Build Legends | Commands


Plot Basics


HELP

Get this help menu

Usage:/plot help [category|#]

Aliases:[ ? ]

Permissions:plots.use - Access to the command /plot help

Source Code: here

CONFIRM

Confirm an action

Usage:/plot confirm

Permissions:plots.confirm - Access to the command /plot confirm

Source Code: here

SUBMIT FOR REVIEW

Submits your plot to the judges for review - you will be unable to build on your plot until review is complete unless you unsubmit it

Usage: /submit

UNSUBMIT FROM REVIEW

Unsubmits your plot from the review system

Usage: /unsubmit


Informational Commands


INFO

Display plot info

With -f you get the administrative override to bypass the hide-info flag.

Usage:

Primary:

/plot [[world;]X;Z] info [-f]

/plot info [[world;]X;Z] [-f]

Secondary:

/plot [[world;]X;Z] info [-f] <categorie: members, alias, biome, seen, denied, flags, id, size, trusted, owner, rating>

/plot info [[world;]X;Z] [-f] <categorie: members, alias, biome, seen, denied, flags, id, size, trusted, owner, rating>

Aliases:[ i ]

Permissions:

Primary:

plots.info - Access to the command /plot info

Secondary:

plots.admin.info.force - Access to the command flag -f

Source Code: here

LIST

List plots

Usage:

Primary:

/plot list <forsale | mine | shared | world | top | all | unowned | unknown | player | world | done |fuzzy <search...>> [#]

Secondary:

/plot list fuzzy <search...> [#]

Aliases:[ l, find, search ]

Permissions:

Primary:

plots.list - Access to the command /plot list

Secondary:

plots.list.world.<arg>

plots.list.top - Access to the command /plot list top

plots.list.mine - Access to the command /plot list mine

plots.list.world - Access to the command /plot list world

plots.list.done - Access to the command /plot list done

plots.list.all - Access to the command /plot list all

plots.list.shared - Access to the command /plot list shared

plots.list.expired - Access to the command /plot list expired

plots.list.unowned - Access to the command /plot list unowned

plots.list.world.<world>" - Access to the command /plot list world <world>

plots.list.player - Access to the command /plot list player <player>

plots.list.forsale - Access to the command /plot list forsale

plots.list.unknown - Access to the command /plot list unknown

plots.list.area - Access to the command /plot list area

plots.list.fuzzy - Access to the command /plot list fuzzy #

Source Code: here

TARGET

Target a plot with your compass

Usage:/plot target <<X;Z> | nearest>

Permissions:plots.target - Access to the command /plot target

Source Code: here

CAPS

Show plot mob and entity caps

Usage:/plot [[world;]X;Z] caps

Permissions:

Primary:

plots.caps - Access to the command /plot caps

Secondary:

plots.admin.caps.other - Administrative override to manage caps at other plots

Source Code: here


Getting Around


HOME

Teleport to your plot(s).

Usage:

normal:

/plot home

/plot home <#>

/plot home <area/world> <#>

alias:

/plot home <alias>

coordinates:

/plot home <X>;<Z>

/plot home <area/world> <X>;<Z>

/plot home <area/world>;<X>;<Z>

Aliases:[ h ]

Permissions:

Primary:

plots.home - Access to the command /plot home

Secondary:

plots.visit.owned - Access to visit owned plots

Source Code: here

Visit

Visit someones plot.

normal:

/plot visit <player>

/plot visit <player> <#>

/plot visit <player> <area/world>

/plot visit <player> <area/world> <#>

alias:

/plot visit <alias>

coordinates:

/plot visit <X>;<Z>

/plot visit <area/world>;<X>;<Z>

Aliases:[ v, tp, teleport, goto, warp ]

Permissions:

Primary:

plots.visit - Access to the command /plot visit

plots.visit.other - Access to visit other people’s plots

Secondary:

plots.visit.unowned - Access to visit unowned plots

plots.visit.owned - Acecss to visit owned plots

plots.visit.shared - Access to visit shared plots

plots.admin.visit.untrusted - Access to visit plots where the player is not trusted to

Source Code: here

MIDDLE

Teleports you to the center of the plot.

Usage:/plot [[world;]X;Z] middle

Aliases:[ center, centre ]

Permissions:plots.middle - Access to the command /plot middle

Source Code: here


Chat Commands


COMMENT

Comment on a plot

Usage:/plot [[world;]X;Z] comment <message-type: owner | public | report (= for staff)> <comment>

Aliases:[ msg ]

Permissions:plots.comment - Access to the command /plots comment

Source Code: here

INBOX

List the comments for a plot / delete a message or clear the list

Usage:

Primary:

/plot [[world;]X;Z] inbox

Secondary:

/plot [[world;]X;Z] inbox <message-type: owner | public | report> [delete <index> | clear | page]

Permissions:plots.inbox - Access to the command /plots inbox

Source Code: here

CHAT

Toggle plot chat on or off

Usage:/plot chat

Permissions:

Primary:

plots.chat - Access to the command /plot chat

Secondary:

plots.chat.color - Access to color codes in plot chat

Source Code: here


Plot Claiming Commands


BUY

Buy the plot you are standing on.

For this command the economy feature is to activate in the worlds.yml for this world. Additionally you can change the the prices for "merge", "sell" and "claim" at tis config part too.

Usage:/plot [[world;]X;Z] buy

Permissions:plots.buy - Access to /plot buy

Source Code: here

CLAIM

Claim the current plot you are standing on, if you’re not activated the economy feature in the worlds.yml for this world. If you activated the "specify_on_claim" option in the worlds.yml you can define a plot-schematic.

Usage:

Primary:

/plot [[world;]X;Z] claim

Secondary:

/plot [[world;]X;Z] claim <schematic>

Aliases:[ c ]

Permissions:

Primary:

plots.claim - Access to /plot claim

plots.plot.<max plot amount> - Limit the amounts of plots a player can claim

Secondary:

plots.claim.<schem> - Dynamic permission associated with your schematic, if used.

plots.admin.command.schematic - Administrative access to schematic claims.

