Creative Building Tools

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Introduction to the three major creative tools

Installed on HE 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.