed beyond except for people temporarily granted bypass access. 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 temporarily allow specific players to go beyond the border.
- 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.
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:

Facts
- Date created
- Aug 31, 2011
- Categories
- Last update
- Apr 22, 2013
- Development stage
- Mature
- Language
- enUS
- License
- BSD License
- Curse link
- WorldBorder
- Downloads
- 274,097
- Recent files

- Reply
- #923
Brettflan May 19, 2013 at 01:45 UTC - 0 likes@BoomberMaN05217: Go
Somebody else was having that problem and it ended up being that DynMap wasn't compatible with their version of MCPC, IIRC.
- Reply
- #922
BoomberMaN05217 May 18, 2013 at 16:40 UTC - 0 likesHi !!
I can't seem to WB working with MCPC+ and dynmap.. havent tried WB without the to other plugins.. Nothing happens when I do a /wb command..
Plz help..
- Reply
- #921
Brettflan May 17, 2013 at 08:33 UTC - 0 likes@Fluxty: Go
I have no plans to do so, no. Sorry.
- Reply
- #920
Fluxty May 17, 2013 at 07:55 UTC - 0 likesI've done some searching, and I can't seem to find a plugin that allows for multiple borders per world. I've seen that Brettflan has given a URL to a plugin that does this in the Bukkit thread, but it's incredibly outdated.
Are there any updated plugins I could use for multiple world borders? Do you plan on adding this feature to World Border any time soon?
- Reply
- #919
Brettflan May 16, 2013 at 00:01 UTC - 0 likes@mattgehring123: Go
Having it look at nearby positions (among other possibilities to make it pick a better position in general) has been at the top of my "check into it eventually" list for a while. I have no idea when I'll have time to do that though.
- Reply
- #918
mattgehring123 May 15, 2013 at 20:46 UTC - 0 likesWould you ever consider having an option to move the player to the nearest safe location inside the border, regardless of X/Z coordinates? It seems more sensible to just teleport the player back into their mine if at all possible. Thank you!
- Reply
- #917
Brettflan May 15, 2013 at 07:01 UTC - 0 likes@mattgehring123: Go
If no suitable location can be found inside the border at the specific X/Z coordinates on the same Y level, it checks vertically up and down until it finds an acceptable spot. So, it can sometimes put them back on the surface if they're underground.
As for taking damage, that wouldn't be due to this plugin at all.
- Reply
- #916
mattgehring123 May 15, 2013 at 04:48 UTC - 0 likesWhen players reach the border while mining, it consistently teleports them up to the surface. They also often take damage, which is extremely hurtful since automatic healing is turned off on my server. Any way to fix or avoid this?
- Reply
- #915
Brettflan May 15, 2013 at 01:48 UTC - 0 likes@Mewimi: Go
Dynmap probably ignores capitalization.
- Reply
- #914
Mewimi May 15, 2013 at 01:20 UTC - 0 likes@Brettflan: Go
Yeah lol, I thought it was a capital N so that is why I was using it. Ah well. Kind of weird though, because it set enough border data to show a border on dynmap when it was incorrect.