Source Code: here

AUTO

Claim the nearest plot in your world if you’re not activated the economy feature in the worlds.yml for this world.

Usage:/plot auto [length, width]

Aliases:[ a ]

Permissions:

Primary:

plots.auto - Access to the command /plot auto

plots.plot.<max plot amount> - Limit the amounts of plots a player can claim

Secondary:

plots.claim.<schem> - Dynamic permission associated with your schematic, if used.

plots.auto.mega - Access to the length and width arguments

plots.admin.command.schematic - Administrative access to schematic claims.

Source Code: here


Plot Administration


SETOWNER

Set the plot owner.

Usage:/plot [[world;]X;Z] setowner <player>

Aliases:[ owner, so, seto ]

Permissions:

Primary:

plots.admin.command.setowner

Source Code: here

ADD

Whith this command you "add him" to the whitelist of the plot. Allow a user to build in a plot while the plot owner is online.

Usage:/plot [[world;]X;Z] add <player | *>

Permissions:

Primary:

plots.add - Access to the command /plot add

plots.add.<amount> - Specifying the amount of people the plot owner can add

Secondary:

plots.admin.command.add - Administrative override

plots.add.everyone - Access to add everyone

Source Code: here

TRUST

Whith this command you "add him" to the whitelist of the plot. It gives the added user more permissions as the normal ADD command: it allow a user to build in a plot every time and use WorldEdit while the plot owner is offline.

Usage:/plot [[world;]X;Z] trust <player | *>

Aliases:[ t ]

Permissions:

Primary:

plots.trust - Access to the command /plot trust

plots.trust.<amount> - Specifying the amount of people the plot owner can trust

Secondary:

plots.admin.command.trust - Administrative override

plots.trust.everyone - Access to trust everyone

Source Code: here

REMOVE

Remove a player from a plot. This include the player whitelist (ADD, TRUST) and the blacklist (DENY) of the plot.

Usage:/plot [[world;]X;Z] remove <player | *>

Aliases:[ r, untrust, ut, undeny, ud, unban ]

Permissions:

Primary:

plots.remove - Access to the command /plot remove

Secondary:

plots.admin.command.remove Administrative override

Source Code: here

DENY

Deny a user from entering a plot. With this command you "add him" to the blacklist of the plot.

Usage:/plot [[world;]X;Z] deny <player | *>

Aliases:[ d, ban ]

Permissions:

Primary:

plots.deny - Access to the command /plot deny

plots.deny.<amount> - Specifying the amount of people the plot owner can deny

Secondary:

plots.admin.command.deny - Administrative override

plots.admin.entry.denied - Administrative override to bypass plot deny

plots.deny.everyone - Access to deny everyone

Source Code: here

GRANT

Manage plot grants.

Usage:/plot grant <check | add> [player]

Permissions:

plots.grant - Access to the command /plot grant

plots.grant.add - Access to the command /plot grant add

plots.grant.check - Access to the command /plot grant check

Source Code: here

KICK

Kick a player from your plot.

Usage:/plot [[world;]X;Z] kick <player | *>

Aliases:[ k ]

Permissions:

Primary:

plots.kick - Access to the command /plot kick

Secondary:

plots.admin.command.kick - Administrative override

Source Code: here

MERGE

Merge the plot you are standing on with another plot.

Usage:/plot [[world;]X;Z] merge <all | n | e | s | w> [removeroads]

Aliases:[ m ]

Permissions:

Primary:

plots.merge - Access to the command /plot claim

Secondary:

plots.merge.<amount> - Limit the amount of plots a player can merge to a mega plot

plots.admin.command.merge - Administrative override

plots.merge.other - Access to merge the plot with other people

plots.merge.keeproad - Access to use the keeproad argument

Source Code: here

Unlink a mega-plot (merged plot)

Usage:/plot [[world;]X;Z] unlink [createroads]

Aliases:[ u, unmerge ]

Permissions:

Primary:

plots.unlink - Access to the command /plot unlink

Secondary:

plots.admin.command.unlink - Administrative override

Source Code: here

SETHOME

Set the plot-home you’re standing on. The plothome is the position where the player will teleported if he use the /plot home or /plot visit command. With the argument none you reset the position.

Usage:/plot [[world;]X;Z] set home [none]

Aliases:[ sh, seth, sethome ]

Permissions:

plots.set.home - Access to the command /plot set home

Source Code: here

ALIAS

Set the plot name

Usage:

/plot [[world;]X;Z] alias set <alias>

/plot [[world;]X;Z] alias remove <alias>

Aliases:[ setalias, sa, name, rename, setname, seta, nameplot ]

Permissions:

Primary:

plots.alias.set - Access to the command /plot alias set

plots.alias.remove - Access to the command /plot alias remove

Secondary:

plots.admin.alias.set - Administrative override to set an alias

plots.admin.alias.remove - Administrative override to remove an alias

Source Code: here

SETDESCRIPTION

Set the plot description

Usage:/plot [[world;]X;Z] desc <description>

Aliases:[ setdescription, setdesc, setd, description ]

Permissions:plots.set.desc - Access to the command /plot set description

Source Code: here

MUSIC

Player music in a plot

Usage:/plot [[world;]X;Z] music

Permissions:plots.music - Access to the command /plot music

Source Code: here

SETBIOME

List all possible biomes or change the plot biome. (You can change the biome with WorldEdit / FAWE too.) If you clear or delete the plot, you reset the biom setting too, so the default biome (changeable in the worlds.yml) will be used.

Usage:/plot [[world;]X;Z] biome [biome]

Aliases:[ biome, sb, setb, b ]

Permissions:plots.set.biome - Access to the command /plot set biome

Source Code: here

SETFLAG

Manage plot flags.

