Mod 1.0 · protocol v9 · Minecraft 26.3
#⬇️ Download
Copy the jar into .minecraft/mods with Fabric Loader + Fabric API (see Installation). Only versions that change the mod (Mod / Protocol tag) produce a new jar; history since 1.0.60. Other commits (docs, plugin, server) are listed in grey.
November 2026 21 mod version(s) · 34 commit(s)
- 1.0.0+26.3 05/11 DocServer Wiki: history shown with the current project name
- 1.0.0+26.3 05/11 DocServer Wiki share images and texts based on the YouTube banner
- 1.0.0+26.3 05/11 ServerDiscordDocModPluginProtocol The project becomes BlockEdit: mod, plugin, protocol v9, docs, logos, YouTube banner, infrastructure and Discord
- 1.0.0+26.3 04/11 DocMod Trees: block types as a checklist, trunk smoothing, random roots, pointed spruce, per-setting randomness; Path: mode drop-down, modal profile editor with block list
- 1.0.0+26.3 04/11 DocMod Path: drop-down lists, full-screen profile editor (block faces, orientation from the aimed part); trees: roundness, spruce, random trunk base, chosen shapes and foliage
- 1.0.0+26.3 04/11 DocMod Tester fixes: map art anchor, selection tools grouped in the icon bar, trees (6-sided wood, branch length, roundness, placement on release, spruce), multiple Stamp
- 1.0.0+26.3 04/11 ServerDocMod Profile along a path, Deform, tree generator; WorldPacks plugin
- 1.0.0+26.3 04/11 DocModPluginProtocol Import a 3D model (stl, gltf, glb); map art in invisible frames (single-player + server, protocol v8); Array; analysis in stacks/shulkers; hand hidden with the 10th slot
- 1.0.0+26.3 04/11 DocMod Import an image: WebP (in-house lossy and lossless decoder, transparency, animation = 1st frame)
- 1.0.0+26.3 04/11 DocMod Import an image: SVG (in-house reader, rasterized)
- 1.0.0+26.3 04/11 DocMod Import an image: pixel art on the floor / wall, map art (flat or staircase), dithering; hand hidden in Editor mode
- 1.0.0+26.3 04/11 DocMod Polygonal/Convex outside the Editor: corner move gizmo; roadmap: phase 8 tester batch
- 1.0.0+26.3 03/11 DocMod Polygonal/Convex: corner hover and gizmo; Model: point hover; Shape: max size 384, drop-down arrow box
- 1.0.0+26.3 03/11 DocMod Script color() cached; //sel cuboid/poly/convex; movable Polygonal/Convex corners; Shape: hideable base, drop-down list
- 1.0.0+26.3 03/11 DocMod Paint: brush icon, optimised Script mode; Shape: Dome, Pyramid sides, Autoshade; Polygonal and Convex selections
- 1.0.0+26.3 03/11 ServerDiscordDocModPlugin SemVer versions: release X.Y.Z+<MC version>, alpha X.Y.Z-alpha.N+<MC version> (mod_version = next release)
- 26.3.75 03/11 ServerDoc Deployment: Discord bot from main (deploy), dev = MC server plugin only
- 26.3.74 03/11 Server Wiki: build fix (version variable declared twice)
- 26.3.73 03/11 DiscordDoc Discord: builds channels as forums (gallery, no tags or numbers) + permanent bot invite
- 26.3.72 03/11 DiscordDocModPluginServer Jar versions: <Minecraft version>.<commit count> (e.g. 26.3.72) instead of 1.0.<n>
- 1.0.71 03/11 DocMod Editor: stacked clear buttons (Ruler, Annotation), annotation types in a column with icons, mouse wheel = scale (Display), icon bar on the left or right
- 26.3.72 03/11 ServerDoc Deployment: Discord bot from main (deploy), dev = MC server plugin only
- 1.0.71 03/11 DiscordDoc Discord: builds channels as forums (gallery, no tags or numbers) + permanent bot invite
- 1.0.70 03/11 DocMod License: BlockEdit by BlockEdit Team — Copyright © 2026, French text + English translation
- 1.0.69 03/11 Server Wiki: first release number shown in the Download section (instead of the variable name)
- 1.0.68 03/11 DocServer Wiki: share preview in the page language (og.png / og-fr.png), versioned image URL against caching
- 1.0.67 03/11 DocServer Public history (wiki, Discord announcements) from 1.0.60, the first main release
- 1.0.66 03/11 DiscordDocModServer New logo (wireframe cube): favicon, English share image, Discord and mod icon
- 1.0.65 03/11 DocModPluginProtocol Translation batch 2: plugin messages in the player's language, shared translation engine (protocol/Translator)
- 1.0.64 03/11 DocMod Mod translated into English: interface follows the game language (FR → EN dictionary applied when drawing), "Cancel" for Shape / Text
- 1.0.63 03/11 DiscordDoc Discord bot: one or both languages (toggle English / French buttons + Both)
- 1.0.62 03/11 Discord Discord bot: category and channel order enforced, AutoMod limited to our rules
- 1.0.61 03/11 ServerDiscordDoc dev / main branches, English wiki with FR/EN toggle and translated commits, bilingual Discord (FR / EN roles, FR / EN discussion, Info and announcements in English)
- 1.0.60 03/11 DocMod LuaJ license notice included in the mod jar
#1. Getting started
#Installation
- Fabric Loader 0.19.5 + Fabric API.
- Copy
blockedit-*.jarinto.minecraft/mods(latest version and history: the wiki's Download section, also announced on Discord).
Language: the interface follows the game language (Options → Language): French, otherwise English.
License: BlockEdit by BlockEdit Team — © 2026, all rights reserved. Free use of the jars (solo or server) and redistribution without modification allowed; source code, decompiling, modification and resale forbidden without permission.
#Operating modes
| Mode | Use | Notes |
|---|---|---|
| Solo | Single-player world | Writes directly to the world. History is lost when leaving the world. Settings: config/blockedit-solo.properties |
| Plugin | Paper server + plugin | Chosen automatically in multiplayer. Same features as solo. See §10 |
#On-screen rendering
- pos1 = magenta outline · pos2 = cyan outline.
- Selection = yellow outline (visible through blocks) + tinted fill.
- After each operation: grey message (action, blocks changed, undo/redo counters).
#2. Key cheat sheet
All rebindable: /be config → Keys (search bar: action or key name, case- and accent-insensitive), or Options → Controls → BlockEdit.
#General
| Key | Action |
|---|---|
| B | 10th slot + Selection tool (on/off) |
| Left Alt (hold) | Single menu, whatever the slot: Selection / Editing · Capabilities · World + Game mode · Display / Navigation / Tools |
| Delete | Clear the selection (air) |
| A (AZERTY; Q on QWERTY) | Deselect; without a selection: exit the 10th-slot tool (in the Editor: exit the active tool). Then blocks Drop item (same key) |
| Ctrl+Z / Ctrl+Y | Undo / Redo (Z = the Z key on AZERTY; Ctrl then Z does not move forward, Z then Ctrl = sprint) |
| Ctrl+C / X / V | Copy / Cut / Paste (Placement) |
| R | 90° rotation (Placement, Move, Clone) · ×1/×2/×4 (Symmetry) · otherwise: Replace capability on/off |
| G | Mirror along the looked-at axis (Placement, Move, Clone) · X/Z (Symmetry) · otherwise: Night Vision on/off |
| H (Placement) | Clipboard air: overwrites / ignored |
| Enter (Placement) | Paste |
| Right Shift | Enter / leave Editor mode |
#Editor mode
| Key | Action |
|---|---|
| Hold right click | Turn the view |
| Hold middle click | Orbit |
| Tab | Change gizmo mode |
| Shift / Ctrl / Shift+Ctrl | Selection: add / remove / intersect |
| Scroll wheel | Tool radius (Brush, Paint, Terrain, Path; Ctrl optional) · selected gizmo handle = that first · Shift+wheel = distance (Freehand) |
| Enter / Ctrl+Enter | Confirm move / clone (gizmo) |
| Enter (Shape / Path / Model / Text) | Apply · Backspace = remove the selected node / point (Path, Model) |
| Escape | Cancel the current action, otherwise exit |
#Unbound by default
Key per tool, per capability, per context-menu item · orbit pivot · selection operations (expand, contract, smooth, invert, non-air).
