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API automation caves chunk collab custom-object-layer dannypan distant-horizons export github grayscale heightmap import java javascript legacy loot mapsize mca-selector merge new-feature noob ocean optimize ores plugin populate read-only region render river rivers schematics script scripting structures super-flat TODO tutorial vanilla-transition vintage story water worldedit

Edit the block types of many schematic files at once
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create your own custom loot tables and inject them into schematics for automatically filled lootchests
View and download directly on github
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If you’re using WorldEdit version 7.3 or higher, when saving schematics use this format://schem save [filename] sponge.2.This is because WorldEdit 7.3+ uses the latest .schem format, which WorldPainter does not yet support.
If you’re using WorldEdit version 7.3 or higher, when saving schematics use this format://schem save [filename] sponge.2.
This is because WorldEdit 7.3+ uses the latest .schem format, which WorldPainter does not yet support.
Structures only generate in WorldPainter-created areas in some versions of Minecraft. If you check the box, they will still generate in Minecraft-generated areas. If structures do not generate, you will need to add them yourself either with schematics or the `/place` command (1.19 or later). //TODO: needs verification if villages actually spawn on export pre-1.19
Structures only generate in WorldPainter-created areas in some versions of Minecraft. If you check the box, they will still generate in Minecraft-generated areas. If structures do not generate, you will need to add them yourself either with schematics or the `/place` command (1.19 or later).
//TODO: needs verification if villages actually spawn on export pre-1.19
Within your custom object layer, double click your schematics and tick “extend foundation to ground”
Within your custom object layer, double click your schematics and tick “extend foundation to ground”