Design tools is a window for builders and for map and plugin planners. Its five tabs count a bill of materials, run marker checks and build a planning sheet, show a world map, measure travel distances between points, and show floor cross-sections.
| Menu | Tab it opens |
|---|
| Tools › Design tools (bill of materials·planning sheet·map·travel distance·floor view)… | The whole window |
| Tools › Bill of materials (BOM) — selection | Bill of materials + count right away |
| Tools › Design check report | Checks · design sheet + check right away |
| Tools › World map (overview·density) | Map + draw right away |
| Tools › Turn off floor view | Turns off floor view only. |
Close the window with Esc. The console commands bom · design_report · slice do the same things.
- Select the building you will build.
- Click Tools › Bill of materials (BOM) — selection.
- Item counts, stacks and shulker box counts per category are shown.
- Turn on Estimate raw materials to break everything down to raw materials such as logs, cobblestone and sand.
- Paste into Discord or Notion with Copy Markdown, or create an Excel file with Save CSV….
| Field | Meaning |
|---|
| Region | Selection · Selected actors (Outliner) · Whole world |
| Count | Converts block states to item counts. |
| Estimate raw materials | Number of raw materials, fully broken down with crafting table, stonecutter and furnace ratios. |
| Table | Category · Item · Count · Stacks · Block cells |
| Save CSV… | A CSV (UTF-8 BOM) that opens directly in Excel. |
| Save Markdown… · Copy Markdown | Markdown file · clipboard |
Examples of the item conversion rules:
| Block | How it is counted |
|---|
| Upper half of doors · upper half of tall flowers · bed head | 0 (counted as 1 from the lower part) |
| Double slab | 2 |
| Candles · sea pickles · snow layers | The number they contain |
| Wall torch · wall sign · wall banner · wall head | The held item |
| Crops | Seeds |
| Flower pot | Flower pot + plant |
| Water · lava source | Bucket |
| Barrier · bedrock, etc. | Marked Not in survival |
- Stacks are based on 64 items (16 for throwables · 1 for non-stackables).
- Custom model props are counted separately on a Prop row.
- Raw materials are an estimate. Fuel, tools, trading and random drops are not counted.
| Field | Meaning |
|---|
| Check | Marker check + region overlap · spawns in safe zones · warp links · placement · naming rules |
| Naming rules | Turns on checks for snake_case · type prefixes (npc_ · town_ · warp_ …) · auto-numbered ids. |
| Block placement (buried · floating) | Finds point markers that are buried in blocks, have their head blocked or float in the air. |
| View | All · Errors · warnings · Errors only |
| Fix naming (n) | Renames to the suggested ids at once. Warp targets follow. One Ctrl+Z undoes it. |
Examples of what the check finds:
| Finding | Level |
|---|
| Overlapping regions with the same priority | Warning |
| Mob spawn inside a safe zone | Error |
| Mob spawn inside a town · mob spawn outside a hunting ground, dungeon or field · overly dense spawns | Warning |
| Hunting ground or dungeon without a level range, hunting ground or dungeon without mob spawns | Warning |
| Town or dungeon without BGM | Info |
| Warp not linked to other warps · one-way warp | Info |
| Point marker that belongs to no region | Info |
| Player spawn outside safe zones and towns | Warning |
| Point marker buried in blocks | Error |
| Point marker with its head blocked · floating in the air | Warning |
Double-click a row to move the camera to that marker and select it.
| Save button | Contents |
|---|
| Planning sheet: CSV… | All markers in one table — type · id · name · reference · editor/server coordinates · region properties · tags |
| Planning sheet: Markdown… | Tables per type + contents per region (NPCs · quests · spawns · mob count · prop count) + actors |
| Actor CSV… | Actor list |
| Report: Markdown… · CSV… | Check results |
| Save all to folder | Saves the planning sheet, report, bill of materials (world) and travel distances next to the world file in one go. |
| Field | Meaning |
|---|
| Redraw | Draws a top-down height map. Large worlds take a few seconds. |
| Overlays | Regions · mob spawn areas · point markers · warp link lines |
| Density heatmap | Off · all · NPC · mob · quest · warp · prop |
| Grid (blocks) | The cell size for counting density. |
| Resolution (px) | Pixels on the long side. Larger is more detailed but slower. |
| Save PNG… | Saves the map as an image. |
- Colors: yellow town · orange hunting ground · purple dungeon · green safe zone · sky blue field · red mob spawn · teal lines warps.
- Clicking the map moves the camera there. Near a point marker, it selects that marker.
- Hovering shows the coordinates, region and grid value. The 5 densest spots are also shown.
| Field | Meaning |
|---|
| Calculate · Stop | Calculates between warps, player spawns and town centers. Runs in the background. |
| Walking path (slow) | Finds the actual walking path with a movement check. |
| Town centers · All region centers | Regions to include in the calculation. |
| Far threshold (s) | Marked Far if it takes longer than this. |
| Table | From · To · Straight · Path · Walk · Sprint · Status · Note |
| Save CSV… · Save Markdown… | Save the results |
- Times are calculated at 4.317 blocks/s walking and 5.612 blocks/s sprinting.
- Status is Detour ×n (the path is much longer than the straight line) · Far · Unreachable · Linked by warp.
- Double-click a row to move the camera to the starting point.
- Walking paths are searched within the bounds of the points + 32 blocks (up to 768 blocks per side). Beyond that, only straight lines are counted.
Strips away everything above (or below) a set height on screen so you can see interiors. The blocks stay as they are, so saving and exporting are not affected.
| Field | Meaning |
|---|
| Cut above: y ≤ | Only up to this height is shown. Move it with the +1 · −1 · +4 · −4 buttons (one floor ≈ 4–5 blocks). |
| Cut below: y ≥ | Shown from this height up. |
| To selection box height | Shows only between the bottom and top heights of the selection box. |
| Off | Turns floor view off (same as Tools › Turn off floor view). |
- Clicks also pass through cut blocks.
- Floor view works separately from hiding with H.
- Props and markers are not cut.
| Setting | Tab | Default |
|---|
| Region | Bill of materials | When opened from the Tools menu: the selection if there is one, otherwise the whole world |
| Naming rules · Block placement (buried · floating) | Checks · design sheet | On |
| Walking path (slow) · Town centers · All region centers | Travel distance | On · On · Off |
| Key | Action |
|---|
| Esc | Close the Design tools window |
| Ctrl+Z | Undo Fix naming |
| Double-click a table row | Move the camera to that marker or starting point |
- Save all to folder requires the world to be saved first. If the name exists,
_v2 is appended.
- If you edit the world during calculation, travel distances are recalculated.
- The naming rule prefixes are fixed defaults. There is no per-project setting yet.
- You can do the same calculations with the AI connection tools
bom · design_report · travel_times (MCP tool list).