MCME Wiki

This page covers Architect's commands for staff and managers: item block limits, the no-physics list, resource pack
regions and releases, the build inventory files, the custom head collection, live biome tuning, the web-map layers and
the /architect admin command. For each command it names the permission node it needs. The tools every builder uses
are on Architect building tools. Architect's code and its full technical manual are on
GitHub.

Permissions on MCME are given on the servers, not by Architect itself. Architect suggests four permission groups
(below), but staff may grant nodes one by one. If a command answers that you have no permission, ask whoever manages
permissions.

Permissions

The four groups

Each group includes everything of the group above it in this table. Out of the box, Architect gives the groups and
almost all of its nodes to server operators only; the permissions plugin on the servers gives them to ranks.

Group node Includes Staff nodes it adds
architect.ranks.adventurer none the builder tools: see Architect building tools
architect.ranks.artist adventurer architect.bannerEditor.save, architect.armorStandEditor.trusted, architect.get.private, architect.weselect, architect.chunkupdate
architect.ranks.designer artist architect.info, architect.copypaste, architect.randomiser.user, architect.get.public, architect.inventory.save, architect.noPhysicsList.exception (plus architect.weSchemViewer, architect.voxel.viewer, architect.voxel.stencilListEditor)
architect.ranks.headDesigner designer architect.reload, architect.weather, architect.maplayers, architect.resourcePackAdmin, architect.noPhysicsList.edit, architect.randomiser.allowMaterials, architect.customHeadManager.manager, architect.armorStandEditor.delete, architect.bannerEditor.delete, architect.get.other, architect.inventory.edit, architect.inventory.other, architect.inventory.reload, architect.inventory.upload, architect.inventory.download, architect.itemBlock, architect.itemBlock.remove, architect.itemBlock.region.create, architect.itemBlock.region.limit, architect.itemBlock.region.ignore (plus architect.voxel.delete)

architect.* grants the Head Designer group and nothing more.

Nodes in no group

These are never part of a group. Grant them by name.

Node What it allows
architect.biomeTune, .save, .publish, .admin Live biome tuning; see Biome tuning.
architect.copypaste.limit.<n> /copy and /cut of up to <n> blocks, for example architect.copypaste.limit.50000. The highest <n> counts.
architect.copypaste.unlimited Copying selections of any size.
architect.gamemodeSwitcher and .creative, .survival, .adventure, .spectator The F3+F4 game-mode switcher without op; see Other permissions to grant.
architect.invisibleBlocks Placing barrier, light and structure void blocks from the creative inventory.
architect.lecternEditor Taking a lectern's book, and putting books on lecterns, without build permission.
architect.inventory.ignoreProtection Changing a container's contents without build permission where chest protection is on.
architect.chunkupdate.auto /chunkupdate auto; see Automatic block resends.
architect.checknbt /architect checkNBT.

The Designer group allows /copy, but gives no copy limit. Without an architect.copypaste.limit.<n> node, /copy
answers that the player may copy 0 blocks only. Give every rank that copies a limit node too.

Item block limits (/itemblock)

Item blocks are furniture-like models: a base block plus an invisible armor stand that wears the model. Each chunk
takes only so many. Armor stands, item frames and paintings all count towards the limit, but only item blocks are
refused. The limit is the highest of the limit regions that contain the spot; outside every region it is the world's
base limit (5 unless changed).

Command What it does Permission
/itemblock help Shows a short help. architect.itemBlock
/itemblock list Lists the limit regions with their limits. architect.itemBlock
/itemblock stats <radius> [height] Counts the named armor stands around you, by model. architect.itemBlock
/itemblock glow <radius> Makes every armor stand within the radius glow, for everyone, until you stop it or log out. architect.itemBlock
/itemblock glow off Stops the glow. architect.itemBlock
/itemblock remove <radius> [height] Removes every armor stand with a custom name around you, not only item blocks. architect.itemBlock and architect.itemBlock.remove
/itemblock create <name> Makes a limit region from your WorldEdit selection. architect.itemBlock and architect.itemBlock.region.create
/itemblock delete <name> Deletes a limit region. architect.itemBlock and architect.itemBlock.region.create
/itemblock limit <name> <number> Sets a region's limit: Region limit set to <n>. architect.itemBlock and architect.itemBlock.region.limit
/itemblock limit -base <number> Sets the base limit of the world you stand in. architect.itemBlock and architect.itemBlock.region.limit

<radius> reaches that many blocks sideways, and [height] that many up and down (the radius if you leave it out).
architect.itemBlock.region.ignore lets a player place item blocks in a full chunk.

