Plot settings
Open /plot settings while on your plot as its owner. The Dev hotbar also includes a Plot Settings shortcut for owners. Settings are saved separately from your compiled program.
| Setting | Default | How to change it | Effect |
|---|---|---|---|
| Autocompile | Off | Click to toggle | Compile draft on plot load and entry into Play |
| Codeblock Sign Type | Pale Oak | Copy a standing sign item; right-click to reset | Wood used by codeblock signs |
| Sign Text Color | Configured default | Open dialog and enter #RRGGBB |
Front-face codeblock label color |
| Glowing | Off | Toggle in Sign Text Color dialog | Front-face sign glow |
| Editor Control Block | Beehive | Copy an allowed block; right-click to reset | Editor control material |
| Connector Block | Jigsaw | Copy an allowed block; right-click to reset | Code connector material |
| Codeblock Carpets | On | Click to toggle | Show/hide carpets; stored colors remain |
| Block Drops | On | Click to toggle | Items dropped by blocks |
| Mob Loot | On | Click to toggle | Loot from killed mobs |
| Entity Drops | On | Click to toggle | Drops from non-mob entities, such as boats and frames |
Materials and appearance
Section titled “Materials and appearance”Select an item in your inventory and click the setting, or use an item on the cursor. The editor copies the item; it does not consume the original. An empty material click shows a hint. Controls/connectors must use allowed solid, non-falling decoration blocks; reserved structural/container materials are rejected.
Existing loaded codeblocks refresh when appearance changes. Remaining chunks refresh when loaded. Sign identity, saved inputs, back-face styling, wax, and source configuration are preserved. Hidden carpets do not erase class/block color preferences.
Autocompile
Section titled “Autocompile”Off means the last successful program remains active until you explicitly compile. On attempts compilation when loading the plot and when entering Play. Failure retains the last successful program, so seeing old behavior after an error is expected. Toggling the setting alone is not an immediate compile action.
Drops are independent
Section titled “Drops are independent”Block Drops, Mob Loot, and Entity Drops control different Minecraft drop categories. Disabling one does not imply that all item creation is disabled. Programmatic spawning and event-specific drop control have their own operations and restrictions.
For class-specific Call Method/If appearance, use class codeblock settings.