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14eredit Command List
14eredit Command List
Vines brush: 6
Grass brushes: 6
Tree brushes: 7
Biome brushes: 7
Template brushes 11
Spawner brush 12
A brush to update spawners: 13
Multibrushes 14
Noise Brushes 15
Other brushes: 19
Basic Commands
/fx br none
Removes brush from current item
/un
Undo
/re
Redo
Sphere:
/fx br s 5 0.5 set stone
s - abbreviated version of sphere
5 - radius
0.5 - correction that adjusts the shape of the sphere. Leave at 0.5
Ellipse:
/fx br e 3.5 2.5 3.5 0.15 set stone
e - abbreviated ellipse
3.5 - radius along the x axis
2.5 - radius along the y axis
3.5 - radius along the z axis
0.15 - correction value - changing this can give pretty cool results! Between 0 and 1.
Cylinder:
/fx br cyl 3 10 y 0.5 if air set stone
cyl - abbreviated version of cylinder
3 - radius
10 - height (from top to bottom, not midway to top)
y - the axis that the cylinder points along (the y axis gives a vertical brush)
0.5 - correction value, leave at 0.5
Cube:
/fx br cube 5 set stone
cube - brush shape
5 length of side (not radius)
Diamond:
/fx br d 5 set stone
d - abbreviated version of diamond
5 - radius (acts like sphere brush, not cube)
Random Spheres:
/fx br rs 5 15 0.5 set stone
rs - random sphere
5 - minimum radius
15 - maximum radius
0.5 - correction, keep at 0.5
Random Spheroids:
/fx br re 5 15 5 15 5 15 0.5 set air
re = random ellipse. Creates a brush that makes random spheroids varying in shape that
sets air. In this case 5 and 15 are the min and max size of each direction. Arguments are
in this order:
<x min> <x max> <y min> <y max> <z min> <z max> <correction> <op>
Splatter brush:
/fx br splatter 10 5 2 0.5 set stone
splatter - creates a splattering of spheres within a certain radius
10 - radius for the brush
5 - number of spheres to go within that radius
2 - radius of each sphere
0.5 - correction value for each sphere, leave at 0.5
Spike brush:
/fx br spike 20 4 set stone
Spike - crystal/shard shape
20 - height from top to bottom
4 - Radius of the widest point in the spike
set stone - operation that the brush carries out
Vines brush:
/script vines <radius> <length> <variance>
/script vines 12 5 3
Grass brushes:
/fx br s 0 0.5 macro grass{5;80%grass,10%lily_of_the_valley,10%tall_grass;2;0.5}
grass macro brush (not picky, will place grass on everything, including other grass or lava or
well, anything. Not good for grass but potential for other uses maybe.)
/fx br s 11 0.5 if both air at 0 -1 0 grass_block if noise perlin 2 128 4 set 40%air;50%grass;10%fern
This creates patches of grass using noise so it forms in “clumps”. I won’t explain it here, but it’s
covered more in depth in the noise brush document (linked further down).
Tree brushes:
/fx br s 0 0.5 macro tree{redmushroom;red_mushroom_block;mushroom_stem;6;2}
Red Mushroom brush (uses tree macro)
redmushroom - specifies which type of tree you want
Red_mushroom_block - specifies block for leaves
Mushroom_stem - specifies block for trunk
6 - default height
2 - height variation
Full list of tree types: oak, branch, big, bush, birch, darkoak, redmushroom, brownmushroom, jungle
Biome brushes:
/fx br s 15 0.5 biome JUNGLE
Creates a sphere biome brush of radius 15, which sets the biome to jungle. Bear in mind that
14eredit supports 3D biomes, so using this will create a 3D sphere of jungle.
/fx br spike 20 4 set stone - same as above, this creates a double sided spike whereas using
the line macro only gives half a spike, so there’s a place for both
Saving and loading an operation from a file
Sometimes if you wanna start putting together complicated brushes, they can be too long to put
inside the chat box. Also, for long complicated brushes it can be easier to remember a short file
name rather than a 200 character command. Thankfully 14eredit allows you to save operations
inside a text document that you can then use for brushes etc. Here’s how to do it:
Then add this file into the 14erEdit/ops folder *BEFORE* you boot up the MMS (it loads them up
when you open the server. If you want to edit operations whilst your using the server you need
to go into the profile/plugins/14erEdit/ops folder.
