For the complete documentation index, see llms.txt. This page is also available as Markdown.

Permissions

List of permissions within ezEdits

Permissions are grouped into permpacks which can be granted with ezedits.permpack.***

Permission
Description
Permpack

ezedits.general.wiki

/ezedits wiki Prints the link for this wiki in chat

Basic

ezedits.general.info

/ezedits info Prints basic plugin info in chat

Basic

ezedits.general.quiet

/ezedits quiet Toggles on/off some of the chat messages from ezEdits

Basic

ezedits.admin.debug

/ezedits debugprint Prints debug info

Admin

ezedits.admin.reload

/ezedits reload Reloads the config

Admin

ezedits.array

//ezarray Places multiple structures sequentially along a path

Advanced

ezedits.brush

//ezbr none Remove current brush

Intermediate

ezedits.brush.array

//ezbr array Allows placing multiple shapes or 3d structures along a drawn path

Advanced

ezedits.brush.gradient

//ezbr gradient Binds the gradient brush to an item

Intermediate

ezedits.brush.gradientstroke

//ezbr gradientstroke Binds the gradient stroke brush to an item

Intermediate

ezedits.brush.paletteshift

//ezbr paletteshift Binds the palette shift brush to an item

Intermediate

ezedits.brush.petalpainter

//ezbr petalpainter Binds the petal painter brush to an item

Intermediate

ezedits.brush.place

//ezbr place Binds the place brush to an item

Intermediate

ezedits.brush.scatter

//ezbr scatter Allows placing multiple shapes or 3d structures in an area

Advanced

ezedits.debug

//ezdebug ... Various debug commands. Not required for normal use

Admin

ezedits.debug.loadingbar

//ezdebug clearLoadingBars Clears any active progress bar on screen.

Basic

ezedits.deform.hexagonalize

//ezdeform hexagonalize Deforms the blocks in selection into hexagonal pillars

Intermediate

ezedits.deform.noise

//ezdeform noise Deforms the blocks in selection based on a given noise

Intermediate

ezedits.deform.rotate

//ezdeform rotate Rotates the blocks in selection

Basic

ezedits.deform.voronoialize

//ezdeform voronoialize Deforms the blocks in a selection into voronoi cells

Intermediate

ezedits.deform.voronoialize2

//ezdeform voronoialize2 Deforms the blocks in a selection into voronoi cells approximating the input shapes

Intermediate

ezedits.deform.voxelize

//ezdeform voxelize Deforms the blocks in a selection into voxels

Intermediate

ezedits.flow.flowfield

//ezflowfield Generates a flowfield within a selection

Intermediate

ezedits.flow.flowline

//ezflowline Creates a single flow line from the player position

Intermediate

ezedits.gen.cone

//ezshapes cone Generates a Cone at the player's position

Basic

ezedits.gen.polydome

//ezshapes polydome Generates a Polydome at the player's position

Basic

ezedits.gen.polygon

//ezshapes polygon Generates a Polygon at the player's position

Basic

ezedits.gen.square

//ezshapes square Generates a Square at the player's position

Basic

ezedits.gen.tetrahedron

//ezshapes tetrahedron Generates a Tetrahedron at the player's position

Basic

ezedits.gen.torus

//ezshapes Torus Generates a Torus at the player's position

Basic

ezedits.mask.aim

#aim Masks to blocks matching the target block

Basic

ezedits.mask.attached

#attached Masks to blocks touching adjacent blocks

Basic

ezedits.mask.clipblocks

#clipblocks | #cb Masks to blocks in the player's clipboard

Basic

ezedits.mask.current

#current Represents your current global mask

Basic

ezedits.mask.fullblock

#fullblock Masks to blocks which occupy a full block of space

Basic

ezedits.mask.hotbar

#hotbar Masks to blocks in the hotbar

Basic

ezedits.mask.infested

#infested Masks to blocks which contain a silverfish

Basic

ezedits.mask.light

#truelight | #blocklight Masks to block matching a light level range. Truelight includes skylight Blocklight only considers light from blocks

Basic

ezedits.mask.lightsource

#lightsource Masks to blocks which emit light

Basic

ezedits.mask.near

#near Masks to blocks withing a given 3D range of the inner mask

Intermediate

ezedits.mask.noise

#eznoisemask Masks to blocks at positions where the given noise is above the given threshold

