building-with-schematics
Building with Schematics
Why Schematics?
Schematics are the PREFERRED building method because:
- You describe WHAT to build, not HOW to execute commands
- Full block state support (facing, axis, half, etc.)
- COMPACT FORMAT saves ~70% tokens with run-length encoding
- Automatic rotation of entire builds
- Optimizes commands automatically
COMPACT FORMAT (Recommended)
Use this format for token efficiency:
{
"a": [x, y, z],
"p": {"S": "stone", "P": "oak_planks", ".": "air"},
"l": [
[0, "S*10|S P*8 S~8|S*10"]
]
}
Compact Syntax:
- Short keys:
"a"(anchor),"p"(palette),"l"(layers),"f"(facing) - Layers:
[y_offset, "row|row|row"]- pipe separates rows - Layer range:
["1-3", "pattern"]- same pattern at y=1, y=2, y=3 (great for walls!) - Run-length:
S*5= 5 S blocks in a row - Row repeat:
S P*3 S~8= repeat this row pattern 8 times
Compact Examples:
10x10 floor with border (verbose: ~500 tokens, compact: ~50 tokens):
{"a": [0,64,0], "p": {"S": "stone", "P": "planks"}, "l": [[0, "S*10|S P*8 S~8|S*10"]]}
5x5x4 hollow room (with layer range for walls):
{
"a": [100, 64, 200],
"p": {"W": "oak_planks", ".": "air"},
"l": [
[0, "W*5~5"],
["1-2", "W*5|W .*3 W~3|W*5"],
[3, "W*5~5"]
]
}
Note: ["1-2", "..."] creates identical layers at y=1 AND y=2. Great for multi-story walls!
Verbose Format (Backward Compatible)
{
"anchor": [x, y, z],
"facing": "north",
"mode": "replace",
"palette": {"<symbol>": "<block>[states]{nbt}"},
"layers": [
{"y": 0, "grid": [["S","S"],["S","S"]]}
]
}
Grid Convention
North (-Z)
^
Row 0 |
Row 1 |
Row 2 v
South (+Z)
Col0 Col1 Col2
<--- West East --->
(-X) (+X)
grid[row][col]=grid[z][x]- Row 0 is the NORTH edge
- Column 0 is the WEST edge
- Rows increase going SOUTH
- Columns increase going EAST
Palette Symbols
Use short symbols for readability:
{
"palette": {
".": "air",
"S": "stone_bricks",
"P": "oak_planks",
"G": "glass",
"Sn": "oak_stairs[facing=north]",
"Ss": "oak_stairs[facing=south]",
"Se": "oak_stairs[facing=east]",
"Sw": "oak_stairs[facing=west]",
"Dl": "oak_door[facing=south,half=lower,hinge=left]",
"Du": "oak_door[facing=south,half=upper,hinge=left]",
"Lx": "oak_log[axis=x]",
"Ly": "oak_log[axis=y]",
"Lz": "oak_log[axis=z]",
"T": "torch",
"Tn": "wall_torch[facing=north]",
"Ln": "ladder[facing=north]",
"C": "chest[facing=south]"
}
}
Complete Example: Small House
COMPACT FORMAT (recommended):
{
"a": [100, 64, 200],
"p": {
"S": "stone_bricks", "P": "oak_planks", "W": "oak_planks", "G": "glass_pane",
"Dl": "oak_door[facing=south,half=lower]", "Du": "oak_door[facing=south,half=upper]",
"Sn": "oak_stairs[facing=north,half=bottom]", "Ss": "oak_stairs[facing=south,half=bottom]",
"Se": "oak_stairs[facing=east,half=bottom]", "Sw": "oak_stairs[facing=west,half=bottom]",
"Ln": "oak_stairs[facing=north,half=top]", "Ls": "oak_stairs[facing=south,half=top]"
},
"l": [
[0, "S*7|S P*5 S~4|S*7"],
[1, "W*7|W .*5 W|G .*5 G~2|W .*5 W|W*3 Dl W*3"],
[2, "W*7|W .*5 W|G .*5 G~2|W .*5 W|W*3 Du W*3"],
[3, "W*7|W .*5 W~4|W*7"],
[4, "Ss*7|Se P*5 Sw|Se P .*3 P Sw~2|Se P*5 Sw|Sn*7"],
[5, ".*7|. Ss*5 .|. Se P*3 Sw .~2|. Sn*5 .|.*7"],
[6, ".*7~2|.*2 Ls*3 .*2|.*2 Ln*3 .*2|.*7~2"]
]
}
Verbose format (same result, more tokens):
{
"anchor": [100, 64, 200],
"palette": {
".": "air", "S": "stone_bricks", "P": "oak_planks", "W": "oak_planks", "G": "glass_pane",
"Dl": "oak_door[facing=south,half=lower]", "Du": "oak_door[facing=south,half=upper]",
"Sn": "oak_stairs[facing=north,half=bottom]", "Ss": "oak_stairs[facing=south,half=bottom]",
"Se": "oak_stairs[facing=east,half=bottom]", "Sw": "oak_stairs[facing=west,half=bottom]",
"Ln": "oak_stairs[facing=north,half=top]", "Ls": "oak_stairs[facing=south,half=top]"
},
"layers": [
