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SmartStreamLabs edited this page Oct 15, 2026 · 1 revision

BuildEdit User Guide

BuildEdit is a WorldEdit companion mod for previewing, transforming and placing large builds. It supports WorldEdit schematics, legacy schematics, vanilla NBT structures and Litematica files. BuildEdit also includes tools for roads, terrain, forests, rivers, tombs, biome changes, material inspection, style replacement and controlled structural collapse.

The central BuildEdit workflow is simple:

  1. Select an area or choose a saved structure.
  2. Generate a cyan hologram preview.
  3. Move, rotate, mirror or scale the preview.
  4. Confirm the preview to start building.
  5. Pause, resume, stop or undo the operation when needed.

BuildEdit is designed for both small creations and very large structures. The preview renderer uses cached sections and GPU buffers so moving a preview does not rebuild the complete model every frame.

Requirements

  • Minecraft version matching the BuildEdit file you install.
  • The matching Forge, NeoForge or Fabric loader.
  • WorldEdit for the same Minecraft version and loader.
  • Fabric API when using a Fabric version that requires it.
  • Permission to use BuildEdit commands on the server.

Do not mix files made for different Minecraft versions or loaders. A Fabric BuildEdit file cannot be loaded by NeoForge, and a 1.21.1 file cannot be used on 26.x.

Installation

  1. Install the correct Minecraft mod loader.
  2. Install WorldEdit for that Minecraft version and loader.
  3. Install Fabric API when required by the Fabric build.
  4. Place the BuildEdit JAR in the Minecraft mods folder.
  5. Start Minecraft and open or create a world.
  6. Confirm that BuildEdit and WorldEdit appear in the loaded mod list.

On a dedicated server, install the server-compatible BuildEdit and WorldEdit files on the server. BuildEdit also contains client-side interfaces and preview rendering, so players using those features need the matching client mod.

Command prefix

BuildEdit commands are normally entered as:

//buildedit <command>

Minecraft internally treats the first slash as the chat command prefix. This is why command registration may show /buildedit while players type //buildedit.

Quick start

Load and place a saved schematic

//buildedit preview my_build

Move the hologram into position, then use:

//buildedit confirm

To discard the preview instead:

//buildedit cancel

Select and save an area

Get the selection tool:

//buildedit wand

Set the two corners with the axe or commands:

//buildedit pos1
//buildedit pos2

Save the selected structure:

//buildedit save my_build

BuildEdit opens the format selection interface. Supported export formats are described later in this guide.

Selection tool

//buildedit wand gives the BuildEdit Selection Axe.

  • Left-click a block to set Position 1.
  • Right-click a block to set Position 2.
  • //buildedit pos1 sets Position 1 at your current location.
  • //buildedit pos2 sets Position 2 at your current location.
  • The selection size is shown after both points are set.
  • Colored selection markers show the selected corners and bounds while the selection tool is active.

Selections are used by saving, roads, forests, biome operations, paths, rivers, terrain tools and other area-based features.

Supported structure formats

BuildEdit can work with several common formats.

Format Extension Typical use
Sponge or WorldEdit schematic .schem Modern WorldEdit builds
Legacy WorldEdit schematic .schematic Older Minecraft schematics
Vanilla structure .nbt Minecraft structure block files
Litematica .litematic Litematica builds and sharing

BuildEdit preserves block states and supported block-entity data. Some external mod data can only be preserved by formats that support that data. BuildEdit validates imported files before creating a preview and rejects malformed, unsafe or unsupported files instead of placing partial corrupted data.

Open the BuildEdit folder

//buildedit folder

This opens the local BuildEdit structure folder. Copy files into the appropriate folder and import or preview them in game.

Import files

Scan the import folder:

//buildedit import

Import a specific file:

//buildedit import <fileName>

Uploaded files are checked for size, format and integrity before the server accepts them.

Save and export

//buildedit save <name>

Choose a format in the menu, or specify one when supported:

//buildedit save <name> <format>

Available formats include:

  • buildedit
  • schem
  • nbt
  • litematic

To replace an existing file, add overwrite:

//buildedit save <name> <format> overwrite

BuildEdit never changes a user-provided structure name unless the name must be sanitized for filesystem safety.

Preview system

Every loaded or generated structure is shown as a cyan hologram before it is placed. The preview displays the real shape of the build, including individual blocks, floors, windows, foliage and transparent materials.

