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:
Region Boundary Particleemits particles along the boundary, once per itsDelay(50ms by default). It shares the familiar particle fields:Count,Offset, andSpeed.Region Boundary Fake Blockbuilds 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.Blockpicks the material, barrier blocks by default, andDensitythins the wall out or fills it in.Region Boundary Entityplaces 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.
Region Boundary Ground Particleemits particles along the ground line, one emission point per block, with the sameCount,Offset,Speed, andDelayfields as the boundary particle display.Region Boundary Ground Entityspawns fake entities standing on the terrain along the line.Spacingcontrols 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:
| Field | Options | Applies to |
|---|---|---|
Animation | Static (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 |
Facing | Outward (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 |
Pattern | Solid (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
- On a manifest page, add a
Region Proximity Audience, set its region, and set a distance of16. - Add a
Region Boundary Particleentry as its child, pointing at the same region. - Pick a particle and a density; the default
ELECTRIC_SPARKat0.5is a good start. - Set the display's
AreatoNear Boundaryso each player only sees the stretch of wall around them. - 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:
- Arena Edge
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.
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:
- Create an entity definition for the marker, for example an item display showing a honey bottle.
- On a manifest page, add a
Region Boundary Entitydisplay, set its region, and select the definition inEntity Definition. - Keep the default density of
0.05and 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.
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.
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.