The no-physics list (/nophy)

Architect stops block updates ("physics") for chosen blocks, world by world, so that decorations stay as built. Each
world has a list, or uses the default list. Depending on a world setting, the list is a NO physics list (listed blocks
get no updates) or an ALLOW physics list (only listed blocks get updates). The replies say which.

Command What it does Permission
/nophy list <world> Shows the list a world uses. -default in place of a world shows the default list. architect.noPhysicsList.view
/nophy add <world> <block> Adds a block, written without minecraft:, with or without states: torch, oak_fence[east=true]. -default edits the default list. architect.noPhysicsList.edit
/nophy remove <world> <block> Removes an entry, typed exactly as it was added. architect.noPhysicsList.edit
/nophy exception redstone <name> Makes a redstone exception area from your cuboid WorldEdit selection. architect.noPhysicsList.exception and .view
/nophy exception water <name> Makes a water exception area, where water and lava flow. architect.noPhysicsList.exception and .view
/nophy exception list [page] Lists the areas; click one to put its delete command in your chat box. architect.noPhysicsList.exception and .view
/nophy exception delete <name> Deletes an area. architect.noPhysicsList.exception and .view

architect.noPhysicsList.edit includes .view. <world> must be a loaded world.

Keep a copy of the default list before you edit it with -default. In this version, after an /architect reload, an
add or remove on -default that brings the list back to what it was before the reload deletes the whole default
list.

Resource pack regions

A resource pack region is a named area of one world with a pack and a weight. A player with automatic switching on who
walks into it gets its pack. Where regions overlap, the highest weight wins. These commands need
architect.resourcePackAdmin, which includes the player /rp commands, and WorldEdit on the server.

  1. Make a WorldEdit selection: a cuboid, polygon, cylinder or ellipsoid. A polygon covers the world from Y 0 up; a
    cuboid only the heights you selected.
  2. Run /rp create <name>. Architect saves the region and opens the region editor in chat.
  3. Type rp <pack> to set the pack, and weight <n> to set the weight.
  4. Type quit.
Command What it does
/rp list [filter] Lists the regions, or those whose name contains the filter. Click a name to edit it. Only the first page shows, so filter a long list.
/rp create <name> Makes a region from your selection and opens the editor.
/rp edit <name> Opens the editor for a region.
/rp remove <name> Deletes a region. It gives no reply when it worked.

In the editor, type these words in chat without a /. They do not reach public chat. The editor closes after 2 minutes
without input.

Input What it does
rp <pack> Sets the pack (the start of its name).
weight <n> Sets the weight, a whole number above 0.
info Shows the shape and its borders.
setborder Replaces the shape with your current WorldEdit selection.
setminy [y], setmaxy [y] Sets a polygon's lower or upper border; your own Y if you leave it out.
addpoint <i> [x z], setpoint <i> [x z], removepoint <i> Inserts, moves or deletes polygon point i; your own position if you leave out x z.
name <newName> Renames the region.
quit Closes the editor.

Releasing a resource pack

A pack's files are built by a release script on the server, which publishes them as a GitHub release.
/rp release runs that script and reports in chat. Players get nothing until /rp server points the pack at the new
release. All these commands need architect.resourcePackAdmin, and also work from the console.

  1. Run /rp release <pack> <tag> <title>, for example /rp release Human v4.1.3 Better leaves.
  2. Chat shows the start, such as Releasing Human v4.1.3 ("Better leaves"). Last time this took about 5 minutes. The result comes here.
  3. Chat reports each step, such as Human: Sodium zips done, then Human: publishing on GitHub....
  4. The closing message gives the result (table below). After a published release, a line such as
    Put it live: [26.2] [26.3] [Open on GitHub] follows. Each version button fills in the /rp server command.
  5. Send /rp server <pack> <tag> <version> for each Minecraft version the release is for.
The closing message says What it means
<pack> <tag> is released. Done. Any warnings follow.
... is released, but its checks found ... Published, but the release checks found problems.
... didn't start: another release is running. Wait until that release ends, then try again.
... failed. or ... failed with exit code <n>. The script failed; its last error line follows.
... was stopped after <n> minutes, during ... The script ran too long and was stopped. Check the release on GitHub.
... couldn't be started: ... or ... needs an admin. The release setup on the server needs an operator.

