Visual Building (Spawn Points / Chests / Cores)
In: Visual Editor · Previous: Editor Overview · Next: Mechanism Editing
Related: Blueprints & Objectives · Selection & Saving · Spawning & Clearing · Command Reference
This page walks you through from entering the editor to saving: using the visual editor to mark out a ruin's spawn points, unlockable chests, and keystone core. Mechanisms get their own page (Mechanism Editing).
Prerequisite: you've already saved the structure into a template with
/qr pos1 / pos2 / save <templateId>(see Selection & Saving). All commands on this page require the permissionqinhruins.admin.
🖼️ [Image placeholder] A top-down sketch of a reference ruin with spawn points (zombie head), chests (chest), and core (lodestone) all marked at once · suggested
assets/build-overlay.png
1. Entering editing: /qr editor start <templateId>
/qr editor start ancient_towerAfter running it:
- Place a reference ruin: QR looks for an existing ruin of that template within 128 blocks of you; if none is found, it automatically generates one at your feet as a reference ruin to mark against. Chat will say "A reference ruin has been auto-placed… run
/qr remove <id>to clear it when done". - Stash inventory, hand out tools: your inventory is temporarily stashed and replaced with a row of editing tools (returned as-is on exit).
- Land on the main menu: right-click a tool to enter each sub-editor.
Tip
All markers' relative coordinates are computed relative to this reference ruin's anchor position — the anchor = the structure's minimum corner = (0,0,0). So mark against the reference ruin's own body; don't wander off to mark on a different ruin.
Caution
If chat says "Failed to auto-place reference ruin", it usually means the terrain at your feet doesn't satisfy the template's spawn conditions (e.g. underwater / sky restrictions). Move to more open ground and start again, or first manually /qr spawn a ruin of that template, walk up to it, and then start (it will reuse the nearby one).
2. The three placement modes (mode)
The "current mode" decides which marker the marker pen places when you left-click a block. There are two equivalent ways to switch mode:
- Menu: right-click the corresponding tool in the main menu (zombie head = spawn point / chest = chest / lodestone = core).
- Command:
/qr editor mode <spawn|chest|core>.
| mode | What it marks | Blueprint field written |
|---|---|---|
spawn | Spawn point: what mob spawns at this block, how many, which stage | spawn-points |
chest | Unlockable reward chest: which loot table, and which stage clear unlocks it | loot-chests |
core | Ruin core: right-click this point with a keystone to activate the realm | cores |
Mechanisms (
mechanisms) aren't among these three — they go through the mechanism panel //qr editor mech; see Mechanism Editing.
After entering a sub-editor screen, slot 0 is the marker pen (Blaze Rod), slot 8 is "↩ Back to main menu", and the middle holds that mode's parameter tools.
3. set: set the defaults
Before placing markers, first set "the mob / count / stage / loot table / unlock stage for this batch" as defaults; afterwards each marker you left-click in applies this set of defaults. There are two equivalent ways to change defaults:
- Menu: right-click / left-click the corresponding parameter tool to adjust.
- Command:
/qr editor set <field> <value>.
| Field (command) | Meaning | Corresponding blueprint field | Menu tool & operation |
|---|---|---|---|
mob | Default mob ID | spawn-points[].mob | "Mob" tool (spawn point screen) right-click → chat input |
count | Default spawn count | spawn-points[].count | "Count" tool: left-click +1 / right-click -1 / sneak+left +10 / sneak+right -10 |
stage | Default spawn stage | spawn-points[].stage | "Spawn Stage" tool: left-click +1 / right-click -1 |
loot | Default loot table name | loot-chests[].loot-table | "Loot Table" tool (chest screen): left-click next / right-click previous / sneak+left chat input |
unlock | Default unlock stage | loot-chests[].unlock-stage | "Unlock Stage" tool: left-click +1 / right-click -1 |
Example (command version):
/qr editor set mob mm-FireSkeleton
/qr editor set count 3
/qr editor set stage 2mobis written the same as in the blueprint: a vanilla entity uppercase name (ZOMBIE), or a MythicMobs mob asmm-<MMName>(see Blueprints & Objectives §3).count / stage / unlockmust be positive integers; an invalid value prompts "Please enter a valid number".
Tip
The mob level (level) is fixed to 1 in the editor. For a mob that should scale with the realm tier, make it a MythicMobs mob — level can be hand-edited in blueprint.yml afterwards, or left for the realm to supply the level.
4. Placing markers: left-click a block
Once the defaults are set, hold the marker pen (slot 0) and left-click the block where you want to place a marker:
- The editor reads the world coordinates of the block you clicked, subtracts the reference ruin's anchor coordinates, and auto-converts to
x / y / zrelative to the structure origin, writing it into the session. You never compute coordinates by hand. - For each one placed, chat instantly echoes that marker's id, contents, and relative coordinates, for example:
- Spawn point:
Spawn point sp1 ZOMBIE x3 stage1 (3,2,5) - Chest:
Chest c1 table=vault unlock-stage1 (3,2,4) - Core:
Ruin core core1 (6,1,6) right-click it + keystone to activate the realm
- Spawn point:
- Marker ids are auto-generated: spawn points
sp1 / sp2 …, chestsc1 / c2 …, corescore1 / core2 …(cores have only coordinates and no id, located by ordinal).
