#attached mask
#attached[<vector,vector,vector ...>]
Masks to blocks which are attached to at least 1 adjacent non-air block.
Optionally takes a list of direction vectors to check instead of every side.
e.g #attached[up,down,left,north]
In either case, attached means that the block is "touching" the adjacent block. So a bottom slab would not pass #attached[up]
whereas a lantern with the state [hanging=true]
would.
#blocklight Mask
#blocklight[lightLevel]
or #blocklight[minLevel][maxLevel]
Masks to blocks of a given block light (Illumination provided by light sources other than skylight). Optionally takes a minimum and maximum light level, matching any level within that range.
#current mask
Shorthand: #c
A mask which represents your current global mask (gmask).
e.g running //gmask !#current
will invert your current gmask
#eznoise Mask
#eznoisemask[noisePreset][<scale>][<threshold>][<seed>]
Alias: #eznm
Uses a noise preset values 0.0-1.0
to match blocks above a given noise threshold.
#fullblock mask
Masks to blocks which fill an entire cube space.
e.g 1-7 layers of snow will not pass, but 8 layers of snow, a block like stone, or a transparent block like glass will pass.
#fuzzypalette mask
#fuzzypalette[palette]
Shorthand: #fpalette
Masks to blocks which match any block in the palette, regardless of block data.
Equivalent to #palette[palette][False]
#infested mask
Masks to blocks which are infested with silverfish.
#lightsource Mask
#lightsource[lightLevel]
or #lightsource[lightLevel]
or #lightsource[minLevel][maxLevel]
Masks to blocks which emit light. Optionally takes a specific light level to match, or minimum and maximum light level, matching any level within that range.
#near Mask
#near[mask][distance]
&#xNAN;#near[mask][minDistance][maxDistance]
Masks to all blocks within a given spherical (Euclidean) distance of a mask.
Doesn't modify blocks which match the inner mask
.
Can also be set to exclude blocks closer than the minimum distance.\
#palette mask
#palette[palette][<strict>]
Masks to blocks which match any block in the palette.
Optional <strict>
value of True or False to determine if block data must also match.
e.g oak_stairs[facing=east]
will only match with oak_stairs[facing=west]
if strict is set to False.
#truelight Mask
#truelight[lightLevel]
or #truelight[minLevel][maxLevel]
Masks to blocks of a given total light level (Illimunation provided by any light sources including skylight). Optionally takes a minimum and maximum light level, matching any level within that range.
#vectorgradient Mask
#vectorgradientmask[vector][distance][<noisePreset>][<noiseScale>][noiseSeed]
Shorthand: #vgradientm
Masks blocks along a vector with a given distance length. With closer blocks more likely to pass the mask check.
Compatible with noise presets.