The preview information panel shows:

  • Structure name.
  • Preview or operation type.
  • Width, height and length.
  • Number of blocks.
  • Rotation.
  • Mirror state.
  • World position.
  • Current status.

The cyan outer box shows the full transformed bounds.

Preview controls

  • Move enables movement controls.
  • Mouse wheel changes preview height.
  • R rotates the preview by 90 degrees.
  • Mirror X mirrors the structure across the X axis.
  • Mirror Z mirrors the structure across the Z axis.
  • Undo Last reverses the last preview transformation.
  • Confirm starts the operation.
  • Cancel or Escape closes the preview.
  • The focus or drag control allows mouse-driven positioning when enabled.

Preview commands

//buildedit move <x> <y> <z>
//buildedit rotate <degrees>
//buildedit mirror <x|z>
//buildedit scale <percent>

Scaling accepts values from 25 through 400 percent. Large scaling operations can produce very large block counts, so server safety limits still apply.

Preview performance

BuildEdit divides previews into cached sections. Geometry is rebuilt only when the structure or a relevant rendering state changes. Moving, rotating or mirroring uses the existing cached data whenever possible.

For extremely large structures, configured preview limits may reduce rendering distance, prioritize exterior blocks or use a simplified representation. These limits affect only the hologram and do not silently remove blocks from the final build.

Starting and controlling a build

Use the preview's Confirm button or:

//buildedit confirm

Modern BuildEdit versions start building directly. There is no mandatory full-world Placement Check scan before every build.

Control an active operation with:

//buildedit pause
//buildedit resume
//buildedit stop
//buildedit status
//buildedit speed <blocksPerTick>

speed accepts values from 1 through 100000, subject to server configuration and global performance limits.

Build progress HUD

The progress HUD shows:

  • Operation name.
  • Structure or task name.
  • Progress bar and percentage.
  • Completed and total block counts.
  • Paused, completed or failed state.

The default en_us language is English. Dutch text is shown only when the player selects Dutch as the Minecraft language.

Build modes

Choose a mode with:

//buildedit mode <mode>

Performance mode

//buildedit mode performance

Performance mode places blocks over multiple ticks. It is the recommended mode for large structures and shared servers because it limits sudden server load.

Instant mode

//buildedit mode instant

Instant mode attempts to place the operation as quickly as allowed. Safety and size limits still apply. Very large builds may still be spread over time.

Floor-by-floor mode

//buildedit mode floor_by_floor <floorHeight>

This mode groups placement into horizontal floors. floorHeight determines how many vertical blocks belong to one floor.

Air blocks and carve mode

Air is ignored by default. A schematic normally places its solid blocks without deleting unrelated blocks in empty schematic positions.

Carve mode allows schematic air to remove existing world blocks:

//buildedit carve on confirm
//buildedit carve off

Carve mode requires explicit confirmation because it can remove terrain and parts of existing builds.

Terrain blending

Blend mode connects a structure to uneven terrain and can fill unsupported space beneath a build.

//buildedit blend on confirm
//buildedit blend off

Because blending can alter terrain outside the structure's solid blocks, it requires explicit confirmation when enabled.

World-height handling

BuildEdit uses the actual minimum and maximum build height of the current dimension, including custom heights supplied by datapacks.

When part of a structure falls outside those limits:

  • Valid blocks inside the dimension are still placed.
  • Out-of-range blocks are skipped.
  • The complete build is not rejected because of a few invalid heights.
  • A short completion message can report how many blocks were skipped.

Bedrock and permission protection

  • Bedrock protection remains active independently of the preview system.
  • Commands are checked against server permission settings.
  • Servers can restrict BuildEdit to operators.
  • Dangerous modes require additional confirmation.
  • Invalid files are rejected before placement.
  • Active jobs use configurable block and concurrency budgets.
  • Conflicting operations can be blocked while a placement is active.

Undo

Undo the most recent supported BuildEdit operation:

//buildedit undo

Administrators may be able to undo another player's operation:

//buildedit undo <player>

Undo availability depends on server limits. Servers can configure how many records are stored, how many blocks an undo may contain and how long undo data remains available.

Material list

Open the material interface for the active structure:

//buildedit materials

The interface provides:

  • Block icons.
  • Display names.
  • Registry IDs.
  • Required quantities.
  • Search by block name or ID.
  • A scrollable material list.

Style Swap

//buildedit styleswap

Style Swap replaces selected materials in a loaded structure without manually editing every block.

