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Work / Minecraft

Bayzyl

WorldEdit is the foundation. Various tweaks to make it easier for beginners to learn, and for masters to create at their highest capacity. That is the core thesis behind all design decisions.

Alpha · open source (MIT)GitHubBuild Big with Bayzyl

Inside the work

Powerful edits, understandable controls.

In-game captures

My contribution

Author of the Paper plugin: command design, building tools and the safeguards around large edits.

Engineering decisions

  1. Make scale explicit

    Volume and chunk-span checks put confirmation at the point where a paste becomes a costly operation.

  2. Bound recovery work

    Undo history persists between sessions, with a cap on per-action block data. Oversized actions keep metadata rather than making restart recovery unbounded.

What you can inspect

The historical in-game sequence shows Bayzyl commands producing a dome, tower, sandstone pyramid and formula-driven copper ring in one demonstration world. It records that build, rather than the current server installation.

Explore the project images ↑

Selections, shapes, brushes, clipboards, persistent undo, shared kits, and builder profiles, in one consistent command set. Options use option:value syntax, with tab completion for masks and block distributions and confirmation around large edits. It integrates with WorldEdit and FastAsyncWorldEdit while retaining native implementations for core building workflows.

Why it exists

WorldEdit-style brushes are universal but generic: a sphere of stained glass with random weights does not look like fire. And /sphere stone 12 gives you a stone sphere, the right output if you wanted a sphere but not if you wanted "a hill that looks like Minecraft put it here." Bayzyl's detail brushes (fire, clouds, lightning, vines, bark) and gen brushes (ridges, valleys, caves, dunes, mesas and more) encode that knowledge, with settings named for builders, like heat and flicker, instead of octaves.

The hard part

A natural-looking edit has to fit the ground it lands on. The terrain-brush design samples the surroundings, chooses a palette from the local landscape and blends the edges. Edits also need bounded work and a useful undo path, so visual ambition does not make recovery an afterthought.

What comes next

Bayzyl’s roadmap explores broader WorldEdit tool coverage, captured detail-brush presets and an optional client companion for richer previews. These are roadmap directions; each needs its own implementation and in-game verification.

The gallery is a historical alpha demonstration. The source continues to evolve; roadmap items and installed-server behavior have separate verification.

Highlights

  • Durable clipboard recovery and /resume for interrupted copies in the published alpha.2
  • Read-only Redstone Audit for inspecting a loaded selection
  • Per-player persistent undo and /oops for recovering an edit
  • Shared builder kits with themes, icons, aliases and notes
  • Formula generation, detail and terrain brushes alongside selections, shapes and clipboard tools

One command at a time

Every frame is one real Bayzyl command on a clean Paper 1.21.4 server with no WorldEdit installed.

  1. Empty superflat test world

    1/9 Empty superflat test world

  2. Floor from a weighted block mix: the test plaza after /set 60%polished_andesite,25%andesite,15%stone_bricks

    /set 60%polished_andesite,25%andesite,15%stone_bricks

    2/9 Floor from a weighted block mix

  3. Walls around the selection: the test plaza after /walls 70%stone_bricks,30%mossy_stone_bricks

    /walls 70%stone_bricks,30%mossy_stone_bricks

    3/9 Walls around the selection

  4. Hollow glass dome: the test plaza after /hsphere glass 9

    /hsphere glass 9

    4/9 Hollow glass dome

  5. Quartz pillars: the test plaza after /cyl quartz_pillar 1 9

    /cyl quartz_pillar 1 9

    5/9 Quartz pillars

  6. Stepped pyramid from a two-block mix: the test plaza after /pyramid 70%sandstone,30%smooth_sandstone 11

    /pyramid 70%sandstone,30%smooth_sandstone 11

    6/9 Stepped pyramid from a two-block mix

  7. Tower and roof: the test plaza after /hcyl 75%stone_bricks,25%cracked_stone_bricks 6 18  +  /hpyramid dark_oak_planks 7

    /hcyl 75%stone_bricks,25%cracked_stone_bricks 6 18 + /hpyramid dark_oak_planks 7

    7/9 Tower and roof

  8. Torus generated from a math formula: the test plaza after /generate copper_block (sqrt(x*x+y*y)-0.62)*(sqrt(x*x+y*y)-0.62)+z*z<0.05

    /generate copper_block (sqrt(x*x+y*y)-0.62)*(sqrt(x*x+y*y)-0.62)+z*z<0.05

    8/9 Torus generated from a math formula

  9. Procedural forest: the test plaza after /forestgen 16 oak 5 at:player

    /forestgen 16 oak 5 at:player

    9/9 Procedural forest

Step 9 / 9
18 7 r 6
Step 7, in elevation/hcyl 75%stone_bricks,25%cracked_stone_bricks 6 18/hpyramid dark_oak_planks 7Drawn from the numbers in the two commands, one unit per block.

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