If you leave before the end, you see the closing message when you next join that server, under
While you were away:. A restart loses it.

Command What it does
/rp server <pack> <tag> <mcVersion> Puts release <tag> live for one Minecraft version, written 26.2 or 26_2. Architect downloads each file, works out its checksum and stores both. Tab completes packs and versions.
/rp server remove <pack> <mcVersion> Removes that version from every variant of the pack. It refuses to remove the last one.
/rp calcsha <pack> [all] Downloads the files again and stores new checksums: the newest version of each variant, or every version with all. Use it if files were replaced under the same tag.

Clearing every player's pack settings

/rp dropdb (permission architect.resourcePackAdmin, or the console) only says what it would do.

/rp dropdb confirm deletes the stored pack settings of every player, for every server that shares them. There is no
undo.

The build inventory

The in-game editor

Players with architect.inventory.edit can add, change and delete blocks of the build inventory in game.

  1. Open the build inventory of your current pack. New blocks always go into the pack you are using.
  2. Open the tab the block belongs to, or a block's variants to add a variant.
  3. Shift+right-click in the item area: on an empty slot to add a block, on a block to edit or delete it. The window
    closes, and the editor asks its questions in chat, marked [Inventory Editor].
  4. Answer in chat. Where a list in [...] is shown, type one of its words exactly. Type !skip to keep a value, and
    !cancel to stop. After 300 seconds without an answer the editor stops by itself, and nothing is saved.

When you add a block, the editor asks for a unique id, the placement type, the block states (type one, or hold a
prismarine shard and left-click a block to copy its state), the item, its custom model data and its display name. It
then saves and reloads the inventories: Inventory reload done!

Back up the pack's files, or keep them in git, before you edit in game. Two answers write values that cannot be read
back, and the whole tab then disappears from the build inventory although the editor reports success. When asked
To change the inventory item hold in main hand a new item and type 'ok', answer !skip. When asked whether an
item should be listed directly in the category of its collection, answer no.

Reloading and syncing

Command What it does Permission
/inv reload Reloads the build inventories, the head inventory and the saved inventories. Works from the console. Resets everyone's remembered window view. architect.inventory.reload
/inv upload <pack> <description> Runs the server's upload script: copies the pack's block files into a git repository, commits them with the description and pushes. architect.inventory.upload
/inv download <pack> Runs the server's download script: pulls the git repository, copies its files into the pack, then reloads all inventories. architect.inventory.download

Saved inventories of other players

Saved inventories are made by players with architect.inventory.save (see
Architect building tools). architect.inventory.other lets you delete
anyone's with /inv delete [rp:<pack>] <name>. Run /inv reload after a create or delete, so every player sees the
change.

Players submit heads with /chead submit. Managers review them, sort them into categories and keep the head gallery.
These commands need architect.customHeadManager.manager together with architect.customHeadManager.user.

  1. Run /chead reviewList and click a head, or run /chead review <name> to get the submitted head and look at it.
  2. Accept it into a category with /chead accept <name> <category/newName>, or throw it away with
    /chead reject <name>.
Command What it does
/chead reviewList [folder] [page] Lists the submitted heads; click one to review it.
/chead review <name> Gives you the submitted head.
/chead accept <name> <category/newName> Moves it into the collection, in that category. A folder inside a category is a sub-category.
/chead reject <name> Deletes a submitted head.
/chead rename <old> <new> Renames an accepted head, or moves it to another category.
/chead delete <name> Deletes an accepted head.
/chead setCollection Builds the head gallery where you stand, or moves it there.
/chead reload Reads the collection again and rebuilds the gallery.
/chead upload [file] [-r] Imports heads from a list on the web; with -r, into the review list.

