
The Mighty Architectury
Design elaborate buildings within a minute. Draw a ground plan out of rooms, towers and roofs; the mod decorates it with walls, windows, roofing and detail in the theme you picked; choose a block palette; then print the result straight into your world or save it as a schematic.
Press G to get started.
A maintained port of simibubi's original The Mighty Architect, with his themes and designs.
Versions and loaders
| Minecraft | Fabric | NeoForge | Forge |
|---|---|---|---|
| 1.19.4, 1.20 – 1.20.1 | ✅ | ✅ | |
| 1.20.2 | ✅ | ||
| 1.20.3 – 1.20.6 | ✅ | ✅ | |
| 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11 | ✅ | ✅ | |
| 26.1, 26.2 | ✅ | ✅ | |
| 26.3 | ✅ | ✅ |
Each file lists exactly the Minecraft versions it was built and tested for, and loaders will refuse it on anything else — so pick the file that matches your version.
Requires: Fabric API on Fabric. Nothing else — Architectury API is no longer needed as of 2.0.0.
Multiplayer
The mod is client-side: you can design, preview and save schematics on any server.
- Printing into the world needs operator permission, the same bar as
/setblock. On a server without the mod it places blocks with ordinary commands, batched and rate-limited. - Servers and LAN hosts can install it too. Since 3.0.0, players without the mod can still join. With it on the server, printing is faster, skips the chat spam and also works for players in creative mode. Placements still respect the world border, spawn protection, claims and reach.
Server admins: do not run a 0.x build on a server. Versions before 2.0.0 accepted build packets from any player without checking permissions. Update to 2.0.0 or newer, or simply remove the mod from the server — players lose nothing. If a server ever ran an older build, also check
/gamerule logAdminCommands.
Making themes
Press G, edit a theme, then 1 for the exporter toolkit (creative mode). The tools are vanilla items: a blaze rod exports, a lodestone marks each design, and glazed terracotta marks its layers. The mod labels them and outlines each design while you work.
Coming from 2.x? The old marker blocks disappear from your worlds. Exported designs are fine.
Your themes and palettes
Since 2.0.0 your own themes and palettes live in <game folder>/mightyarchitect/. Existing ones are
copied there on first launch; the originals are left untouched. Resource packs can now ship complete
themes under assets/mightyarchitect/themes/<name>/.
Links
Changelog · Report a bug (please include your Minecraft version and loader) · Source
All Versions
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- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Servers running the mod no longer lock out players who don't have it.** The mod used to add a
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
- Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- Design Marker:** a lodestone.
- Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (
architect_wand,slice_marker,design_anchor). **They turn
exported designs, themes and palettes are not affected.
- Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
- Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
- Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.