Minecraft Worldedit Replace Blocks

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Nga Sagastume

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Aug 3, 2024, 3:41:17 PM8/3/24
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For cuboid selections, the //faces command (alias: //outline) will allow you to fill all 6 faces (up, down, north, south, east, west). Using this command on any other type of selection will create a bounding box (i.e. a cuboid region that entirely encompasses whatever shape you had selected) and create the faces of that cuboid.

The //smooth [iterations] command will smooth terrain out. You can increase the number of iterations to make areas more smooth. Note that this command works with a heightmap, and while it excels at smoothing out surface terrain, it it not suitable for smoothing caves, walls, or objects.

The //forest [density] command will plant a forest with trees of your choosing. The density must be a number between 0 and 100, and controls how often WorldEdit will try to plant a tree within the area. The default is 5.

Using //hollow [thickness] [fill pattern] command will hollow out objects in your selection, leaving a shell with the given thickness. By default, the interior of the hollowed object will be filled with air, unless you specify something else.

To make a curve with more points, use the //sel convex selection mode to select multiple points. Then use //curve [thickness] to draw a spline through all the points selected (in order!) of the given pattern and thickness - again, -h will make it hollow.

The expression should take the variables x, y, and z and change them to the new coordinate that should be copied to the current x/y/z. For example, y-=1 will move every block up one, since each block will be copied from the block below it.

By default, coordinates are normalized from -1 to 1 on each axis, from the min to max points of your selection. Using the -r flag will use raw world coordinates, while -o will use Minecraft coordinates scale offset to your placement position.

While WorldEdit mostly focuses on manipulating blocks, the //setbiome command allows you to set the biome in your selection. The biome type should be specifed by biome id. If you are using a biome added by a mod, the namespace: must prefix the id, e.g. minecraft:plains.

I want to spawn-proof the main island in the End by filling every block above (only above) each End Stone block (only if that block is air) with White Stained Glass in a specific area. I have OP and WorldEdit access, and am the server owner so I am able to add Bukkit plugins if need be.The world version I am running is a CraftBukkit 1.14.4 world.

Are there any commands available to do this, either vanilla commands or WorldEdit commands? Are there any other Bukkit plugins that will allow me to do this? Or will I have to place everything by hand?

If you want to replace every air block above an End Stone with White Stained Glass, use //replace ">end_stone air" white_stained_glass.
However, do note that Minecraft now has 3 types of air blocks, so !#existing is often more useful, as that matches any location that doesn't contain a block (e.g. it only matches air types).

Then run these two commands for at least as many times as the area is long in the X direction (more doesn't matter much, except for performance, so I recommend just leaving a repeating command chain on for a few seconds):

Warning: Water, lava, signs and other blocks that armour stands can fall through might mess with this. Also end crystals like placing fire below themselves in many situations, potentially overwriting your slabs.
And, of course, this creates a TON of lag. You should better stay in a position where you can turn the lever off again at any point and just look at the coordinates in chat (command output) to determine when to deactivate it, because even entering commands lags a lot if you full your entire End island this way.

Another warning: This only works for the top layer of each column. In spots where there is e.g. End stone above three blocks of air above more End stone, then it still leaves those spots uncovered. A ridiculous solution would be to run this entire system on every single Y layer.

Then wait for an hour or so and most of the End should be slabbed, at least from 32 to 128 blocks around you. Move around occasionally if you also want the rest to get slabbed, but usually the End has a radius of 128 and no caves very close to the center, so if you just stand in the middle, it should leave out very few spots.

Nothing else should spawn since the mob cap has already been reached. You can also do this using the minecart method (sorry I couldn't find a link to it. Basically you put a mob in a minecart and stack them on top of one another right on the separation of a chunk, filling both chunk's mob caps).Here's a quick explanation of mob caps:

Just use dx dy and dz coordinates because after you type in the x y z then dx would be distance away from command block (or where the command is comming from) in a positive or negative direction to y and z same with dy but instead of filling in the range to y and z it's x and z, same with dz but instead x and y (would req. Brackets)

Meta is basically a variant of a certain block. For example, white wool can be "wool:white" or "35:0" (note: "wool:0" or "35:white" will also work), and orange wool is "wool:orange" or "35:1". If you don't specify the meta type you want, WE will use the value of 0. So, "//set wool" fills the selection with white wool. Also, if meta is not specified, WE will apply the given command to all metatypes of a block. For example "//replace wool dirt" will change wool of any colour within the selection into dirt.

