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Quick Reference
This page is intended as a quick reference which you can refer to while using the tool. It is not intended as a replacement for the guided tutorials, so if you're feeling a little lost while reading this then head over to the guided tutorials.
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Commands
1.1 Alias command
1.2 Brush command
1.3 VoxelHelp command
1.4 Material command
1.5 Material Mask command
1.6 Undo command
1.7 Undo Other command
1.8 Redo command
1.9 Redo Other command
1.10 Reset command
1.11 VoxelSniper command
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Brushes
2.1 Shape brushes
2.2 Mask brushes
2.3 Effect brushes
2.4 Misc brushes
2.5 Planned brushes
A note on syntax of the usage strings, angle brackets (eg. <foo>
) denote required arguments and square brackets (eg. [bar]
) denote optional arguments.
Permissions: voxelsniper.command.alias
Usage: /alias <target> [-g] <alias>=<value>
Sets up aliases for use within other commands, available targets are brush
for aliasing brush names and material
for aliasing material names.
Additional information
Aliases: b
Permissions: voxelsniper.command.brush
Usage: /brush <brush...>
or /b #
to set your brush size
The brush command is one of the central and most important commands in VoxelSniper. It allows you to set your currently selected brush. Its syntax is made up of a chain of brush part names. The brush parts are generally divided into four categories. Shapes, masks, effects, and miscellaneous parts. Shapes define a region within the world to be acted on by other parts. Masks modify the region defined by a shape. Effects apply some function to the region. Anything else which performs an extraneous action falls into the miscellaneous category.
As a secondary function you can also specify your brush size using /b #
where # is an integer or floating point number.
Additional information
Aliases: vhelp
Permissions: voxelsniper.command.help
Usage: /voxelhelp <brush part>
This command provides in-game help information on the various brush parts.
Aliases: v
Permissions: voxelsniper.command.material
Usage: /material [material]
This command sets your primary material. Material aliases are applied to the material argument. If specified by name the default blockstate for that type is used. If you look at a block and type /v
it will use the blockstate of your targeted block as the material.
Aliases: vr
Permissions: voxelsniper.command.materialmask
Usage: /maskmaterial [material]
This command sets your secondary material (also known as your replace material). Material aliases are applied to the material argument. If specified by name the blockstate is treated as a wildcard matching any block with a matching type. If you look at a block and type /vr
it will use the blockstate of your targeted block as the mask material material and will only match blocks with that blockstate.
Aliases: u
Permissions: voxelsniper.command.undo
Usage: /undo [n]
This command will undo one or more of your recent changes. If the n argument is specified then n changes are undone, otherwise a single change is undone. By default 30 recent changes are stored per user, although this is modifiable with configuration.
If the server is restarted then all player undo queues are cleared.
Aliases: uu
Permissions: voxelsniper.command.undoother
Usage: /undoother <name> [n]
This command undoes one or more changes from another player's undo queue. If the n argument is specified then n changes are undone, otherwise a single change is undone. By default 30 recent changes are stored per user, although this is modifiable with configuration.
This command will still function if the player is offline. However, like the standard undo command all players undo queues are cleared on server restart.
Permissions: voxelsniper.command.redo
Usage: /redo [n]
This command will redo one or more previously undone changes. The same limitations of the undo command still apply.
Permissions: voxelsniper.command.vs
Usage: /redoother <name> [n]
Similar to the UndoOther command this command will redo the specified player's last n (or 1 if n is not specified) undone changes.
Aliases: d
Permissions: voxelsniper.command.reset
Usage: /voxelreset
Resets all of your settings to the default values. Some things modified are your personal brush settings, your current brush, and your material settings. Things such as stored aliases are not reset.
Aliases: vs
Permissions: voxelsniper.command.vs
This command is designed for getting and setting runtime information and various debug options. It's functions are split between a number of sub-commands. The subcommands are accessed by /voxelsniper [subcommand] <args>
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brushes
Usage: /voxelsniper brushes
Displays a list of all currently available brushes.
range
Usage: /voxelsniper range #
This subcommand sets the maximum range of a snipe. For example, if your range is set to 5 even if you are aiming at a target 15 blocks away your selected brush will still execute 5 blocks away from you.
This is a quick overview of available brushes, and their parameters. Unless specified all actions listed are triggered with your primary tool (right click with an arrow by default), a secondary action is sometimes mentioned which is triggered with your secondary tool (right click with gunpowder by default). If no secondary action is specified then the action of using your secondary tool will cause the target block to be changed to one block before your usual target block.
How you select a brush is one of the main ways in which the new version of VoxelSniper differs from previous versions. No longer are you selecting just one brush. Your brush operation is now defined by chaining together multiple brush parts. The most common pattern is a shape followed by an effect, perhaps with a mask in the middle.
Some examples:
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/b ball material
- a simple ball shape with a material applied. -
/b ball materialmask material
- the same as above with with a mask applied to only affect certain materials. -
/b ellipsoid splatter material
- An ellipsoid shape with a splatter mask applied and a material effect. -
/b disc random biome lightning
- A disc with a random mask and a biome effect. This will set a few random positions within the disc to your selected biome. Oh and lightning will strike where you click.
You've probably noticed that there are no parameters in any of these examples. You are probably wondering how you will set the seed of your splatter mask or the biome of your biome effect. Parameters are now set with a secondary command, the /param command (or /p for the lazy).
