Reply To: Server Road Design & Blueprints
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@GodsDead I have tested the brush function. It’s easy as pie!
I used these commands. The percentages don’t even need to add up to 100%. Road:
+/mask grass Nature:
+ /mask >grass What I couldn’t get to work was having random dirt grass blocks in the road. Because you need to do /mask grass after binding a command to a tool, it keeps overwriting the grass blocks I generated with the command! But otherwise I must say it’s a very straightforward task, you just need to look at the area you want to paint.
To stop the bushes from degenerating, you need to use special MC IDs: Oak 18:4 Spruce 18:5 Birch 18:6 Jungle 18:7 Acida 161:4 Dark oak 161:5
Sweet! I actually went on and did some real-world testing last night with some basic stone/cobble paths, ran into a few issues, Paths are mega easy on flat worlds, but when you get terrain changes, hills, general mess, you need to do a preliminary “Clean up”.
I’ve been running around with a //brush smooth tool smoothing the path location first, then its just when you transition fro grass to stone it blended in, maybe adding dirt blocks into the mix will fix this, I love the second nature mode!
If I can find a way to create permissions for you to create these roads in a custom rank, would you want to do it? I would have to limit it so you couldn’t just make diamond roads..Might be in trouble there haha!
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To stop the bushes from degenerating, you need to use special MC IDs: Oak 18:4 Spruce 18:5 Birch 18:6 Jungle 18:7 Acida 161:4 Dark oak 161:5 