#3. Builder mode: the 10th slot
An extra slot appears to the right of the hotbar when BlockEdit is active. It holds the current tool. While it is active, the player's hand is hidden.
| Action | How |
|---|---|
| Go to it | Scroll past slot 9 (or before 1), or B |
| Leave it | Key 1–9, scroll wheel, or B (Selection tool) |
| Change tool | Hold Left Alt → click a tool (release = close) |
On the 10th slot, vanilla clicks are replaced by the tool's. The selection (pos1/pos2) is shared by all tools.
#Tools
| Tool | Icon | Left click | Right click | Scroll wheel |
|---|---|---|---|---|
| Cuboid selection | wooden axe | pos1 (reach 256) | pos2 | Moves the selection 1 block in the look direction |
| Polygonal selection | golden axe | 1st corner (new selection) · on a corner = select it (white, X/Y/Z arrows: aim at an arrow + hold left click = drag) · elsewhere = release it | next corner · selected corner = place it on the targeted block | Moves the selection (the selected corner) 1 block in the look direction |
| Convex selection | diamond axe | 1st corner (new selection) · on a corner = select it (white, X/Y/Z arrows: aim at an arrow + hold left click = drag) · elsewhere = release it | next corner · selected corner = place it on the targeted block | Moves the selection (the selected corner) 1 block in the look direction |
| Move | piston | pos1 · preview: cancel | pos2 · preview: confirm | Moves the preview |
| Clone | slime ball | pos1 · preview: finish | pos2 · preview: paste (repeatable) | Moves the preview |
| Stack | ladder | pos1 · copies: cancel | pos2 · copies: confirm | up = +1 copy in the look direction, down = towards you; looking between 2 axes and/or tilted ~45° = diagonal (e.g. north-east downwards) |
| Smear | honey bottle | pos1 · preview: cancel | pos2 · preview: smear | Moves the destination |
| Extrude | sticky piston | −1 layer | +1 layer | — |
| Symmetry | amethyst shard | Remove the node | Node at the centre · Shift: on the edge | — |
#Details
- Move / Clone / Stack: ghost-block preview + green frame. Beyond the ghost limit (100,000 by default), frame only.
- Smear: only replaces air; a solid block cuts the trail.
- Extrude: acts on identical connected blocks whose targeted face is exposed (max 4096); area highlighted in green.
- Symmetry: G = mirror X (red) / Z (blue), R = rotation ×1 → ×2 → ×4 (green). Yellow node = centre, orange = edge.
- Stays active outside the 10th slot: every block placed, broken or activated (door, lever…) is mirrored.
- Double blocks handled (doors, beds, tall plants). 1 action = 1 undo.
#4. Capabilities
Toggled in the Alt menu (Capabilities section; Frozen gravity, Force place, No updates: World section; click = toggle, green = active), or from the Editor's Capabilities menu. They work everywhere, even outside the 10th slot. Active capabilities are shown to the right of the 10th slot.
| Capability | Icon | Effect |
|---|---|---|
| Infinite reach | spyglass | Target/place/break up to the limit (64 by default, 8–1024). Scroll on the icon to adjust. On a server: vanilla interactions up to 64 blocks, beyond that only place/break work |
| Fast place | sugar | No more delay between two placements / breaks (held click) |
| Air place | feather | White outline 3 blocks ahead; right click = place |
| Bulldozer | diamond pickaxe | Hold left click = breaks everything instantly, no drops. 1 drag = 1 undo |
| Replace | brush | Right click = replaces the targeted block (ghost of the held block on the target); never places in the air (identical or empty target = nothing). Key R (outside rotation). Right click on the icon: Type Replace option (keeps shape and orientation) |
| Force place | anvil | Places even if the block would not hold (torch in mid-air, button on a fence…) |
| No updates | barrier | No neighbour updates (floating sand, nothing connects) |
| Tinker | debug stick | Hand without a block: right click = next value · Shift+right click = next property |
| No clip | eye of ender | While flying: go through blocks. ⚠ Turning it off inside a block = suffocation |
| Frozen gravity | sand | Sand, gravel, anvils… no longer fall (server: shared capability, see Plugin mode) |
- Undoable (Ctrl+Z): Bulldozer, Replace, Air place, Tinker.
- Right-click priority: Tinker → Replace → Air place (Replace active + block in hand = Air place inactive).
- Ctrl+middle click (creative, in game): copies the targeted block into your hand with its properties (orientation, state…) as well as its contents (chest, sign…); item marked "Modified with Block Edit". On a door, tall plant or bed, only the targeted half (bottom/top, foot/head) is copied and placed alone (solo + server). The item goes into an empty slot of the hotbar; its description lists the changed properties. The block is placed as is (wall torch with its orientation, crop with its age — force-placed if needed), including with Replace and Air place; an edible item (carrot, berries…) simply becomes placeable. On an entity: its data (name, variant, equipment…) is copied into the item (solo + server).
#5. Clipboard & Placement
| Key | Action |
|---|---|
| Ctrl+C | Copy the selection |
| Ctrl+X | Copy then clear |
| Ctrl+V | Placement mode: ghost against the targeted face (or 8 blocks ahead) |
#During Placement
| Key | Action |
|---|---|
| R / G | 90° rotation / mirror |
| Scroll wheel | Shift by 1 block |
| H | Copied air: overwrites / ignored (default: ignored) |
| Left click or Enter | Paste |
| Right click or Escape | Cancel |
The clipboard is lost when the game is closed.
#6. Editor mode
Right Shift = enter / leave. The world stays visible (player hand hidden), the mouse is free. On entering: flight + No clip enabled.
#6.1 Navigation
- ZQSD (WASD) / Space / Shift: move and fly.
- Hold right click: turn the view.
- Hold middle click: orbit around a pivot; Z/S (W/S) = move closer / further.
- Pivot: targeted block or centre of the selection (Display menu).
#6.2 Interface
Menu bar
| Menu | Contents |
|---|---|
| File | Import…, Export selection (.schem / .nbt / .csv), Blueprints…, Reference image…, Open folder — see §6.11, §6.12, §6.13 |
| Edit | Undo, Redo, Copy, Cut, Paste, Clear selection |
| Selection | Expand by N, Contract by N, Smooth, Invert, Non-air only, Deselect |
| Operations | Fill, Fill nearest, Replace source → active, Change material, Drain fluids, Waterlog, Hollow, Fill enclosed, Updates, Analyse (§6.6) · Autoshade, Gravity, Smooth snow, Biome (§6.7) |
| Gizmo | Move contents / Selection size / None (§6.4) |
| Capabilities | Turn each capability on / off |
| Display | Orbit around the targeted block / the selection, Selection, Biomes, Pressed keys, Ghost blocks, Annotations, Ruler, In-game reference image, Display options… (§6.15) |
| Views | Saved views (click = go there), Save current view, Manage views…, World properties… (§6.14) |
| Windows | Show / hide each window, Reset layout |
Tool column (always visible on the left): one icon per tool; name and description on hover. The selection tools (Box, Polygon, Convex, Wand, Brush, Lasso) are grouped under a single icon at the top (the last chosen mode, Box by default): left click on it = that tool + a drop-down menu to choose the mode.
