Architect is the MCME plugin that gives builders their tools. It hands out the special blocks of the MCME resource
packs, lets you change block states, armor stands, banners, signs and paintings without breaking them, and switches
your resource pack as you move around Middle-earth. This page covers the tools builders use in game: the commands you
type and what you will see. Staff and manager commands are on Architect staff tools.
Architect's code is on GitHub.
Before you start
Build permission. Most of Middle-earth is locked. Architect only lets you change blocks where TheGaffer, MCME's
job plugin, lets you build, which usually means inside a job you have joined. See
Building on jobs. Elsewhere, a tool click is refused with the job plugin's message.
Your resource pack. MCME uses one resource pack per region of Middle-earth, and many of Architect's tools depend on
the pack you have on. Your client must accept server resource packs: in the multiplayer list, select the server, click
Edit and set Server Resource Packs to Enabled. See Resource packs below.
Permission groups. Architect sorts its permissions into four groups. Each group includes everything of the one
before it.
| Group | Adds, among other things |
|---|---|
| Adventurer | the build inventory (/inv), kits (/get), the stick and its editors, named items, /rp, /fbt, /viewdistance, /switchstick |
| Artist | saving armor stands and banners, private kits, /weselect |
| Designer | copy and paste, /random, public kits, saved inventories, no-physics exception areas |
| Head Designer | the staff tools on Architect staff tools |
The groups are named after MCME's build ranks, but staff decide on the servers what each rank gets. Each section below
names the group a command needs. If Architect answers that you have no permission, ask staff.
Keys and tools at a glance
| Hold | Do | What happens |
|---|---|---|
| Anything | Press F (the swap-hands key) | Opens the build inventory of your pack. |
| A special block | Sneak and press F | Opens that block's variants. Left-click one to swap it into your hand. |
| Anything else | Sneak and press F | Opens the head inventory. |
| A special block | Sneak and press Q | Swaps the block in your hand for its "next" block. |
| Two or more of a special block | Sneak and press Ctrl+Q | Opens the block's variants. |
| Anything but flint | Middle-click a block (pick block) | Gives you the matching MCME block. |
| Flint | Left-click a block | Shows the block's exact data in chat. |
| Flint | Right-click a block | Gives you the matching MCME block. |
| Stick | Left-click, then right-click a block | Selects, then changes a block state (after /switchstick). |
| Stick | Click a banner, painting, armor stand or sign | Uses that editor. |
| Stick | Click a player head | Gives you a copy of the head. |
These keys work in worlds where the build inventory is switched on. Elsewhere, F swaps your hands as usual.
The build inventory
Press F to open MCME Blocks - <pack>, the build inventory of your resource pack. It lists the pack's special
blocks (see Special blocks), sorted into tabs. Taking a block gives you copies, so nothing runs out.
- Tabs. Click a tab in the top row to show its blocks. When there are more tabs than fit, icons at both ends of
the row scroll it. - Pages. A long tab has a page-down icon in the bottom-right slot, and from the second page on a page-up icon in
the top-right slot. - Taking blocks. Left-click a block to put 2 of it on your cursor. Left-click again for one more, up to a full
stack. Then click a slot of your own inventory. You cannot drag or shift-click items into the window. - Variants. Some blocks have a collection of variants. Right-click or Shift+left-click the block to open it. Click
the tab icon below the block to go back. - The window opens where you left it, until staff reload the inventories.
| Command | What it does |
|---|---|
/inv b |
Opens the build inventory of your pack. Any word that starts with b works, such as /inv blocks. |
/inv b rp:<pack> |
Opens another pack's build inventory. The start of the name is enough: rp:hum means Human. |
/inv b s:<text> |
Searches the block names of your pack. The title shows the hits, such as 12 blocks found for *door*. Left-click a result to take one. |
/inv h |
Opens the head inventory. /inv h s:<text> searches it. |
/inv c |
Opens the saved inventories (below). /inv s does the same. |
/inv help |
Shows the help. |
Permission: Adventurer group (architect.inventory). The F key needs no permission.
