#is there an equivalent of WE //gmask >(block)
1 messages · Page 1 of 1 (latest)
Masks
Masks allow you to limit which blocks a tool in the Editor UI can affect, functioning like 'rules' that apply the tool's effects only under specific conditions.
How to Use Masks:
-
Ensure the
Tool Masksmenu is open. You can find it at:Main Menu Bar -> Tool Masks
-
For detailed information, refer to the Tool Masks documentation.
Example:
Here’s an example of a mask that selects both Grass OR Stone blocks IF the block above them is Air:
- Mask:
block = [stone,grass_block] & above = air - Logic:
- OR (|) to select either Grass or Stone.
- AND (&) to apply the condition where the block above must be Air.
below = (block)
awesome
can i then also do a big replacement of things with said mask
ctrl + r with your selection
use the replace operation instead
its not using the mask tho
you need to select with the mask and use the replace operation on that selection afterwards
using world painted i made a layered rockface like on the right with snow layers on top to replace then with conquest reforged layers of the stone layers to make smooth cliffs with layers
left still has the snow layers
so first i would need if using WE gmask >conquest:mudstone which is the light yellow layer
then replace any full snow block above that with itself
and after that a bunch of //replacenear snow[layer=1] conquest:mudstone_slab[layer=1] and the same for layer 2 3 4 etc
and i was hoping axium coudl make this less painfull
yes but it replaces alllll the snow layer1's and not only the ones with the "gmasked" block below it
then select only the snow above the "gmasked" block
i try
like in screenshot 1
this one?
h
oke i think i get it now
fek
i do get it now
but the allowed region seems an issue
cant make
this island
a full selection
it just selected alittle bit of it
thats what tool masks do
the selected blocks are the only blocks that should be selected by your mask
ye but not all
box select
then drag the whole box over the island
then press ented
then it only worked on this little corner of the map
out of your render distance?
iterate in increments
yea thats what i was afraid off
o well
then WE is faster for this specific task
ty for the help and your time!
very much appreciated
actually