| Icon | Tool / window | Role | Details |
|---|---|---|---|
| Cuboid | Box selection (click and drag) | §6.3 | |
| Polygonal | Polygon of corners seen from above (left / right click) | §6.3 | |
| Convex | 3D hull of the corners (left / right click) | §6.3 | |
| Wand | Selects the blocks connected to the clicked block | §6.3 | |
| Brush | Paints the selection (scroll = radius) | §6.3 | |
| Lasso | Outline drawn on screen | §6.3 | |
| Picker | Active block (Shift = source block) | §6.3 | |
| Paint | Brush (paint, draw) + masks | §6.8 | |
| Terrain | Terrain brush (Raise, Slope, Level, Autoshade, Snow, Manipulation, Fluids) | §6.7 | |
| Shape | Sphere, cylinder, cube… | §6.9 | |
| Path | Curve through nodes | §6.9 | |
| Model | Volume or surface from points | §6.9 | |
| Text | Text made of blocks | §6.9 | |
| Stamp | Places the clipboard or a file on click | §6.9 | |
| Deform | Bend, twist, taper, cage, proportional editing of the selection | §6.9 | |
| Array | Copies of the clipboard in a line, in a circle or along a Path | §6.9 | |
| Trees | Procedural trees by species, placed one by one or in a chain | §6.9 | |
| Blueprints (window) | Library of builds | §6.12 | |
| Import a 3D model (window) | 3D model (.obj, .stl, .gltf, .glb) → blocks (live settings, scroll = size) | §6.11 | |
| Import an image (window) | Image → pixel art (floor / wall) or map art = maps in invisible frames (live settings) | §6.11 | |
| Ruler | Measures distances and dimensions | §6.13 | |
| Annotation | Texts, arrows, drawings in the world | §6.13 | |
| Display | Display / Marker entities | §6.16 | |
| Views (window) | Saved viewpoints | §6.14 | |
| World properties (window) | Time, weather, rules | §6.14 | |
| Display (window) | Display options | §6.15 | |
| History (window) | Undoable operations | §6.10 |
Click = choose the tool and open its window docked on the bar's side (left by default; windows already docked on that side close; Picker = no window; Paint = Brush + Masks). Blueprints (under Stamp), then at the bottom Views, World properties, Display, History: click = window docked on the same side. Deselect (A) without a selection = exit the active tool (no tool).
Windows
- Width of docked windows: drag their inner edge (highlighted on hover).
- Collapse: small arrow on the inner edge of docked windows (left / right) = hide them without closing; click again = show them.
- Move: drag the title bar · Resize: bottom-right corner · Close: ×.
- Dock: drop against the left/right edge. Drag the title = undock.
- Tabs: drop on the title of a docked window. Click = show, drag = undock. Tabs and the shown tab are kept after leaving.
- Crosshair, hotbar, 10th slot, bars (health, hunger, XP…), locator bar (player dots), F3 screen (even persistent) and the targeted block outline are hidden in the Editor.
- Height of docked windows: drag the separator between two windows (orange line on hover); saved.
- Direct input: click a value (grey box between the label and − / +) = type it, Enter or click elsewhere = confirm, Escape = cancel; ◀ ▶ lists (biome, tag, profile, shape…): click the name = type the beginning / part of the name. − / + buttons: Shift = ×10.
- Layout saved. Default: Selection docked on the left, Blocks and Palette docked on the right, the others closed (also Windows › Reset layout).
List: Selection (tool settings, selection, block info, operations; scroll = scroll) · Clipboard (Copy / Cut / Paste) · Blocks · Palette · Terrain · History · Brush · Masks · Blueprints · Shape · Path · Files · Model · Text · Stamp.
#6.3 Selection
Tools (Cuboid, Polygonal, Convex, Wand, Brush, Lasso: tool-column icons; settings and combine mode in the Selection window; left click in the world).
| Tool | Use |
|---|---|
| Cuboid | Click and drag = cuboid |
| Polygonal | Left click = 1st corner (new selection) · short right click (without turning the view) = next corner · hovered corner = highlighted · click a corner = select it (white) then move it with the gizmo (arrows) or by dragging it · Backspace = remove the last corner · max 32 corners. Polygon of the corners seen from above, from Y min = lowest corner to Y max = highest corner |
| Convex | Same clicks; 3D convex hull of the corners (flat, a segment or a point if the corners are) |
| Wand | Click = connected blocks (◀ ▶ Same block / Same material (stairs, slabs, walls… of the same material, e.g. stone bricks) / Non-air / Fluids (targeted water or lava, waterlogged blocks included); faces / diagonals; max 200,000) |
| Brush | Paint the selection (sphere, radius 0–16, scroll = radius) |
| Lasso | Draw an outline = visible blocks inside |
| Picker | Left click or middle click = active block · Shift+click = source block |
| Paint | Brush, see §6.8 |
| Terrain | Terrain brush (Raise, Slope, Level, Autoshade, Snow, Manipulation, Fluids), see §6.7 |
| Shape / Path / Model / Text / Stamp | Drawing, see §6.9 |
Combine: no key = replace · Shift = add · Ctrl = remove · Shift+Ctrl = intersect.
Free-form: block-by-block selection (yellow faces, max 2,000,000). All operations only affect the selected blocks. pos1/pos2 switch back to a cuboid.
Selection window, Selection section: pos1 / pos2, size and volume · Clear (air) · Deselect · + / - N blocks (N = 1–32) then Expand / Contract · Smooth · Invert · Non-air only.
WorldEdit sync (if WorldEdit is installed: plugin on the server, or WorldEdit mod in solo): //pos1, //pos2, the //wand… update our selection (other WorldEdit shapes = bounding box); our cuboid selection becomes the WorldEdit selection (//set, //copy… work on it). Free-form shapes are not sent. //sel cuboid / //sel poly / //sel convex also pick our Cuboid / Polygonal / Convex selection tool (Builder, and Editor if a selection tool is active there). WorldEdit sync: yes/no button at the bottom of the Selection section (worldedit-sync in blockedit-client.properties).
History shared with WorldEdit: every WorldEdit change (//set, //paste…) enters the BlockEdit history (WorldEdit entry in the History window). //undo, //redo, //z, //y, /be undo, /be redo and Ctrl+Z / Ctrl+Y therefore undo/redo in the real order, whether the action came from BlockEdit or WorldEdit (a WorldEdit entry is undone by WorldEdit). Server: the plugin's worldedit-history option.
#6.4 Gizmos
Mode: Gizmo menu or Tab. Colours: X red · Y green · Z blue · hover white · active orange.
| Mode | Use |
|---|---|
| Move contents | 3 arrows + 3 rings (steps of 15°, Shift = 45°, X red, Y green, Z blue; also for an anchored paste). Outside quarter turns: free rotation, blocks resampled (each block takes the nearest block) and oriented to the nearest quarter turn; after moving, the selection becomes the destination box. X/Z rotation: directions reoriented when the block allows it (stairs, chests: horizontal orientation kept). Enter = move · Ctrl+Enter = clone · Escape = cancel |
| Selection size (default) | Handles on the 6 faces + 8 yellow corners (corner = 3 dimensions at once; scroll on a corner = grow towards it) (cuboid only) |
| None | — |
- Manipulate: drag with left click (1 block / 15°, Shift = 45°), or click a handle then scroll.
- Paste (Ctrl+V): anchored paste at the targeted spot, adjusted with the gizmos; Enter = paste.
#6.5 Blocks & Palette
Blocks — choose the Editor's active block (independent of your hand).
- Search… field (name or identifier; Enter/Escape = end of input).
- Grid: click = active block, scroll = scroll. Air first.
Palette — named groups of blocks, saved.
- ◀ ▶ = change group · field = rename · + Group · Delete · + Active.
- Grid: click = active block · Shift+click = remove · Ctrl+click = move forward one rank.
- Fill (mix): fills the selection randomly with the group.
- Group order = from lightest to darkest (for Autoshade).
Drag and drop
- Blocks → Palette = add (blue marker).
- Palette → Palette = move · Palette → outside = remove.
- Block → Source / Active rows (Operations section of the Selection window) = set them.
#6.6 Operations
Operations section of the Selection window (analysis: all types shown, from most to least common; scroll = scroll). Source = block to replace · Active = block placed (⇅ = swap · Active button next to Source = Source takes the active block).
| Operation | Effect on the selection |
|---|---|
| Fill | Active block |
| Nearest | Air takes the nearest non-air block |
| Replace | Source → active (exact state) |
| Change material | All shapes of the source material (block, stairs, slabs, walls, fences, fence gates, doors, trapdoors, buttons, pressure plates, carpets) → same shapes in the active material, properties and orientation kept. E.g. Source = oak, Active = spruce: oak planks, stairs, slabs, fences… become spruce. Shape missing from the new material = block unchanged (message). Signs untouched (text) |
| Drain fluids | Water, lava, aquatic plants → air |
| Waterlog | Compatible blocks → waterlogged |
| Hollow | Keeps a shell (thickness 1–16) |
| Fill enclosed | Enclosed air → nearest block |
| Updates | Recomputes shapes (fences, stairs…) |
| Analyse | Count per block (number and %); Quantities: Blocks / Stacks ("17 st + 4", item stack size: 64 or 16) / Shulkers ("2 sh + 3 st + 12", 27 stacks per shulker); then Export .txt / .csv (stacks and shulkers columns included) (.minecraft/blockedit/analyses/analyse-<date>, CSV separated by ";") · Clear analysis |
Each operation = one history entry.