Intermediate

ezedits.mask.palette

#palette | #fuzzypalette Masks to blocks within the given palette. Fuzzypalette ignores block states

Intermediate

ezedits.mask.radialgradient

#radialgradientmask Masks to blocks within a given distance on the player which are above the gradient threshold

Intermediate

ezedits.mask.schemblocks

#schemblocks | #sb Masks to blocks in a schematic file

Basic

ezedits.mask.selection

#savedselection Masks to blocks within the region of a saved selection

Intermediate

ezedits.mask.vectorgradient

#vectorgradientmask Masks to blocks at positions along a given vector which are above the gradient threshold

Intermediate

ezedits.noise.delete

//eznoise delete Deletes a saved noise preset

Intermediate

ezedits.noise.list

//eznoise list Lists all saved noise presets

Intermediate

ezedits.noise.print

//eznoise print Prints the parameters of a saved noise preset

Intermediate

ezedits.noise.save

//eznoise save Saves a noise preset

Intermediate

ezedits.palettes.decode

//ezpalette decode Prints the blocks of a given encoded palette string.

Intermediate

ezedits.palettes.delete

//ezpalette delete Deletes a saved palette

Intermediate

ezedits.palettes.encode

//ezpalette encode Encodes a palette into a shorter text string

Intermediate

ezedits.palettes.fetch

//ezpalette fetch Fetches blocks from the world or player's hotbar and saves as a palette

Intermediate

ezedits.palettes.list

//ezpalette list Lists all saved palettes

Intermediate

ezedits.palettes.place

//ezpalette place Places a saved palette into the world

Intermediate

ezedits.palettes.print

//ezpalette print Prints the blocks of a saved palette

Intermediate

ezedits.palettes.save

//ezpalette save Saves a palette

Intermediate

ezedits.palettes.swap

//ezpalette swap Swaps all the blocks matching with the corresponding block in another palette

Intermediate

ezedits.pattern.aim

#aim Uses the target block as the pattern

Basic

ezedits.pattern.hotbar

#hotbar Uses blocks in the hotbar as the pattern

Basic

ezedits.pattern.noise

#eznoisepattern Uses a noise preset to place palette blocks

Intermediate

ezedits.pattern.palette

#palette Treats the blocks in a palette as if they were simply listed out

Intermediate

ezedits.pattern.radialgradient

#radialgradientpattern Sets palette blocks based on distance to player

Intermediate

ezedits.pattern.selection

#selection Sets blocks based on what is currently in the world at the location of the saved selection. As if that area were tiled/stacked

Intermediate

ezedits.pattern.vectorgradient

#vectorgradientpattern Sets palette blocks along a vector with a given length

Intermediate

ezedits.place

//ezplace Places a single structure

Intermediate

ezedits.region.moss

//ezmoss Places a layer of blocks on flat surfaces

Intermediate

ezedits.region.noisegen

//eznoisegen ... Uses noise to place blocks within a region

Intermediate

ezedits.region.solidslab

//ezslabmerge Converts double slabs into full blocks

Basic

ezedits.region.statecycle

//ezstatecycle Cycles a given block state for all blocks with that state

Intermediate

ezedits.region.vines

//ezvines Hangs blocks like vines from the given mask

Intermediate

ezedits.scatter

//ezscatter Scatters a shape or 3d structure across the surface of blocks within your selection

Advanced

ezedits.selection.delete

//ezselection delete Deletes a saved selection

Intermediate

ezedits.selection.delpos

//-2 Removes the last point in your selection

Basic

ezedits.selection.encapsulate

//encapsulate Resizes an existing selection to the smallest cuboid containing matching blocks

Basic

ezedits.selection.encapsulatenear

//encapsulatenear Creates a cuboid selection of the smallest size to contain nearby matching blocks