/inv searchopens the saved inventories, not a search, because every word that starts withsorcdoes. To
search, type/inv b s:<text>. Type the subcommands in lower case:/inv Bis refused.
If Architect cannot tell your pack, /inv answers You are not in a valid resource pack region. Please use '/inv <subcommand> <rp:rp-name>'. Add rp:<pack>, or load a pack with /rp.
Saved inventories
A project leader can share the blocks a build needs as a saved inventory.
- Fill your inventory with the blocks. Hold the item you want as the tab icon in your off hand.
- Run
/inv create <name>, or/inv create rp:<pack> <name>for another pack. Your main inventory and hotbar become
a saved inventory of that pack. Architect answersInventory saved. - Builders open it with
/inv c. The window is calledSaved Inventories - <pack>, and each saved inventory is a
tab. Take blocks as in the build inventory. - Delete yours with
/inv delete <name>.
Permission: creating saved inventories and deleting your own needs the Designer group (architect.inventory.save).
Opening them only needs /inv.
Every saved inventory is public: anyone who can use
/invcan take from it. After you create or delete one, ask
staff to run/inv reload. Until then, players who opened the window before do not see the change.
Special blocks
The MCME resource packs give many block states a texture of their own: a stair state can show as a chair, a wall state
as part of a branch. Architect calls such a state a special block. It places the exact state for you, without block
updates, so the neighbouring blocks do not change it. Each pack has its own list of special blocks.
A special block item has two lines of lore: MCME Block, and then <pack>/<id>, for example Human/oak_chair.
Placing special blocks
- Get the item: from the build inventory, with pick block (below), or from a kit.
- Hold it in your main hand. The off hand does not place special blocks.
- Right-click a block. The new block usually goes against the face you clicked, and turns the way you face if it is
that kind of block. It only replaces air, water, lava, fire, short grass or a light block. - To place against a door, trapdoor, button, lever or fence gate, sneak while you click. Without sneaking you use that
block instead.
Placing needs no Architect permission, only build permission at the spot. Break special blocks as usual. The special
blocks you place count towards your job statistics.
Sneak-click editing. Some blocks change a block that is already there when you sneak and right-click it with an
item of the same kind. Fence, pane and vine faces turn on or off, connections change, and branch pieces switch to their
next variant. A sneak-click edit needs build permission, and does not count in job statistics.
| You see | What it means |
|---|---|
Special block data not found, item is probably outdated. |
The block was renamed or removed from the pack. Take a new one from the build inventory. |
Not enough room: every space this block fills must be empty. |
Tall blocks, such as doors, need empty spaces above the spot. |
Copying what is already built
| Action | Result |
|---|---|
| Middle-click a block (pick block), up to 6 blocks away | You get 2 of the matching special block of your pack. If it is already in your hotbar, that slot is selected. |
| Sneak and middle-click a block | Opens that block's variants in the build inventory. While sneaking, pick block also reaches water and lava. |
| Middle-click a painting or item frame | You get a painting, the framed item, or an empty item frame of the same kind. |
| Right-click a block with flint, even far away | As middle-click, but your selected slot stays: the item goes into a free hotbar slot. Sneak to open the variants instead. |
Pick block looks at the special blocks of your current pack. If none matches, you get the vanilla item. Chests, trapped
chests and ender chests work as in vanilla. If Architect cannot tell your pack, you see Your resource pack could not be determined. You might not get correct block picks. Load a pack with /rp, then try again.
Flint and /weselect
Flint is the inspection tool, and needs no permission.
- Left-click a block with flint: chat shows the block's position, material and each property. Click a line to put
the block's data into your chat box. - Sneak and left-click several blocks, then sneak and left-click the air: chat shows their data as one clickable
line, separated by commas.
With /weselect (alias /wes) you set a preset, usually a WorldEdit command, that these clickable lines fill in.
In a preset, # marks where the block data goes; without #, the data goes at the end.
| Command | What it does |
|---|---|
/weselect <command> |
Sets the preset for a normal left-click. |
/weselect shift <command> |
Sets the preset for a sneaking click. |
/weselect show |
Shows both presets. |
/weselect reset |
Clears both. |
Two examples:
/weselect //set #, then left-click a block with flint and click the line. Your chat box now holds
//set minecraft:oak_stairs[facing=north,half=bottom,shape=straight,waterlogged=false]./weselect shift //replace stone #, then sneak and left-click three blocks, sneak and left-click the air, and click
the line://replace stone oak_planks,spruce_planks,birch_planks, a random mix.