After a server restart there is no gallery until someone runs /chead reload (or /architect reload). Until then
/chead warp finds no gallery, and accepted heads do not show on the wall. Run /chead reload before
/chead setCollection, or the old wall stays where it was. Building the gallery replaces whatever stands there:
choose an empty spot.

The head inventory (/inv h) shows new categories only after /inv reload or /architect reload.

Other players' files, kits and settings

Command What it allows Permission
/get delete <kit>, /get publish <kit>, /get unpublish <kit> on someone else's kit Deleting, publishing and unpublishing other players' kits. Publishing also needs architect.get.public. architect.get.other
/armor rename, /armor delete on someone else's file Renaming and deleting other players' saved armor stands. architect.armorStandEditor.delete
/banner delete on someone else's file Deleting other players' saved banners. architect.bannerEditor.delete
/random allow <block:Property> ..., /random deny <block:Property> ... Changing which blocks /random may change. /random showAllowed shows the list. Entries are case-sensitive. architect.randomiser.allowMaterials

Automatic block resends

Because Architect cancels many block updates, a client sometimes shows a block differently from the server. Where
automatic resends are on, Architect sends a player the real blocks again just after they place, break or click one.

/chunkupdate auto <world> true turns it on in a world, and /chunkupdate auto <world> (without true) turns it off.
-default in place of a world changes the default. It takes effect at once. It needs architect.chunkupdate and
architect.chunkupdate.auto. /chunkupdate [radius] does nothing in this version.

Biome tuning

Biome tuning changes a custom biome's colours and atmosphere while the server runs, without a restart: sky, fog, water,
grass and leaves, light, climate, music, ambient sounds and particles. You work in an editor window or with chat
commands. An edit is live on the server at once. Players see it after their view is refreshed, and a save writes it
into the datapack so it survives a restart.

You can tune biomes from a datapack in folder form in the main world. Vanilla minecraft: biomes cannot be tuned, but
you can copy their look.

Permissions: none of these nodes is in a group. Grant them by name.

Node Allows
architect.biomeTune The editor, and /biometune info, set, unset, copy, undo, revert, status, preview (your own view), spares, claim and label.
architect.biomeTune.save /biometune save: writing a biome to its datapack file.
architect.biomeTune.publish /biometune publish, and /biometune preview <player> for someone else.
architect.biomeTune.admin /biometune spares add, and the self-test and debug commands.

The editor

Open the editor with /biometune for the biome at your feet, /biometune <namespace:id> for another biome, or an
[Editor] button in chat. The home window, Biome editor: <id>, shows the biome's label, ● unsaved or ✓ saved,
colour swatches, a button for each section, and Preview in world, Publish…, Save, Undo, Revert… and
New biome….

In a section, click a colour to open the colour picker. Sliders, switches and choices take effect when you click
Apply, or Apply + preview in world. Only the inputs you changed are written. Choosing (not set) removes a value.

Section Values (the name /biometune set takes)
Sky & fog colours sky (sky_color), fog and horizon (fog_color), clouds with opacity (cloud_color)
Distances fog start and end (fog_start, fog_end), sky and cloud fog (sky_fog_end, cloud_fog_end), water fog (water_fog_start, water_fog_end), cloud height (cloud_height)
Water & vegetation water (water_color, cannot be cleared), water fog (water_fog_color), grass, foliage and dry foliage (grass_color, foliage_color, dry_foliage_color), grass modifier (grass_modifier: none, dark_forest, swamp)
Light & celestial sky light and ambient light (sky_light_color, ambient_light_color), torch light tint (block_light_tint), night vision colour (night_vision_color), sky light strength (sky_light_factor), lowest star brightness (star_brightness)
Climate temperature (-1 to 2), downfall, precipitation, temperature_modifier (none, frozen)
Audio & particles music, ambient_sounds, ambient_particles, dripstone_particle (as JSON), music_volume, firefly_bush_sounds

The colour picker has hue, saturation and brightness sliders (and opacity for clouds), and a hex box. Show only
previews in the window; Apply makes it live. Copy from biome… takes a colour from another biome, vanilla ones
included. Clear removes the value.

Live, seen and saved

Stage What it means How you get there
Live The server's biome has your values. Any edit: Apply, set, copy, undo, revert.
Seen A player's client has loaded the live values. A refresh: Preview in world for you, Publish… for others. Players who join see them too.
Saved The datapack file holds the values, so they survive a restart. Save, or /biometune save <biome>.

