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yyrichy committed Mar 10, 2022
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2 changes: 1 addition & 1 deletion source/detail.md
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## Door

There's a huge amount of door styles that require differnet techiniques, but here are a few common examples.
There's a huge amount of door styles that require different techniques, but here are a few common examples.

### Suburban

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6 changes: 3 additions & 3 deletions source/faq.md
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# Common Building Questions

This is not a general FAQ per say: it is specific to building. This does not include questions on joining the server or similiar questions.
This is not a general FAQ per say: it is specific to building. This does not include questions on joining the server or similar questions.

## Why are we building on a diagonal / How do diagonals work

Expand All @@ -12,13 +12,13 @@ This is not a general FAQ per say: it is specific to building. This does not inc

## How can I create a building with limited information

Look for Google 3D imagery, satelite view from Google Maps (or other map services), street view from Google Maps (or other map services), photo spheres, and standard images from the Internet. If you cannot see something from street view you can try rotating around in 3D view. If you cannot use the [Google Earth Pro 3D ruler](../measure#google-earth-pro) because there is no 3D, you can [estimate](../measure#estimate) based on images taken from ground level.
Look for Google 3D imagery, satellite view from Google Maps (or other map services), street view from Google Maps (or other map services), photo spheres, and standard images from the Internet. If you cannot see something from street view you can try rotating around in 3D view. If you cannot use the [Google Earth Pro 3D ruler](../measure#google-earth-pro) because there is no 3D, you can [estimate](../measure#estimate) based on images taken from ground level.

## How can I claim an area/building

Once you become a builder you need claim areas to build for the team. You can see claims on the [BTE website](https://buildtheearth.net/map/). If the area is already claimed by our team you can go straight to building it, provided that someone else is not already building it. If it is claimed by a solo builder you may not build there, and if it is not claimed ask an admin on our team to claim it for you. You need to make two buildings or the equivalent prior. Provide the admin with the lat long coordinates, screenshots, and reference images.

## How will I recieve credit for my build
## How will I receive credit for my build

This is a tricky question to answer and there is no definitive answer. All WorldEdit operations and block interactions are logged by the plugin CoreProtect, but it is not a practical or reliable way of giving credit. If you post images and videos of your build on Discord or other platforms more people will know you built it. You can also leave a sign hidden on the inside of your build, but do not spam them. In the future there will be a way to claim and credit builds, but not in the near future.

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2 changes: 1 addition & 1 deletion source/index.md
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Expand Up @@ -9,7 +9,7 @@ If you want to help build check out the [How to Start Building](start) section f

```eval_rst
.. caution::
This documentation is uncomplete
This documentation is incomplete
```

```eval_rst
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4 changes: 2 additions & 2 deletions source/roofs/dormer.md
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```

- Find and mark the "corners" of the dormer roof closest to the edge of the roof in Minecraft. If it is less than 2 wide, mark the center of the wall with one block
- Figure out the angle of the dormer roof's walls perpindicular to the roof's edge, and mark the corners closest to the roof's surface. If it is less than 2 wide, mark the center of the wall with one block
- Figure out the angle of the dormer roof's walls perpendicular to the roof's edge, and mark the corners closest to the roof's surface. If it is less than 2 wide, mark the center of the wall with one block

Because dormer roofs vary so much from building to building, the rest of the contruction needs to be determined by you.
Because dormer roofs vary so much from building to building, the rest of the construction needs to be determined by you.
6 changes: 3 additions & 3 deletions source/roofs/flat.md
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# Flat

The most basic of all roofs. Depending on the specific building, it can vary a little. If your roof has a "slope" look[here](./shed).
The most basic of all roofs. Depending on the specific building, it can vary a little. If your roof has a "slope" it might be a [shed roof](./shed).

- Go inside the exterior walls
- Make sure your legs are below the top of the exterior walls
- Use the command below with a [block ID](id) or pattern of block IDs, making sure the y-level of the walls at your legs has no holes. You should not use a radius larger than 100
- Make sure your legs are one block below the top of the exterior walls
- Use the command below with a [block ID](id) or pattern of block IDs, making sure there are no holes in the walls at the y level of your legs. Do not use a radius larger than 100

```
//fill <block-ID> <radius>
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2 changes: 1 addition & 1 deletion source/start.md
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```
You should now have a completed building!

- Submit the build [here](https://buildtheearth.net/bte-northeast) using [imgur](https://imgur.com) to create links
- Submit the build [here](https://buildtheearth.net/bte-northeast) and use [imgur](https://imgur.com) to create links from images

```eval_rst
.. note::
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27 changes: 7 additions & 20 deletions source/worldedit.md
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```eval_rst
.. attention::
Arguments surrounded by ``[ ]`` are optional, those surrounded by ``< >`` are required.
```

## Other Resources
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## Commands
### //set
Sets selection to the given pattern. Uses a [pattern](#pattern).
```eval_rst
.. code-block::
//set <pattern>
```
//set <pattern>
```
### //replace
Replaces "from" to "to". "from" is a [mask](#mask) and "to" is a [pattern](#pattern).
```eval_rst
.. code-block::
//replace [from] <to>
```
//replace [from] <to>
```
## Pattern
A pattern determines what blocks a command places.
Expand All @@ -44,7 +36,7 @@ A pattern determines what blocks a command places.

[single block pattern]: #single-block-pattern
### Single Block
Inorder to WorldEdit with a singular block, use a singular [block ID](id).
In order to WorldEdit with a singular block, use a singular [block ID](id).
```eval_rst
.. topic:: Example: Setting Orange Wool
Expand All @@ -55,10 +47,9 @@ Inorder to WorldEdit with a singular block, use a singular [block ID](id).
Setting a selection to orange wool::
//set 35:1
```
### Random
Inorder to WorldEdit with multiple blocks in a random pattern, use multiple patterns/[block IDs](id)
In order to WorldEdit with multiple blocks in a random pattern, use multiple patterns/[block IDs](id)

You can specify weights by adding a `x%` in front of the pattern.
```eval_rst
Expand All @@ -83,7 +74,6 @@ You can specify weights by adding a `x%` in front of the pattern.
Command::
//set 20%35:1,20%35:2,60%35:4
```
## Mask
[Detailed explanation of a mask](https://worldedit.enginehub.org/en/latest/usage/general/masks/), including advanced types of patterns. (Explanation uses 1.13+ names, keep in mind we use [1.12.2 IDs](id) It also contains features not present in our older version of WorldEdit)
Expand All @@ -100,7 +90,6 @@ Works the same as a [single block](#single-block) or [random block](#random) pat
Command::
//replace 35:1 35:2
```
### Negation
Adding a `!` negates everything after it. Another way to look at it: the result does the opposite of the mask after the `!`.
Expand All @@ -116,12 +105,11 @@ Adding a `!` negates everything after it. Another way to look at it: the result
Command::
//replace !35:1 1
```
### Offset
Adding a `>` before another mask matches blocks above the mask, adding a `<` matches blocks below the mask.
```eval_rst
.. topic:: Example: Replacing everything above orange wool with polished diroite
.. topic:: Example: Replacing everything above orange wool with polished diorite
The mask ``35:1`` matches all orange wool, adding a ``>`` matches everything above orange wool.
Expand All @@ -132,5 +120,4 @@ Adding a `>` before another mask matches blocks above the mask, adding a `<` mat
Command::
//replace >35:1 1:4
```

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