A comprehensive guide on creating maps and game modes for Atlas.
<regions>
The regions element is used to store a collection of regions that can be referenced elsewhere by their ID.
<above>
The above region select any coordinates above the supplied x, y, or z values.
<above y="25" />
<!-- everything above y=25 -->
<above x="25" z="21" />
<!-- any block in below x=25, z=21 -->
Attribute | Description | Type |
x | The base block to select above on the X-axis | Number (Without Decimal) |
y | The base block to select above on the Y-axis | Number (Without Decimal) |
z | The base block to select above on the Z-axis | Number (Without Decimal) |
<below>
The below region select any coordinates below the supplied x, y, or z values.
<below x="32" y="18" z="52" />
<!-- you get the idea -->
Attribute | Description | Type |
x | The base block to select below on the X-axis | Number (Without Decimal) |
y | The base block to select below on the Y-axis | Number (Without Decimal) |
z | The base block to select below on the Z-axis | Number (Without Decimal) |
<block>
The block region represents a single block in the world.
<block>-138,32,87</block>
Description | Type |
The location of the block. | X,Y,Z Vector |
<bounds>
The bounds region selects the area around the region specified. Similar to the WorldEdit //walls command.
<bounds id="bound" y-axis="false">
<region>
<cuboid min="11, 10, -13" max="2, 10, -5" />
</region>
</bounds>
Attribute | Description | Type | Default |
region | The region that should be bounded This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region | |
x-axis | If the bounds on the X-axis should be selected. | True/False | true |
y-axis | If the bounds on the Y-axis should be selected. | True/False | true |
z-axis | If the bounds on the Z-axis should be selected. | True/False | true |
<box>
A box is a helper region that will return a cuboid region based on supplied coordinate modifiers and a center.
<box center="4,3,1" x="4" y="5" z="11" />
<!-- A cuboid that centers at 4,3,1 spreads out above and below the supplied coordinates. -->
<!-- If x,y, or z isn't supplied, 0 will be used for the value -->
Attribute | Description | Type | Default |
center | The center of the box. | X,Y,Z Vector | |
x | Amount of blocks to expand the box on the X-axis | Number (Without Decimal) | 0 |
y | Amount of blocks to expand the box on the Y-axis | Number (Without Decimal) | 0 |
z | Amount of blocks to expand the box on the Z-axis | Number (Without Decimal) | 0 |
<cuboid>
A cuboid is a three-dimensional box.
<cuboid min="23, 50, 15" max="40, 62, 31" />
<cuboid min="50, 30, 30" max="25, 18, 25" />
<!-- min doesn't strictly require to be below max -->
Attribute | Description | Type |
min | The minimum location of the region. | X,Y,Z Vector |
max | The maximum location of the region. | X,Y,Z Vector |
<cylinder>
A cylinder is a 3-dimensional circle region.
<cylinder base="23, 50, 15" radius="5" height="10" />
Attribute | Description | Type |
base | The base of the cylinder. | X,Y,Z Vector |
radius | The height of the cylinder. | Number (Without Decimal) |
<everywhere>
This represents every coordinate in the world.
<everywhere />
<!-- every block -->
<fill>
The fill region represents the coordinates of each block matching the defined material within the bounds supplied.
<fill bounds="a-cuboid" materials="dirt;grass" start="3,2,1" />
<!-- every block that is either dirt or grass within the bounds -->
Attribute | Description | Type |
bounds | The region that contains the blocks to search for. This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region |
materials | The blocks to search for. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration. | Multi Material Matcher |
start | Location to start the search from. (Defaults to center of boundary) | X,Y,Z Vector |
<intersect>
This region is comprised of points that are shared by all of the nested regions.
<intersect>
<cuboid min="0, 5, 0" max="5, 10, 5" />
<cuboid min="0, 5, 0" max="5, 7, 5" />
</intersect>
<invert>
The invert region takes the inverse of the regions provided within the element. For example, if a single point is provided, the inverted version of that region would be every point in the world excluding that point.
<invert>
<cuboid min="32, 112, 52" max="52, 12, 5" />
<translate offset="-25, -10, 0">
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</translate>
</invert>
<join>
Provide any number of regions within this region type to create a region that combines all the points of the nested regions.
<join>
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</join>
<nowhere>
This represents no coordinate in the world.
<nowhere />
<!-- no blocks at any location -->
<point>
A point represents a location in the world.
<point>24, 15.5, 60</point>
Description | Type |
The location. | X,Y,Z Vector |
<rectangle>
A rectangle is a cuboid region that encompasses all y coordinates.
Specification | Changes |
1.0.6 | Rectangles now require min/max values. |
<rectangle min="50, 40" max="-50, -40" />
Attribute | Description | Type |
min | Min location of the rectangle. | Number (Without Decimal) |
max | Max location of the rectangle. | Number (Without Decimal) |
<region>
You may use the
Specification | Changes |
1.0.6 | All vectors now support decimals. |
<point id="a-point">24, 15, 60</point>
<join id="reference-example">
<region id="a-point" />
</join>
Attribute | Description | Type |
id | The id of the region for reference. | Region ID |
<sector>
The sector region represents a sector of a circle that covers all Y values.
<sector x="11" z="22" start="120.0" end="130.0" />
<!-- everything between angle 120 and 130 in a circle that has a base at the supplied coords. -->
Attribute | Description | Type |
x | The base of the circle on the X-axis | Number (Without Decimal) |
z | The base of the circle on the Z-axis | Number (Without Decimal) |
start | The angle that the sector should begin. | Number (With Decimal) |
end | The angle that the sector should end. | Number (With Decimal) |
<sphere>
A sphere is a perfectly round geometrical object in three-dimensional space that is the surface of a completely round ball
<sphere origin="50, 18, 30" radius="12" />
Attribute | Description | Type |
origin | The origin of the sphere. | X,Y,Z Vector |
radius | The radius of the sphere. | Number (Without Decimal) |
<subtract>
The subtract region takes the first listed region and for each successive region listed, removes points from it.
<subtract>
<!-- these region includes all points in the cuboid, except 60, 40, 60 -->
<cuboid min="45, 32, 45" max="90, 64, 90" />
<point>60, 40, 60</point>
</subtract>
<translate>
This translates all the regions nested within it by an offset.
<translate offset="-25, -10, 0">
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</translate>
Attribute | Description | Type |
offset | Amount of blocks to offset the nested regions by. | X,Y,Z Vector |
<void>
The void region selects all blocks that have only air under it.
Specification | Changes |
1.0.4 | Void regions now have configurable min/max/ignored-blocks |
<void />
<!-- everything that has void under it. -->
Attribute | Description | Type | Default |
min | The y-coordinate to start looking for air at | Number (Without Decimal) | 0 |
max | The y-coordinate to stop looking for air at | Number (Without Decimal) | 5 |
ignored-blocks | Blocks which should be counted as air. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration. | Multi Material Matcher |
<circle>
A circle is essentially a cylinder with a height of 1.
<circle center="23, 50, 15" radius="5" />
Attribute | Description | Type |
center | The center of the circle. | X,Y,Z Vector |
radius | The radius of the circle. | Number (Without Decimal) |