Usage:

Primary:

/plot [[world;]X;Z] flag

Secondary:

/plot [[world;]X;Z] flag info <flag>

/plot [[world;]X;Z] flag set <flag> <value>

/plot [[world;]X;Z] flag add <flag> <values>

/plot [[world;]X;Z] flag remove <flag> [values]

Aliases:[ f, flag ]

Permissions:

Primary:

plots.flag - Access to the command /plot flag

Secondary:

plots.set.flag - Access to the command /plot set flag

plots.flag.remove - Access to the command /plot flag remove

plots.flag.add - Access to the command /plot flag add

plots.set.flag.other - Access to set flag on other people’s plots

plots.set.flag.<arg> - Access to the command /plot set flag <arg>

plots.flag.list - Access to the command /plot flag list

Source Code: here

DONE

Mark a plot as done

Usage:/plot [[world;]X;Z] done

Aliases:[ submit ]

Permissions:

Primary:

plots.done - Access to the command /plot done

Secondary:

plots.admin.command.done - Administrative override

Source Code: here

CONTINUE

Continue a plot that was previously marked as done

Usage:/plot [[world;]X;Z] continue

Permissions:

Primary:

plots.continue - Access to the command /plot continue

Secondary:

plots.admin.command.continue - Administrative override

Source Code: here

TOGGLE

Toggle per user settings

Usage:/plot [[world;]X;Z] toggle <chat | chatspy | clear-confirmation | time | titles | worldedit>

Permissions:

Primary:

plots.use - Access to the command /plot toggle

Secondary:

plots.admin.command.chat - Access to the command /plot toggle chat-spy

plots.worldedit.bypass - Access to the command /plot wea

plots.toggle.chat - Access to the command /plot chat

plots.admin.command.autoclear - Access to the command /plot toggle clear-confirmation

plots.toggle.titles - Access to the command /plot toggle titles

plots.toggle.time - Access to the command /plots toggle time

plots.toggle.debug - Access to the command /plots toggle debug

plots.admin.debug.other - Administrative override to toggle the debugmode for other players

Source Code: here

SET

Set a plot value

Usage:/plot [[world;]X;Z] set <biome | alias | home | floor | wall | all | air | main | middle | outline | border> <value...>

Aliases:[ s ]

Permissions:

Primary:

plots.set - Access to the command /plot set

Secondary:

plots.set." + <component>

Source Code: here

COPY

Copy a plot.

Usage:/plot [[world;]X;Z] copy <X;Z>

Aliases:[ copypaste ]

Permissions:

Primary:

plots.copy - Access to the command /plot copy

Source Code: here

MOVE

Move a plot.

Usage:/plot [[world;]X;Z] move <X;Z>

Permissions:

Primary:

plots.move - Access to the command /plot move

Source Code: here

SWAP

Swap two plots.

Usage:/plot [[world;]X;Z] swap <X;Z>

Aliases:[ switch ]

Permissions:

Primary:

plots.swap - Access to the command /plot swap

Source Code: here

BACKUP

Manage plot backups

Usage:/plot [[world;]X;Z] backup <save | list | load>

Permissions:

Primary:

plots.backup - Access to the command /plot backup

Secondary:

plots.backup.save - Access to the command /plot backup save

plots.backup.load - Access to the command /plot backup load

plots.backup.list - Access to the command /plot backup list

plots.admin.backup.other - Administrative override to manage backups at other plots

Source Code: here

CLEAR

Clear the plot you stand on. It doesn’t reset any plot settigns or flag (with exception of the biome setting).

Usage:/plot [[world;]X;Z] clear

Aliases:[ reset ]

Permissions:

Primary:

plots.clear - Access to the command /plot clear

Secondary:

plots.admin.command.clear - Administrative override

Source Code: here

DELETE

Delete the plot you stand on.

Usage:/plot [[world;]X;Z] delete

Aliases:[ dispose, del ]

Permissions:

Primary:

plots.delete - Access to the command /plot delete

Secondary:

plots.admin.command.delete - Administrative override to delete plots.

Source Code: here

Build Rating

LIKE

Like a plot

Usage:/plot [[world;]X;Z] like [next | purge]

Permissions:

Primary:

plots.like - Access to the command /plot like

Secondary:

plots.admin.command.rate - Administrative override for ratings

Source Code: here

Dislike

Dislike a plot

Usage:/plot [[world;]X;Z] dislike [next | purge]

Permissions:

Primary:

plots.dislike - Access to the command /plot like

Secondary:

plots.admin.command.rate - Administrative override for ratings

Source Code: here

RATE

Rate the plot

Usage:/plot [[world;]X;Z] rate [# | next | purge]

Aliases:[ rt ]

Permissions:

Primary:

plots.rate - Access to the command /plot rate

Secondary:

plots.comment - Access to the command /plot comment

plots.admin.command.rate - Administrative override for ratings

Source Code: here

Advanced Plot Customization (Flags)

/plot flag {add, delete, info, list, remove set}

BlockTypeList

A list of blocks, supporting both legacy numerical IDs and new string IDs e.g.

grass_block for grass blocks

7 for bedrock

7,3 for bedrock and dirt

35:14,35:15 for red and black wool

These flags also support vanilla-tags, like:

#signs for all sign types

#buttons for all button types

Boolean

Accepts true or false.

Double

Accepts any decimal number (all real numbers).

Enum

Accepts a predefined collection of values.

Integer

Accepts all integers.

Internal

Flags used internally.

Miscellaneous

Accept commands with multiple parameters, e.g /gamemode creative.

String

Accept flags with multiple string parameters, e.g. /plot f set greeting Welcome to my plot!

TeleportDeny

Accepts the follow plot membership trusted, members, nonmembers, nontrusted and nonowners.

