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.

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.

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.

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.

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.

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.

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.

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.

`<fill>`

The fill region represents the coordinates of each block matching the defined material within the bounds supplied.

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.

`<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.

`<join>`

Provide any number of regions within this region type to create a region that combines all the points of the nested regions.

`<nowhere>`

This represents no coordinate in the world.

`<point>`

A point represents a location in the world.

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. |

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. |

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.

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

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.

`<translate>`

This translates all the regions nested within it by an offset.

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 |

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.

Attribute | Description | Type |

`center` | The center of the circle. | X,Y,Z Vector |

`radius` | The radius of the circle. | Number (Without Decimal) |