Creative Building Tools

From Horizon's End Wiki

Introduction to the three major creative tools

Installed on Horizon's End there is Axiom, World Edit (Fast Async World Edit abbreviated to FAWE) and ezedits. Ezedits works as an extension of FAWE. Axiom requires you to install the Axiom mod because it has client built in modifications, also they require you to go through an "application" which can be found in their official discord server, it requires nothing other than not using Axiom for commercial uses. FAWE and ezedits do not require mods, however having a world edit CUI mod makes visualizing your selections much easier, but this is a luxury, you don't need to install anything to use FAWE or ezedits on HE. Descriptions of what each one does can be found in their individual sections introduction.

World Edit

Introduction

A tool of varying difficulties, the vast majority of tasks you need tools for HE creative can be done with World Edit. The most common and useful world edit usages for HE are things such as filling hollow ship hulls with concrete, flipping and rotating builds, moving objects, deleting objects, changing materials. Every action with World Edit starts with selecting what you want to edit using "selection".

Selection

Selection determines which area of a build is getting edited by follow up commands.

You can either do this with the World Edit item called "wand" or by using position settings commands. The wand can be obtained by typing "//wand" by default this is a wooden axe, it's the most starter friendly option.

Also optional but handy you can install a world edit CUI helper mod which visualizes selections, it's extremely useful for selections that are complex in shape (non cuboid).

There are multiple types of selections and ways to choose positioning:

Positioning:

  • "//pos1" "//pos2": Two cuboid corner positions at where your coordinates are.
  • "//hpos1" "//hpos2": Two cuboid corner positions aimed at the block you're looking at.
  • "//pos1 x,y,z" "//pos2 x,y,z": Select the coordinates for the position.
  • "//wand": gives you a wooden axe wand which you can left and right click blocks to select positions.

Selection shapes:

  • "//sel cuboid": A classic box shape, this is the default.
  • "//sel poly": a 2d polygon. POS1 then POS2 additional vertices for the perimeter, it maps everything between your lowest and highest point.
  • "//sel ellipsoid": an obloid/3d oval. POS1 the center, then POS2 at the radius for each X,Y,Z.
  • "//sel sphere": a sphere, POS1 the center, then POS2 anywhere to define the radius.
  • "//sel cyl": a cylinder. POS1 the center, POS2 to set X/Z radius and Y height (all radius and height is a singular POS2).
  • "//sel convex" "//sel polyhedron: A convex hull (polyhedron) (a selection region which forms around all the positions you place: POS1 click any vertices to get it started then POS2 all around expands your complex shape. This one makes straight faces based on your vertices.
  • "//sel polyhedral": Basically the same as convex and polyhedron but it uses FAWE's built in mesh selector, so there are some finer differences in how the blocks in the selection are determined.
  • "//sel hull": A convex hull with polyhedron built into it, meaning same as convex but instead of filling the shape for each vertices, it wraps around like a blanket just as your vertices describe.
  • "//sel fuzzy" "//sel magic": POS1 selects all same blocks to the one you select. POS2 adds more to the selection.
  • "//sel" Clears/resets your current selection.
  • "//chunk" A special chunk based selection. You can also use "//chunk -s" which selects all chunks your current other selection intersects. "//chunk -c x,z" coordinates.

Selection editors:

Most of these following commands have customisable direction inputs.

  • Absolute directions (based on world): "n","e","s","w","u" or "up", "d" or "down".
  • Relative to player facing: "f" for facing, "b" for back, "l" for left, "r" for right.
  • By default if you don't put any direction it will assume the straight direction you're looking at.
  • You can do multiple directions by separating with commas, for example "//expand 10 n,w,u".

Types of selection editors:

  • "//expand": The basic full direction that pushes outwards. This also has a special command "//expand vert" which expands to world limit.
  • "//contract": Opposite of expands usage. It has a unique optional parenthesis which you can define the opposite sides contraction too, for example: "//contract 3 3 east" will contract both the east side and the opposite (west in this case).
  • "//shift": Moves an entire selection in a given direction. This words like a one at a time slider, so no multi direction inputs, just things like "//shift 20 e".
  • "//outset": This is expand but it does all directions at once. You can add the restricting flags "-h" horizontal and "-v" vertical to specify it to only those directions used like this: "//outset -v 2" this will only expand in height (both ways).
  • "//inset": Opposite of outset, same settings usage.

Other similar:

  • "//size": This doesn't edit, it prints info about your selection, optionally "//size -c" for clipboard.
  • "//gmask": Global Mask. This limits your regional selection to specific blocks within. For example "//gmask blue_terracotta" will add a filter to your regional selection so that a following edit will only be performed on blue terracotta. You can add multiple mask options to it by comma separation. There exists a //trim command on other FAWE instances but not HE's, trim compacts a regional selection down to the blocks within it, you can get similar outcomes using gmask, it wont edit the region selection itself but by gmasking to a block the same trim would've it has done similar.

Masking:

Following an edit type command you can add the parenthesis "-m" which means mask. The following inputs will determine what your command is being masked by. For example //copy -m stone,andesite. You can also bury blocks with a special mask type by writing them in a clause such as "//replace "light_blue_concrete #surface" cyan_concrete" where #surface means only the surface blocks and it's being specified by light_blue_concrete then in this edit type command replace it changes that selection to cyan_concrete.

List of masks:

  • "#surface": air exposed only (best if you fill the object you're working on)
  • "# nungal is not finished with this guide.

World Edit Extended Command Index

Region Selection

Types Parameters Description
//wand /give 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 /chunk all 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.

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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.

[-s] selects the newly pasted region.

[-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.

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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] EXtinguish all fires on blocks within <radius> blocks of the player.
/butcher [-plangbtfr]

[radius]

Terminate nearby mobs.
/remove <type>

<radius>

Remove entities of the given <type> within <radius> number of blocks from the player. Entities include dropped items, arrows, boats, minecarts, activating TNT, and XP particles.
/green [-f]

[radius]

'Green' nearby dirt blocks.
//calc <expression> Calculate a mathematical expression