AntOfThy

World Edit Base - commands

Aug 2nd, 2017
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  1.  
  2. World Edit Commands used in my video
  3. World Edit Base
  4. https://www.youtube.com/watch?v=kQITPxg8xJk
  5.  
  6. Ant Of Thy 3 August 2017
  7.  
  8.  
  9. # On CubeKrowd, jump to build location
  10. # You need to be respected rank or above to jump to Flat World
  11. /warp flat
  12. /tppos 4000 171 2500
  13.  
  14. # Set a block under feet when standing at y=171
  15. # block represents the height of the mountain
  16. # and start point for all the following builds
  17. /up 0
  18.  
  19. # Upper Ring Working
  20. # Select reference block
  21. //shift 5 up
  22. //outset 45
  23.  
  24. # Slanting a Plane
  25. //g -c -h 95:15 y<0
  26. //g -c -h 95:15 rotate(x,y,.1); y<0
  27. //g -c -h 95:15 rotate(x,z,1) rotate(x,y,-.1); y<0
  28. //g -c -h 95:15 rotate(x,z,1.11) rotate(x,y,-.1); y<0
  29.  
  30. # Torus intersecting plane
  31. //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2
  32.  
  33. # Torus and Plane combined (floor of torus base)
  34. //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2 && y<0
  35.  
  36. # Color walls of the torus for base and roof
  37. //g -c -h 95:15 rotate(x,z,1.11); rotate(x,y,-.1); data=(y<.5)?15:13; (25-sqrt(x^2+z^2))^2+y^2<5^2
  38.  
  39.  
  40. # Lower ring
  41. # Reselect referance Block
  42. //shift 65 down
  43. //outset 45
  44.  
  45. # Floor for a slaneted Torus: 35 major 8 minor
  46. //g -c -h 95:14 rotate(x,z,1.11+pi/2); rotate(x,y,.06); (35-sqrt(x^2+z^2))^2+y^2<8^2 && y<-3.5
  47. # Walls for the Torus
  48. //g -c -h 95:15 rotate(x,z,1.11+pi/2); rotate(x,y,.06); data=(y<-2.8)?15:13; (35-sqrt(x^2+z^2))^2+y^2<8^2
  49.  
  50.  
  51. # Helix Stair
  52.  
  53. # reselect referance Block
  54. //shift 32 down
  55. //outset 45
  56.  
  57. Remove green glass (for the moment)
  58. //replace 95:13 air
  59.  
  60. # Vertical Cylinder (solid, offset to intersect toruses)
  61. //g -c 95 x-=28; x^2+z^2<3.4^2
  62.  
  63. # Sloped Cylinder
  64. //g -c 95 x-=28-y*4/35; x^2+z^2<3.6^2
  65.  
  66. # Adjust location until positioned right
  67. //g -c 95 x-=28-y*3/35; x^2+z^2<3.4^2
  68. //g -c 95 x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  69.  
  70. # Create a Rotational mirror of cylinder
  71. //g -c 95 x<0?rotate(x,z,pi):0; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  72.  
  73. # Stretch cylinder into oval (as it will become a helix)
  74. //g -c 95 x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  75.  
  76. # Half the cylinder for a floor (stair case surface)
  77. //g -c 95 x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  78.  
  79. # Convert into a helix (check space for stair blocks)
  80. //g -c 95 rotate(x,z,pi*y/70); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  81.  
  82. # Slowly adjust the helix (for stair blocks)
  83. //g -c 95 rotate(x,z,pi*y/60); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  84. //g -c 95 rotate(x,z,pi*y/55); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  85.  
  86. # Adjust rotated position of the helix (avoid large flat areas of toruses
  87. //g -c 95 rotate(x,z,pi*y/55+1); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  88. //g -c 95 rotate(x,z,pi*y/55+1.3); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  89. //g -c 95 rotate(x,z,pi*y/55+.7); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  90. //g -c 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  91.  
  92. # Adjust height
  93. //inset -v 9
  94.  
  95. # Final build of helix (coloring the 3 areas)
  96. //shift 32 down
  97. //outset 45
  98. //inset -v 9
  99. # stair block floor
  100. //g -c -h 95:1 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  101. # outside casing
  102. //g -c -h 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; data=(z<-.8)?7:8; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  103.  
  104.  
  105. # ----------------------------
  106. # Final Build from scratch
  107.  
  108. # Lower Ring
  109. //shift 65 down
  110. //outset 45
  111. //g -c -h 95:14 rotate(x,z,1.11+pi/2); rotate(x,y,.06); (35-sqrt(x^2+z^2))^2+y^2<8^2 && y<-3.5
  112. //g -c -h 95:15 rotate(x,z,1.11+pi/2); rotate(x,y,.06); data=(y<-2.8)?15:13; (35-sqrt(x^2+z^2))^2+y^2<8^2
  113.  
  114. # Helix Stairs (hollow out roof of lower ring)
  115. //shift 32 down
  116. //outset 45
  117. //inset -v 8
  118. //g -c 95:0 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  119. //replace 95:0 air
  120. //g -c -h 95:1 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
  121. //g -c -h 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; data=(z<-.8)?7:8; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
  122.  
  123. # Manual cleanup of lower joins
  124.  
  125. # Upper Ring
  126. //shift 5 up
  127. //outset 45
  128. //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2 && y<0
  129. //g -c -h 95:15 rotate(x,z,1.11); rotate(x,y,-.1); data=(y<.5)?15:13; (25-sqrt(x^2+z^2))^2+y^2<5^2
  130.  
  131. # Manual cleanup of upper joins
  132.  
  133. # Block Replacement
  134. //shift 32 down
  135. //outset 45
  136.  
  137. # replace black glass : 5567 blocks
  138. //replace 95:15 251:15
  139. # replace grey glass : 1740 blocks
  140. //replace 95:7 251:15
  141. # Total : ~ 7310 -> 114 stacks -> 2 chests + 1 row Concrete
  142.  
  143. # replace green glass : 7317 block
  144. //replace 95:13 95:15
  145. # replace lt.grey glass : 2202 block
  146. //replace 95:8 95:15
  147. # Total : ~ 7520 -> 117 stacks -> 2 chests + 1 row Glass
  148.  
  149. # We can now make layer images, to generate plans for building in survival
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