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Update MC Wiki links
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.gitignore

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# Cython debug symbols
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cython_debug/
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# IDEs
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.idea/

source/api/concepts/blocks.rst

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You can get a ``BaseBlock`` from a ``BlockState`` using ``toBaseBlock(CompoundTag)``.
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.. _NBT: https://minecraft.gamepedia.com/NBT_format
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.. _NBT: https://minecraft.wiki/w/NBT_format

source/api/concepts/registries.rst

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==========
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Almost everything in Minecraft uses the same format for identifying a particular type, such as ``minecraft:stone``.
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This is known as a `namespaced ID <https://minecraft.gamepedia.com/Namespaced_ID>`_ (see page for details).
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This is known as a `namespaced ID <https://minecraft.wiki/w/Resource_location>`_ (see page for details).
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WorldEdit keeps some `registries` that allow access to blocks, items, biomes, entities, fluids, and more from the
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current Minecraft platform using their ID in a platform-independent way.
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source/permissions.rst

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``worldedit.inventory.unrestricted``,"Override the ``use-inventory`` option if enabled in the :doc:`configuration <config>`."
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``worldedit.override.bedrock``,"Allows breaking of bedrock with the super-pickaxe tool."
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``worldedit.override.data-cycler``,"Allows cycling non-whitelisted blocks with the data cycler tool."
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``worldedit.setnbt``,"Allows setting `extra data <https://minecraft.gamepedia.com/Block_entity>`_ on blocks (such as signs, chests, etc)."
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``worldedit.setnbt``,"Allows setting `extra data <https://minecraft.wiki/w/Block_entity>`_ on blocks (such as signs, chests, etc)."
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``worldedit.report.pastebin``,"Allows uploading report files to pastebin automatically for the ``/worldedit report`` :doc:`command <commands>`."
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``worldedit.scripting.execute.<filename>``,"Allows using the CraftScript with the given filename."

source/usage/general/masks.rst

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Block Category Mask
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-------------------
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Block categories, or `tags <https://minecraft.gamepedia.com/Tag>`_ can also be used as masks. A category mask will match any block that is in that category. Just like the pattern, the syntax is `##<tag>`.
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Block categories, or `tags <https://minecraft.wiki/w/Tag>`_ can also be used as masks. A category mask will match any block that is in that category. Just like the pattern, the syntax is `##<tag>`.
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.. topic:: Example: Block Category Masks
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Biome Mask
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----------
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The biome mask matches blocks with the given biome. Its syntax is ``$<biome id>``. The biome ID must be the `namespaced id <https://minecraft.gamepedia.com/Java_Edition_data_values#Biomes>`_, with `minecraft:` being optional for vanilla biomes, and mod ids being required for mod-added biomes.
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The biome mask matches blocks with the given biome. Its syntax is ``$<biome id>``. The biome ID must be the `namespaced id <https://minecraft.wiki/w/Java_Edition_data_values#Biomes>`_, with `minecraft:` being optional for vanilla biomes, and mod ids being required for mod-added biomes.
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Surface Mask
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------------

source/usage/general/patterns.rst

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Single Block Pattern
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--------------------
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The most basic pattern of just a single block. A block is identified by two parts: the `block type <https://minecraft.gamepedia.com/Java_Edition_data_values#IDs>`_, and additional `block states <https://minecraft.gamepedia.com/Block_states>`_. These two links to the Minecraft Wiki, along with WorldEdit's in-built tab-completion for commands, should guide you in specifying the block you want. Additional states are always appended to the type using the syntax ``block_type[state1=value,state2=value,...]``. Note that when states are not specified, or if some are left out, the default values will be used for those states.
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The most basic pattern of just a single block. A block is identified by two parts: the `block type <https://minecraft.wiki/w/Java_Edition_data_values#IDs>`_, and additional `block states <https://minecraft.gamepedia.com/Block_states>`_. These two links to the Minecraft Wiki, along with WorldEdit's in-built tab-completion for commands, should guide you in specifying the block you want. Additional states are always appended to the type using the syntax ``block_type[state1=value,state2=value,...]``. Note that when states are not specified, or if some are left out, the default values will be used for those states.
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.. topic:: Example: Single block patterns
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Block Category Pattern
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----------------------
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This pattern allows setting random blocks within a block category, often referred to as a "`tag <https://minecraft.gamepedia.com/Tag>`_". Tags allow grouping blocks together under a single name. Minecraft comes with many tags inbuilt (see the link) and also allows creating and modifying tags via data packs. You may already have noticed these tags being used as a :ref:`mask <usage/general/masks:Block category mask>` in the example above (``##slabs``).
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This pattern allows setting random blocks within a block category, often referred to as a "`tag <https://minecraft.wiki/w/Tag>`_". Tags allow grouping blocks together under a single name. Minecraft comes with many tags inbuilt (see the link) and also allows creating and modifying tags via data packs. You may already have noticed these tags being used as a :ref:`mask <usage/general/masks:Block category mask>` in the example above (``##slabs``).
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The syntax for this pattern is ``##<tag name>``, which will randomly choose between the default state of all blocks in the category. You can also mix this with the random state pattern (``##*<tag name>``) to use all states, not just the defaults.
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Mob Spawners
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You can set the type of mob to be spawned (again via the pipe symbol). Note that the name of the mob must be an `entity ID <https://minecraft.gamepedia.com/Java_Edition_data_values#Entities>`_. Prefixing `minecraft:` is optional, modded mobs must have a namespace.
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You can set the type of mob to be spawned (again via the pipe symbol). Note that the name of the mob must be an `entity ID <https://minecraft.wiki/w/Java_Edition_data_values#Entities>`_. Prefixing `minecraft:` is optional, modded mobs must have a namespace.
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.. topic:: Example: Creating a squid spawner
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source/usage/regions/regionops.rst

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Setting Biomes
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While WorldEdit mostly focuses on manipulating blocks, the ``//setbiome <biome>`` command allows you to set the biome in your selection. The biome type should be specifed by `biome id <https://minecraft.gamepedia.com/Biome#Biome_IDs>`_. If you are using a biome added by a mod, the ``namespace:`` must prefix the id, e.g. ``minecraft:plains``.
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While WorldEdit mostly focuses on manipulating blocks, the ``//setbiome <biome>`` command allows you to set the biome in your selection. The biome type should be specifed by `biome id <https://minecraft.wiki/w/Biome#Biome_IDs>`_. If you are using a biome added by a mod, the ``namespace:`` must prefix the id, e.g. ``minecraft:plains``.
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.. note:: WorldEdit supports Minecraft's 3D biomes since 7.2, on 1.15 and above. This means that for the most part, the biome will be set
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inside your selection only, even in the Y direction. Unfortunately, Mojang made biomes 4x4x4 cubes instead of

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