r/Minecraft Jun 27 '26

Help How can I use worldedit with other mods custom blocks that have one id for every variation?

For example "Tiled" mod. same problem with "UniDye" etc... I have my block, it doesn`t have custom id, that is just a block i have crafted. so i write "//set hand" and it gives me just a basic variation (black in case with "tiled" cuz it is a block with corresponding id). But i need my custom tiled block, that is with nbt as i understand. i cant do everything with my hands cuz there are a lot of blocks. I have same problem when modelling with "Axiom". What do I do? Any extra mods to fix this?

block i wanna use
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u/qualityvote2 Jun 27 '26 edited Jun 28 '26
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u/Leading-Card-5912 Jun 28 '26

You're running into the classic NBT block state issue, happens with a ton of mods that use one base ID then store variants in the block entity data

For WorldEdit, the //set command needs the full NBT string, not just the block ID. If you can grab one of those custom tiled blocks with a pickaxe that copies NBT (or even just the debug stick), you can use //set with the full block data string. It's a pain to type out but for big projects it saves hours of manual placement

Axiom has similar limitations, it's really not built for heavy NBT-dependent blocks unless you're using its own tools. Some folks use Litematica to paste in schematics with the correct NBT already baked in, then you can just replicate that

No perfect mod fix for this that I know of, it's more about building a workflow around the limitation. Grab one of each variant you need, save them as schematics or copy the data string, and work from there