A refresh makes a client load the biomes again. The player sees a short loading screen and is back after 1 to 3
seconds. Preview refreshes your own view (at most once every 5 seconds). Publish refreshes everyone in your
world, or on the server, a few players a second; each first sees
Biome colours were updated by <name> - refreshing your view.... The next publish can start 30 seconds later.

A restart loses every unsaved edit, so save first. Edits change only the server you are on; other servers keep their
own biomes. If a refresh does not finish, the player is disconnected with Biome refresh did not finish - please rejoin. If a refresh is refused, rejoin to see the live values.

Save keeps the old file as a backup first. It refuses if the file was changed on disk since Architect loaded it;
then run /biometune revert <biome> to load that version (this drops your unsaved edits). Undo steps back one
change (20 steps per biome). Revert goes back to the saved file.

Commands

<biome> is an id such as mcme:custom_001, or here for the biome at your feet. From the console, name the biome.

Command What it does Permission
/biometune, /biometune <namespace:id>, /biometune edit [biome] Opens the editor. architect.biomeTune
/biometune info [biome] Shows the label, saved state, file and values, with an [Editor] button. architect.biomeTune
/biometune set <biome> <property> <value> Sets one value, live. architect.biomeTune
/biometune unset <biome> <property> Removes a value. architect.biomeTune
/biometune copy <from> <to> [group ...] Copies groups of values (sky, fog, water, climate, audio, particles, all) from one biome to another. <from> may be vanilla. architect.biomeTune
/biometune undo <biome> Steps back one change. architect.biomeTune
/biometune revert <biome> Goes back to the saved file. architect.biomeTune
/biometune status Lists the biomes with unsaved edits, with [Save], [Revert] and [Info] buttons. architect.biomeTune
/biometune preview Refreshes your own view. architect.biomeTune
/biometune spares Shows how many spare biomes are claimed and free. architect.biomeTune
/biometune claim <label> [from <biome>] Claims the next free spare biome (below). architect.biomeTune
/biometune label <biome> <label> Gives a biome a label, 1 to 32 characters. architect.biomeTune
/biometune save <biome> Writes the biome to its datapack file. architect.biomeTune.save
/biometune preview <player> Refreshes another player's view. architect.biomeTune.publish
/biometune publish [world\|server] Refreshes everyone in your world, or on the server. architect.biomeTune.publish
/biometune spares add <count> Adds 1 to 100 spare biomes. They exist after the next restart. architect.biomeTune.admin
/biometune selftest [biome] Checks that biome tuning works on this server. architect.biomeTune.admin

How to write a value for set: a colour as #rrggbb (clouds #aarrggbb, opacity first), a number as 0.85, on or off
as true/false, a choice from the list (tab completion offers them), and music, sounds and particles as JSON. The
game checks every change; if it refuses, nothing changes and the reply says why.

New biomes

The game only learns new biomes at a restart, so the server keeps spare biomes: ready-made, neutral biomes with ids
such as mcme:custom_001. A builder claims one, labels it and tunes it, all without a restart.

  1. Run /biometune spares to see how many are free.
  2. Claim one with /biometune claim <label> [from <biome>], or with New biome… in the editor. With from, the spare
    starts with that biome's look; without it, it looks like plains.
  3. Tune it and save it.
  4. Paint it into the world with WorldEdit: //setbiome <spare id>.

A claim is for good: there is no command to undo it. Only paint with a spare you have claimed, because a free spare
later gets someone else's look.

Map layers

Architect draws five layers of its own on the web map, so staff can see where its invisible rules apply. Every layer
starts hidden: open the layer list on the map and switch one on. See Using the map for
the map itself. The three newer layers sit in the map's Debug group.

Layer What it shows Click an area for
RpRegions Resource pack regions, in purple. Name, pack, weight and heights.
itemBlockLimit Item block limit regions, in red. Name, item blocks allowed per chunk, heights.
No-physics exceptions Exception areas: redstone in orange, water in blue. Name, kind of area, heights, and which blocks keep physics.
Item-block budget Chunks filling up: yellow from 50 %, orange from 80 %, red when full. The armor stands, item frames and paintings against the limit, and where the limit comes from.
Custom biomes Where each custom biome is painted, one colour per biome, on the worlds put on the layer. Every custom biome there, top first: label and id, heights, how widely it is painted, its settings, and the /biometune edit command.