Brushes can be bound to pretty much all tools, weapons and other non-placeable items (sticks, feathers, blaze rods etc). Note: you can also bind a WE tool (usually by accident) to empty hand, so make sure you're holding the item you want to use as a brush when typing the command. To get rid of the brush, just drop the item (or if you want to keep the item without a WE brush bound to it, type "//none")


Spherical brush will create a ball of blocks specified with [id:meta], of size defined with [radius]. As diameter is radius times two and the minimum diameter of a brush is 1, [radius] of 3 will give you a seven blocks wide ball.In addition to [radius], cylinder brush also accepts a height value (If you don't define a height, you'll get a one block thick disc). So, "//br cyl 35:0 3 4" will create a 7 blocks wide, 4 blocks tall cylinder of white wool, with the center of the bottom layer on the block where you click with the brush. Height value can also be negative; in that case the block you click with the brush will be the center of the top layer of the cylinder. Currently maximum radius/height for a WE brush is 10.

Masks are one of the most useful features of WE. Without masking, WE brushes will create blocks on all blocks/spaces within the defined brush size, air included. If you only want to change certain blocks, you have to use a mask. You'll also be able to fine-tune your selection commands with masks.

Regular //mask will only work with brushes, //gmask (a.k.a. global mask) also works with selections. With brushes you can use either one or both at the same time.Example: Let's assume you got a build with dozens of different blocks and you want to only paint white wool blocks into an even mix of cobblestone and small stone bricks. In this case, you'd have to first define the brush:

//replacenear [radius] [id:meta1] [id:meta2] - replaces [id:meta1] with [id:meta2] within [radius] block around you (on all directions). Potentially very destructive, DO NOT USE unless you're 100% sure of what you're doing.

Using WorldEdit with blocks added by mods (modded blocks) on Minecraft versions before 1.13 can be confusing. The ID from the inventory doesn't work, and you can't use the block's name. Due to the way Forge works, the ID you see in the inventory isn't actually the block's ID, but there are a few different ways to set blocks from mods easily.

On modern versions of Minecraft, blocks use namespaced IDs, such as minecraft:grass_block. This system makes it much easier to use modded blocks with WorldEdit, but versions earlier than 1.13 lacked this. Therefore, it takes a little more effort to find the actual ID.

Do note that if you're running a hybrid server that allows both Bukkit plugins and Forge mods, it's necessary to install both the WorldEdit mod and plugin. Hybrid servers can often cause other issues, though, and are generally not recommended.

Hi, I'm Maddy Miller, a Senior Software Engineer at Clipchamp at Microsoft. In my spare time I love writing articles, and I also develop the Minecraft mods WorldEdit, WorldGuard, and CraftBook. My opinions are my own and do not represent those of my employer in any capacity.

Aside from commands that take a mask as a parameter, like ;replace [mask] , you can also apply masks to individual brushes by using the ;mask command, or you can apply a mask to all your WorldEdit actions globally with ;gmask. The global mask can also be set from the kit using the Mask Picker.

Masks applied through different means will stack with each other. If you set your global mask with ;gmask dirt, and then set a brush mask with ;mask stone, that brush will not be able to modify any blocks at all! This is because the combined mask will only match blocks which are both stone and dirt!

Like single block patterns, masks also take blocks as part of their definition, and use the same syntax as well. Unlike patterns though, Defining the block without its states doesn't just match blocks with the default states, but also any block no matter what state they're in.

The noise mask will randomly test a block as a match. You'd type %percent where percent is a number between 0 and 100. The higher the percent, the more likely the mask matches. This mask is most useful when used by itself, or in an intersection with another mask.

This mask will match blocks that match it's defined states, no matter what type of block it is. It comes in two modes: lenient where the mask can match blocks even when it doesn't have its defined states (^[state=value,...]), or strict where the block MUST have all the defined states (^=[state=value,...]).

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