{"y": 0, "grid": [["S","S","S","S","S","S","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","S","S","S","S","S","S"]]},
{"y": 1, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["G",".",".",".",".",".","G"],["G",".",".",".",".",".","G"],["W",".",".",".",".",".","W"],["W","W","W","Dl","W","W","W"]]},
{"y": 2, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["G",".",".",".",".",".","G"],["G",".",".",".",".",".","G"],["W",".",".",".",".",".","W"],["W","W","W","Du","W","W","W"]]},
{"y": 3, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["W",".",".",".",".",".","W"],["W",".",".",".",".",".","W"],["W",".",".",".",".",".","W"],["W","W","W","W","W","W","W"]]},
{"y": 4, "grid": [["Ss","Ss","Ss","Ss","Ss","Ss","Ss"],["Se","P","P","P","P","P","Sw"],["Se","P",".",".",".", "P","Sw"],["Se","P",".",".",".","P","Sw"],["Se","P","P","P","P","P","Sw"],["Sn","Sn","Sn","Sn","Sn","Sn","Sn"]]},
{"y": 5, "grid": [[".",".",".",".",".",".","."],[".","Ss","Ss","Ss","Ss","Ss","."],[".","Se","P","P","P","Sw","."],[".","Se","P","P","P","Sw","."],[".","Sn","Sn","Sn","Sn","Sn","."],[".",".",".",".",".",".","."]]},
{"y": 6, "grid": [[".",".",".",".",".",".","."],[".",".",".",".",".",".","."],[".",".", "Ls","Ls","Ls",".","."],[".",".", "Ln","Ln","Ln",".","."],[".",".",".",".",".",".","."],[".",".",".",".",".",".","."]]}
]
}
Block States Reference
Stairs
"Sn": "oak_stairs[facing=north,half=bottom]", // Normal stairs
"S^": "oak_stairs[facing=north,half=top]", // Upside-down
"Sc": "oak_stairs[facing=north,shape=inner_left]" // Corner
Doors (always place lower then upper)
"Dl": "oak_door[facing=south,half=lower,hinge=left]",
"Du": "oak_door[facing=south,half=upper,hinge=left]"
Slabs
"Sb": "oak_slab[type=bottom]", // On floor
"St": "oak_slab[type=top]", // On ceiling
"Sd": "oak_slab[type=double]" // Full block
Logs/Pillars
"Lx": "oak_log[axis=x]", // Horizontal east-west
"Ly": "oak_log[axis=y]", // Vertical (default)
"Lz": "oak_log[axis=z]" // Horizontal north-south
Containers
"Cn": "chest[facing=north]",
"Cs": "chest[facing=south]",
"B": "barrel[facing=up]"
Signs (with NBT)
"T": "oak_sign[rotation=8]{Text1:'\"Welcome\"',Text2:'\"Home\"'}"
Beds
"Bf": "red_bed[facing=south,part=foot]",
"Bh": "red_bed[facing=south,part=head]"
Wall-Mounted Blocks (IMPORTANT)
Floor vs Wall versions are DIFFERENT blocks!
// TORCHES - floor torch vs wall torch
"Tf": "torch", // Floor (on ground)
"Tn": "wall_torch[facing=north]", // Wall (facing=which way it sticks OUT)
"Ts": "wall_torch[facing=south]",
"Te": "wall_torch[facing=east]",
"Tw": "wall_torch[facing=west]",
// SOUL TORCHES
"STf": "soul_torch", // Floor
"STn": "soul_wall_torch[facing=north]", // Wall
// LADDERS (always wall-mounted, facing=direction player faces when climbing)
"Ln": "ladder[facing=north]", // Climb facing north
"Ls": "ladder[facing=south]",
"Le": "ladder[facing=east]",
"Lw": "ladder[facing=west]",
// LEVERS (face=which surface, facing=orientation on that surface)
"LVn": "lever[face=wall,facing=north]", // Wall lever
"LVf": "lever[face=floor,facing=north]", // Floor lever
"LVc": "lever[face=ceiling,facing=north]", // Ceiling lever
// BUTTONS
"Bn": "stone_button[face=wall,facing=north]",
"Bf": "stone_button[face=floor]",
"Bc": "stone_button[face=ceiling]",
// LANTERNS
"La": "lantern", // Floor/ceiling (auto-hangs)
"Lh": "lantern[hanging=true]", // Explicitly hanging
// CHAINS (vertical by default)
"Ch": "chain", // Vertical
"Chx": "chain[axis=x]", // Horizontal E-W
"Chz": "chain[axis=z]", // Horizontal N-S
// ITEM FRAMES (facing=which way they face OUT from wall)
"IFn": "item_frame[facing=north]", // On south wall, faces north
"IFs": "item_frame[facing=south]" // On north wall, faces south
Key concept: facing for wall blocks means "which direction does it stick out/face toward", NOT which wall it's on.