#6.7 Terrain
Terrain tool (tool column): a brush like Paint (same use: hold left click + drag, release = apply, Escape = abort, scroll = radius, masks), but with its own mode, shape and radius. Terrain window: Mode (groups Terrain: Raise, Slope, Level, Autoshade, Smooth snow · Manipulation · Fluids, modes detailed in §6.8), Shape, Blocks, Settings, Info, then Selection.
| Brush mode | Effect | Settings |
|---|---|---|
| Autoshade | Shades the surface inside the brush with the Palette group (≥ 2 blocks, light → dark) | Sun (0–345°), Height (15–90°) |
| Smooth snow | Snow layer on the ground inside the brush, thicker in hollows | Layers 1–8 |
| On the selection (Selection section of the window, and Operations menu) | Effect |
|---|---|
| Gravity | All: blocks settle downwards · Sand…: only gravity blocks fall |
| Biome | ◀ ▶ = choose · Targeted biome · Apply to the selection |
The Operations menu also keeps Autoshade and Smooth snow on the whole selection.
#6.8 Paint (Brush & Masks)
Paint tool (tool column).
- Hover: ghost of the blocks that will be painted.
- Hold left click + drag: draw (erased blocks = red glass).
- Release = apply (1 stroke = 1 undo) · Escape = abort.
- Affected blocks take the active block or a mix from the Palette.
- Non-air only (default yes, Painter / Noise / Gradient modes): on no, the brush also places in the air.
Brush window (sections, scroll = scroll): Mode (buttons, Paint / Drawing groups; Terrain / Manipulation / Fluids = Terrain tool, §6.7), Shape (Sphere / Cube / Cylinder, radius 0–32, scroll, Shift = ±10), Blocks, mode Settings, Info:
| Mode | Effect | Settings |
|---|---|---|
| Painter | Active block or random mix from the Palette | Fill (Active block / Palette) |
| Noise | Coherent patches: the noise picks the block in Palette order | Scale 1–64 (patch size), Threshold 0–90 % (below the threshold, nothing is painted), New seed |
| Biome | Paints the biome (4×4×4 cells, blue frames in the preview); 1 stroke = 1 undo | ◀ biome ▶, Targeted biome, 3D shape / Columns (full world height) |
| Gradient | Blocks in order, along an axis of the brush (slight dithering) | Source (Palette / Gradient Helper), Axis X / Y (bottom → top) / Z / Centre → edge |
| Script | Each block of the brush (air included) takes the block returned by a Lua script, see Lua scripts below | ◀ script ▶, Reload, Open folder; error shown in red |
| Freehand | Places against the targeted face (air and replaceable blocks; Overwrite blocks = yes → also non-air blocks); hold Ctrl = in the air at the set Distance (1–64, Shift+scroll) | Fill, Overwrite blocks, Distance |
| Sculpt | The surface rises one layer per pass along its normal; Shift = dig | Strength 1–8 (passes) |
| Weld / Melt | Fills hollows (volume blur); Shift = melt edges | Strength 1–8 |
| Boulder | One boulder (smoothed noisy sphere) per click; drag = chain of boulders | Fill, Roughness 0–100 %, New seed |
| Raise | The ground rises continuously while the click is held (the brush follows the cursor); Shift = lower. The surface block stays on top, decorations (grass, flowers, snow) follow; trees ignored | Profile Dome / Cone / Plateau / Noise (Scale, Seed) / Image; Speed 1–20 blocks/s; Cube = square profile |
| Slope | Left click on the start, drag to the end, release: ramp (fill + cut) of half-width = radius; single click = flatten a disc. 2 points = yes: click = point 1 (orange frame), 2nd click held = point 2 then paint the area, release = the area follows the inclined plane point 1 → point 2; Escape = cancel | 2 points (painted area) |
| Level (Terrain) | Sets the ground to the height of the ground targeted on click (kept for the whole stroke; targeted snow layer, grass or flower = the ground below): drag = extend the area. Fill = block under the surface + surface block on top, cut = air; decorations follow (stacked snow included, up to 16 layers), trees ignored | Raise (only ground lower than the target height) / Lower (only higher ground) / Flatten (both) |
| Smooth | Rounds volumes (blurred density: hollows filled, edges removed); Relief = yes → only smooths ground heights (5×5 average of the columns). Masks: only unprotected blocks are changed (air always stays changeable) | Relief (columns), Strength 1–8 (passes) |
| Deform | Moves blocks following a 3D noise (fading towards the brush edge) | Amplitude 1–8, Scale 1–64, New seed |
| Roughness | Surface randomly eroded + blocks randomly added against the surface; Shift = remove only (new draw on each stroke) | Intensity 0–100 %, Layers 1–8 |
| Cracks | Digs thin cracks (cell edges) into the material | Chip size 2–32, Vertical (vertical cracks instead of 3D), Depth 0–32 (from the surface, 0 = unlimited), Width 1–4, New seed |
| Extrude | The surface grows one layer in all its exposed directions (copy of the neighbouring block); Shift = shrink; Targeted layer only = yes → only the layer (Y) of the targeted block, horizontally | Targeted layer only, Layers 1–8 |
| Modify | Property: changes a block state property (name and values taken from the targeted block, fixed value or random = chosen by Perlin noise: areas of the same value whose size follows the Scale, same pattern from one stroke to the next); Variant: surface blocks of a material that has stairs/slabs → edge open on 1 side = stair going down towards the void, corner/edge (2 sides or more) = slab | Property / Variant, ◀ property ▶, ◀ value ▶; random: Scale 1–64, New seed |
| Flood fill | Fills the free space (air, plants, flowing fluid) connected to the block against the targeted face, with the active block or the Palette. Basin (default): up to the targeted level, not above. Extent limited by the shape and radius (message if the area is open) | 3D volume (no height limit), Active block / Palette |
| Fluid ball | Places a ball against the targeted face: each block falls then slides towards the nearest descent before settling (puddles, waterfalls, filled hollows). Drag = chain of balls. Preview: blue glass (water) / orange (lava). Max 12,000 blocks | Fluid Water / Lava / Snow (snow piles up), Spread 1–32 |
Empty Palette (or Gradient Helper not set) → active block. Masks apply to all modes.
Height images (Image profile): greyscale .png files (black = 0, white = max height) in .minecraft/blockedit/heightmaps; the image covers the brush square (north at the top). Refresh / Open folder buttons.
Masks window — limits the blocks changed.
- Enabled / Disabled · combine AND (all) / OR (one is enough).
- ◀ type ▶ + Add · each rule: = / ≠ (invert), × (delete).
| Type | Condition |
|---|---|
| Blocks | List (+ Active, + Source, + Palette, or drag a block) |
| Tag | Block tag |
| Non-air | Non-empty block |
| Surface | Touches air |
| Height | Y min / max (input or −/+, Shift = steps of 10) |
| Slope | 0° ground · 90° wall · 180° ceiling |
| Biome | Chosen biome |
| Selection | Inside the selection |
| Script | The chosen Lua script returns true (error = false) |
Lua scripts (Script brush, Script mask): .lua files in .minecraft/blockedit/scripts (created with 4 examples: bruit_pierre, rayures, degrade_couleur, masque_dessus). Reloaded automatically when the file changes; Reload = read again after an error.