Permission: Artist group (architect.weselect) for /weselect. Presets last until the server restarts.
Kits (/get)
A kit is a saved hotbar: up to nine items, often special blocks, that anyone can get back with one command. /get also
gives heads from the MCME head collection and dyed leather armor.
| Command | What it does | Group |
|---|---|---|
/get list [page] |
Lists the public kits and your own private ones. Click a line to put /get <kit> in your chat box. |
Adventurer |
/get <kit> |
Adds the kit's items to free slots of your inventory. Items that do not fit are lost. | Adventurer |
/get <kit> -o |
Puts each item into the hotbar slot it was saved from, replacing what is there. | Adventurer |
/get head <head or folder> |
Gives one head, or every head in that folder, from the head collection. | Adventurer |
/get armor <colour> |
Gives a full set of leather armor in a hex colour, such as FF0000. |
Adventurer |
/get pcreate <kit> [description] |
Saves your hotbar as a private kit. | Artist |
/get create <kit> [description] |
Saves your hotbar as a public kit. | Designer |
/get publish <kit>, /get unpublish <kit> |
Makes your kit public or private. | Designer |
/get delete <kit> |
Deletes your own kit. | Adventurer |
- You can have at most 11 private kits.
- Kit names are case-sensitive.
list,armorandhelpcannot be kit names. - A kit keeps copies of the items. A special block in a kit stops working when the pack renames or removes it.
A private kit is only hidden:
/get listshows it to you alone, but anyone who knows the name can get it. In this
version a private kit can also be lost once its owner has been offline for about 14 hours. Use a public kit for
anything you want to keep.
Item blocks
Item blocks show detailed models that are not blocks, such as furniture. Each one is a base block, often an invisible
barrier, plus an invisible armor stand on the same spot that wears the model.
- Take an item block from the build inventory and place it like any special block. Some turn the way you face, and
some pick one of several models at random. - To change the model, right-click the base block with a stick. It steps to the previous model. This works even
while your stick is switched off. - To remove the item block, break its base block. The armor stand goes with it.
Limits. Each chunk takes only so many item blocks. Armor stands, item frames and paintings all count towards the
limit, but only item blocks are refused. A full chunk answers:
Too many entities (paintings, item frames, item blocks and armorstands) in this chunk already. (Limit: <n>).
Staff set the limits per area.
Permission: placing needs none. Changing the model needs the Adventurer group (architect.cycleBlocks) and build
permission.
If the base block disappears another way, such as with WorldEdit or
/fill, the armor stand stays behind. Ask staff
to remove it.
The stick: change block states
With a stick you can change any property of a placed block, such as its facing, half, shape, open, lit, waterlogged or
age, or the sides of a fence, pane or wall, without WorldEdit. Architect sets the new state without block updates, so
the neighbours leave it alone.
- Turn the stick on with
/switchstick(or/swst, or/ss). It starts off for every player. Architect remembers
your choice; run the command again to turn the stick off. - Hold a stick and left-click a block. Each left-click selects the block's next property, for example
Selected Block State: facing : north. - Right-click the block to step that property to its next value, for example
Set Block State: facing : east.
Permission: Adventurer group (architect.switchstick and architect.cycleBlocks), and build permission at the
block.
- With the stick off, a click says
The stick is disabled. You can turn it on with /switchstick. - In worlds where the stick works, a click on a block with a stick in hand never presses a button or breaks a block,
even with your stick off. Doors are the exception: a right-click opens or closes them as usual, so the stick cannot
change a door's properties. - The selected property is a position in a list. On another kind of block it can point at a different property, so
left-click once to check before you right-click. - Some states are not allowed in a world. Architect then answers
Block state: ... is not allowed. - Banners, paintings and armor stands have their own stick editors (below).
/switchstickdoes not affect them.