The map draws areas flat; the window gives their heights. Changes reach the map within about 10 seconds.

Commands

Command What it does
/architect maplayers refresh Redraws every layer and recounts the loaded chunks. Answers Architect's map layers are drawn again, and loaded chunks recounted.
/architect maplayers scan Lists the worlds on the Custom biomes layer and their state, such as up to date or reading 3 of 12 region files.
/architect maplayers scan <world> Puts a world on the Custom biomes layer and reads its saved files in the background. On a world that is already on, reads it again from the start.
/architect maplayers scan <world> off Takes a world off the layer.

Permission: architect.maplayers, or the server console.

On MCME no staff rank holds architect.maplayers at the moment, so an operator runs these commands from the server
console.

The Custom biomes layer draws only worlds that are on it. The first read of a world's files is paced so it does not
hog the disk, survives a restart, and fills the map as it goes. After that, the layer keeps up by itself: paint made
with WorldEdit or FastAsyncWorldEdit over a few dozen chunks shows within about 10 seconds, other paint within a few
minutes. Run scan <world> again if paint reached the world without the server seeing it.

Other permissions to grant

Game-mode switcher. Builders who are not op can use the game's own F3+F4 switcher (and F3+N for spectator), in
worlds where it is switched on. Each mode needs its own node: architect.gamemodeSwitcher.creative, .survival,
.adventure, .spectator, or architect.gamemodeSwitcher for all four. These nodes are off by default, even for ops.
A refused switch says You can't switch to <mode> mode here.

Never grant the spectator node alone: without another mode, a player cannot switch out of spectator mode. The
switcher also shows the creative inventory's Operator Items tab; its barrier, light and structure void blocks still
need architect.invisibleBlocks, and its command blocks stay op-only.

Invisible blocks (architect.invisibleBlocks): placing barrier, light and structure void blocks from the creative
inventory. Light blocks from the build inventory need no permission.

Lecterns (architect.lecternEditor): taking the book itself (not a copy) and putting books on lecterns, without
build permission.

Chest protection (architect.inventory.ignoreProtection): where chest protection is on, players without build
permission may look into containers but not take or put items. This node lifts that.

The /architect command

Command What it does Permission
/architect help [page] Lists the Architect commands you may use. Careful: clicking the /copy, /cut, /paste, /undo, /redo or /flip lines runs that command at once. everyone
/architect version Shows Architect's version, such as Version: 3.3.1. architect.reload or the console
/architect reload Reloads Architect's settings and data: Reload complete! architect.reload or the console
/architect reloaddata Reloads the server's data packs. Not Architect's own data. architect.reload or the console
/architect world Lists the loaded worlds. architect.info, architect.reload or the console
/architect blockdata Shows the full block data of the block you look at. architect.info or architect.reload
/architect dev [level\|true\|false\|-r] Architect's debug output: /architect dev adds you to the developers who see debug lines in chat, -r removes you. architect.info, architect.reload or the console
/architect checkNBT [player] Shows the stored data of the item in your hand, or of every item an online player carries. architect.checknbt or the console
/architect weather clear\|rain\|thunder Changes the weather in your world once, in worlds where weather is frozen. thunder gives rain only in this version. architect.weather
/architect eLog true, /architect eLog Starts or stops the entity logger, which counts entities per chunk. architect.reload or the console
/architect maplayers ... See Map layers. architect.maplayers or the console

/architect placeAllBlockStates (permission architect.reload) places every state of every block in a large grid
next to you, with no undo. It is a developer tool: never use it in a build world.

Reloading. /architect reload reads Architect's settings, world settings, inventories, kits, regions, heads and map
layers again. Resource pack and item block regions come back after about 10 seconds. A few settings, such as biome
tuning's settings, need a server restart. Reload Architect with /architect reload or a restart, never with /reload
or a plugin manager: that leaves live biome edits in the game while Architect forgets them. Other reload commands:
/inv reload (inventories only), /chead reload (heads and the gallery) and /biometune revert <biome> (one biome).