wall_torch[facing=north]= torch on a SOUTH wall, sticking out toward northladder[facing=north]= ladder on SOUTH wall, player faces north to climb
Workflow
- Get position:
get_surface_level(x, z)orget_player_position() - Design schematic: Create palette + layers
- Preview first:
build_schematic(schematic=..., preview_only=true) - Execute:
build_schematic(schematic=..., description="...")
Tips
Orientation Symbols
Use consistent naming:
n/s/e/w= facing directionl/u= lower/upper (doors)t/b= top/bottom (slabs, stairs)x/y/z= axis (logs)
Visual Alignment
Draw grids as you'd see them from above, looking down:
- North is UP in your text editor
- South is DOWN
- West is LEFT
- East is RIGHT
Air Blocks
Use . for air - it's skipped (no command generated).
Don't fill interiors with air unless you need to clear existing blocks.
Non-Solid Blocks (IMPORTANT)
These blocks do NOT support furniture/entities and should NOT be used as floors:
- Carpet - decorative overlay, place ON TOP of solid floor at same y-level
- Snow layers - partial blocks
- Pressure plates - place on top of solid blocks
- Rails, redstone - need solid block beneath
Correct floor + carpet + furniture pattern:
{
"layers": [
{"y": 0, "comment": "Solid floor", "grid": [["P", "P", "P"]]},
{"y": 0, "comment": "Carpet ON floor (same y!)", "grid": [["Cr", "Cr", "Cr"]]},
{"y": 1, "comment": "Furniture ON floor", "grid": [[".", "Bed", "."]]}
]
}
Or simpler - just use solid floor without carpet:
{
"layers": [
{"y": 0, "comment": "Solid floor", "grid": [["P", "P", "P"]]},
{"y": 1, "comment": "Furniture", "grid": [[".", "Bed", "."]]}
]
}
Wrong (furniture will float):
{
"layers": [
{"y": 0, "grid": [["Carpet", "Carpet", "Carpet"]]}, // NO solid floor!
{"y": 1, "grid": [[".", "Bed", "."]]} // Bed floats!
]
}
Rotation
Set "facing": "east" to rotate the entire build 90° clockwise.
All block states with facing/axis are automatically rotated!
Common Patterns
Hollow Box (Walls Only)
{
"layers": [
{"y": 0, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]},
{"y": 1, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]},
{"y": 2, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]}
]
}
Gabled Roof
{
"layers": [
{"y": 0, "grid": [["Se","P","P","P","Sw"],["Se","P","P","P","Sw"]]},
{"y": 1, "grid": [[".","Se","P","Sw","."],[".","Se","P","Sw","."]]},
{"y": 2, "grid": [[".",".","P",".","."],[".",".",".P",".","."]}
]
}
Circular Floor (approximation)
{
"layers": [
{"y": 0, "grid": [
[".", "P", "P", "P", "."],
["P", "P", "P", "P", "P"],
["P", "P", "P", "P", "P"],
["P", "P", "P", "P", "P"],
[".", "P", "P", "P", "."]
]}
]
}
When to Use Schematics vs WorldEdit
✅ USE SCHEMATICS FOR:
- Structured buildings: Houses, castles, towers, bridges
- Oriented blocks: Doors, stairs, chests, beds, torches
- Precise placement: Furniture, decorations, redstone
- Repeatable patterns: Walls, floors, roofs with detail
- Multi-block structures: Anything that needs exact block states
❌ DON'T USE SCHEMATICS FOR:
- Organic terrain: Mountains, rivers, caves, natural landscapes
- Large-scale terraforming: Flattening, raising, smoothing land
- Freeform/artistic builds: Abstract sculptures, flowing shapes
- Random patterns: Natural-looking stone walls (
50%stone,50%cobble) - Geometric primitives: Spheres, cylinders, pyramids at scale
- Copy/paste operations: Duplicating existing structures
Use WorldEdit Instead:
| Task | WorldEdit Command |
|---|---|
| Large fills | //set stone |
| Terrain smoothing | //smooth 3 |
| Spheres/cylinders | //sphere stone 10 |
| Random patterns | //set 50%stone,50%cobble |
| Copy/paste | //copy, //paste |
| Hollow shapes | //hsphere, //hcyl |
Rule of thumb:
- Schematic = Precise, structured, oriented blocks
- WorldEdit = Bulk, organic, random, geometric