Pseudoborder Particles¶
Quick Start: Scale up for big servers.
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 #.
Invalid values fall back to the default brand color.
type is the wall particle: DUST is the only option.
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.