This mod has no reason to exist, WorldEdit does all of this and more. Furthermore, it's very inefficient since it places each node using set_node instead of a VoxelManipulator.
It's easier for me and for other beginners. It is simple replace_plus, plus because it is better than the original version (which is even simpler and has less commands.) This was targeted at newer audiences, not long-time members. I use it because world_edit is more confusing.
I personally don't see how /airfill is that harder compared to //replace air stone even for a beginner, it sounds to me like something that a practical WorldEdit's wiki could solve better. If you really want to make a simple mod anyway, make this depend on WE's implementation ('cause right now there's basically no resemblance between the two mods codebases), so it's both efficient and takes advantage of the area marking feature what WE has, making it way easier to see what will change in the world before launching a command
Sorry, I didn't know that feature existed. I don't like an owner's manuel for a mod, though I like full flexibillity. I also think a mod shouldn't require a wiki. :P
I'll look into it, though right now I don't have excess to somewhere where I could edit it. Thank you for making your feedback productive!
This mod has no reason to exist, WorldEdit does all of this and more. Furthermore, it's very inefficient since it places each node using
set_nodeinstead of a VoxelManipulator.It's easier for me and for other beginners. It is simple replace_plus, plus because it is better than the original version (which is even simpler and has less commands.) This was targeted at newer audiences, not long-time members. I use it because world_edit is more confusing.
I'll look again at the code.
I also did not market it for more than it is.
I personally don't see how
/airfillis that harder compared to//replace air stoneeven for a beginner, it sounds to me like something that a practical WorldEdit's wiki could solve better. If you really want to make a simple mod anyway, make this depend on WE's implementation ('cause right now there's basically no resemblance between the two mods codebases), so it's both efficient and takes advantage of the area marking feature what WE has, making it way easier to see what will change in the world before launching a commandSorry, I didn't know that feature existed. I don't like an owner's manuel for a mod, though I like full flexibillity. I also think a mod shouldn't require a wiki. :P
I'll look into it, though right now I don't have excess to somewhere where I could edit it. Thank you for making your feedback productive!