Basic

ezedits.selection.here

//selhere Moves selection to the player

Basic

ezedits.selection.invert

//selinvert Reverses the order of points in a selection

Basic

ezedits.selection.list

//ezselection list Lists all saved selections

Intermediate

ezedits.selection.load

//selload Loads a saved selection

Intermediate

ezedits.selection.next

//next Moves a selection by its own size in a given direction

Basic

ezedits.selection.save

//ezselection save Saves the current selection

Intermediate

ezedits.smooth.deflate

//ezdeflate Contracts the blocks in a selection

Basic

ezedits.smooth.ezsmooth

//ezsmooth Smooths a selection in 3D

Intermediate

ezedits.smooth.inflate

//ezinflate Expands the blocks in a selection

Basic

ezedits.smooth.smoothblocks

//ezsmoothblocks Smooths a region using stairs, slabs, and walls

Advanced

ezedits.spline.basic

//ezspline basic Generates a simple cylindrical spline

Intermediate

ezedits.spline.2d

//ezspline 2d ... Generates a shaped spline by sweeping a 2d shape along the path

Intermediate

ezedits.spline.3d

//ezspline 3d ... Generates a spline based on the given spline shape

Intermediate

ezedits.spline.expression

//ezspline expression Generates a spline shaped by a given expression

Intermediate

ezedits.spline.noise

//ezspline noise Generates a spline deformed with noise

Intermediate

ezedits.spline.rope

//ezspline rope Generates a rope shaped spline

Intermediate

ezedits.spline.structure

//ezspline structure ... Stretches a structure along the spline path

Intermediate

ezedits.stainedglass.gradient

//stainedglassgradient Generates a colour gradient using layers of stained glass

Basic

ezedits.stainedglass.image

//stainedglassimage Generates an image with layers of stained glass

Experimental

ezedits.surface.fuzzify

//ezsurface fuzzify Uses white noise to make the surface of blocks in the region more "fuzzy"

Intermediate

ezedits.surface.noisify

//ezsurface noisify Uses a given noise to deform the surface of blocks in the region

Intermediate

ezedits.surface.rockify

//ezsurface rockify Uses noise to make the surface of blocks in the region more "rocky"

Intermediate

ezedits.surface.voronoify

//ezsurface voronoify Uses voronoi noise to make the the surface of blocks in the region more cellular

Intermediate

ezedits.survival.deinfest

//eztweak deinfest Replaces infested blocks with their non-infested counterpart

Basic

ezedits.survival.persist

//eztweak persist Lets you set the persistence of all leaves within a selection, enabling or disabling decay

Basic

ezedits.survival.waterlog

//eztweak waterlog Lets you set the persistence of all leaves within a selection, enabling or disabling decay

Basic

ezedits.survival.wax

//eztweak wax Replaces copper block with their waxed or unwaxed counterpart

Basic

ezedits.symmetry.reflectional

//ezsymmetry reflectional | reflectional3d Starts a reflectional symmetry mode

Experimental

ezedits.symmetry.rotational

//ezsymmetry rotational Starts rotational symmetry mode

Experimental

ezedits.symmetry.translational

//ezsymmetry translational Starts translational symmetry mode

Experimental

ezedits.symmetry.update

//ezsymmetry update Updates blocks to match changes relative to the symmetry type

Experimental

ezedits.texture.advanced

//eztexture advanced Mix multiple textures

Intermediate

ezedits.texture.ambient

//eztexture ambient Textures region by approximating ambiance

Intermediate

ezedits.texture.axisgradient

//eztexture axisgradient Textures region using axis-aligned gradients

Intermediate

ezedits.texture.blend

//eztexture blend Blends palette blocks which are next to each other

Intermediate

ezedits.texture.blocklight

//eztexture blocklight Textures region depending on in-game block light levels

Intermediate

ezedits.texture.cells

//eztexture cells Paints a cell texture using voronoi noise

Intermediate

ezedits.texture.curvature

//eztexture curvature Textures region by approximating 3D curvature

Intermediate

ezedits.texture.surfaceflow

//eztexture flow Textures region with a flowfield along the surface

Intermediate

ezedits.texture.noise

//eztexture noise Textures region using the given noise

Intermediate

ezedits.texture.pointlight

//eztexture pointlight Textures region based on how much the surface is facing a point light

Intermediate

ezedits.texture.shift

//eztexture shift Shifts blocks in a palette by a given amount

Intermediate

ezedits.texture.sunlight

//eztexture sunlight Textures region based on how much the surface is facing a global light direction

Intermediate

ezedits.tools.superwand

//superwand An advanced selection wand

Basic

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