Armor stands (/armor)
The armor stand editor poses, dresses, moves and scales armor stands, and copies, pastes and saves them.
- Choose a mode with
/armor <mode>, and for the rotation modes a part:/armor x la. - Hold a stick and click the stand. A right-click steps forward or switches; a left-click steps back.
- In the item modes (
he,h,o), hold the item instead of a stick. A right-click puts one on the stand; a
left-click takes the stand's item away, and you do not get it back.
| Mode | What a click on a stand does |
|---|---|
he, h, o |
Puts on or takes off the helmet, main hand or off hand item. |
mx, my, mz |
Moves the stand along x, y or z. |
mo |
Moves the stand left or right, as you see it. |
x, y, z [part] |
Rotates a part around the x, y or z axis. |
r [part] |
Rotates a part around the line you look along. |
t |
Turns the whole stand. |
str [part] |
Straightens a part; with no part, all parts. |
b, a, si, v, g |
Switches the base plate, arms, small size, visibility or gravity. |
sc |
Scale: a right-click makes the stand bigger, a left-click smaller. |
l |
Locks or unlocks the stand. A locked stand refuses every edit. |
c |
Copy: click a stand to copy it. |
p [file] |
Paste: right-click a block to place your copy on it. With a file name, loads that saved stand first. |
Parts are h head (the default), la left arm, ra right arm, ll left leg, rl right leg, b body and all.
/armor parts lists them.
Step size. /armor <1-360> sets it, /armor + and /armor - change it by one, and /armor default sets it back
to 10. Rotations step in degrees, moves in hundredths of a block, and scale in per cent.
| Command | What it does | Group |
|---|---|---|
/armor |
Shows your current mode. | Adventurer |
/armor paste |
Places your copy at once, at the same offset from you as when you copied it. | Adventurer |
/armor clear |
Empties your armor stand clipboard. | Adventurer |
/armor files [folder] [page] |
Lists saved stands. Click one to load it. | Adventurer |
/armor save <name> <description> |
Saves the stand you copied with mode c. The description is required. |
Artist |
/armor rename <old> <new>, /armor delete <name> |
Renames or deletes your own saved stand. | Artist |
/armor help |
Shows the help. | Adventurer |
A copy keeps position, equipment, pose, arms, base plate, gravity, size and visibility, but not the scale, lock or name.
Banners (/banner)
The banner editor changes the patterns and colours of a placed banner, and saves designs.
- Choose a mode, and where needed a pattern number, with
/banner <mode> [n]. Pattern 0 is the base colour, 1 the
first pattern, and so on. Only the first letter of the mode counts. - Hold a stick and click the banner. A left-click steps forward, a right-click back.
| Mode | What a click on a banner does | |
|---|---|---|
l |
Lists the base colour and every pattern with its number and colour. | |
t |
Steps pattern n through all pattern types. | |
c |
Steps pattern n through the 16 dye colours. | |
a |
Adds a new pattern on top. Change it with t and c. |
|
r |
Removes pattern n. The patterns above it move down one number. | |
s |
Gives you a shield with this design. | |
g |
Gives you 16 banners with this design. | |
| Command | What it does | Group |
| --- | --- | --- |
/banner <n> |
Selects pattern number n. | Adventurer |
/banner save <file> <description> |
Saves the banner in your main hand. | Artist |
/banner load <file> |
Gives you 16 of a saved banner. | Adventurer |
/banner files [folder] [page] |
Lists saved banners. Click one to load it. | Adventurer |
/banner delete <file> |
Deletes your own saved banner. | Adventurer |
The stick cannot turn a banner. Your mode is forgotten when the server restarts.
Signs (/sign)
The sign editor changes sign text in place, with colours, Tengwar or Angerthas lettering and glowing text.
- Hold a stick and left-click a sign: standing, wall or hanging. You edit the side you face.