Caution
You must mark in the world the reference ruin is in; clicking in a different world prompts "Please mark in the reference ruin's world". If the reference anchor is lost (recycled / deleted), it prompts you to start again.
Marking points per mode
- Spawn point (spawn): click the block where you want the mob to spawn. The mob spawns from the center of that block, at
y+1(landing above the block, avoiding getting stuck in the ground). Firstset mob/count/stage, then mark in batches — marking the same stage and mob all in one go is convenient. - Chest (chest): click the block where you place the reward chest. First
set loot(pick a loot table) andset unlock(unlock stage). Chests written by the editor default toper-player-once: true,growth-scaled: true(an independent copy per player, scaled by growth); to change to a server-shared real chest, hand-edit the YAML after saving (see Blueprints & Objectives §4). - Core (core): click the prominent block you treat as the keystone interaction point (altar / beacon / portal frame, etc.). You can mark several; right-clicking any one counts as activation.
Tip
A stage is just a number; to make "you only advance to stage 2 after clearing stage 1" actually take effect, you still need to configure objectives (per-stage kill objectives). The editor doesn't directly edit objectives yet; after saving, add objectives.stages in blueprint.yml (see Blueprints & Objectives §6); existing objectives are preserved as-is during editing and written back with the save.
5. Viewing and deleting (list / remove)
List everything marked
/qr editor listLists all markers in the current session, grouped by "spawn points / chests / mechanisms / cores", each with its id and coordinates.
Delete a single marker
/qr editor remove sp1
/qr editor remove c2
/qr editor remove core1remove <id> deletes by id (spawn point spN / chest cN / core coreN / mechanism by mechanism id). On success it says "Marker removed"; if not found, "Marker not found".
Delete via GUI (more intuitive)
In the main menu, right-click the "Marker Overview / Delete" tool (Book) to open the 54-slot list panel: click any entry to delete it, and the bottom-right barrier "Back to editing" closes it.
🖼️ [Image placeholder] The marker overview 54-slot GUI: spawn points / chests / cores / mechanisms intermixed, hovering shows "Click to delete" · suggested
assets/build-list-gui.png
6. Saving (save)
Once everything's marked, write back the blueprint:
- Menu: in the main menu, right-click the "Save and Exit" tool (Nether Star).
- Command:
/qr editor save.
Saving does three things:
- Serializes and writes the session contents back in full to
templates/<templateId>/blueprint.yml(spawn-points/loot-chests/cores, plus preservedobjectives/mechanisms/variants, etc.). - Hot-reloads the blueprint, chest, mechanism, and core registries — taking effect immediately on that template's ruins in the world.
- Returns your real inventory to you and ends the edit session.
After saving, chat reports: Saved blueprint <id> (spawn pointsN/chestsN/mechanismsN).
Tip
If there's an unfinished mechanism builder (mechBuilder) at save time, save will automatically try to finish it and merge it into the blueprint (see Mechanism Editing).
Discard editing
/qr editor cancelOr, in the main menu, right-click the "Discard and Exit" tool (Barrier). No write to disk, your inventory is returned, the session ends. All changes from this pass are discarded.
Caution
Quitting the game / disconnecting auto-cancels (no save). Remember to save important changes first.
7. End-to-end example: marking a two-stage ruin
# 1. Enter editing (a reference ruin pops up at your feet)
/qr editor start ancient_tower
# 2. Mark the first stage's small mobs
/qr editor mode spawn
/qr editor set mob ZOMBIE
/qr editor set count 3
/qr editor set stage 1
(Hold the marker pen, left-click 3 blocks where you want zombies to spawn → sp1 sp2 sp3)
# 3. Mark the second stage's Boss
/qr editor set mob mm-FireSkeleton
/qr editor set count 1
/qr editor set stage 2
(Left-click the Boss spawn block → sp4)
# 4. Mark the end-of-level unlock chest
/qr editor mode chest
/qr editor set loot vault
/qr editor set unlock 1
(Left-click the block to place the chest → c1)
# 5. Mark the keystone core
/qr editor mode core
(Left-click the altar block → core1)
# 6. Verify
/qr editor list
# 7. Save
/qr editor save
# 8. (Optional) Clear the reference ruin at your feet
/qr remove <the anchor id reported at start>After saving, to get a real "fight mobs → advance stages → clear to open chests", add objectives.stages in blueprint.yml (see Blueprints & Objectives §6), then /qr reload.
Next
- Configuring mechanisms in the editor (open doors / ambushes / teleports) → Mechanism Editing
- The full meaning of every blueprint field → Blueprints & Objectives
- How stage advancement / clearing / protection run → Spawning & Clearing
- Command quick reference → Command Reference