Locations, vectors, colors, and raycasts
Position versus direction
Section titled “Position versus direction”A Location contains X/Y/Z plus Pitch/Yaw and belongs to a world context. A Vector contains X/Y/Z components describing direction, displacement, or velocity. Passing a Vector where a Location is expected does not automatically identify a world point.
Configure literal fields through their value dialogs, or derive values through Set Variable operations. Values must be finite and world actions must stay inside plot bounds.
Location operations
Section titled “Location operations”Get/set coordinates, align, center, shift on axes/vector, face another point, derive direction, calculate distance, choose a random position, or find an item frame at a location. A location’s orientation matters when deriving a direction or raycasting.
Use two real points in your own play area. For example, store point A, then Shift Location on Vector with Vector (0, 1, 0) into a compatible Location destination to obtain a point one block higher.
Vector operations
Section titled “Vector operations”Add/subtract for combined offsets; multiply/set length for scaling; length for magnitude; dot/cross for geometric relationships; reflect for a bounce direction; rotate around an axis for a directional turn. A surface normal/rotation axis must be meaningful for the operation. Avoid a zero direction when an operation requires normalization.
Velocity uses blocks per tick, so Vector (0, 1, 0) is a substantial upward movement rate, not one block per second. Native launch/velocity operations bound resulting speed to 100 blocks per tick.
Raycast
Section titled “Raycast”Raycast from Location uses the origin’s direction and a distance from 0–256. Its tags select Entity Collision and Block Collision (All blocks, Non-fluid blocks, Solid blocks, or None). Entity Collision defaults False; Block Collision defaults All blocks.
Store a properly oriented origin before testing. Choosing no collision does not mean unlimited distance or permission to cross plot protections. Read the operation’s result/error behavior rather than assuming every ray must hit a block.
Colors
Section titled “Colors”Choose a vanilla dye or enter #RRGGBB through the Color editor. RGB/HSB operations create Color values; Get Color Channels returns a Number list. Some native settings accept arbitrary RGB, while dye-specific entity properties require exact vanilla dye colors.
Color values, class carpet colors, sign hex color, and item dye properties are related visual concepts but configured through different interfaces. Use the setting appropriate to the intended result.