Timed

A binary tuple of numbers e.g. 53 6 or 7 93.

Terminology

The following tables contain phrases covering certain stances of plot member inheritance and flag states. We will explain the phrases used below.

Player: The player, as in user of the server.

Guest: Person who is not added to the plot (tiers).

False: The flag intended behavior is not enabled by default.

True: The flag intended behavior is enabled by default.

None: The flag intended behavior is not set by default.

Infinity: The flag is not bound to an amount and allows infinite types of the flag.

Null: The flag intended behavior cannot be set outside of the API.

Empty: The flag variable is empty and won’t appear to the user.

Not Buyable: The flag variable is not set, therefore the plot is not buyable.

Disabled: The flag variable is not set, therefore the intended behavior is not defined.

Entity Categories

Flags such as mob caps, interaction flags, etc, make use of entity categories. PlotSquared divides entities in the following categories:

animal: cod donkey squid skeleton_horse mule trader_llama parrot zombie_horse cow horse bee polar_bear pufferfish cat bat salmon fox pig llama iron_golem turtle tropical_fish sheep snow_golem mooshroom ocelot dolphin chicken wolf panda rabbit

hostile: blaze pillager skeleton giant elder_guardian zombie_pigman end_crystal ravager ghast guardian vindicator magma_cube spider creeper wither evoker slime illusioner phantom witch wither_skeleton husk ender_dragon cave_spider stray enderman silverfish endermite vex zombie drowned zombie_villager, shulker

player: player

projectile: ender_pearl dragon_fireball fireball wither_skull llama_spit fishing_bobber experience_bottle egg arrow small_fireball

vehicle: spawner_minecart donkey pig llama furnace_minecart skeleton_horse mule hopper_minecart trader_llama zombie_horse tnt_minecart boat chest_minecart horse command_block_minecart minecart

villager: villager wandering_trader snowball spectral_arrow shulker_bullet potion trident

hanging: item_frame leash_knot painting

other: dragon_fireball tnt experience_orb lightning_bolt fireball wither_skull area_effect_cloud evoker_fangs eye_of_ender armor_stand small_fireball firework_rocket falling_block item

tamable: cat trader_llama parrot zombie_horse donkey wolf llama horse skeleton_horse mule

Flags

BlockTypeList

Name Description Default Value

break

Define a list of materials players should be able to break in the plot even when they aren’t added to the plot.

None

place

Define a list of materials players should be able to place in the plot even when they aren’t added to the plot.

None

use

Define a list of materials players should be able to interact with in the plot even when they aren’t added to the plot.

None

Boolean

Name Description Default Value

animal-attack

Set to true to allow animals to be attacked in the plot.

False

animal-interact

Set to true to allow animals to be interacted with in the plot.

False

beacon-effects

Set to false to disable beacon effects on the plot.

True

block-burn

Set to true to allow blocks to burn within the plot.

False

block-ignition

Set to false to disallow blocks to ignite within the plot.

True

chat

Set to false to prevent plot chat on the plot.

False

coral-dry

Set to true to allow corals to dry within the plot.

False

crop-grow

Set to false to disable crop growing on the plot.

True

copper-oxide

Set to true to allow copper to oxide within the plot.

False

deny-exit

Set to true to disallow players from exiting the plot.

False

deny-portal-travel

Prevents players from travelling across dimensions by using portals.

False

deny-portals

Prevents players from creating portals of any kind.

False

device-interact

Set to true to allow devices to be interacted with in the plot.

False

disable-physics

Set to true to disable block physics in the plot.

False

drop-protection

Set to true to prevent dropped items from being picked up by non-members of the plot.

False

entity-change-block

Set to true to allow entities to change blocks within the plot, if not covered by other flags.

False

explosion

Set to true to allow explosions inside a plot.

False

fly

Set to true to enable flight within the plot.

False

forcefield

Set to true to enable member forcefield in the plot.

False

grass-grow

Set to false to disable grass to grow within the plot.

True

hanging-break

Set to true to allow guests to break hanging objects in the plot. Applies to the following entity categories: hanging

False

hanging-place

Set to true to allow guests to hang objects in the plot.

False

hide-info

Set to true to hide plot information.

False

hostile-attack

Set to true to enable players to attack hostile mobs in the plot.

False

hostile-interact

Set to true to allow players to interact with hostile mobs in the plot.

False

ice-form

Set to true to allow ice to form in the plot.

False

ice-melt

Set to true to allow ice to melt in the plot.

False

instabreak

Set to true to allow blocks to be instantaneously broken in survival mode.

False

invincible

Set to true to prevent players from taking damage inside the plot.

False

item-drop

Set to false to prevent items from being dropped inside the plot.

True

keep-inventory

Prevents players from dropping their items when they die inside the plot.

False

kelp-grow

Set to false to disable kelp to grow in the plot.

True

leaf-decay

Set to false to prevent leaves from decaying.

True

lectern-read-book

Prevent players taking books from lecterns.

False

misc-break

Set to true to allow guests to break miscellaneous items. Applies to the following entity categories: armorstands

False

misc-place

Set to true to allow guests to place miscellaneous items.

False

misc-interact

Set to true to allow guests to interact with miscellaneous items. Applies to the following entities

mob-break

Set to true to allow mobs to break blocks within the plot.

False

mob-place

Set to true to allow mobs to place blocks within the plot.

False

mycel-grow

Set to false to disable mycelium to grow in the plot.

True

no-worldedit

Set to true to disable (FastAsync)WorldEdit usage within the plot.

False

notify-enter

Set to true to notify the plot owners when someone enters the plot.

False

notify-leave

Set to true to notify the plot owners when someone leaves the plot.

False

player-interact

Set to true to allow guests to interact with players in the plot.

False

pve

Set to true to enable PVE inside the plot.

False

pvp

Set to true to enable PVP inside the plot.

