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 Warning: Beta Version
Version: Beta ⚠️
Difficulty: Normal

Boundary Displays

Five display entries render the boundary of a region to their audience, so players can actually see it. They live on manifest pages.

The full boundary surface

Three of the five draw the whole surface:

Add Region Boundary Particle
Renders a region's boundary as particles
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  • Region Boundary Particle emits particles along the boundary, once per its Delay (50ms by default). It shares the familiar particle fields: Count, Offset, and Speed.
  • Region Boundary Fake Block builds a client side wall out of fake blocks and restores the real blocks when the player leaves the audience. It only replaces blocks a player could pass through, so air, water, lava, and plants become wall, while existing terrain stays visible. Punching or clicking a fake block cannot make it disappear; the wall reappears immediately, and it survives walking out of render distance and back. Block picks the material, barrier blocks by default, and Density thins the wall out or fills it in.
  • Region Boundary Entity places fake entities along the boundary, built from an entity definition of the Entity Extension. The definition's data (skin, equipment, pose) is applied, and every entity faces outward, away from the region. Keep the density low, every sample is a whole entity.

A line on the ground

The other two draw only where the region meets the ground: the lowest walkable surface inside the region's vertical span, right where the footprint ends. The line hugs the exact footprint edge, corners included, and follows hills, floors, and cliff edges, so it reads as a border painted on the terrain instead of a wall in the air. Tree canopies, overhangs, and roofs inside the span stay above the line rather than capturing it. A region hovering above the ground shows nothing.

Add Region Boundary Ground Particle
Renders where a region meets the ground as particles
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  • Region Boundary Ground Particle emits particles along the ground line, one emission point per block, with the same Count, Offset, Speed, and Delay fields as the boundary particle display.
  • Region Boundary Ground Entity spawns fake entities standing on the terrain along the line. Spacing controls the blocks between entities: they are spread out evenly, every gap identical.

Both ground displays share an Animation field, and each has one field of its own:

FieldOptionsApplies to
AnimationStatic (default) holds the line in place. Clockwise and Counter Clockwise flow it around the region at a speed in blocks per second, clockwise as seen from above.Both displays
FacingOutward (default), Inward, Along Line or Against Line. Along and against follow the direction of travel, so they turn around when the flow direction flips.Entity display
PatternSolid (default) or Dashed, with a dash and a gap length in blocks (4 and 3 by default).Particle display

A static entity line puts an entity on every corner of the footprint. A flowing one trades those corner pickets for even gaps all the way round, since an entity that keeps moving cannot hold a corner. The particle display keeps its emission points on every corner whatever the animation; only the dash phase moves.

Dashes are also what makes a flowing particle line visible. Particles do not persist between emissions, so a solid flowing line looks the same as a still one however fast it moves. The lit and dark stretches of a dashed line slide past a fixed point as it flows.

The terrain is resampled every couple of seconds, and immediately when the region moves, so the line adapts when someone builds or digs at the border.

Full or near boundary

Every display, ground lines included, has an Area field with two options. Full Boundary renders the entire boundary and has nothing to configure. Near Boundary renders only the part of the boundary within its Radius blocks of the player, a spherical window that follows them; the radius field only appears once you pick it. Near is the right choice for large regions: the player still sees the wall exactly where they could run into it, without paying for the far side.

Full is the default everywhere except Region Boundary Fake Block, which defaults to a 6 block near window. A fake block wall is rebuilt against the real world block by block, so drawing all of it for a region larger than a room costs far more than it shows.

Example: a visible arena edge

  1. On a manifest page, add a Region Proximity Audience, set its region, and set a distance of 16.
  2. Add a Region Boundary Particle entry as its child, pointing at the same region.
  3. Pick a particle and a density; the default ELECTRIC_SPARK at 0.5 is a good start.
  4. Set the display's Area to Near Boundary so each player only sees the stretch of wall around them.
  5. Publish. Players within 16 blocks of the edge see the particle wall; everyone else pays no cost.

The region and the two entries pointing at it look like this:

Interactive Graph

This is an interactive graph of all the entries in the selected pages.
You can view different pages by clicking on the tabs. Each page contains a view of the entries in that page.
Click on an entry to view its details.

 Only render near the boundary

The proximity audience and the near boundary area solve two different problems, and big regions want both. The audience decides who gets the display at all, so far away players cost nothing. The near area decides how much of the boundary each of those players sees.

Example: honey bottle pickets

For a softer look than a particle wall, mark the boundary with entities:

  1. Create an entity definition for the marker, for example an item display showing a honey bottle.
  2. On a manifest page, add a Region Boundary Entity display, set its region, and select the definition in Entity Definition.
  3. Keep the default density of 0.05 and raise it only if the markers are too sparse.

Because the entities face outward, directional definitions (an armor stand pointing, a player skin NPC) read as guards watching approaching players.

 Lingering particles

Prefer short lived particles for boundaries: ELECTRIC_SPARK, HAPPY_VILLAGER, or COMPOSTER. Long lived drifting particles like END_ROD leave trails behind a dynamic region when it moves.

 Just checking a region?

If you only want to see a region yourself while building, you do not need a display entry. Use the /tw region visualize command from Region Commands.