Atlas Map Documentation

A comprehensive guide on creating maps and game modes for Atlas.

Regions<regions>

The regions element is used to store a collection of regions that can be referenced elsewhere by their ID.

Above<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 -->

Above Attributes
AttributeDescriptionType
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<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 -->

Below Attributes
AttributeDescriptionType
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<block>

The block region represents a single block in the world.

<block>-138,32,87</block>

Element Text

DescriptionType

The location of the block.

X,Y,Z Vector

Bounds<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>

Bounds Attributes
AttributeDescriptionTypeDefault
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/Falsetrue
y-axis

If the bounds on the Y-axis should be selected.

True/Falsetrue
z-axis

If the bounds on the Z-axis should be selected.

True/Falsetrue

Box<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 -->

Box Attributes
AttributeDescriptionTypeDefault
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<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 -->

Cuboid Attributes
AttributeDescriptionType
min

The minimum location of the region.

X,Y,Z Vector
max

The maximum location of the region.

X,Y,Z Vector

Cylinder<cylinder>

A cylinder is a 3-dimensional circle region.

<cylinder base="23, 50, 15" radius="5" height="10" />

Cylinder Attributes
AttributeDescriptionType
base

The base of the cylinder.

X,Y,Z Vector
radius

The height of the cylinder.

Number (Without Decimal)

Everywhere<everywhere>

This represents every coordinate in the world.

<everywhere />

<!-- every block -->

Fill<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 -->

Fill Attributes
AttributeDescriptionType
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<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<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<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<nowhere>

This represents no coordinate in the world.

<nowhere />

<!-- no blocks at any location -->

Point<point>

A point represents a location in the world.

<point>24, 15.5, 60</point>

Element Text

DescriptionType

The location.

X,Y,Z Vector

Rectangle<rectangle>

A rectangle is a cuboid region that encompasses all y coordinates.

SpecificationChanges
1.0.6Rectangles now require min/max values.
<rectangle min="50, 40" max="-50, -40" />

Rectangle Attributes
AttributeDescriptionType
min

Min location of the rectangle.

Number (Without Decimal)
max

Max location of the rectangle.

Number (Without Decimal)

Region Reference<region>

You may use the type to reference regions that are listed in the element by their id.

SpecificationChanges
1.0.6All vectors now support decimals.
<point id="a-point">24, 15, 60</point>

<join id="reference-example">
  <region id="a-point" />
</join>

Region Reference Attributes
AttributeDescriptionType
id

The id of the region for reference.

Region ID

Sector<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. -->

Sector Attributes
AttributeDescriptionType
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<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" />

Sphere Attributes
AttributeDescriptionType
origin

The origin of the sphere.

X,Y,Z Vector
radius

The radius of the sphere.

Number (Without Decimal)

Subtract<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<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>

Translate Attributes
AttributeDescriptionType
offset

Amount of blocks to offset the nested regions by.

X,Y,Z Vector

Void<void>

The void region selects all blocks that have only air under it.

SpecificationChanges
1.0.4Void regions now have configurable min/max/ignored-blocks
<void />

<!-- everything that has void under it. -->

Void Attributes
AttributeDescriptionTypeDefault
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<circle>

A circle is essentially a cylinder with a height of 1.

<circle center="23, 50, 15" radius="5" />

circle Attributes
AttributeDescriptionType
center

The center of the circle.

X,Y,Z Vector
radius

The radius of the circle.

Number (Without Decimal)