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Design tools

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.

MenuTab it opens
Tools › Design tools (bill of materials·planning sheet·map·travel distance·floor view)…The whole window
Tools › Bill of materials (BOM) — selectionBill of materials + count right away
Tools › Design check reportChecks · design sheet + check right away
Tools › World map (overview·density)Map + draw right away
Tools › Turn off floor viewTurns off floor view only.

Close the window with Esc. The console commands bom · design_report · slice do the same things.

  1. Select the building you will build.
  2. Click Tools › Bill of materials (BOM) — selection.
  3. Item counts, stacks and shulker box counts per category are shown.
  4. Turn on Estimate raw materials to break everything down to raw materials such as logs, cobblestone and sand.
  5. Paste into Discord or Notion with Copy Markdown, or create an Excel file with Save CSV….
FieldMeaning
RegionSelection · Selected actors (Outliner) · Whole world
CountConverts block states to item counts.
Estimate raw materialsNumber of raw materials, fully broken down with crafting table, stonecutter and furnace ratios.
TableCategory · Item · Count · Stacks · Block cells
Save CSV…A CSV (UTF-8 BOM) that opens directly in Excel.
Save Markdown… · Copy MarkdownMarkdown file · clipboard

Examples of the item conversion rules:

BlockHow it is counted
Upper half of doors · upper half of tall flowers · bed head0 (counted as 1 from the lower part)
Double slab2
Candles · sea pickles · snow layersThe number they contain
Wall torch · wall sign · wall banner · wall headThe held item
CropsSeeds
Flower potFlower pot + plant
Water · lava sourceBucket
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.
FieldMeaning
CheckMarker check + region overlap · spawns in safe zones · warp links · placement · naming rules
Naming rulesTurns 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.
ViewAll · 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:

FindingLevel
Overlapping regions with the same priorityWarning
Mob spawn inside a safe zoneError
Mob spawn inside a town · mob spawn outside a hunting ground, dungeon or field · overly dense spawnsWarning
Hunting ground or dungeon without a level range, hunting ground or dungeon without mob spawnsWarning
Town or dungeon without BGMInfo
Warp not linked to other warps · one-way warpInfo
Point marker that belongs to no regionInfo
Player spawn outside safe zones and townsWarning
Point marker buried in blocksError
Point marker with its head blocked · floating in the airWarning

Double-click a row to move the camera to that marker and select it.

Save buttonContents
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 folderSaves the planning sheet, report, bill of materials (world) and travel distances next to the world file in one go.
FieldMeaning
RedrawDraws a top-down height map. Large worlds take a few seconds.
OverlaysRegions · mob spawn areas · point markers · warp link lines
Density heatmapOff · 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.
FieldMeaning
Calculate · StopCalculates 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 centersRegions to include in the calculation.
Far threshold (s)Marked Far if it takes longer than this.
TableFrom · 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.

FieldMeaning
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 heightShows only between the bottom and top heights of the selection box.
OffTurns 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.
SettingTabDefault
RegionBill of materialsWhen opened from the Tools menu: the selection if there is one, otherwise the whole world
Naming rules · Block placement (buried · floating)Checks · design sheetOn
Walking path (slow) · Town centers · All region centersTravel distanceOn · On · Off
KeyAction
EscClose the Design tools window
Ctrl+ZUndo Fix naming
Double-click a table rowMove 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).