False

prevent-creative-copy

Prevents people from copying item NBT data in the plot unless they’re added as members.

False

projectiles

Prevents guests from shooting projectiles on the plot when set to false.

False

redstone

Set to false to disable redstone in the plot.

True

server-plot

Set to true to turn the plot into a server plot. This is equivalent to setting the server as the plot owner.

False

snow-form

Set to false to disallow snow to form within the plot.

False

snow-melt

Set to true to allow snow to melt within the plot.

True

soil-dry

Set to true to allow soil to dry within the plot.

False

tamed-attack

Set to true to allow guests to attack tamed animals in the plot.

False

tamed-interact

Set to true to allow guests to interact with tamed animals in the plot.

False

untrusted-visit

Set to false to disallow untrusted players from visiting the plot.

True

vehicle-break

Set to true to allow guests to break vehicles in the plot.

False

vehicle-place

Set to true to allow guests to place vehicles in the plot.

False

vehicle-use

Set to true to allow guests to use vehicles in the plot. Applies to the following entity categories: vehicle

False

villager-interact

Set to true to allow guests to interact with villagers in the plot.

False

vine-grow

Set to false to disable vines to grow within the plot.

True

Double

Name

Description

Default Value

price

If set a plot can be bought for this price using /plot buy. Requires economy to be enabled and lists plots under /plots list forsale.

Not Buyable

Enum

Name Description Default Value

deny-teleport

Deny a certain group from teleporting to the plot. Available groups: members, nonmembers, trusted, nontrusted, nonowners

None

liquid-flow

Set to false to disable liquid flowing.

None

titles

Set to true to allow the plot title when someone enters the plot.

None

weather

Specifies the simulated weather inside the plot. This hasn’t an effet of weather dependent game mechanics.

None

Integer

Name Description Default Value

animal-cap

Set to an integer value to limit the amount of animals on the plot. Applies to the following entity categories: animal, villager, tamable

Infinity

entity-cap

Set to an integer value to limit the amount of entities on the plot.

Infinity

hostile-cap

Set to an integer value to limit the amount of hostile entities on the plot. Applies to the following entity categories: hostile

Infinity

misc-cap

Set to an integer value to limit the amount of miscellaneous entities on the plot. Applies to the following entity categories: projectile, other, hanging

Infinity

mob-cap

Set to an integer value to limit the amount of mobs on the plot. Applies to the following entity categories: animal, villager, tamable, hostile

Infinity

vehicle-cap

Set to an integer value to limit the amount of vehicles on the plot. Applies to the following entity categories: vehicle

Infinity

time

Specifies the simulated time inside the plot. This has no effect of time dependent game mechanics.

Disabled

Internal

Name Description Default Value

analysis

A multi purpose debug analysis flag.

Null

done

Mark a plot as done.

Null

Miscellaneous

Name Description Default Value

blocked-cmds

A list of commands that are blocked in the plot.

None

gamemode

Determines the gamemode in the plot.

None

guest-gamemode

Determines the guest gamemode in the plot.

None

music

Set to a music disk ID (item name) to play the music disc.

None

String

Name Description Default Value

description

Plot description.

None

farewell

Message sent to players when leaving the plot.

None

greeting

Message sent to players on plot entry.

None

plot-title

Set the pop-up title’s title and subtitle. Format: /plot flag set title "A title" "The subtitle"

None

Timed

Name Description Default Value

feed

Specify an interval in seconds and an optional amount by which the players will be fed (amount is 0 by default = vanilla-regeneration).

None

heal

Specify an interval in seconds and an optional amount by which the players will be healed (amount is 0 by default = vanilla-regeneration).

None

World Edit


History Control

Types Parameters Description
//undo [#s of step] [Player name] Undo the number of Worldedit commands used from self or other player. This restores the past stage.
//redo [#s of step] [Player name] Redo the number of //undo used from self or other player.
/clearhistory Clear all available //redo(s) and //undo(s).

Region Selection

Types Parameters Description
Wand Left-click as pos1.

Right-click as pos2

A default wand that is used to select an imaginary region. It can be optimized with the command "//sel <style>" for further selection styles. The item minecraft:wooden_axe is currently set as default.
//wand Summons the selection wand to your hand.
/toggleeditwand Either disable or enable the Worldedit functionality of the Worldedit wand (The Minecraft Wooden Axe is set as the default wand).
//sel [-d]
<cuboid>
<extend>
<poly>
<ellipsoid>
<sphere>
<cyl>
<convex>
Change the current selection style to a specific one. //sel cuboid is set as default.
//desel Deselect the current region selection.
//pos1 Select the player's bottom half as position 1.
//pos2 Select the player's bottom half as the position 2.
//hpos1 Select the block you are looking at as position 1.
//hpos2 Select the block you are looking at as position 2.
//chunk Select the 16 x 16 x 256 block-area-wide chunk as a region selection.
//expand <amount>
(<reverse-amount>)
[direction]
Expand or grow the region selection based on the player's facing or map direction. It can also be expanded to the opposite side with <reverse-amount> at the same time.
//contract <amount>
(<reverse-amount>)
[direction]
Contract or withdraw the region selection based on the player's facing or map direction. It can also be contracted from the opposite side with <reverse-amount> at the same time.
//outset [-hv] <amount> Expand the region selection based on the amount to all side: Up, Down, North, South, East, West.
//inset [-hv] <amount> Contract the region selection based on the amount from all sides: Up, Down, North, South, East, West.
//count [-d] <block> Count the number of blocks based on which type.
//distr [-cd] Count the percent (%) of each block type presented in the region.

