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Vertical Adjustors
A region's shape decides where on the map (x, z) a player lands. The region's vert block decides how the final Y is chosen at that column. This is the knob you change for skyblock, void, and Nether-ceiling worlds, where the default "scan down for solid ground" behavior is wrong.
The adjustor is configured in the region file (regions/<name>.yml) under vert:, alongside shape:. The available adjustors are JUMP, LINEAR, and FIXED. As with shapes, changing vert.name rewrites the block to show that adjustor's keys.
The default for normal terrain. Scans the column in step-sized jumps between minY and maxY and stops at the first safe standing spot, instead of checking every single block.
vert:
name: "JUMP"
minY: 32
maxY: 255
# Block interval between candidate Y levels. Larger = fewer checks, coarser landing.
step: 16
# If true, only accept a Y with direct sky access (no roof above).
requireSkyLight: false| Key | Default | Purpose |
|---|---|---|
minY |
32 |
Lowest Y considered. |
maxY |
255 |
Highest Y considered. |
step |
16 |
Block interval between candidate Y levels. |
requireSkyLight |
false |
Require direct sky access (reject under roofs/overhangs). |
Scans the column one block at a time in a chosen order. Slower than JUMP but does not skip thin valid layers; useful where safe spots are rare or narrow.
direction is an integer that selects the scan order (it is not a word like UP/DOWN):
vert:
name: "LINEAR"
minY: 32
maxY: 255
# Scan order: 0 = bottom-up, 1 = top-down, 2 = middle-out, 3 = edges-in,
# any other value = random order.
direction: 0
requireSkyLight: false| Key | Default | Purpose |
|---|---|---|
minY |
32 |
Lowest Y considered. |
maxY |
127 |
Highest Y considered. |
direction |
0 |
Scan order (see values below). |
requireSkyLight |
false |
Require direct sky access. |
direction values:
| Value | Scan order |
|---|---|
0 |
Bottom-up (from minY toward maxY). The default. |
1 |
Top-down (from maxY toward minY). |
2 |
Middle-out (from the center outward). |
3 |
Edges-in (from minY/maxY toward the center). |
| any other | Random order. |
Places the player at a single configured Y in mid-air, with no terrain scan at all. This is the adjustor for skyblock-style and void worlds, where there is no ground to land on and a platform is built around the player on arrival.
vert:
name: "FIXED"
# The exact Y to place the player at.
y: 128| Key | Default | Purpose |
|---|---|---|
y |
64 |
Exact Y to place the player at. The destination cell and the head cell above it must both be air, or that column reports no acceptable Y. |
Note
FIXEDis what "bypassing surface checks for skyblock worlds" means in practice: there is no surface, so the adjustor skips the scan entirely and relies on the arrival platform. Pair it with the safety/platform settings so the player is never dropped into the void.
| World type | Use | Why |
|---|---|---|
| Normal overworld terrain | JUMP |
Fast column scan to solid ground. |
| Caves / sparse safe layers | LINEAR |
One-block scan won't skip a thin valid layer. |
| Skyblock / void | FIXED |
No ground exists; place mid-air and build a platform. |
| Nether (avoid the lava sea / ceiling) |
JUMP or LINEAR with tightened minY/maxY
|
Constrain the Y window away from the ceiling and lava. |