Typical workflow:

  1. Select a source material from the schematic list.
  2. Choose a replacement block.
  3. Inspect compatible block properties.
  4. Apply the swap to the preview.
  5. Revert it if the result is unsuitable.
  6. Save the result as a new schematic when desired.

Standard roads

Open the road designer:

//buildedit road

The selected points define the route. Road settings include:

  • Road block.
  • Width.
  • Route or path mode.
  • Terrain smoothing.
  • Maximum slope.
  • Sidewalk toggle, width and material.
  • Foundation fill, block and depth.
  • Terrain cutting and clearance.
  • Streetlights and spacing.
  • Random seed.

The result is previewed before placement.

City roads

//buildedit cityroad

City road presets include:

  • Residential.
  • City Main Road.
  • Boulevard.
  • Downtown.
  • Industrial.
  • Dutch Urban.
  • Custom.

Available options include lanes, lane width, curves, sidewalks, bike lanes, parking, medians, lights, roadside trees, intersections, roundabouts and separate materials for road surfaces, markings, curbs, sidewalks, bike lanes, medians and foundations.

Forest generation

Generate a forest inside the selected area:

//buildedit forest
//buildedit forest <biome>

Generate the current forest preview again with a new seed:

//buildedit forest regenerate

Forest generation uses biome-appropriate trees and vegetation. Area, density and block limits protect server performance.

Biome transformation

//buildedit biome <biome>
//buildedit biome reset

Biome operations can change the biome data and preview related natural surface or vegetation changes inside the selection. Reset clears the active biome operation before it is applied.

Nature takeover

//buildedit nature

Nature Takeover creates an overgrown or abandoned version of a selected area or structure. Presets include:

  • Light Growth.
  • Reclaiming.
  • Abandoned.
  • Heavy Decay.
  • Post-Apocalyptic.
  • Ancient Ruin.
  • Custom.

Options control age, vegetation, moss, vines, trees, structural damage, rubble, interior growth, functional-block protection and random seed.

Procedural terrain

BuildEdit can generate terrain as a preview using these commands:

//buildedit mountain
//buildedit cave
//buildedit crater
//buildedit volcano
//buildedit island
//buildedit canyon
//buildedit cliff
//buildedit river
//buildedit terrain smooth

Most procedural terrain commands accept a preset, width, height and seed. Available ranges depend on server configuration.

Mountain presets

  • Rocky.
  • Alpine.
  • Snowy.
  • Volcano.

Cave presets

  • Normal.
  • Giant.
  • Lush.
  • Deep.

Crater presets

  • Normal.
  • Water.
  • Lava.

Volcano presets

  • Volcano.
  • Active.
  • Dormant.

Island presets

  • Normal.
  • Lush.
  • Snowy.

Canyon presets

  • Normal.
  • Dry.
  • River.

Cliff designer

//buildedit cliff

Cliff presets include Natural Rock, Mountain, Canyon, Coastal, Mossy and Badlands. The interface provides controls for height, depth, roughness, side, vegetation, debris and the generated shape.

Paths and rivers

//buildedit path
//buildedit river

These tools use the selection endpoints to plan a route through the world. Their previews show the route and terrain integration before any blocks are changed.

Tomb generator

//buildedit tomb

Tomb presets include:

  • Ancient Crypt.
  • Royal Tomb.
  • Catacombs.
  • Ruined Tomb.
  • Desert Tomb.
  • Dark Gothic Crypt.
  • Massive Necropolis.

The designer controls size, decoration, condition, secret areas and seed.

Collapse simulation

Collapse simulates controlled structural destruction with staged block changes, debris and effects.

//buildedit collapse
//buildedit collapse <radius>
//buildedit collapse down
//buildedit collapse topple <north|east|south|west>
//buildedit collapse selection
//buildedit collapse cancel
//buildedit collapse speed <blocksPerTick>

Selection collapse can use radial, down, up, north, south, west or east directions. A custom start position may also be supplied where supported.

Collapse safety options can limit changes per tick, debris entities, dropped items, effect distance, camera shake and damage to block entities.