Parameter examples:
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/p splatter seed = 0.05
- Sets the seed percent of your splatter mask to 5%. -
/p biome biome = jungle
- Sets the biome placed by your biome effect to jungle. -
/p ellipsoid rx = 30
- Sets the x-axis radius of your ellipsoid to 30.
This might seem like a lot of work, and we hear you, so we have plans for allowing specifying custom 'brush presets' which are similar to aliases but also include parameters so that you can set up common brushes for easier access.
This category of brushes includes brushes which defile a region of the world to be acted on by subsequent brushes.
Available shape brushes are:
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ball
- A sphere with a radius defined by your brush size. -
voxel
- A cube with a side length of twice your brush size plus one. -
disc
- A cylinder with a radius defined by your brush size and a height of one.
Parameters:face
(boolean) - if the disc should align it self to your targeted face. -
snipe
- A single block selection -
cylinder
- A cylinder with a radius defined by your brush size and a height defined by a parameter.
Parameters:face
(boolean) - If the cylinder should align itself to your targeted face.
height
(number) - The height of the cylinder. -
ellipse
- An elliptical cylinder with radius and height defined by parameters.
Parameters:face
(boolean) - If the ellipse should align itself to your targeted face.
height
(number) - The height of the cylinder.
rx
(number) - The radius of the x axis.
ry
(number) - The radius of the y axis. -
ellipsoid
- A three-dimensional ellipsoid with radii definde by parameters.
Parameters:rx
(number) - The radius of the x axis.
ry
(number) - The radius of the y axis.
rz
(number) - The radius of the z axis. -
voxeldisc
- Similar to the disc but defined by a square with a side length of2*size+1
.
Parameters:face
(boolean) - If the voxeldisc should align itself to your targeted face. -
set
- Lets you select two positions and creates a cuboid shape covering the region between your two points.
This category of brushes includes brushes which modify the shape of the region you are selecting.
Available mask brushes are:
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materialmask
- Removes all points in your selected shape where the material in the world at that point does not match your mask material (set with /vr)
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flatten
- Flattens your shape into a 2d disc with each x,z position in the disc set only if there is a point set in the column for that position. -
splatter
- This brush lets you create blocks in predictable shapes without outright geometric solids. If you've ever used something like photoshop, the idea is rather like turning down the density on a brush.
Parameters:seed
(number) - Determines how likely it is for the brush to generate a new cluster (or "seed") within the shape. It must be between 0 and 1 (1 being a 100% chance).
growth
(number) - Determines how likely it is for new voxels to be spawned adjacent to each seed. It must be between 0 and 1 (1 being a 100% chance).
recursions
(integer) - Sets how many times the shape is passed over while applying growth, more recursions means more growth. Must be between 1 and 10.
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random
- Removes blocks from your shape based on a random chance.
Parameters:rand
(number) - Determines how likely it is for a point to be removed from your shape. Must be between 0 and 1 (1 being a 100% chance).
This category of brushes includes brushes which apply some effect to the region of the world defined by your shape.
Available effect brushes are:
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material
- Sets each point of your shape to your selected material (specified with /v) -
biome
- Sets the biome of each column covered by your shape to a specified biome.
Parameters:biome
(number) - Specifies the biome to be placed down. -
blend
- Looks at the neighboring blocks of each block in the brush's area of effect to determine which material is the most common neighbor. If the brush can find a most common neighboring material for a given voxel (this excludes ties), that voxel is changed to better match the blocks around it. -
linearblend
- Similar to the blend brush but with an applied modifier when considering neighboring blocks so that blocks farther away have a lesser impact than those closer up.
This category of brushes includes brushes don't fit into any other category.
Available misc brushes are:
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lightning
- Strikes lighting at your target location.
Here are some brushes that we currently have planned and should be available in due time.
Shape brushes:
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dome
- Specifies a dome shape. -
line
- Specifies a line between two points. -
spline
- Specifies a curved like based on a variety of selected points. -
ring
- Specifies a 2d ring shape with an inner and outer radius. -
torus
- Specifies a 3d donut-like shape. -
custom
- Allows you to define a shape by selecting a region and a material, your shape becomes every position in the region with a block of your selected material. -
3-point circle
- Specifies a region by selecting three points and creating a 2d disc that passes its edge through each point. -
triangle
- Specifies a triangular region between three points.
Mask brushes:
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blob
- Similar to the splatter brush but with a single central seed. -
checker
- Creates an alternating checker pattern across your shape. -
shell
- Removes all blocks from your shape which are not adjacent to a material (usually air, will probably use your mask material). -
fill-down
- Expands your shape downwards until it reaches a block with a material which is not your replace material. -
overlay
- Modifies your shape to include only the top-most blocks of the terrain within your shape. -
flood
- Performs a flooding operation from your target block through all adjacent blocks of the same material within your shape. -
rotateshape
- Rotates your shape by a given yaw, pitch, and roll. (rotates only the shape not any part of the world see the rotate effect for that)
Effect Brushes:
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erode
- The old erosion brushes, cleaned up and expanded. -
heatray
- Everyone's favorite method of build destruction. -
rotate
- Rotates the region of the world within your shape by the given yaw, pitch, and roll. -
stencil
- Copy/paste regions of the world, can also rotate/flip. Can also be used with the stencil list brush.
Misc brushes:
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entity
- Lets your spawn entities. -
entityremoval
- removes entities within your brush or within the chunks covered by your brush. -
tree
- Places a tree down at your target block. -
oceanator
- Inverts the terrain above y=64 to create oceans. -
jockey
- ride on top of a targeted entity. -
stencillist
- Lets you specify a set of stencils and chooses one randomly to place each time.