Region Operations

Besides clipboard operations, there are other thing you can do with your selection.

Setting Blocks

The set command is a simple command (;set <pattern: Pattern>) that sets all the blocks in your selection to a specified pattern.

Examples

;set stone

Sets the region to stone.

;set 75%air,25%wool[color=orange]

Sets the region to 3/4 air, and 1/4 orange wool.

Replacing Blocks

You can use the replace command (;replace <mask: Mask> <pattern: Pattern>) when you only want to set specific blocks in your selection.

Examples

;replace air water

Replaces air with water.

;replace grass,dirt log

Replaces grass and dirt with oak logs.

Stacking

The stack command repeats your selection, in a certain direction (;stack <times: int> [direction: Direction]). Useful for when you want to build something with a repeating pattern; like bridges, hallways, and rows of pillars.

Direction by default is the one you are currently facing. There are other directions you can choose too.

forward, back, left and right are all directions relative to where you're facing; up, down, north, south, east and west are all directions relative to the world.

Tip

You can also reference these directions by their initial. Eg: 'north' can simply be typed as 'n'.

Moving

Suppose you think a build would look better if it were nudged a little to the right. Rather than cutting and pasting the build, you also have the option of using the move command to adjust the its position (;move <amount: int> [direction: Direction]).

Revolving

The revolve command makes copies of your selection like the stack command, except instead of copying them in a single direction, it rotates the selection around you (;revolve <count: int> [start: int] [end: int] [heightDiff: int]). With this, you can make spirals of any design. start and end are angles you'll make the spiral in. heightDiff will affect the height of the spiral.

Rotating

The rotate command allows you to rotate your builds around you (;rotate [-ows] <rotate: int>). By default, it affects the clipboard, but adding the -w flag will make it affect your selection instead. -o makes it rotate around its center, and -s changes your selection to fit the rotated build (only works with the -w flag).

Flipping

The flip command flips your builds in a direction of your choice around you (;flip [-ows] [direction: Direction]). The flags here do the same things as the ones for ;rotate.

Scaling

The scale command increases the size of the region in your selection (;scale [-ows] (<scale>|<scaleXZ> <scaleY>|<scaleX> <scaleY> <scaleZ>)). Note that it doesn't take into account the shape of blocks.

Lines, Walls, and Faces

The ;line, ;walls and ;faces commands are all simple commands that only need a pattern to work, but are also affected by the global mask. They all do what they say. ;line makes a line from the first to the second position, ;walls makes walls around the selection, and ;faces surrounds the selection with an outline (like ;walls, but with a floor and ceiling).

Curves

The ;curve command acts like the ;line command. Except you can define as many points as you want to make a path of blocks going through all of them. This command is special because you need to be in convex selection mode, via ;sel convex, to set these points. The first selection point for the first point, and the second selection point for every point after that.

Paths

The ;path command is similar to the ;curve command, but instead of just placing blocks, it copies a structure along the curve. The space between each copy can also be adjusted. For example, ;path 10 pastes down a structure every 10 blocks along the curve. You can also make it so pasted structures are rotated along the curve. Eg: ;path 10 rotated 0 where 0 is a constant offset to the structure's rotation.

Hollowing

With the ;hollow command you can hollow out what you have selected. You can specify the thickness of the wall that would be left from the operation, and even what blocks to replace the hollowed out area with. This is air by default.

Overlaying

The ;overlay command (;overlay <pattern> [depth] [surfaceMask]) places blocks on top of surfaces within your selection. It scans each column from the top of the selection downward and places the pattern starting at the first non-air, non-fluid block it finds. The optional depth argument (default 1) controls how many blocks deep the overlay is applied. The optional surfaceMask restricts which blocks are treated as a surface — by default any solid, non-fluid block qualifies.

Examples

;overlay grass_block

Covers every exposed surface in the selection with grass.

;overlay dirt 3

Places dirt 3 blocks deep below every surface.

;overlay snow_layer 1 grass_block

Places snow only on top of grass blocks.

Terrain Generation

The ;terrain command (;terrain <pattern> [amplitude] [frequency] [octaves] [-s <seed>] [-a]) fills your selection with terrain shaped by fractal (Perlin) noise. The pattern is used to fill all blocks below each generated height value.

  • amplitude — controls the height range of the terrain relative to the selection height. Default is 1 (the full height of the selection). Lower values produce flatter terrain.
  • frequency — controls the horizontal scale of the noise. Higher values produce more frequent, smaller hills. Default is 1.
  • octaves — the number of noise layers stacked together to add detail. More octaves make terrain rougher. Default is 1.
  • -s <seed> — sets a fixed random seed so the result is reproducible.
  • -a (additive) — instead of filling from the bottom of the selection upward, the terrain is built on top of whatever is already there, starting from the topmost existing block in each column.

Examples

;terrain stone

Generates stone terrain filling the selection with default settings.

;terrain grass_block 0.5 2 4

Generates detailed, higher-frequency terrain at half the selection height.

;terrain dirt 1 1 1 -a

Layers terrain on top of existing blocks rather than overwriting from the base.

Reading and Changing Biomes

Two commands are available to read and set biomes respectively. ;biomeinfo and ;setbiome. With ;biomeinfo you can get a list of biomes that the selection is covering. You can also do ;biomeinfo -p to get the biome at your current position.

As for setting biomes, that's done with ;setbiome <biome> and you can change how parts of the world look and operate with it. Whether it be the colour of the grass, or whether rain or snow (or nothing) falls. Note that due to limitations, these changes won't apply on their own. To do that, you need to exit the world, and process it with an external application.