- Chat shows the four lines. Click one, and your chat box gets
/sign <n> <current text>. Change the text and send it. - Or type
/sign <1-4> <text>yourself./sign glow trueor/sign glow falseturns glowing text on or off.
| Code | Effect |
|---|---|
&0 to &9, &a to &f |
Colours. Text is black until you choose one. |
&k, &l, &m, &n, &o |
Obfuscated, bold, strikethrough, underlined, italic. |
&r |
Back to plain black text. /sign <n> &r empties a line. |
#RRGGBB |
Any colour, as a hex code. |
&T, &A, &L |
Tengwar, Angerthas, and back to Latin letters. Capitals only. They show with an MCME resource pack. |
\_ |
A space, for a leading or double space. |
Permission: Adventurer group (architect.signEditor), and build permission to select a sign.
&3gives dark red and&4dark aqua: the other way round from the game's own codes.- A line longer than 15 characters (10 on a hanging sign; codes do not count) gets a warning that it may be cut off,
but is written anyway.
Paintings and item frames
With a stick you can switch a placed painting to another motif without breaking it. Right-click the painting for the
next motif, left-click for the previous one. The order does not wrap round at the first or last motif. If the next motif
does not fit the space, nothing changes and you cannot step past it: left-click to go back, or give the painting more
room.
Permission: Adventurer group (architect.paintingEditor), and build permission. Breaking a painting, item frame or
leash knot needs the Adventurer group too (architect.hangingEntityEditor).
Named items
The game cannot place half a door, one half of a bed, crops without farmland or a piston head on its own. Today most
such blocks are in the build inventory. The older way still works: rename a vanilla item in an anvil so that its name
starts with a key word, then use it.
| Item | Name starts with | What happens |
|---|---|---|
| An oak, spruce, birch, jungle, acacia, dark oak or iron door | Half |
Places only the lower half of the door. |
| A red bed | Half |
Places one half of a bed: the foot, or the head if the name ends in (head). |
| A redstone torch | Unlit |
Places a redstone torch on the face you click. In this version it comes out lit: set lit with the stick. |
| Wheat, melon or pumpkin seeds, mushrooms, cactus, rose bush, dead bush, nether wart or lily pad | Placeable |
Places the plant on any block. Right-click a crop of the same kind to lower its growth stage. |
| A piston | Table or Wheel |
Places a sticky piston head on its own, facing you. |
| A furnace | Burning |
Places a lit furnace that stays lit. |
The key word is case-sensitive: half oak door places a normal door. Permission: Adventurer group, and build
permission.
Block updates and redstone
Block updates, or "physics", undo decorative work: a torch drops when its support goes, a plant without soil pops off,
fences reconnect and water flows. Architect stops these updates for chosen blocks, world by world, with a
no-physics list.
/nophy list <world>shows the list of a world. The reply says whether the world has a NO physics list (the listed
blocks get no updates) or an ALLOW physics list (only the listed blocks get updates). Adventurer group
(architect.noPhysicsList.view).- Because neighbours no longer update, Architect itself connects newly placed fences, glass panes, walls, chests and
stairs to their neighbours.
Exception areas give blocks their updates back inside a named box, whatever the list says. They need the Designer
group (architect.noPhysicsList.exception).
| Command | What it does |
|---|---|
/nophy exception redstone <name> |
Makes a redstone exception area from your cuboid WorldEdit selection. |
/nophy exception water <name> |
Makes a water exception area in the same way. Water and lava flow there. |
/nophy exception list [page] |
Lists the areas. Hover over one to see its size; click it to put the delete command in your chat box. |
/nophy exception delete <name> |
Deletes an area. |
Redstone areas cover redstone parts, pistons, wooden doors, trapdoors and fence gates, iron doors, hoppers, droppers,
dispensers and a few more. Names are case-sensitive. To resize an area, delete it and make it again.
Redstone power is frozen on the whole server, in every world and inside exception areas too. Levers and buttons do
not switch, and doors, lamps and rails ignore power. This is on purpose: the MCME packs use redstone block states as
decoration, such as an unpowered repeater shown as a basket. To show a block as powered or lit, set its state with
the stick.
Invisible blocks. Placing barrier, light and structure void blocks from the creative inventory needs a separate
permission that is in none of the groups. Without it you see
You can't place invisible blocks (barrier, light, structure void). Light blocks from the build inventory work for
everyone. Right-click a light block with a light item to raise its level; sneak to lower it (this needs build
permission).