- The whole file runs for each block. Brush: return the block to place, written as in commands (
"stone","oak_log[axis=x]"), ornil= unchanged. Mask: returntrue/false. - Variables:
x, y, z(position),block(identifier of the current block, e.g."minecraft:stone"). Brush only:dx, dy, dz(offset from the centre),cx, cy, cz(centre),radius. - Functions:
getBlock(x,y,z)(identifier),getState(x,y,z)(with properties),isAir(x,y,z),isSolid(x,y,z),biome(x,y,z),noise(x,y,z[,scale=8[,seed]])(0–1),color(r,g,b)(block closest to the colour),active()(active block),palette()(table of the Palette blocks),print(...)(on-screen message). math.randomgives the same draw for a position during a stroke (preview = result). No access to files or the system; a call longer than 250 ms is interrupted (error shown).
#6.9 Drawing (Shape, Path, Model, Text, Stamp)
Common settings: fill (Active block / Palette), Overwrite blocks (no = air only). Masks apply. Ghost preview, Enter = apply (1 undo).
Ctrl+Z after applying a shape, path, model or text: the blocks are removed and the object goes back to editing (same tool, same settings, same nodes) · Ctrl+Y applies it again and closes the editing.
Shape tool (Shape window)
- Left click = place the centre (against the targeted face) · another click moves it.
- Gizmo: X/Y/Z rings = rotate (15°, Shift = 45°) · Move mode: arrows = move · Size mode (Tab): faces = deform (size ±2 on the axis, shape centred); click a handle then scroll = ±1 step.
- Escape = abort · window: Apply (= Enter) / Cancel (= Escape).
- Shapes: Sphere, Dome (half sphere, flat base at the bottom), Cuboid, Cylinder, Cone, Pyramid, Torus, Octahedron, Prism, Helix.
- Fill: Active block / Palette / Autoshade (◀ ▶) — Autoshade = like the 3D model import one, on the shape alone: shades = a Palette group (Shades ◀ ▶, light to dark, at least 2), face turned towards the sun = light, facing away or in the shadow cast by the shape = dark; Sun and Sun elevation shared with Terrain and the OBJ import.
- Settings: Size X / Y / Z 1–384, Yaw / Pitch / Roll (15° steps), Reset size and rotation button (9 × 9 × 9, 0°), Hollow (thickness, 0 = solid; Base face: shown / hidden for Cuboid, Cylinder, Cone, Pyramid, Prism, Dome), shape picked from a drop-down list (alphabetical order), Tube (Torus, Helix), Sides (Prism), Base sides (Pyramid, 3–16; 4 = square base), Turns (Helix). Shift + −/+ = steps of 10.
Path tool (Path window)
- Left click = add a node (after the selected node) · click a node = select it (orange) then move it with the gizmo.
- Backspace = remove the selected node · Escape = clear everything.
- Curves (drop-down list): Line, Catmull-Rom (goes through the nodes), Bézier (nodes = control points), Catenary (Sag in blocks; negative = upward curve).
- Radius 0–16 (0 = 1 block; scroll) · Sag (Catenary).
- Window: Apply (= Enter), Remove selected node, Clear.
- Mode (drop-down list): Trace (radius + fill: active block icon or Palette) / 2D profile along the path / 3D volume along the path. The template follows the curve: its width stays perpendicular to the path, its height vertical; blocks are turned along the path direction (nearest quarter turn); air is never placed.
- 2D profile: Profile (drop-down list with a preview of each profile; preview of the chosen profile below the buttons) · Create a 2D profile · Edit · Duplicate · Delete (buttons one below the other) (files
.minecraft/blockedit/profiles/<name>.profile). The anchor cell is placed on the curve. - Profile editor (2D profile window, opaque, modal full screen: nothing else reacts, Esc = close): settings on the left (Name, Width / Height 1–64, block to place = Active block, a block dragged onto the window or picked from the block list with search (name or id, wheel = scroll) below Active block / Mode, all its properties ◀ ▶), large grid on the right seen looking forward along the path (right = right of the path); each cell shows the block's faces seen from the front, textures oriented as in the profile; preview of the block under the cursor. Orientation from the part of the cell aimed at: stairs = aimed corner (top = upside down; left / right side = high side of the step), slab = top / bottom half, trapdoor = aimed edge (top / bottom = closed in the top / bottom half, side = open against that side), log = axis (top / bottom edge = vertical, sides = lying, centre = towards you), directional block = aimed edge (centre = towards you). Left click = place (drag = paint; Shift = pick the cell's block), right click = erase; Mode: anchor then click = anchor cell (yellow frame); Save / Clear / Close.
- 3D volume: Volume = clipboard, schematic or blueprint (◆) · Rotation +0° / 90° / 180° / 270° · the whole volume is repeated over its length along the curve (north side = forward, middle of the width and bottom on the curve).
- 2D profile: Profile (drop-down list with a preview of each profile; preview of the chosen profile below the buttons) · Create a 2D profile · Edit · Duplicate · Delete (buttons one below the other) (files
Model tool (Model window)
- Left click = add a point (after the selected point) · hovered point = highlighted (white) · click a point = select it (orange) then move it with the gizmo · Backspace = remove the selected point · Escape = clear everything.
- Surfaces:
- Convex hull: volume enclosing all points, Solid / Hollow (wall = Thickness). Points on the same plane = flat polygon.
- Triangles: Strip (each point forms a triangle with the 2 previous ones) or Fan (triangles around the 1st point).
- Smooth surface (Catmull-Rom, goes through the points) / Bézier surface (points = control): points arranged in a grid in placement order, Points per row 2–16; points of an incomplete row are grey (ignored).
- Thickness 1–8 (surfaces, hollow hull).
- Window: Apply (= Enter), Remove selected point, Clear.
Text tool (Text window)
- Left click = place the text against the targeted face, readable from the camera · gizmo: arrows = move, ring = rotation around the text centre (15°, Shift = 45°) · Enter = apply · Escape = abort (also Apply / Cancel buttons).
- Text field (click to type, 64 characters) · font: Game font (default) or system font (◀ ▶, Shift = ±10; Search a font field).
- Height 1–128 = capital height in blocks (descenders below) · Thickness 1–32 · Plane Standing (thickness towards the camera) / Flat (thickness upwards) · Horizontal / Vertical (letters stacked top to bottom, centred) · Bold · Italic (system fonts) · Stairs / slabs (Standing, without free rotation): stairs and slabs of the placed block (or Palette) in the steps of slanted and rounded strokes, oriented to smooth the font; block without variants = cell left empty.
Stamp tool (Stamp window)
- Preview under the cursor · Left click = place (centred, sitting on the targeted face; 1 undo per placement).
- Multiple stamp (left click held): left click held while dragging = a stamp (new draw) each time the targeted block is at least Minimum spacing (1–128 blocks, horizontally) from the others; ghost preview, all placed on release (1 undo).
- Checked sources: Clipboard and .schem / .nbt files from the
.minecraft/blockedit/schematicsfolder (Refresh, Open folder; scroll = scroll the list). Several sources = random draw on each placement. - Rotate / Another draw · Random rotation (default yes) · Random mirror · Paste the stamp's air · Overwrite blocks · Y offset −32…32 (negative = sunk). Masks respected.
Array tool (Array window): copies of the clipboard (air ignored), ghost block preview adjustable live; Enter = place (1 undo), Esc = cancel.
- In a line: Left click = origin (1st copy, centred and sitting on the targeted face) · Copies · Step X / Y / Z between two copies (Step = width X / Z buttons).
- In a circle: Left click = centre · Radius · Number of copies (spread over 360°) or One copy every x° (Angle between copies, Max amplitude) · Start angle · copies turned outwards (the north side of the clipboard faces outwards) or not turned.
- Along the Path: draw the curve with the Path tool without applying it, then come back to Array · Spacing (blocks along the curve) · copies turned along the curve (north side of the clipboard forward) or not.
- Rotation: +0° / 90° / 180° / 270° added to every copy.
Deform tool (Deform window): deforms the blocks of the selection (200,000 max); ghost preview computed in the background, live settings; Enter = apply (the old positions become air; 1 undo), Esc = back to the original shape.
- Bend: length Axis, Towards (bend direction), total Angle (−360 to 360°); blocks are turned to the nearest quarter turn.
- Twist: Axis (around the centre of the selection), total Angle (−720 to 720°), increasing along the axis.
- Taper: Axis, End scale (0–400 %; 100 % at the start).
- Cage (Lattice): Points per axis (2–5) around the selection; left click on a point = select it, gizmo = move it (smooth Bézier deformation).