Utility commands

Count a block near your position:

//buildedit countnear <radius> <block>

Create a clear/remove operation for the current selection:

//buildedit clearblocks

Use the simple preview mode or style:

//buildedit previewmode simple
//buildedit previewstyle simple

Complete command overview

//buildedit preview <schematicName>
//buildedit folder
//buildedit materials
//buildedit styleswap
//buildedit import [fileName]
//buildedit save <name> [format] [overwrite]
//buildedit move <x> <y> <z>
//buildedit pos1
//buildedit pos2
//buildedit wand
//buildedit mode [instant|performance|floor_by_floor] [floorHeight]
//buildedit forest [biome]
//buildedit forest regenerate
//buildedit biome <biome>
//buildedit biome reset
//buildedit blend on confirm
//buildedit blend off
//buildedit road
//buildedit cityroad
//buildedit nature
//buildedit tomb
//buildedit path
//buildedit terrain smooth
//buildedit mountain [preset] [width] [height] [seed]
//buildedit cave [preset] [width] [height] [seed]
//buildedit crater [preset] [width] [height] [seed]
//buildedit volcano [preset] [width] [height] [seed]
//buildedit island [preset] [width] [height] [seed]
//buildedit canyon [preset] [width] [height] [seed]
//buildedit cliff
//buildedit river
//buildedit rotate <degrees>
//buildedit mirror <x|z>
//buildedit scale <percent>
//buildedit carve on confirm
//buildedit carve off
//buildedit confirm
//buildedit cancel
//buildedit stop
//buildedit pause
//buildedit resume
//buildedit speed <blocksPerTick>
//buildedit previewmode simple
//buildedit previewstyle simple
//buildedit clearblocks
//buildedit collapse [radius]
//buildedit collapse down
//buildedit collapse topple <direction>
//buildedit collapse selection
//buildedit collapse cancel
//buildedit collapse speed <blocksPerTick>
//buildedit countnear <radius> <block>
//buildedit status
//buildedit undo [player]

Commands and available options can differ slightly between Minecraft versions. Minecraft's command suggestions always show the valid options for the installed BuildEdit build.

Configuration

BuildEdit configuration is divided into categories such as:

  • Build.
  • Placement.
  • Feedback.
  • Safety and Undo.
  • Preview.
  • Terrain.
  • Forest.
  • Permissions.

Common settings control:

  • Blocks placed per tick.
  • Maximum concurrent builds.
  • Maximum structure size.
  • Preview block and render-distance limits.
  • Preview opacity and build budget.
  • Air handling.
  • Particles and sounds.
  • Undo record limits and lifetime.
  • Terrain and forest generation limits.
  • Operator-only access.

Server settings take priority when a client connects to a server.

Troubleshooting

A command is unavailable

  • Confirm that BuildEdit loaded successfully.
  • Confirm that WorldEdit is installed and compatible.
  • Check your operator or permission level.
  • Verify that you installed the correct loader build.
  • Use Minecraft command suggestions to check whether that feature exists in the installed BuildEdit version.

A schematic does not appear

  • Use //buildedit folder to open the correct folder.
  • Run //buildedit import after adding a local file.
  • Include the correct filename or omit the extension when command suggestions present the stored name.
  • Check chat for format, size or corruption errors.

The preview is simplified

The structure may exceed configured preview limits. Simplification protects frame rate and does not necessarily mean the final build is missing blocks. Check the preview information panel and server configuration.

The build pauses or progresses slowly

  • Check //buildedit status.
  • Use //buildedit resume if it is paused.
  • The server may be applying a global block budget.
  • Chunk loading or a very large number of block entities can reduce speed.
  • Increase speed only when the server has enough performance headroom.

Some blocks were skipped

Blocks outside the dimension's real build height are intentionally skipped. The rest of the structure is still built. Protection rules, permissions or unsupported data may also prevent specific changes.

Undo is unavailable

The record may have expired, exceeded the configured block limit or been removed when the server reached its undo-history limit.

Recommended workflow for large builds

  1. Use Performance mode.
  2. Load the structure and inspect its dimensions and block count.
  3. Position the hologram before enabling dangerous options.
  4. Check that the structure fits the intended terrain and dimension height.
  5. Use Blend only when foundation filling is wanted.
  6. Use Carve only when schematic air should delete existing blocks.
  7. Confirm the build.
  8. Watch the progress HUD and server performance.
  9. Pause instead of cancelling when the server temporarily needs resources.
  10. Keep the undo record until the finished build has been inspected.

Summary

BuildEdit turns saved builds and generated structures into interactive, transformable previews. It combines WorldEdit-compatible file support with a high-performance hologram renderer, controlled placement, undo support, material tools and procedural world-building features. The result can be reviewed before blocks are changed, while server-side limits keep large operations manageable.