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The Mighty Architectury

The Mighty Architectury

by TimStewartJ • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

The Mighty Architect in action

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

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.4
Neoforge
2d ago 1
1.21.4
Fabric
2d ago 1
1.21.1
Neoforge
2d ago 1
1.21.1
Fabric
2d ago 1
1.21.11
Neoforge
2d ago 1
1.19.4
Forge
2d ago 1
1.21.11
Fabric
2d ago 1
1.19.4
Fabric
2d ago 1
1.21.10
Neoforge
2d ago 1
1.20.x
Neoforge
2d ago 1
1.21.6
Neoforge
2d ago 1
1.21.8
Neoforge
2d ago 1
1.21.6
Fabric
2d ago 1
1.20.x
Fabric
2d ago 1
1.21.10
Fabric
2d ago 1
1.21.8
Fabric
2d ago 1
26.2
Neoforge
2d ago 1
1.20.x
Forge
2d ago 1
1.20.x
Neoforge
2d ago 1
26.1.x
Neoforge
2d ago 1
1.20.x
Fabric
2d ago 1
1.20.x
Fabric
2d ago 1
1.20.2
Fabric
2d ago 1
26.2
Fabric
2d ago 1
26.1.x
Fabric
2d ago 1
26.3
Neoforge
2d ago 1
26.3
Fabric
2d ago 1
1.20.x
Forge
8d ago 1
1.21.6
Neoforge
8d ago 1
1.19.4
Forge
8d ago 1
1.21.4
Neoforge
8d ago 1
1.20.x
Fabric
8d ago 1
1.21.6
Fabric
8d ago 1
1.21.4
Fabric
8d ago 1
1.19.4
Fabric
8d ago 1
1.20.x
Neoforge
8d ago 1
1.20.x
Fabric
8d ago 1
1.21.8
Neoforge
8d ago 1
1.21.8
Fabric
8d ago 1
1.21.1
Neoforge
8d ago 1
1.21.11
Neoforge
8d ago 1
1.20.x
Neoforge
8d ago 1
1.21.11
Fabric
8d ago 1
1.21.1
Fabric
8d ago 1
1.20.x
Fabric
8d ago 1
1.20.2
Fabric
8d ago 1
1.21.10
Neoforge
8d ago 1
26.1.x
Neoforge
8d ago 1
26.3
Neoforge
8d ago 1
1.21.10
Fabric
8d ago 1
26.2
Neoforge
8d ago 1
26.1.x
Fabric
8d ago 1
26.3
Fabric
8d ago 1
26.2
Fabric
8d ago 1
1.21.11
Neoforge
1mo ago 1
1.21.4
Neoforge
1mo ago 1
1.20.x
Forge
1mo ago 1
1.21.11
Fabric
1mo ago 1
1.21.4
Fabric
1mo ago 1
1.21.6
Neoforge
1mo ago 1
1.20.x
Fabric
1mo ago 1
1.21.6
Fabric
1mo ago 1
1.21.10
Neoforge
1mo ago 1
1.21.10
Fabric
1mo ago 1
1.21.8
Neoforge
1mo ago 1
26.1.x
Neoforge
1mo ago 1
1.21.1
Neoforge
1mo ago 1
26.3
Neoforge
1mo ago 1
1.21.8
Fabric
1mo ago 1
1.21.1
Fabric
1mo ago 1
1.20.x
Neoforge
1mo ago 1
1.20.x
Fabric
1mo ago 1
1.20.x
Neoforge
1mo ago 1
1.20.x
Fabric
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.x
Fabric
1mo ago 1
26.3
Fabric
1mo ago 1
1.20.2
Fabric
1mo ago 1
1.19.4
Forge
1mo ago 1
1.19.4
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.2
Neoforge
2mo ago 1
26.1.x
Neoforge
2mo ago 1
1.21.11
Neoforge
2mo ago 1
1.21.11
Fabric
2mo ago 1
26.2
Fabric
2mo ago 1
26.1.x
Fabric
2mo ago 1
1.21.10
Neoforge
2mo ago 1
1.21.10
Fabric
2mo ago 1
1.21.6
Neoforge
2mo ago 1
1.21.6
Fabric
2mo ago 1
1.21.4
Neoforge
2mo ago 1
1.21.4
Fabric
2mo ago 1
1.21.8
Neoforge
2mo ago 1
1.21.8
Fabric
2mo ago 1
1.20.x
Neoforge
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.20.x
Neoforge
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.20.x
Forge
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.20.2
Fabric
2mo ago 1
1.19.4
Forge
2mo ago 1
1.19.4
Fabric
2mo ago 1
1.21.4
Fabric
5mo ago 1
1.21.4
Neoforge
5mo ago 1
1.20.x
Fabric
5mo ago 1
1.20.x
Forge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.11
Neoforge
9mo ago 1
1.21.11
Fabric
9mo ago 1
1.21.10
Neoforge
9mo ago 1
1.21.10
Fabric
9mo ago 1
1.21.6
Neoforge
9mo ago 1
1.21.6
Fabric
9mo ago 1
1.21.4
Fabric
9mo ago 1
1.21.4
Neoforge
9mo ago 1
1.21.1
Fabric
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.20.x
Forge
9mo ago 1
1.20.x
Fabric
9mo ago 1
1.20.x
Fabric
last yr. 1
1.20.x
Forge
last yr. 1
1.19.4
Forge
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.3
Forge
last yr. 1
1.19.3
Fabric
last yr. 1
1.19.2
Forge
last yr. 1
1.19.2
Fabric
last yr. 1
1.19.2
Forge
last yr. 1
1.19.2
Fabric
last yr. 1
1.19.2
Fabric
last yr. 1
1.19.2
Forge
last yr. 1
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Changed

  • Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("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
a theme, then **1**):
  • 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*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
  • While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
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
on any server.
  • 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
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
### Fixed

  • Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
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**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
### Fixed

  • Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
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**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
### Fixed

  • Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
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**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
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