Then to use the desired operation simply put “file <filename>” into a brush or selection
command where you would usually use an operation.
In this example, the original brush might be:
/fx br s 5 0.5 if air set stone
And the new version with the filename in would instead be:
/fx br s 5 0.5 file stoner.txt
Obviously in that case, using a file would be a bit unnecessary, but for longer commands like
“deflatten.txt” it’s much smoother to use files.
If you use a file command and then make changes to it, you need to run this command to reset
it (otherwise it will keep using the old version):
/run dealloc file <filename>
Template brushes
Templates can be used to save a specific command in a way that lets you change specific
parameters about it when you put it in a brush. They can also be used to put minecraft
commands inside of 14erEdit brushes, which I talk about further down.
That’s not a hugely clear explanation, so let’s imagine a use for it!
Let’s make a basic sphere brush into a template: /fx br s 5 0.5 set stone
That command becomes: fx br s 5 0.5 set $1 - which we save inside a file, in this case called
sphere.txt and save it in the 14erEdit/templates folder
We then create the brush for this with the command: /template sphere dirt - which will
substitute dirt into the sphere brush we made above.
Now for something a bit more complicated. Let’s say you have a brush that adds grass to the
floor of an area. With templates, you could easily save that brush in a file, and then change what
block the grass gets placed on, whether it’s actually grass that’s placed and what type of flower.
Now, in order to let 14erEdit know what things we want to take as “parameters” (ie. how we can
tell it where to substitute in) we simply replace arguments from the brush with our “template
parameters” - placeholders which look like this: $1 $2 $3 etc
So, in the case of our grass brush with controllable target & flower, the brush becomes:
fx br s 7 0.5 if both air at 0 -1 0 $1 set 69%air;29%$2;2%$3
Note! The / at the beginning has also been removed!
Now we need to save this in a .txt file, for this example I’ll save it in grassy.txt and then save
that file in the 14erEdit/templates folder on the MMS.
Then once you boot up the server, simply create a brush using the following command
/template grassy.txt dirt grass fern
Template brushes can be used to nest minecraft commands inside of 14erEdit brushes, which
means that we can use them to create a brush that sets specific blocks to custom spawners in
no time at all.
So, if you want to make a brush that replaces all of the Gold Blocks in an area with custom
spawners simply create a template file (as above) with the correct setblock command in and
then nest a template command inside a brush.
If, for example we wanted to place lots of spawners for glowing creepers in an area, we would
create a template file with the following inside it and (for this example) save it as
glowingcreeper.txt
setblock ~ ~ ~
spawner{SpawnCount:4,SpawnRange:4,Delay:0,MinSpawnDelay:200,MaxSpawnDelay:600,MaxNearbyEntities:6,RequiredPl
ayerRange:16,SpawnData:{id:"minecraft:creeper",Glowing:1b}} replace
Save the file in the 14erEdit/templates folder and then simply create the brush as follows:
/fx br s 20 0.5 if gold_block template glowingcreeper.txt 0
Then your set, you have a brush that places spawners with custom data that will spawn glowing
creepers! Which, imo, is pretty cool. Obviously to change the spawners that the brush places,
simply edit the setblock command above using https://mcstacker.net/
A brush to update mobs from spawners:
I’ve left this here because it works and it’s an interesting use case of “vanilla commands bound
to a brush” - but you probably want to use the Bulk Spawner Editor by Gibbs instead for this
This allows you to quickly update all the spawners in an area, which is great for quick
rebalancing. There are two methods to do this, both following a simple 4 step process. The first
is easier and works if you still know the command for the old spawner. The second requires you
to get the coordinates of one of the old spawners and use it as a "reference" to compare to.
