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@github-actions github-actions released this 09 Jul 00:19

[2.2.0] - 2026-07-08

Edit your world like you edit a build — place blocks, paste whole structures
previewed and orientation-correct, and cut regions back out as schematics, with
enforced backups, session-lock safety and atomic writes. Plus the exploration
pack (Y-slice, waypoints, block search, material lists) and a datapack upgrader
that tells you exactly what changed.

Added

  • World editing — the world viewer became a world editor. Enter Edit on an
    open world and the block-editor tools work on real terrain: paint
    (brush/recolor), erase, and box select with fill/delete, with undo/redo, a
    hover ghost and plane-locked strokes. Edits stay local until Save to
    World
    , whose dialog previews exactly what will be written — the blocks, the
    chunks, the backup about to be taken — before a byte moves.
  • A safe write path no other world editor ships, on by design and not
    optional: the session.lock is held so Minecraft and Blockwright can't
    fight over the save, every touched region file is backed up before the first
    write (with a Restore/Delete manager in Settings ▸ World), chunk NBT is
    surgically patched (never re-serialized from the render model, so mod data
    and untouched tags survive byte-for-byte), regions are rewritten atomically,
    lighting/heightmaps are handed back to the game to recompute, POI records are
    invalidated, and a chunk that fails any gate is refused — never "best effort"
    written. Worlds open read-only until the master switch in Settings ▸ World is
    turned on.
  • Place structure into world — drop any open build (.nbt, .schem,
    .litematic, an AI version) into the open world as a translucent ghost,
    nudge it with arrows/PgUp/PgDn, rotate with R (stairs, doors and rails land
    facing right — orientation-correct, the transform WorldEdit still corrupts),
    and commit through the same safe write path. structure_void and omitted
    cells leave terrain untouched; minecraft:air clears, exactly like an
    in-game paste.
  • Extract from world — the inverse, closing the loop: box-select a region and
    Open as tab (edit, re-theme, diff, place it back) or Save as…
    (.nbt/.schem/.litematic, block entities and entities carried, oversized
    regions auto-split into a jigsaw assembly). Capturing from a world no longer
    needs in-game structure blocks at all.
  • Y-slice / underground mode — cut everything above a chosen Y away (HUD panel
    with a slider, [ / ] to nudge, Shift for ×8) and browse caves, dungeons
    and basements like a doll's house. Structures get the counterpart: storey
    isolation — click a storey in the new bottom-left chip and the view clips to
    that floor band. Both levels are remembered per world/structure (Settings ▸
    Viewer).
  • Waypoints — bookmark the camera anywhere in a world (name + position +
    dimension, saved per world), jump back from the HUD list; jumping to a
    waypoint in another dimension switches there first. Spawn and last-player
    jumps sit beside it.
  • Cursor readout — the block under the crosshair, named: position, block id
    and biome, resolved live from the streamed chunks (the F3 essentials without
    the game). Verbosity is configurable (coords / +block / +biome).
  • Find blocks — search a block id across the loaded area ("where are my
    diamond ore / spawners / chests"), results nearest-first as a jump list plus
    amber markers visible through terrain.
  • Chunk grid + slime chunks — chunk-boundary lines around the camera (region
    corners highlighted) as a HUD toggle, and the minimap gained region-boundary
    lines plus a seed-derived slime-chunk overlay (exact Java Random math, so
    it matches the game).
  • Server saves — Bukkit/Spigot/Paper worlds now open whole: the sibling
    <world>_nether/ and <world>_the_end/ folders are discovered from the main
    world folder, so all three dimensions list and stream.
  • Material list — a Materials panel (View ▸ Materials, Cmd+4, or "Materials…"
    on the build card) rolls any open structure up into gatherable items with
    stack and shulker-box math: all states of a block as one row, doors and beds
    counted once, double slabs twice, candles/sea pickles/turtle eggs/snow layers
    by their live amount, source water/lava as buckets, and entities included.
    Exports machine-readable CSV or JSON.
  • Orthographic plan views + measure — Top/Front/Side presets for layout work
    (near-orthographic, so plans read as plans) and a two-point measure tool:
    click two blocks, read the X×Y×Z span and straight-line distance.
  • Datapack upgrader with a loss report — one action in the Worldgen Doctor
    upgrades the active workspace to its target Minecraft version: structure
    .nbts re-stamped to the target DataVersion (surgically, on the NBT tag
    tree — and never downgraded: a file newer than the target is reported, not
    touched), the structures/structure/ folder rename applied,
    pack.mcmeta re-stamped in both the classic pack_format and the 26.x
    min_format/max_format schemes, and block ids that don't resolve at the
    target flagged. Every change and everything it could not map is listed —
    nothing is silently dropped.
  • Doctor fix-its — the check-up's safe findings grew one-click Fix it
    buttons: move .nbts to the folder the target version reads, inject the
    required spawn_overrides: {}, re-stamp a stale pack format. The report
    re-scans after each fix.
  • /place everywhere — the copyable test command now also appears in the
    workspace-export success screen (/place structure with worldgen files,
    /place template without) and in the Jigsaw panel, so "did it assemble?" is
    always one paste away.
  • Missing-texture diagnostics for worlds — the 2.1 structures feature extended:
    the world HUD counts block types rendering as flat colors in streamed chunks
    (hover for the list), only when a content pack is configured.
  • Settings, one page of new knobs, each tied to a shipped behavior:
    World — default render distance, chunk memory cap (the "never OOM,
    degrade to LOD" budget), mesh worker threads (auto = scales with your CPU),
    default dimension on open (last used per world / always overworld), and a
    total size cap for backups alongside retention. Viewer — a
    colorblind-safe overlay palette (Okabe–Ito) for diff/void/selection marks,
    Y-slice memory, cursor readout verbosity. Editor — default tool on
    entering edit, plane-lock default, symmetry that persists across sessions,
    undo depth, and an unsaved-edit guard on tab close (warn / auto-save as a
    version / discard). AI — review screenshot size (the token/quality lever
    of the self-review loop) and library retention (keep the last N versions per
    build; generated libraries no longer grow unbounded). Files — default
    "Export As…" format, material-list export format, and reopen last session on
    launch (tabs + world).
  • macOS file associations — .nbt, .schem and .litematic register with the
    OS, so double-click / Open With reaches Blockwright.

Changed

  • The backup retention setting now pairs with the new total-size cap: past
    either limit the oldest backup sets are pruned, and the newest set always
    survives whatever the cap says.
  • Settings, polished as one surface: a consistent spacing rhythm across every
    tab, controls that line up on a single right-hand column, and one control
    language throughout — every boolean is the same switch (no more stray native
    checkboxes), every dropdown is the themed select (the AI tab's model /
    thinking / max-rounds pickers included; max rounds now offers an explicit
    "Auto"), and the sidebar tabs gained icons. The whole row of a toggle is now
    its click target.

Full Changelog: v2.1.1...v2.2.0