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Pseudoborder Particles

For: intermediate admins styling borders.

The border walls render as particle grids so players can see their cell edges. Only the four walls render; cells are unbounded vertically, so there is no floor or ceiling.

world-engine:
  world-border:
    particles:
      style:
        type: DUST
        particle-spacing: 1
        color: "#de7766"
        render-radius: 10.0
        max-particles-per-player: 1000
      wave:
        pulse-mode: SINE_WAVE
        interval: 0.5
        wave-direction-angle: 0.0
        wave-length: 8.0
        wave-speed: 0.5

Look

color is the wall color as hex, with or without a leading #. It applies to DUST, EFFECT, and INSTANT_EFFECT only; invalid values fall back to the default brand color.

type is the wall shape: DUST, HEART, HAPPY_VILLAGER, ANGRY_VILLAGER, WITCH, FLAME, SMALL_FLAME, EFFECT, INSTANT_EFFECT, PORTAL, END_ROD, NOTE, or SOUL. Default: DUST.

particle-spacing is the blocks between grid points on each wall, 1 (tightest, most expensive) to 8 (loosest).

render-radius is how close to a wall a player must be before it renders. 0 disables the walls.

Motion

One pulse mode is active. SINE_WAVE (default) sweeps a traveling band across each wall: wave-direction-angle is the travel direction in degrees (0 along the wall, 90 up), wave-length the period in blocks (2 to 64), wave-speed the frequency in Hz (0.05 to 3.0).

INTERVAL blinks every wall in sync instead: interval is the seconds between blinks, 0 to 3, where 0 shows every tick (not recommended, lag).

Cost

max-particles-per-player caps wall particles per player per tick, spread evenly across visible walls. Cost scales with player count, never with cell size: each player only renders the wall patches around them.