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.