Region Operation

Types Parameters Description
//set <pattern> Set all blocks from the region to a pattern.
//replace (<from-block-ID(s)>)
<to-pattern>
Replace a (or many, or all) block type(s) in region to a pattern.
//overlay <pattern> Overlay the region with a pattern. Pattern is distributed evenly on the highest vertical points of the region.
//walls <pattern> Build the walls around the outer edges of region. The walls' height are equal to the maximum height of the region selection.
//outline <pattern> Cover every outer part of region with a pattern.
//center <pattern> Create a pattern block(s) at the exact center of the region. Varying from 1x1 to 2x1 to 2x2.
//smooth <amount of repetition> Smooth out the region with an amount of repetition. Creating an even distribution of blocks from highest to lowest point.
//deform <expression> Change the blocks' position from the region to a specific set point.
//regen Put the region back to its earliest seed-generated form.
//hollow [thickness]
<block-ID(s)>
Change the inner block type(s) of region to air based on setting the outer layer's thickness.
//move [distance amount]
([direction])
Move every blocks in the region to a direction or based on player's facing.
//stack //stack [-abers] [count] [offset] [-m <mask>] Duplicate the contents of the selection in a given direction x times.
//naturalize Change all stone, grass_blocks, and dirt in the region to:

- 1 layer of grass on top

- 3 layers of dirt underneath

- The rest are stones underneath

//line ([-h])
<pattern>
<size>
Draw a line between pos1 and pos2 based on pattern and size.
//curve ([-h])
<pattern>
<size>
Draw a line based on the ordered multiple set points of "//sel convex".
//forest [forest-type]
[density]
Generate a forest type over the grass blocks within the region selection. Density is how the trees are spaced. Flora not included.
//flora [density] Overlay the grass blocks with flowers and grasses. Density is how much they clump in one spot.

Clipboards and Schematics

Types Parameters Description
//copy [-e]
[-m]
Copy the selected region blocks to an imaginary clipboard. It also stores the player's position where it is copied.
//cut [-e]
[-m]
Clear the region blocks and put it in an imaginary clipboard. It also stores the player's position where it is cut.
//paste [-a]
[-s]
[-o]
Pastes the region from clipboard based from the player's position where it is cut or copied last time.

[-a] pastes the selection without air blocks.
[-o] pastes the selection at origin.

//rotate [y-axis]
[<x-axis>][<z-axis>]
Rotate the imaginary clipboard based on player's position when it is cut or copied last time.
//flip [direction] Flip the clipboard like a mirror based on where the player is facing and positioning.
//schematic (//schem) [save]
[delete]
[load]
[list]
[formats]
save
(<format>)
<filename>
Save a schematic to file.
delete
<filename>
Remove a schematic from the list.
load
<filename>
Load a schematic from the list to the clipboard.
list
[-dn]
[-p <page#>]
List available schematics from the list's page number.
formats Display all available schematic formats.
/clearclipboard Clear the current clipboard

Generation

Types Parameters Description
//generate [-hroc]
<pattern>
<expression>
Generate a regional shape of blocks based on given expression like geometrical values or mathematical equations.
//generatebiome [-hroc]
<pattern>
<expression>
Generate a regional biome based on a particular expression
//hcyl <pattern>
<radius>(,<radius>
[height])
Create a hollow vertical cylinder around player's feet based on radius and height.
//cyl <pattern>
<radius>(,<y radius>
[height])
Create a vertical cylinder around player's feet based on radius and height.
//sphere <pattern>
<radius>(,<radius>,<radius>)
[raised? true/false]
Create a sphere based on x,y,z, radius set around player's feet.
//hsphere <pattern>
<radius>(,<radius>,<radius>)
[raised? true/false]
Create a hollow sphere based on x,y,z, radius set around player's feet.
//pyramid <pattern>
<size>
Create a pyramid based on height and size.
//hpyramid <pattern>
<size>
Create a hollow pyramid based on height and size.
/forestgen [size]
[type]
[density]
Generate a forest type based on size and density.
/pumpkins [size] Generates a pumpkin patch based on the size.

Utilities

Types Parameters Description
/toggleplace Toggle whether utility actions will affect surrounding the player or the regional selection.
//fill <pattern>
<radius>
[depth]
Fill particular blocks around the player's feet with the cylinder's radius and bottom sphere's depth.
//fillr <pattern>
<radius>
[depth]
Fill particular blocks around the player's feet with cylinder's radius and bottom sphere's depth recursively.
//drain <radius> Drain lava and water bodies that touches the player's feet based on radius.
//fixwater <radius> Extend and level nearby water and change flowing water to block state of water.
//fixlava <radius> Extend and level nearby lava and change flowing lava to block state of lava.
/removeabove [size]
[height]
Remove blocks above your head or the regional selection with upper air cone style.
/removebelow [size]
[height]
Remove blocks below your feet or the regional selection with down-side air cone style.
/replacenear [-f]
<size>
<from-block-ID(s)>
<to-pattern>
Replace all block(s) nearby to pattern.
/removenear <block>
<size>
Remove particular block(s) nearby with air sphere style.
/snow [radius] Cover blocks nearby with snow layers and change water to ice.
/thaw [radius] Remove nearby snow layers and change nearby ice to water.
/ex [radius] Remove fire nearby.
/butcher [-plangbtfr]
[radius]
Terminate nearby mobs.
/remove <type>
<radius>
Remove nearby particular entities: Dropped items, arrows, boats, minecarts, activating TNT, and XP particles.
/green [-f]
[radius]
'Green' nearby dirt blocks.
//calc <expression> Calculate a mathematical expression

Chunk Tools

Types Parameters Description
/chunkinfo
/listchunks See the loaded chunks.
/delchunks Delete chunk the player is in.

Superpickaxe Tools

Types Parameters Description
// Toggle superpickaxe mode.
/sp single Change to superpickaxe mode that affects single blocks.
/sp area <range> Change to superpickaxe mode that affects area of blocks.
/sp recur <range> Change to superpickaxe mode that affects area of blocks recursively.

