
Border Overhaul
Adds new world border that pushes you back, invisible, unique per dimension, configurable.
Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Border Overhaul adds a new invisible world barrier with a lot more control over how it works. Each dimension can have its own border size, modded dimensions and entities are supported, and the border itself can use different shapes and behaviors.
So, what is this mod?
What is Border Overhaul?
The mod adds an invisible barrier that stops players — and optionally other entities — from leaving the allowed area. How it handles that depends on your configuration.
Why does it exist?
I wanted a world border that could be configured separately for different dimensions instead of using one border setup for everything. You can change its size, shape, push strength, behavior outside the border, affected entities, and the type of border itself.
Okay... so what’s actually in it?
The three vanilla dimensions can all have different border sizes. Modded dimensions are supported too. Add the dimension to the config and give it its own distance. So the Nether doesn’t have to use the same border as the Overworld. The default border type simply pushes players back into the allowed area. Its strength is configurable, and the same system can also affect other entities. Modded entities can be added separately if needed.

Border Shape
Square is the default shape, but circle and oval borders are available too. An oval. In a square world. If a player somehow gets outside the barrier anyway, negative effects can be applied based on how far away they are from the allowed area. The farther out they go, the stronger those effects can become. This behavior is configurable as well.
Border Mode
- OPPOSITE_TELEPORT - crossing the border moves the player to roughly the opposite side. If you leave near
500 100 500, the system can try to place you somewhere around-500 100 -500, assuming it can find a safe position there. The safe-position search and related behavior can be configured.

- DEATH_TIMER - crossing the border starts a timer. When it reaches zero, the player dies. Returning to the allowed area does not cancel it.

- SKY_PENALTY - crossing the border teleports the player into the sky, by default somewhere closer to the center of the allowed area. Then gravity does the rest. The height, target position, and other settings for this mode can be changed.

- Void Mark - uses its own timer and recovery system. Cross the border and the timer starts. If it reaches the end, the player dies and receives a penalty. Return to the allowed area in time and the timer begins moving back toward recovery.

If the player crosses the border again before fully recovering, the punishment is applied immediately. Failing Void Mark gives the player one of 10 permanent penalties. These penalties stay on the player instead of disappearing after a normal duration or death. Individual penalties can be disabled in the config.
Credits
Thanks to everyone who shared ideas and helped make the border system more flexible.
Why I Made This
At first i only wanted separate world border sizes for each dimension. Then i kept adding things whenever another border idea came to mind.