- Proportional editing: left click on a block = point; gizmo = move it, the blocks within the Radius (1–64) follow with a smooth or linear Falloff.
Trees tool (Trees window): procedural trees; ghost block preview at the targeted block (computed in the background, live settings).
- Short right click (without turning the view) = pin the preview at the targeted block (right click again = move it); Esc = release it (it follows the cursor again).
- Left click = place the tree; left click held while dragging = trees added in a chain, at least Chain spacing (1–64 blocks, horizontally) apart, shown as ghosts and placed on release (1 undo for the batch); Enter = place at the pinned preview. After each placement, the next tree is drawn at random (new seed, same settings).
- Mouse wheel over the world = Total height (Shift = steps of 5) if Wheel = height: yes.
- Species (preset of all settings): Oak, Birch, Spruce, Jungle, Acacia, Dark oak, Cherry, Mangrove (prop roots), Pale oak, Palm (drooping fronds).
- Random (R settings) 0–100 % (default 0): on each draw, the settings whose R button is lit vary by ± this percentage of their value.
- Settings: Total height (3–96), Trunk thickness (1–6), Trunk lean (0–60°), Trunks (1–6), Trunk length (part without branches, 0–95 %), Branches / Fronds (0–32), Branch length / Frond length (20–300 %), Branch thickness (1–4), Branch angle (−30–90°), Foliage size, roundness (100 % = smooth clusters, 0 % = very deformed) and density, Roots yes / no / random (1 chance in 2 per tree), Block types (drop-down list with checkboxes: Stairs, Slabs, Shelves, Trapdoors, Fences; none = full blocks only): stairs / slabs also smooth leaning trunks and branches (steps), at the foot of the trunk, random draw per tree (stairs + slabs in the corners, shelves, trapdoors open against the trunk, a mix or nothing), fences at the branch tips; in Species mode: blocks of the colour closest to the bark, otherwise shapes of the trunk block. Show foliage yes/no with its types (Leaves, Grass = grass / fern, Saplings of the species): grass and saplings placed on top of the leaves (or instead of them without leaves).
- Trunk / Foliage: Species (wood with bark on all 6 faces / leaves of the species), Palette (mix of a Palette group) or Autoshade (shades of a group, light → dark, following the Sun; shadow cast by the tree). Leaves are placed persistent (they do not decay).
- Seed + Another draw; Overwrite blocks (roots below the foot always replace the ground).
- Save blueprint / Save schematic: saves the previewed tree (Blueprints, Trees category; or
.schemin the schematics folder).
#6.10 Block info & History
Block info (section of the Selection window): name, identifier, position, biome, light and properties of the block under the cursor.
History
- Undo / Redo + list of operations (highlighted row = current state, grey = undone).
- Click a row = go back to that state.
#6.11 Files
Folder: .minecraft/blockedit/schematics (the same as the Stamp tool). Blocks only (no entities, no chest / sign contents).
Files window (File → Import… menu or Windows)
- Import: list of
.schem/.nbt(scroll = scroll, click = choose; size and block count shown) · Import (paste) = loads the file into the clipboard then starts the anchored paste (gizmo, Enter = paste, Escape = cancel) · Refresh / Open folder. - Export selection: File name (click to type) · format .schem (v3) / .nbt (game structure, for structure blocks) / .csv (
x,y,z,blockrelative to the min corner) · Export. - File already exists: message, export a 2nd time (within 4 s) to overwrite it.
- Free-form selection: outside the shape = air (.schem), structure void (.nbt), absent (.csv).
File menu: Export selection in each format with the name from the Files window (default selection).
Import a 3D model (Import a 3D model toolbar icon, File → Import a 3D model… menu, or 3D model… button of the Files window): converts a 3D model from the .minecraft/blockedit/models folder into blocks — .obj (with its .mtl and textures next to it), .stl (binary or text; face colours if present), .gltf (with its .bin files / images next to it, or embedded) or .glb (default scene, node hierarchy, base colour: factor, PNG/JPEG/WebP texture, vertex colours; Draco / meshopt compressed models not supported) —, in the clipboard, then starts the anchored paste.
- Live: during this paste, any setting change reconverts the model (same origin point, rotation kept); scroll (outside windows) = height ± 1 (Shift ± 10), also in Builder mode; left click on a block = move the model there (Editor; gizmo handles take priority).
- List of models (scroll = scroll) · Refresh / Open folder.
- Height (blocks, 1–1024) · Width X / Width Z (blocks): with Linked proportions (default), setting one recomputes the others (never distorted); Free proportions = each dimension independent (scroll: all three follow).
- Yaw / Pitch / Roll (15° steps, input on click): model orientation before conversion (better quality than rotating the paste).
- Reset: height 64, linked proportions, orientation and paste rotation back to zero.
- Gizmo in Selection size mode during the import: face and corner handles = resize the model (opposite side fixed; linked → all three dimensions follow).
- Window: scroll on the list = files, elsewhere = scroll the window.
- Vertical axis Y / Z (model lying down → Z).
- Shell (surface) / Solid (inside filled; open parts of the model: surface only, message).
- Full blocks / All shapes: slabs (top/bottom), stairs (upright/upside down, oriented), walls following the real shape of each surface block. Shape missing from the material (e.g. stone wall) → same shape in the closest-coloured material (palette first).
- Paste origin (point placed on the targeted block): Bottom centre / Centre / Top centre.
- Single material (◀ ▶ choice, name input on click, Active block button, or block dragged onto the window; default
stone) / Model colours: texture (OBJmap_Kd, glTF base colour) (PNG/JPG/BMP, UV coordinates), otherwise vertex colours, otherwiseKdcolour → closest block from the palette; no colour → material. - Autoshade (3rd choice, after Single material / Model colours): like the Terrain Autoshade, on the model alone — shades = a saved Palette group (Shades ◀ ▶, light to dark, at least 2), face turned towards the sun = light, facing away or in the model's cast shadow = dark; Sun (direction) and Sun elevation shared with Terrain; the shadow follows the paste rotation (gizmo, R, G).
- Palette (model colours): checked blocks or a Palette tool group (◀ ▶; only its full blocks are used).
- Checked blocks (n)…: grid of all full blocks, click = check/uncheck (hover = name) · All / None / Default (wools, concretes, terracottas, planks, common stones…) / Back. Kept in the config.
- Add to Blueprints (during the import): the model as displayed (settings + rotation) → blueprint in the OBJ category, file name,
objtag (thumbnail generated). - Conversion in the background ("Converting…"); limit 2048 blocks per side, 16 M volume.
Import an image (Import an image toolbar icon): converts an image from the .minecraft/blockedit/images folder (.png with transparency, .jpg, .webp (lossy or lossless, transparency, animation = 1st frame), rasterized .svg, .tif, .bmp, .gif) into pixel art (blocks, in the clipboard, then anchored paste) or map art (maps placed in frames); during the paste or the placement, any settings change converts the image again.
- List of images (scroll = scroll) · Refresh / Open folder · image size in pixels.
- Mode: Pixel art on the floor (X × Z, top of the image to the north) / Pixel art on a wall (X × Y, 1 thick) / Map art (maps in frames).
- Pixel art: Width and Height (blocks, 1–1024) · Linked (default) / free proportions.
- Map art: locked maps (128 × 128 pixels, all map colours in 4 shades) placed in fixed invisible frames (cannot be broken or rotated, do not despawn) · Maps wide / high (1–8) · Support: On a wall (image facing you) / On the floor (top of the image = looking direction) · Image proportions kept (whole image centred, the rest transparent on the maps) / Image stretched · Anchor: Top left corner / top right / bottom left / bottom right / Center.
- Place the maps: preview (outline of each map, anchor map highlighted, arrow for the top of the image on the floor) at the targeted block; left click on a side (wall) or the top of a block (floor) = move the anchor point there (Editor and Builder); Enter or Place = create the maps and frames (Ctrl+Z undoes); Esc or Cancel.
- Single-player and server (plugin: map pixels kept in
plugins/BlockEdit/maps/).
- Dithering yes / no (Floyd-Steinberg: smoother gradients).