General Tools

Types Parameters Description
/tool <repl>
<cycler>
<floodfill>
<brush>
<lrbuild>
<tree>
<deltree>
<farwand>
<info>
<none>
Choose a particular tool type to bind to item on hand.
/none Remove the command that is binded to the holding tool.
/farwand Enable wand to select point from faraway.
/lrbuild <leftclick block>
<rightclick block>
Long range building too.
/tree <tree type> Tree tool that is used on grass blocks to sprout trees.
/deltree Tool to remove floating tree.
/repl <pattern> Block replacing tool, change that block type on use.
/cycler Block data cycler tool
/flood <pattern>
<range>
Flood fill tool

Brushes

Types Parameters Description
/brush sphere [-h]
<pattern>
[radius]
Bind sphere brush to holding item that creates sphere when right-clicked on blocks from afar.
/brush cylinder [-h]
<pattern>
[radius]
([height])
Bind cylinder brush to holding item that creates cylinder when right-clicked on blocks from afar.
/brush clipboard [-ap] Bind sphere brush to holding item that pastes clipboard when right-clicked on blocks from afar.
/brush gravity [-h]
[radius]
Bind gravity brush to holding item that pushes the floating blocks down if there is hollow underneath when right-clicked.
/brush butcher [-plangbtfr]
[radius]
Bind butcher brush to holding item that terminates entities and mobs when right-clicked on them.
/size [radius] Change the brush size of current holding brush item.
/mat <to-pattern> Replace the current pattern being used by current brush to a new pattern set.
/range <range> Set the current brush range.
/mask Clear the current mask set.
/mask <mask> Set mask rule to the current holding brush item so it can only affect a particular block type(s) or expression.
//gmask <mask> Set mask rule for every brush.

Quick-Travel

Types Parameters Description
/unstuck Eject the player out to the free spot if the player is suffocated in blocks.
/ascend [levels] Teleport to the upper floor platform.
/descend [levels] Teleport below the floor platform.
/thru Teleport through blocking obstacles.
/jumpto Teleport to the targeted block that the player is looking at.
/up [-fg] [distance] Teleport to upper distance based on distance amount.

Snapshots

Types Parameters Description
//restore [snapshot] Restore a particular snapshot if it is already backed up.
/snapshot use <snapshot> Use a particular snapshot.
/snapshot sel <index> Choose a snapshot from the //snapshot list.
/snapshot list [#] List 5 latest recent snapshot.
/snapshot before <date> Find the first snapshot before that date.
/snapshot after <<date> Find the first snapshot after that date.

Java Scriptings

Types Parameters Description
//cs <script>
[args...]
Executes a script.
/.s [args...] Re-executes last script with new arguments
/<script>.js [args...] Executes a JS script.

Biomes

Types Parameters Description
/biomelist [page #] Bring a list of available biome types.
/biomeinfo [-pt] Get the biome of the targeted block.
//setbiome [-p]
<biometype>>
Set the biome type from the selected region.

[-p] to change the block column the player is standing in.


Voxelsniper


Basic VoxelSniper brushes and syntax

Most VoxelSniper brushes use the following syntax for defining their functions:

/b [brush shape] [performers]


The most commonly used basic brush shapes are:

s  = single block

b = ball/sphere

d = disc

VoxelSniper also has the following shapes, which may be useful on certain occasions:

v = voxel (cube)

vd = voxel disc (horizontal rectangle)

df = disc face (vertical disc)

vdf = voxel disc face (vertical rectangle)


Performers

This is probably the most confusing part for someone just getting started with VoxelSniper. Basically, performers define the way you brush is going to change/create blocks. VoxelSniper has the following performers:

m = material (block id)

i = ink (metadata)

c = combo (material+ink)

Depending on what you're trying to do, you'll need zero, one or two performers. How they actually work will be explained with examples below.


Finally, to define what blocks to use when painting, we have (note: "#" stands for a numeric value):

/v # = voxel block id

/vi # = voxel block metadata

/vr # = block to replace id

/vir # = block to replace metadata


Note: With VoxelSniper, you'll be only able to paint with a single block type. So, unlike with WorldEdit, you can't paint block mixes and/or percentages.


Also, don't forget these:

/b # (brush radius, i.e. size)

/u # (undo past # of snipes)

Examples

To make some sense of all this, here's a few examples.

(Note: On all examples, it's assumed you're using the arrow, not gunpowder)

Example 1: If you want to paint a ball of stone (1:0), you'd type (the stuff in parentheses excluded)

/b b (ball brush, no performers) /v 1 (stone id)

and you'll have a brush that paints stone balls on everything, much like WorldEdit brush without a mask.

Example 2: This time you want a ball of cobblestone, but only on empty (air, 0) blocks.

/b b mm (ball brush, material on material) /v 4 (cobble id) /vr 0 (air id)

So, now you're using the performer "mm". The first "m" means you're painting with "material" (block id defined with /v #), and the second "m" means you'll be painting on "material" (block id defined with /vr #). Note: when you use performer "mm", you'll paint on all metatypes of the defined block without changing the metadata. For example, with /v 35 and /vr 95 you'll be painting wool on all colours of stained glass, and the colour of the wool will be defined by the stained glass block you'll paint on.

Example 3: Let's say you want to paint red sand (2012:4) only on wool blocks (35). In this case, since you want a specific metadata of a certain block (a combo) to replace another specified block (a material), you'd type

/b b cm (ball brush, combo on material) /v 2012 (custom sand id) /vi 4 (red sand metadata) /vr 35 (wool id)

Now, since you're using performer "c" when defining the block you'll be painting with, you will change both the block type and metadata of the block you're painting on. The metadata is defined with /vi #. And as the second performer is "m",  you will be painting on all colours of wool.

Example 4: You have an area with multiple different metas of a certain block (for example, red sand 2012:4 and orange sand 2012:3) and you only want to paint on red sand with light blue wool. In this case, you'd need to use the performer cc (combo on combo):

/b b cc (ball brush, combo on combo) /v 35 /vr 3 /vr 2012 /vir 4

Since your second performer is "c", you'll need to define the metadata of the block to replace with /vir #.

