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FastEdit 1.0.2
Major schematic-paste stability fixes plus in-game quality of life.
✨ New
- Unlimited paste size: large schematics stream in bounded segments
(constant memory regardless of size — no more OOM).BLOCKS_PER_TICK
raised to 40k (~800k blocks/s, TPS stays stable). - Whole-structure undo: a single
//undoreverts the entire paste
at once (transactional).//undo N= N structures.//redolikewise. - In-game autocomplete (Bedrock): native argument suggestions —
full block list (//set,//replace,//sphere,//cyl,
//pyramid,//walls,//brush,//mask), paste flags
(-noair/--skip-air), sub-commands (//schem save|load|list),
directions, axes, etc.
🐛 Fixes
.schem/.schematicpasted as magenta or crashed:- Hidden
nullerror → real stack traces in console. UnknownBlocksrewrote the file to disk per block → stall/OOM.- Lost orientations: Java→Bedrock state translation (stairs, slabs,
logs, doors, trapdoors, chest/furnace facing…). - Legacy
.schematic: metadata (orientation/variant/colour) now
decoded; block-id table greatly extended. - Resolution verified against the live registry:
oak_*→base,
dark_oaksigns→darkoak,rooted_dirt→dirt_with_roots,
tall_seagrass→seagrass, etc. (a wrong name is skipped, never
mis-placed).
- Hidden
- Crash loop: an out-of-world Y block (
AIOOBE) crashed the tick
forever → now skipped cleanly, the poison job is dropped. - Missing chunk layers: edited chunks are now marked changed
(persisted), relit and fully resent to players → 100% of chunks/layers
present, even far from the player. - Waterlogged blocks: submerged stairs/fences/coral keep their water
(Bedrock layer-1, supported in copy/cut/paste + undo).
⚠️ Known limitations
waterloggednot handled for legacy.schematic(pre-1.13).- Composite patterns (
stone,dirt,35:2) are underlined client-side
but still execute normally (no strict param tree, by design). - Very large pastes (>16M blocks): undo beyond the memory budget evicts
the oldest segments (anti-crash safeguard). - Finalization spike at the end of very large pastes (>10k chunks).