Copy and paste
Architect has a clipboard of its own, apart from WorldEdit's //copy and //paste. You copy a cuboid WorldEdit
selection, turn or mirror it, and paste it at the same offset from where you stand.
- Select a cuboid with WorldEdit, for example with
//pos1and//pos2. - Stand where you want the reference point and run
/copy. - Go to the new place and stand at the matching spot. Turn or mirror the clipboard if you like, then run
/paste. - Not right? Run
/undo.
| Command | What it does |
|---|---|
/copy (/cp) |
Copies your selection. Architect remembers where you stand. |
/cut (/ct) |
Copies, then empties the box without block updates. |
/paste (/pst, /ps) |
Pastes at the same offset from you as when you copied. -a leaves out the clipboard's air, -b leaves the biomes alone. |
/undo [n] (/un, /ud) |
Undoes your last n pastes and cuts (1 if you give no number). |
/redo [n] (/re, /rd) |
Redoes your last n undone edits. |
/rot [90\|180\|270] (/rt) |
Turns the clipboard clockwise, seen from above. 90 if you give no number. |
/flip [x\|y\|z] (/flp, /fl) |
Mirrors the clipboard. With no axis, it mirrors along the direction you look. |
What is copied: every block with its contents (sign text, chest contents, banners and heads), the paintings, item
frames and armor stands in the box, and the biomes. Mobs and other entities are not copied. Your clipboard is kept when
you log out, but turns and flips are not. Undo steps (30 unless staff changed the number) last until the server
restarts.
Permission: Designer group (architect.copypaste), plus a copy limit that staff give separately. Without one,
/copy answers that you are allowed to copy 0 blocks only.
A big paste or undo runs all at once and can make the server lag: paste large areas in parts. Custom biomes (the
mcme:ones) are not pasted, and/undocannot bring back a custom biome a paste replaced. Use/paste -bto keep
the biomes as they are.
WorldEdit has an /undo and /redo too. If yours reaches WorldEdit, use /un and /re, or /mcme-architect:undo
and /mcme-architect:redo.
The randomiser (/random)
/random gives blocks of chosen types around you a random value of one number property, such as the growth stage of
crops, so that fields and gardens look natural.
- Choose the blocks:
/random material <block:Property>, for example/random material wheat:Age. The entry must be
on the allow-list exactly as written;/random showAllowedshows the list. - Choose the values:
/random range <min> <max>(4 to 7 at first). Put the smaller number first. - If you like, weight them:
/random prob <p1> <p2> ..., one percentage per value, in order. - Set the radius:
/random radius <r>, from 1 to 150 (100 at first). - Run
/random. Every matching block within the radius gets a random value.
/random show shows your settings, which last until the server restarts. Permission: Designer group
(architect.randomiser.user).
/randomcannot be undone. Keep the radius small: at the default of 100 it checks millions of blocks at once, which
can make the server lag.
Custom heads (/chead)
MCME keeps a shared collection of decorative player heads. Anyone with the Adventurer group can submit a head; staff
review it and sort it into a category.
| Command | What it does |
|---|---|
/chead warp |
Teleports you to the head gallery, where the whole collection stands on display. |
/chead list [folder] [page] |
Browses the accepted heads; folders are categories. Click a head to put /get head <category/name> in your chat box. |
/chead submit <name> |
Submits your own skin as a head. |
/chead submit <player or UUID> <name> |
Submits that player's current skin. |
/chead submit handitem <name> |
Submits the player head in your main hand. |
To take an accepted head, use /get head <category/name>, or open the head inventory with sneak+F or /inv h. You can
also click a placed player head with a stick, right-click it with flint, or middle-click it, to get a copy:
Given head: <name>.
Permission: Adventurer group (architect.customHeadManager.user). Submitting looks the skin up at Mojang, which
allows only so many requests a minute. If you see Wait one minute at least before you try again., do just that.
