Mods / World Border
Category:
#Utility
Author: Xel
Side: Server
Created: May 13th 2023 at 8:34 PM
Last modified: Feb 17th at 1:10 AM
Downloads: 1431
Follow Unfollow 16
Author: Xel
Side: Server
Created: May 13th 2023 at 8:34 PM
Last modified: Feb 17th at 1:10 AM
Downloads: 1431
Follow Unfollow 16
Latest file for v1.19.3:
worldborder-1.5.4.zip
1-click install
A serverside-only world border mod. Players that walk past a configured max radius from the center of the map will be teleported back within the radius a little ways from the edge. Translocators that would take the player outside of the allowed area are disabled.
Config options:
WorldRadiusChunksXZ |
The radius of the worldborder in each direction, in chunks. |
WorldBorderPaddingBlocks |
The distance away from the border players will be teleported if they go past the border, in blocks. |
CheckIntervalSeconds |
How often to check player positions, in seconds. |
NewPlayerCheckDelaySeconds |
How long to wait before starting to enforce a newly joined player's position, in seconds |
BorderShape |
The shape of the border. Either Square or Circle . |
PreventFarTranslocatorExits |
Whether to stop translocators from picking exits outside the border. May cause translocators to never find an exit if the border is small (<12 chunks). |
WorldCenter |
X and Z world coordinates of the center point of the radius |
LoopEdges |
Whether to loop around to the other side of the world when going over the edge |
WorldRadiusChunks (deprecated) |
The radius of the worldborder, in chunks. |
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.5.4 | 103 | Feb 17th at 1:10 AM | Show | worldborder-1.5.4.zip | Install now | |
v1.5.3 | 79 | Feb 3rd at 2:29 AM | Show | worldborder-1.5.3.zip | Install now | |
v1.5.2 | 109 | Jan 20th at 4:25 AM | Show | worldborder-1.5.2.zip | Install now | |
v1.5.0 | 105 | Jan 10th at 1:36 AM | Show | worldborder-1.5.0.zip | Install now | |
v1.4.0 | 154 | Dec 1st 2023 at 3:16 AM | Show | worldborder-1.4.0.zip | Install now | |
v1.3.0 | 156 | Aug 27th 2023 at 1:39 PM | Show | worldborder-1.3.0.zip | Install now | |
v1.2.2 | 139 | Aug 25th 2023 at 11:10 PM | Show | worldborder-1.2.2.zip | Install now | |
v1.2.1 | 149 | May 29th 2023 at 8:22 PM | Show | worldborder-1.2.1.zip | Install now | |
v1.2.0 | 140 | May 26th 2023 at 1:10 AM | Show | worldborder-1.2.0.zip | Install now | |
v1.1.0 | 148 | May 15th 2023 at 1:31 AM | Show | worldborder-1.1.0.zip | Install now | |
v1.0.1 | 148 | May 13th 2023 at 9:15 PM | Show | worldborder-1.0.1.zip | Install now |
BillyGalbreath me and Xel have been going over this bug, trying to get to the end of it =p. ive just been grabbing logs files, every time someone dies xD
Kara, spawn is always at local coordinates of 0,0. Local coordinates are what is displayed to the player in the HUD and other places. The actual coordinates do not contain any negative numbers. the farthest northwest you can go is 0,0 and the farthest southeast you can go is your world size. The default spawn point is always at or very near the center of these points. Your center tells me that you use a smaller than normal world size of 256000, so your spawn is at or near 128000,128000. You can verify this by setting a waypoint on your map and then check the server console/logs to see the coordinates in the command that was used. If you move your spawn point, it will always be 0,0 even though the actual coordinates do not change (otherwise moving spawn would make everyone's waypoints and stuff break) ;)
Xel so what happens is someone joins and it teleports them to the corner of the world. our spawn is set to 0, 0. i mean if you want to experiance it, just connect to Navarlio server xD. as far as i can tell, we arent getting any errors or crashes due to it, so it would be hard to pinpoint.
So.... does this need to be set to X:0 and Z:0, or will that break something? this is kinda what it installed as, so i figured it was correct xD
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) in VintagestoryLib\Server\ServerMain.cs:line 1473
at Vintagestory.Server.ServerMain.get_DefaultSpawnPosition() in VintagestoryLib\Server\ServerMain.cs:line 1385
at WorldBorder.WorldBorderModSystem.<>c__DisplayClass16_0.b__0()
at Vintagestory.Server.ServerEventAPI.OnServerStage(EnumServerRunPhase runPhase) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 141
at Vintagestory.Server.ServerSystemModHandler.OnBeginRunGame() in VintagestoryLib\Server\Systems\ModHandler.cs:line 82
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 624
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 558
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
1.5.2 on 1.19.1 using PlainsandValleys (not sure if that mod is the cause though)
Is the WorldCenter option reasonably close to the world spawn location? For a 50k world the center would be x25000, z25000
so... for some reason when new players join the world, it places them in the corner of the world. for us, its 50k x 50k. drops them from a high hight and they die/ rage quit. no errors, so i have nothing i can really report other then this error.
I have some very specific worldgen requirements that made me use this mod in ways it isnt intended for and am now being spammed with errors, so I'll ask for a feature request , do you think it would be possible to designate a range of coords for the map rather than being a set radius?
For square borders anyway, it would allow using the mod in unusual rectangular world shapes, without getting out of bounds errors from the border trying to check chunks that are outside the map itself.
My particuar scenario was the following, i wanted to limit players to a reasonable world area, say 25kx25k, but as VS was updated expand the playable area to the west or perhaps the east allowing new chunks to form, border areas i could pregenerate and smooth using the ocean to hide irregularities.
But generating an irregular rectangular world with this, and having even a little bit of the border region overlapping the world size gives constant errors thus:
24.11.2023 21:49:18 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
I would appreciate any time spent looking at this, if its even possible.
You could create a mod to pregenerate chunks of a server, similar to a minecraft plugin in spigot
This is great. I can create a large world then restrict the size with a border and slowly expand the map every update
Thanks for creating and updating the mod!, now an official mod for The Atlas Civilizations!
Rythillian That would be unfortunate! I remember that plugin for mc... I believe it did a safety check at the new location. If the spot wasn't safe to spawn into or didn't have sky above, then the mod would test for the next clear location above the first.
Junrall There was a plugin for mc that would do that, no clue how it would fare in VS or what would happen if the other side of the world happens to be the inside of a mountian..
How about an option that teleports the player to the oposite side of the map.... as if the player walked around a globe.
Glad to see this updated for net7!
Xel The World Border config file is not created after server Re start , Even with stop/start command does not generates
@Xel thanks
@Rythillian thats true, in an existing map the mod makes sense
DasPrinzip This mod can be used to stop players from walking right up to the edge of the world, or to keep players near the center of a larger world to avoid generating extra chunks
You can't change world size after creation in vanilla DasPrinzip
maybee i did not understand, wouldn't it be easier to reduce the size of the world?
Make translocators don't teleport if end translocator is outside of border
Holy shit I had been looking for someone to make a mod like this and nobody wanted to take up the task. Fantastic work!