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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:
- Select an area or choose a saved structure.
- Generate a cyan hologram preview.
- Move, rotate, mirror or scale the preview.
- Confirm the preview to start building.
- 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.
- 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.
- Install the correct Minecraft mod loader.
- Install WorldEdit for that Minecraft version and loader.
- Install Fabric API when required by the Fabric build.
- Place the BuildEdit JAR in the Minecraft
modsfolder. - Start Minecraft and open or create a world.
- 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.
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.
//buildedit preview my_build
Move the hologram into position, then use:
//buildedit confirm
To discard the preview instead:
//buildedit cancel
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.
//buildedit wand gives the BuildEdit Selection Axe.
- Left-click a block to set Position 1.
- Right-click a block to set Position 2.
-
//buildedit pos1sets Position 1 at your current location. -
//buildedit pos2sets 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.
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.
//buildedit folder
This opens the local BuildEdit structure folder. Copy files into the appropriate folder and import or preview them in game.
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.
//buildedit save <name>
Choose a format in the menu, or specify one when supported:
//buildedit save <name> <format>
Available formats include:
buildeditschemnbtlitematic
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.
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.
- 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.
//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.
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.
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.
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.
Choose a mode with:
//buildedit mode <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.
//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.
//buildedit mode floor_by_floor <floorHeight>
This mode groups placement into horizontal floors. floorHeight determines how
many vertical blocks belong to one floor.
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.
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.
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 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 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.
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.
//buildedit styleswap
Style Swap replaces selected materials in a loaded structure without manually editing every block.
Typical workflow:
- Select a source material from the schematic list.
- Choose a replacement block.
- Inspect compatible block properties.
- Apply the swap to the preview.
- Revert it if the result is unsuitable.
- Save the result as a new schematic when desired.
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.
//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.
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.
//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.
//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.
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.
- Rocky.
- Alpine.
- Snowy.
- Volcano.
- Normal.
- Giant.
- Lush.
- Deep.
- Normal.
- Water.
- Lava.
- Volcano.
- Active.
- Dormant.
- Normal.
- Lush.
- Snowy.
- Normal.
- Dry.
- River.
//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.
//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.
//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 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.
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
//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.
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.
- 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.
- Use
//buildedit folderto open the correct folder. - Run
//buildedit importafter 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 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.
- Check
//buildedit status. - Use
//buildedit resumeif 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.
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.
The record may have expired, exceeded the configured block limit or been removed when the server reached its undo-history limit.
- Use Performance mode.
- Load the structure and inspect its dimensions and block count.
- Position the hologram before enabling dangerous options.
- Check that the structure fits the intended terrain and dimension height.
- Use Blend only when foundation filling is wanted.
- Use Carve only when schematic air should delete existing blocks.
- Confirm the build.
- Watch the progress HUD and server performance.
- Pause instead of cancelling when the server temporarily needs resources.
- Keep the undo record until the finished build has been inspected.
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.