- Palette (pixel art): the same as the 3D model import (checked blocks or a Palette tool group, closest block in Lab).
- Transparent pixels (alpha < 50 %) → air (pixel art) / empty on the map (map art).
#6.12 Blueprints
Library of builds: .minecraft/blockedit/blueprints/[category/]name.schem + thumbnail name.png (3/4 view generated when saving). Subfolders are the categories. Local storage; on a server, sharing is possible (§10).
Blueprints window (File → Blueprints… menu or Windows)
- Search (name, category or tag) · Category ◀ ▶ (all, root, subfolders).
- Thumbnail grid (scroll = scroll): click = anchored paste (gizmo, Enter = paste, Escape = cancel) · drag into the world = anchored paste against the block under the mouse.
- Info line: size and tags of the chosen blueprint · Delete (2nd click within 4 s to confirm).
- Save: the selection if there is one, otherwise the clipboard · Name (required), Category (folder created if needed), comma-separated Tags · name already taken = click again to overwrite · Open folder.
Stamp tool: blueprints appear in the source list (◆ category/name).
#6.13 Ruler, Annotations, Reference image
Ruler tool (Ruler window): left click = add a point (centre of the targeted block) · length of each segment + offsets (x, y, z) shown in the world (large text on a dark background), Total at the last point · Backspace = remove the last point (Remove last button) · Escape = clear everything (Clear button). Window: total, offset and size in blocks from the 1st to the last point, list of segments, Shown yes/no.
Annotation tool (Annotation window) — types (buttons stacked vertically, with an icon):
- Text: type the text, left click = place it (preview under the mouse) · Colour, Size.
- Drawing (freehand), Line, Arrow: click and drag · Frame: click and drag from block to block · Colour, Thickness.
- Image: left click on a face = image centred on the face (top/bottom: its top follows the camera) · Width (blocks), Opacity.
- Eraser: left click on an annotation = erase it · hold left click + drag = rectangle: erases all those with a point inside.
- Backspace = remove the last one (Remove last button) · Open the images folder · Clear all (current dimension) · Shown yes/no (also Display menu). Visible in game and in the Editor; saved per world (
blockedit/annotations/).
Reference image (File → Reference image… menu): .png images from blockedit/images/ (◀ ▶ = choose, Folder = open it) · the window shows the image (resize the window = enlarge it) · Opacity · In game yes/no + width (px) = image at the top right outside the Editor (also Display menu) · Place in the world = Annotation tool, Image type.
#6.14 Views & World properties
Views (Views menu, Views window): Save = current position + look direction (empty name = "View N") · click a view = go there (even in another dimension) · ✎ rename (Enter = confirm, Escape = cancel) · ↑ ↓ order · ✕ delete. Views menu: list of views (click = go there), Save current view. Saved per world (blockedit/views/).
World properties (Views → World properties… menu):
- Time: Hour (0–23 h, input or − +) · Morning / Noon / Evening / Night · Freeze time.
- Weather: Clear / Rain / Thunder (● = current) · Freeze weather.
- Player: Invulnerable (except /kill, void) · No hunger (bar full, regeneration kept).
- Blocks: No block drops · No fire spread · Freeze growth, leaves, melting (random ticks at 0) · No crop trampling.
- Time, weather and blocks = world rules (saved with the world; server: the world you are in,
blockedit.worldpermission); Invulnerable, No hunger, No trampling = client settings.
#6.15 Display options
Display menu (toggles) and Display → Display options… (Display window):
- Selection: selection frame, corners and free-form visible or not.
- Ghost blocks: ghost-block previews on/off (Display window, Display menu).
- GPU ghosts (Display window, default yes): ghost mesh sent once to the graphics card (smoother large previews). On error, automatic fallback to normal rendering (message in the log).
- Biomes: translucent colour per biome on the surface (48-block radius, updated every second) + legend centred at the bottom, above the pressed keys (most common biomes).
- Pressed keys: boxes centred at the bottom (in place of the hotbar in the Editor, above the bars and action bar message in game), faded after release; the tool reminder (Editor) goes above.
- Min. brightness (0–100 %): ambient light floor (100 % = everything lit).
- Fluid opacity (0–100 %): water and lava (rebuilds the displayed chunks).
- Editor scale (50–200 % of the game scale, steps of 5): size of the Editor interface only.
- Icon bar: left (default) / right. On the right: the icon column moves to the right and docked windows swap sides (left ↔ right); floating windows stay in place.
- Brightness, opacity and scale = sliders (click or drag); opacity and scale applied on release.
#6.16 Display & Marker entities
Display tool (Display window): type to create Block / Item / Text / Marker · left click on a block = create against the face (active block; held item otherwise active block; text "Text"; marker) · left click on an entity = select it (blue frames = displays, orange = markers, visible with the tool) · click in empty space / Escape = deselect · Delete = delete · mouse wheel (not on a gizmo handle) = scale of the selected entity (×1.1 per notch, close notches = one history entry).
- Gizmo: X/Y/Z rings always shown = rotate (15°, Shift = 1°, Shift held at the start of the drag) · Move mode: arrows (1/16-block steps, scroll = 1/4) · Size mode: faces = scale. Marker: arrows only. (Other rings: 15° / Shift 45°.)
- Search (at the top of the window, under the types, for Block and Item): block / item by name or identifier; suggestions with icon, rest of the identifier in grey; Tab = complete, ↑ ↓ = choose, Enter or click = apply, Escape = close. Selected entity → changes its contents; otherwise → contents of the next creations ("To create: …", click = back to the active block / held item).
- Window: position (decimal input, − + = 1/16, Shift ×10), X/Y/Z rotation (15°), Lock (X Y Z scales linked, proportional), X/Y/Z scale, Face camera (no / vertical axis / horizontal axis / yes), Brightness (world / 0–15), then depending on the type: Set active block · Set held item + Render · text (
\n= line break), colour, background (slider), shadow, alignment, line width · Marker: name, data (read-only). Duplicate (+1 in X), Delete. - Creation, changes (one drag = one entry) and deletion: Ctrl+Z / Ctrl+Y and History window.
#7. Context menu
Hold Left Alt (any slot) → Alt menu (release = close; the cursor reopens at its last position), from top to bottom:
- Selection / Editing: the 10th-slot tools (click = choose).
- Capabilities: see § 4.
- World (Frozen gravity, Force place, No updates, Weather, Clock) and, next to it, Game mode.
- Display / Navigation / Tools: the other icons below.
| Icon | Item | Effect |
|---|---|---|
| sunflower / water bucket / trident | Weather (World) | Left click / scroll up = next (Clear → Rain → Thunder), right click / scroll down = previous · server: blockedit.world |
| clock | Clock (World) | Scroll = ±1 h · click = freeze / run time (green = frozen) · server: blockedit.world |
| grass / sword / map / glass | Game modes (Game mode) | Creative / Survival / Adventure / Spectator |
Display / Navigation / Tools section:
| Icon | Item | Effect |
|---|---|---|
| golden carrot | Night Vision | Maximum brightness · key G (outside mirror) |
| phantom membrane | Ghost blocks | Ghost-block previews on/off (off = frame only) |
| elytra | Flight speed | Scroll = ×1 to ×10 · click = ×1 |
| cobweb | No-inertia flight | Instant stop when no key is pressed |
| compass | Camera-direction flight | Moving forward follows the look direction |
| bundle | Hotbar swap | 9 saved hotbars; click or 1–9 = swap · Shift+click / Shift+1–9 = duplicate into your hotbar (the saved hotbar stays) (creative) |
| chest | Toolbox | 54-slot virtual chest (creative) |
| brush | Colour picker | Colour → 18 closest blocks. See below (creative) |
| prismarine shard | Gradient helper | Blocks sorted by hue → gradient (creative) |
#Colour picker & gradients
- Picker: square + hue, R/G/B sliders, hex field (
#RRGGBB). - On a block: left click = start (green) · right click = end (red) · middle click = into your hand.
- Gradient: −/+ = 2 to 9 blocks · Put in hotbar = slots 1 to N.
- Colours, start/end and block count are kept.
Hotbars and the toolbox are shared by all worlds (config/blockedit-storage.dat).
