I have this craftscript that basically plants saplings of a specified density over a specified radius. Problem is, it's too resource heavy to be run as a simple script when using larger radii. Here it is: Code: importPackage(Packages.java.io); importPackage(Packages.java.awt); importPackage(Packages.com.sk89q.worldedit); importPackage(Packages.com.sk89q.worldedit.blocks); var session = context.remember(); var origin = player.getPosition(); context.checkArgs(1, -1, "<radius> <density>"); var radius = argv[1]; var density = argv[2]; var count = 0; for (var x = -radius; x <= radius; x++) { for (var y = -radius; y <= radius; y++) { for (var z = -radius; z <= radius; z++) { var randomNumber = Math.floor(Math.random()*4); var pt_openBlock = origin.add(x, y, z); var id_openBlock = session.getBlockType(pt_openBlock); var pt_filledBlock = origin.add(x, y - 1, z) var id_filledBlock = session.getBlockType(pt_filledBlock); var plantChance = Math.floor(Math.random()*101); if(plantChance > density){ if (id_openBlock == BlockID.AIR && id_filledBlock == BlockID.GRASS){ session.setBlock(pt_openBlock, new BaseBlock(BlockID.AIR)); } } if(plantChance <= density){ if (id_openBlock == BlockID.AIR && id_filledBlock == BlockID.GRASS){ session.setBlock(pt_openBlock, new BaseBlock(BlockID.SAPLING, randomNumber)); count++; } if (id_openBlock == BlockID.AIR && id_filledBlock == BlockID.DIRT){ session.setBlock(pt_openBlock, new BaseBlock(BlockID.SAPLING, randomNumber)); count++; } } } } } player.print(count + " saplings placed"); I guess the command would be /plantsaplings <radius> <density>. Thanks to anyone who will convert this to a plugin!
I did almost exactly this with Torched, except that was torches and checked for light on the block first. I can make a modified version in a few minutes for saplings and no light check cjbh1996 Here you go MassSapling v0.1 EDIT by Moderator: merged posts, please use the edit button instead of double posting.