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ezEdits Wiki
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  • ezEdits Docs
  • Getting Started
    • Installing
    • Permissions
  • Palettes
    • Palettes Explained
    • Default Palettes
    • Palette Commands
  • Noise
    • Noise Explained
    • Noise Commands
  • Masks & Patterns
    • Masks
    • Patterns
  • Brushes & Tools
    • Brushes
      • Palette Shift Brush
      • Palette Gradient Brushes
      • Placement Brushes
    • Superwand
  • Commands
    • Deformation
    • Flowfields
    • Noisegen
    • Region
    • Placement
      • Available Structures
      • Primary+Secondary Alignment
      • Placement Parameters
      • Scatter Parameters
      • Array Parameters
    • Selections
    • Shapes
    • Smoothing
    • Spline
      • Common Parameters
      • 2D Spline Shapes
      • 3D Spline Shapes
      • Advanced Spline Shapes
    • Stained Glass
    • Surface
    • Survival
    • Texturing
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  1. Getting Started

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.reload

/ezedits reload Reloads the config

Admin

ezedits.array

//ezarray Places multiple structures sequentially along a path

Advanced

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.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.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.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.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.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.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.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.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

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

Basic

ezedits.survival.persist

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

Basic

ezedits.survival.wax

//ezsurvival 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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Last updated 4 months ago