MCEdit Filters


posted Sep 20, 2015, 1:43 PM by Adrian Brightmoore

@cocoamix86 requested the ability to do a find/place where the placed block is offset from the found block location.


posted Aug 30, 2015, 5:25 AM by Adrian Brightmoore   [ updated Aug 30, 2015, 5:31 AM ]

SQORED wanted Clouds.

Here's what I came up with!


posted Aug 24, 2015, 6:44 AM by Adrian Brightmoore   [ updated Aug 24, 2015, 6:54 AM ]

Brian Lorgon's idea is to make Armour Stands with custom names to show what the commands in Command Blocks are.

Here is a filter that does that.

Select your command blocks in MCEdit, run the filter. The 'offsets' let you position the Armour Stands that are generated relative to the Command Block. The Armour Stand is an Invisible Marker, so the default is to place it one block above the Command Block.

When you open your world in-game you will see the text floating. Look down on your contraption to document it as a screenshot with F2.

Medieval City

posted Aug 11, 2015, 11:39 PM by Adrian Brightmoore   [ updated Aug 14, 2015, 12:27 AM ]



posted Aug 9, 2015, 10:09 PM by Adrian Brightmoore   [ updated Aug 9, 2015, 10:10 PM ]

Like the builders of the Tower of Babel, my hubris has grown large!


posted Jul 24, 2015, 11:43 PM by Adrian Brightmoore

Requested by Spider for a v1.7 command block simultaneous trigger mechanism


posted Jul 23, 2015, 12:56 AM by Adrian Brightmoore   [ updated Jul 23, 2015, 11:58 PM ]

A cute filter that creates interesting tartan patterns.

Make a large wide and deep selection box, with a bit of height (play around). Select the colours you want, and run the filter. Result: Fabric!

The separate layers of thread are stacked at the bottom of the selection box, and the integrated fabric is on top. This filter uses sinusoidal functions to work out which thread type to place at each location, so the result is highly regular but with some variation to keep it interesting.


posted Jul 9, 2015, 9:53 PM by Adrian Brightmoore   [ updated Jul 9, 2015, 10:57 PM ]

This MCEdit filter can be used to grow Crystals in a cavern or tunnel.

1. Position the selection box around the void area, with walls inside the box around the edges.
2. Select the type of crystal material and any colour variants you like (checkboxes)
3. When you run this filter, the code will cast random rays from the centre of the box to the edges. Any walls it hits become the base of a crystal. There are a few styles of different crystal clumps
4. Optionally you can run this filter using the 'Cast Rays' option set to True (checked). This causes the filter to show you where the rays are being thrown so you can undo, then reposition the box if needed.



posted Jul 7, 2015, 6:37 AM by Adrian Brightmoore   [ updated Jul 7, 2015, 3:21 PM ]

Computer generated sagging bridges - custom width, railings, and anchor pylons.

Requested by @SirVladymir /


posted Jun 28, 2015, 1:49 AM by Adrian Brightmoore

This Filter expands the selection box to include all the connected non-air blocks to that block. It will expand the selection box to encompass the object it finds.

To use, select one block only and run the filter.

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