Seeing better
| Command | What it does | Group |
|---|---|---|
/fbt (/fullbright, /nightvision) |
Turns endless night vision on (Full brightness on!) or off (Full brightness off!). Dying clears it. |
Adventurer |
/viewdistance <number> (/viewdist) |
Sets the view distance Architect tells your client, up to 500, so builds stay in sight as you move away. | Adventurer |
/viewdistance default |
Goes back to the world's value. | Adventurer |
/parrot |
Removes the parrots from your shoulders. | everyone |
In a world where full brightness is switched off, /fbt says so, and arriving there takes your night vision away
(Fullbright is not allowed in this world!).
Resource packs
Architect sends each player the right MCME resource pack. Some areas of a world are resource pack regions: walk
into one, and you get its pack. You can also load a pack yourself.
| Command | What it does |
|---|---|
/rp <pack> |
Loads the pack. The start of its name is enough: /rp h and /rp human both load Human. Architect answers Server resource pack set to: <pack>. |
/rp <pack> -force |
Sends the pack again even if you have it, for example after a failed download. |
/rp check |
Tells you which pack the region you stand in uses, or No server rp defined for your location. |
/rp auto off |
Turns automatic switching off, so regions no longer change your pack. /rp auto turns it back on. |
/rp reset |
Inside a region: turns automatic switching on and loads the region's pack again. |
/rp client <type> |
Sets your client type, vanilla, sodium or lite, and reloads your pack in that build. |
/rp variant <name> |
Sets your variant, such as light or footprints, and reloads your pack. |
/rp help |
Lists the pack shortcuts and the /rp commands. |
The shortcuts from /rp help: /rp r Rohan, /rp h Human, /rp l Lothlorien, /rp p Paths of the Dead, /rp d
Dwarven (Moria) and /rp m Mordor. /rp g and /rp e load Human too, because Human replaced the Gondor and Eriador
packs. A shortcut only works for packs the server has.
Permission: Adventurer group (architect.resourcePackSwitcher). /rp check needs none.
Your settings are kept for you on every server. New players start with automatic switching on, client type
vanilla and variant light. Each time you join the network, Architect sets your client type again: sodium if you
play with the MCME modpack, vanilla if your client is not Fabric. On a plain Fabric client with another type, you get
a clickable hint to switch to sodium. On Forge or OptiFine, you get a reminder to switch mip-mapping off, and a note
that OptiFine shaders do not work with the MCME packs.
| You see | What it means |
|---|---|
Resource pack loaded successfully. |
Your client loaded the pack. |
Resource pack loading failed. Did you enable server resource packs... |
Your client refused the pack. Enable server resource packs (see Before you start), then try /rp <pack> -force. |
You are already using rp <pack> |
You have that pack already. Add -force to load it again. |
Resource pack not found. For more info use /rp help. |
No pack on this server starts with what you typed. |
Missing url configuration for rp: <pack> |
The pack has no file for your settings. Tell staff. |
Your resource pack settings are still loading, try again in a moment. |
You have just logged in. Wait a moment. |
Resource pack switcher is not activated for this world. |
/rp is switched off in this world. /rp check still works, and regions still switch packs. |
/rp <pack>does not turn automatic switching off, so the next region you enter may switch you back. Run
/rp auto offfirst to keep your pack.
Biome tuning
Some builders are given biome tuning, which changes the colours and atmosphere of a custom biome live, without a
restart. It is in none of the permission groups and is granted by name. See
Architect staff tools.
Troubleshooting
| Problem | What to do |
|---|---|
| F opens the wrong pack's blocks, or none | Load the right pack with /rp <pack>, or open another pack with /inv b rp:<pack>. |
| Pick block gives the vanilla block | The block is not a special block of your current pack. Check your pack with /rp check. |
| A tool click is refused with a protection message | You have no build permission here. Join the job first: see Building on jobs. |
/copy says you may copy 0 blocks |
You have no copy limit. Ask staff. |
/undo undoes a WorldEdit edit instead |
Use /un, or /mcme-architect:undo. |
| Levers, doors and lamps ignore redstone | Redstone power is frozen on purpose. Set the state with the stick. |
After a new pack release, F or /inv cannot find your pack |
Run /rp <pack> -force to get the new files. |