#8. Commands
Prefix /be (client commands).
| Command | Effect |
|---|---|
/be |
Status + current selection |
/be pos1 · /be pos2 |
Position of your feet |
/be clear |
Clears the selection (not the blocks) |
/be set <block> |
Fills. E.g. /be set oak_stairs[facing=east] |
/be replace <mask> <block> |
Replaces. E.g. /be replace #logs air |
/be undo [count] · /be redo [count] |
= Ctrl+Z · Ctrl+Y (history shared by BlockEdit + WorldEdit) |
/be perf |
Time of the costly steps since the last call (average / worst in ms), then reset |
/be copy · /be cut · /be paste |
= Ctrl+C · Ctrl+X · Ctrl+V |
/be config |
Configuration screen (§9) |
/be stack [count] [direction] · alias //stack |
Stacks count copies of the selection (default 1). No direction = by look direction, like the Stack tool (diagonals + 45° up/down). Written direction: nord, sud, est, ouest, haut, bas (north, south, east, west, up, down) combinable (nord-est-haut, sud-ouest-bas, neu, northeast up), or regard (look). //stack replaces WorldEdit's (same basic syntax, WorldEdit options -a, -s… ignored). Ctrl+Z undoes |
/be move [blocks] [direction] · alias //move |
Moves the blocks of the selection (and the selection), same directions as /be stack (default: 1 block in the look direction). Replaces WorldEdit's //move |
/be expand <n> · /be contract <n> |
Expands / contracts the selection by n blocks |
/be shift <n> [direction] |
Moves the selection (not the blocks) |
/be invert · /be smoothsel · /be nonair |
Invert · Smooth · Non-air only (selection) |
/be analyse · alias //distr |
Block count in the chat (all types, %); .txt/.csv export in the Selection window |
/be material <source> <target> |
Change material (e.g. /be material oak_planks spruce_planks: stairs, slabs, doors… keep their orientation) |
/be hollow [thickness] · /be fill |
Hollow (shell 1–16) · Fill enclosed air |
/be drain · /be waterlog · /be update |
Drain fluids · Waterlog · Recompute shapes |
/be smooth [strength] |
Smooth the volumes of the selection (1–8 passes) |
/be autoshade · /be snow [layers] |
Autoshade (Palette group, sun from the Terrain window) · Smooth snow |
/be biome <biome> · /be gravity [tous|sable] |
Biome of the selection · Gravity (tous = all, sable = sand) |
/be rotate [angle] · /be flip [x|y|z] |
Rotates (multiples of 90°) / mirrors the clipboard in Placement (starts it if needed) |
/be schem save <name> · /be schem load <name> |
Selection → blockedit/schematics/<name>.schem · file → clipboard |
/be model <height> <file> (or /be obj) |
Model blockedit/models/<file> (.obj, .stl, .gltf, .glb) → clipboard (other settings: Import a 3D model window) |
/be shape <shape> [size] [hollow] |
Opens the Editor on the preset Shape tool, centred on you (sphere, cuboide, cylindre, cone, pyramide, tore, octaedre, prisme, helice); Enter = apply |
Short aliases (chat): point to the WorldEdit command; without WorldEdit on the server, to our /be equivalent when there is one.
| Typed | = | Without WorldEdit |
|---|---|---|
//c · //v |
//copy · //paste |
/be copy · /be paste |
//m · //ss |
//move · //stack |
(ours) |
//s · //r |
//set · //replace |
/be set · /be replace |
//f · //rr |
//flip · //rotate |
/be flip · /be rotate |
//ff · //fr |
//fill · //fillr |
— |
//z · //y · //undo · //redo |
/be undo · /be redo (history shared by BlockEdit + WorldEdit) |
/be undo · /be redo |
//1 · //2 |
//pos1 · //pos2 |
/be pos1 · /be pos2 |
#9. Configuration & limits
#/be config screen
Keys tab
- Click a key, then the new key or mouse button.
- Escape = none · red = conflict · Default / Reset all · Search field (action or key name).
Limits tab — each setting: linked slider + input field (logarithmic slider for Max blocks and Ghost blocks).
| Setting | Default | Range |
|---|---|---|
| Max blocks per operation | 1,000,000 | 1 – 100,000,000 |
| History size | 100 (solo; server: the plugin's history-size) |
1 – 1000 |
| Infinite reach | 64 | 8 – 1024 |
| Max ghost blocks | 100,000 | 1 – 250,000 |
| Ghost blocks ON/OFF | ON | OFF = frame-only previews (also the Editor's Display menu and the Alt context menu) |
Apply → solo: blockedit-solo.properties · plugin: server config (blockedit.admin permission).
#Files
| File | Contents |
|---|---|
config/blockedit-client.properties |
Keys, windows, palette, brush, masks, options |
config/blockedit-solo.properties |
Solo limits |
config/blockedit-storage.dat |
Hotbars and toolbox |
blockedit/schematics/ |
.schem / .nbt files for the Stamp tool |
blockedit/models/ |
3D models .obj (+ .mtl, textures), .stl, .gltf (+ .bin, images), .glb for the 3D model import |
blockedit/images/ |
.png images (reference, annotations) |
blockedit/annotations/ |
Annotations, one .json file per world |
blockedit/views/ |
Views, one .json file per world |
blockedit/blueprints/ |
Blueprints (.schem + .png thumbnail, subfolders = categories) |
blockedit/scripts/ |
Lua scripts (Script brush and mask) |
blockedit/heightmaps/ |
Height images (.png, Image profile of Raise) |
blockedit/analyses/ |
Analysis exports (.txt / .csv) |
#Good to know
- History is lost when leaving the world.
- Brush preview computed in the background (all modes, Script and the Script mask included; Raise, Slope and Smooth + Relief have no preview): the previous preview stays shown until the new one.
- Large operations (solo and server): applied in chunks (25 ms per tick), the game no longer freezes; progress in the action bar beyond 20,000 blocks. Following operations and undos wait their turn.
- Blocks in unloaded chunks are ignored (yellow message).
#10. Plugin mode (server)
- Plugin
blockedit-paper-*.jar(Paper 26.3 or a Paper fork; Spigot / CraftBukkit not supported: the plugin disables itself with a message). - Permissions manageable with LuckPerms (
blockedit.use,blockedit.world,blockedit.admin). - On joining: "[BlockEdit] Enabled on this server." — otherwise the reason (version, permission).
- Plugin messages in the player's language (French client → French, otherwise English).
| Permission | Role |
|---|---|
blockedit.use |
Use BlockEdit (operations, entities, teleport, game mode, sharing) |
blockedit.world |
Time, weather, world rules (World properties), shared capabilities (Frozen gravity, Force place, No updates) |
blockedit.admin |
Change the limits; delete shared items |
Ops by default.
Config plugins/BlockEdit/config.yml
| Key | Default | Role |
|---|---|---|
max-blocks-per-operation |
1000000 | Max size of an operation |
history-size |
50 | Undoable operations per player |
ms-per-tick |
25 | Max time per tick to apply large operations (the rest follows on the next ticks) |
worldedit-sync |
true | Selection sync with WorldEdit (if installed, softdepend) |
worldedit-history |
true | History shared with WorldEdit: its changes enter the BlockEdit history (shared undo/redo) |
All solo features work on a server (history and Ctrl+Z on the server side, per player). Specifics:
- Hotbars / Toolbox: stored on the player's side (shared by all worlds); the toolbox is lent to the server while open (creative).
- No clip, fast flight: the server accepts the movements of a player flying with BlockEdit active.
- Shared capabilities — Frozen gravity, Force place, No updates: shared world state (a player with
blockedit.worldturns it on/off for everyone, everyone sees the icon and a message; kept with the world). Other capabilities stay per player. No trampling: global effect as soon as one player turns it on.
Sharing (server only): views, annotations and blueprints stay local; anyone can publish a copy on the server.
- Views: ⇪ on a view = share it · Server section: click = go there, ⤓ = local copy.
- Annotation: Server section → Share those here (current dimension) · Import a batch.
- Blueprints: Share (chosen blueprint) · shared (server) category: ⤓ = fetch into the
serveurcategory. - ✕ = delete from the server (
blockedit.admin). Storage:plugins/BlockEdit/shared/.