So: the first letter of the two-letter performer defines the voxel (paint) type and the second one defines how the block you're about to replace acts.

Note: By default, VoxelSniper ball and disc brushes have those silly "nipples". To disable them, do

/b b [performers] true

and you'll get a nice round ball with no single blocks sticking out of them.

Protip: Changing stairs to another type is pretty annoying with WE, as every orientation of the stair block has its own metadata, and this means you have to replace each metatype individually. Now, with a /b b mm Voxel brush things get easier: as you're changing from material to material, you're not changing the metadatas. So, to change every kind of oak stair to equivalent black slate stair:

/b b mm /v 2049 (black slate stair id) /vr 53 (oak stair id)

and just paint away. Each stair block will keep its shape and orientation.

In addition to m/i/c, VoxelSniper has a performer "p" for "nophysics". With this, you can for example paint floating sand blocks or replace blocks under doors to something you normally wouldn't be able to place a door on. Note: nophys blocks are quite fragile and will "break" if you place a block next to them, so use them with caution. So, if you want to replace a wood block (5) under a door with  a cobble stair (67), you'd type

/b s cp /v 67 /vi # (metadata depending on stair orientation) /vr 5

Voxel List

In the examples above, we've only replaced single block types. Unlike WorldEdit, VoxelSniper doesn't have masks, but if you want to paint on multiple block types at the same time, you can use a voxel list instead of /vr #.

Let's say you want to paint on grass (2), dirt (3) and gravel (13). In this case, you'd make a voxel list.

/vl 2 3 13

Note: just spaces between ids, no commas. Also, you need to tell VoxelSniper what to do with this list. If you type

/p nm

you will be able to paint on all block types defined with /vl. You can also use "nc", if you want to use a combo brush (material + ink, changing both block type and metadata).

In the example above, "n" means "include". Sometimes it's easier to define block types on which you don't want to paint, and fortunately VoxelSniper also has "x" for "exclude". So, if you want to paint on everything else but grass, dirt and gravel, you'd type

/p xm (or xc, if you want a combo brush)

Next, let's say you forgot a block type from your voxel, and want to add, for example, cobblestone and wood on it. Just type

/vl 4 5

and cobble (4) and wood (5) will be added to your voxel list, without removing any of the previously defined block types. You don't need to punch in all the block types every time you want to adjust the list, which is nice, especially with large lists. And, if you want to remove gravel from your list, type

/vl -13

and it'll be gone, but everything else will stay there. To clear the list completely, type

/vl clear

Note: unlike WorldEdit masks, voxel lists don't support metadatas. So, you will be painting on all metatypes of the blocks on your list.

Special VoxelSniper Brushes

In addition to the basic ball and disc brushes, VoxelSniper has several special brushes with more advanced options. These brushes have a certain amount of randomness in them, so will be useful when painting your terraformed landscape; a solid layer of a single block rarely looks natural. Note: all the following brushes use the same syntax (/v, /vr, /vl, /vi and so on) as the basic brushes above.

Overlay Brush

Sometimes you might want to paint just the top layer. With WorldEdit, you'd do //mask <0 (or gmask), but as VoxelSniper doesn't have masks, you'll have to use the overlay brush.

/b over cm d1 all

So, /b stands for brush, "over" means "overlay", and "cm" is your performer (all other performers work too, this is just an example). Next, "d1" means "depth 1", so you'll be painting a one block thick layer. If you want to paint deeper, just adjust the number. And finally, "all" means you'll be able to paint on all block types. By default, overlay brush only paints on "natural" blocks (blocks you'll find on vanilla mc terrain: stone, dirt, grass, gravel etc), and "all" disables this. If you for some reason want to switch back, use "some" instead of all.

Scatter Overlay Brush

To paint a scattered (randomized) layer of a block, you'll be using scatter overlay brush. What this brush does is, it paints a defined amount of "seed" blocks, from which your paint will spread or "grow". This is hard to explain, the best way to figure it out is to just test it in game.

/b sover cm g# s# all

"Sover" is short for "scatter overlay" and "cm" is the performer, as usual. The next parameters, "g" and "s" stand for "growth" and "seed" (accepted values: 1-9999. 2000 means 20%, 4500 means 45% and so on). "Seed" defines how many starting points you will have, "growth" defines how fast the blocks spread from seed blocks.

Blob Brush

Unlike scatter, blob brush will have only one seed block from which your paint (somewhat randomly) spreads.

/b blob cm g#

Erosion brushes

WorldEdit is somewhat limited when it comes to terraforming; small brush sizes, no proper sculpting brushes, and spam spam spam. Luckily with VoxelSniper we have the following erosion brushes:

/b e melt

/b e fill

/b e lift

/b e smooth

/b bb (blend ball, similar to smooth)

/b bd (blend disc)

/ b re (random erosion)

The names of these brushes pretty much tell you what they do, and the best way to figure them out is just trying them in game. Each brush has its pros and cons and "proper" ways of use, and you'll learn them by using them. Carc's note: Personally, I don't find myself using lift, smooth, random or blend disc too much. Melt, fill and blend ball will take care of about 95% of things you wanna do when terraforming.

Note: Erosion brushes are not performer brushes, so you can't define which blocks to erode.

Note 2: As mentioned earlier that gunpowder does the opposite of what the brush name says. So, if you use /b e melt with an arrow, you'll be removing blocks, but if you use gunpowder, you'll be adding new blocks.

Additional VoxelSniper Brushes

In addition to the basic and erosion brushes, there are:

/b r = ruler (first point: click with arrow, second point: click with gunpowder)

/b l = line (as above)

/b drain = drains water/lava

/b dome h# = dome, # blocks tall