Step 1:
Option A:
execute if block ~ ~ ~ <spawner_to_replace> run setblock ~ ~ ~ <new_spawner>
Take this command and replace both <spawner_to_replace> and <new_spawner> with the spawner data from a
mcstacker setblock minecraft:spawner command, that is: spawner{SpawnData:{...}}
OR
Option B:
execute if blocks ~ ~ ~ ~ ~ ~ <coords_of_reference_spawner> masked run setblock ~ ~ ~ <new_spawner>
Replace <new_spawner> with the spawner data from a mcstacker setblock minecraft:spawner command, that is:
spawner{SpawnData:{...}}
Then input the coordinates of the “reference spawner” you using instead of the <coords_of_reference_spawner>
Step 2:
Save that single line with the new spawner data in a .txt file named OldtoNew.txt
Step 3:
Move it into the 14erEdit/templates folder.
Step 4:
Boot up the MMS, then use this brush:
/fx br s 10 0.5 if spawner template OldToNew.txt 0
Then you're done! Your brush will replace only the specific type of spawner you want it to!
P.S. If you're using option B be careful not to overwrite your reference spawner.
P.P.S. If you're using lots of different variants of the same mob in a small space, it may be safer to use
Option B.
Multibrushes
Wanna run one brush after another with a different radius or shape but you absolutely refuse to
click more than once? This is for you! The process is *similar* to the above process of saving
and loading an operation from a file and very similar to the process for Template brushes, but
with some minor (but important) differences. In earlier versions of 14eredit you could not undo a
multibrush, but now you can.
The first thing to do is to find where you should save your brushes for this. To create a
multibrush you will need to save your multibrush file into the 14erEdit/multibrushes/ folder.
Once you’ve found the folder, you can create a multibrush! Here’s a quick example of what the
text file for a basic multibrush might look like:
So save that in a file, let’s imagine we’ve saved ours as circles.txt for this example. Now in order
to create the brush for this we’ll simply use the following command:
You can use multiple of these arguments if you so desire! For example:
s 5 0.5 set $1
s 9 0.5 if not $1 set $2
These brushes are commonly used to add block-variation to an area in a way that’s more
sophisticated than just random noise.
They are more finicky than the FAWE version, but you therefore have more control. These
example brushes should give you a good starting point depending on what you’re going for.
Pictures included for reference.
The simplex operator takes 3 arguments, the dimensions, the cutoff and the scale factor. These
examples show what happens when you vary each one.
Nested Simplexes:
14eredit has the ability to run brushes within other brushes. In this case, we’re going to put
simplexes inside other simplexes, to help create even cooler block variation. From left to right:
one with glowstone, one without.
/fx br s 20 0.5 if bedrock if simplex 4 128 6 set white_concrete else if simplex 4 128 4 set
black_concrete else set gray_concrete
/fx br s 20 0.5 if bedrock if simplex 4 128 6 set white_concrete else if simplex 4 128 4 set
90%black_concrete;10%glowstone else set gray_concrete
/fx br s 20 0.5 if bedrock if simplex 3 128 4 set white_concrete else if near white_concrete 2 range
0 2 set red_concrete else set black_concrete
Other brushes:
This is where I paste brushes and stuff that people post in CTMC that I intend to add to the doc
later. I lurk and I steal your commands >:]
Overlay brush:
/fx br s 7 0.5 if both not air at 0 1 0 air / / set grass_block at 0 -1 0 set dirt at 0 -2 0 set dirt
Snow brush that only place snow on blocks with direct sky access:
/fx br s 7 0.5 ? sky 15 ? & air & at 0 -1 0 not air at 0 -1 0 not snow set snow
To do:
Add an explainer / examples of the below, above, near, range, adjacent and exposed operators
Play with the “smallruin” command
3D noise brush
/fx br s 10 0.5 #a ## perlin 3 120 4 -120 10 set gold_bock
Catenary (droopy line): the -22 will do very different things depending on your y coordinate,
more positive gives a bigger droop, more negative gives an arch, idfk either tbh
/script catenary stone -22 0.01