Changelog
All notable changes to Quarry. Dates are UTC. The build number shown in-app is the git commit count, so it advances with every commit.
v3.19.0 — 2026-08-04
- Mobs are shared in a session now. Placing, moving, turning, recolouring and deleting a mob reaches everyone in the room, and one undo takes it back for all of you — mob editing used to be switched off in a session entirely. Moving a selection with "Include mobs" ticked brings the animals along on their screens, and a generation run's End crystals come with its chunks.
- View distance now goes to 32 chunks. Half a kilometre of world in every direction, and it holds up — distant terrain no longer draws the caves buried inside it, and they're all back the moment you head underground. Raising the distance streams the wider ring in on the spot instead of waiting until you fly. Best on a desktop with plenty of memory; the meter in the corner will tell you if it's too much.
- The world fills in about twice as fast, and where you're looking. Terrain ahead of the camera draws before the terrain behind you, nearby areas of a big world load before far corners, and while your camera is parked Quarry fills the world in about three times faster still.
- Creator maps and add-on blocks render the way they were built. Roofs, ramps and angled pieces stay in one piece instead of breaking into plates floating over the house, layered wall textures come out solid rather than striped, patterned paving and tiles face the way the creator laid them, and trim, fairy lights and props authored part-way up a block no longer collapse onto the floor.
- Add-on lamps light the room, and add-on walls keep the daylight out, so a creator map's interiors are no longer lit as though the roof were missing. Walls and doors that rendered solid black are fixed, and a block whose pack asks for no shading now gets none.
- Large add-on packs load on more machines. Their model textures pack into a far smaller sheet, and anything that still doesn't fit is named in the add-on content log — which now also tells you when a block asks for something Quarry doesn't draw yet.
- Fixed: stray shine and glow in Vibrant Visuals. With an add-on loaded, ordinary blocks took their metal, glow and roughness from the pack's material data instead of their own, so a world could sprout random glossy or glowing patches.
- Fixed: flying across a large streamed world could quietly lose chunks. While Quarry generated icons for a world's add-on blocks it could delete terrain that hadn't finished streaming in, leaving holes that survived saving. If a big world with add-ons has gone missing in places, import it again to restore it.
- Fixed: erasing every block in a chunk left its old terrain on the world map.
- Fixed: plants and wood in older imported worlds drew as the wrong block. Every small flower came out a poppy, every tall plant a sunflower, ferns drew as grass, and all leaves, logs, planks and fences as oak. They now show the flower, plant and wood they actually are.
- Fixed: powder snow and mangrove roots were see-through from most angles — a powder snow block left a hole in a snowy mountainside. Both are solid from every side now.
- Fixed: grass, flowers, crops and other plants were drawn too dark, leaving a meadow muddy and grey-green instead of the game's bright yellow-green. Torches, rails, ladders, doors and glass panes pick up the same correction.
- Fixed: the Vibrant Visuals sky ignored the time of day. Its gradient was stuck on a pale daytime wash wherever you put the clock — midnight came out brighter than noon. Sunrise, sunset and night skies are back.
- Fixed: generated villages and trial chambers contained blocks Minecraft can't load. Village paths, trial chamber copper, potted plants and extended piston arms went out under their Java names, so the game refused them. Generate again to get the blocks Bedrock knows.
v3.18.0 — 2026-08-02
- The world is lit the way Minecraft lights it. Sunlight reaches only what the sky can see, torches and lanterns light what's around them, and caves and sealed rooms stay dark until you light them. Tinted blocks keep their full colour, mobs and add-on blocks take the light of the room they're in, and copper lanterns and torches, sculk sensors, firefly bushes, ender chests and enchanting tables now glow. Scrub the clock and the world dims with it, sunset band and all.
- New Fullbright toggle. Under View & Rendering: lights every block evenly so you can work inside an unlit build without filling it with torches, and brings the daytime sky with it whatever the clock says. Turn it off and you're back at the time you were on.
- Blocks shade each other where they meet. Inside corners, the ground beside a wall and the steps of a staircase pick up soft contact shading, so builds read with depth instead of looking flat.
- Big areas of grass, sand and stone no longer look tiled. Quarry turns each of these blocks a random way, as Minecraft does, so a meadow, a desert or a cave wall doesn't read as one texture stamped in a grid. Switch it off with "Vary block textures" under View & Rendering.
- New orthographic camera, and straight-on views in one key. Nothing shrinks with distance, so a chunk-aligned selection reads as a clean rectangle and two walls the same length finally look it. Numpad 5 switches projection; 7, 1, 3 and 0 frame your selection from the top, front, right and a true isometric angle — press one twice for the opposite side.
- Paint caves full of spikes. The Nature tool's new Spikes layer hangs stalactites and grows stalagmites as you drag underground, tapering the way the game does and sometimes meeting as a full column — in pointed dripstone, sulfur spikes or amethyst. Place mode's new Dripstone kind grows a single spike off whichever face you click, and existing dripstone now tapers instead of drawing as a full-width column.
- Selections can take their mobs with them. A new "Include mobs" tick under Box select makes move, copy, paste, clone, stack and clear treat the mobs standing in the box as part of it, so relocating a barn brings the animals along with the walls. Off by default, and one undo puts blocks and mobs back.
- Waterlogging sticks. Copy, paste, rotate, flip or save a waterlogged build to your library and it stays wet. The auto-waterlog toggle knows more blocks too: chests, campfires, leaves, rails, copper bars and oak trapdoors now hold water, while fence gates and doors no longer do, matching the game. A connected agent can ask for water in a block's cell as well.
- Fixed: structures generated in water now come out wet. Sunken shipwrecks, ocean ruins and village walkways kept their chests, trapdoors, stairs and fences dry, leaving odd air pockets under the surface.
- Fixed: villages and other structures cut off at the edge of generated terrain. Growing a world in stages left a one-chunk band along every join with no trees, ores or buildings, slicing through anything that crossed it. Structures now generate whole, and trees, ore veins and stone patches carry across the join.
- Fixed: Border generation in the Nether and the End grew the wrong map, and a stray chunk of terrain could be left floating off the corner of a generated world. Border now grows the dimension you're standing in, and the stray chunk — which was never really there — no longer appears.
- Generated terrain now reaches everyone in a shared session. Chunks made with the World Generation panel, or by a connected agent, appeared only for whoever generated them. Undoing a run takes them back out for everyone too.
- The region picker is easier to read. Its chunk lattice stands on its own — the build plane and world grid step aside while you choose — with a brighter line every fourth chunk, it follows you as you fly, and the green "already generated" shading no longer claims an area you just undid.
- Mobs and objects place and draw correctly. TNT, paintings, item frames and glow item frames used to render as plain coloured boxes, as did end crystals, cod, thrown tridents and wind charges in imported worlds; all of them show their real models now. Placed mobs no longer hover a block above the ground, and the preview shows where they'll actually stand.
- The Selection and Mobs panels pick up their tool. Opening either from the right-hand tab strip left you on whatever tool you were using, so their controls did nothing — and Mobs opened as a bare header with nothing under it. Both mob tools also switch mob rendering on, so you're not clicking at mobs you can't see.
v3.17.1 — 2026-07-30
- Generated terrain is yours the moment it lands. World generation no longer stops to ask whether to keep or discard the chunks it just made — they simply stay, and Ctrl+Z takes the whole run back out.
- Terrain generates faster. Same seed, same blocks, about a third less waiting on a big run — and long runs no longer slow down as they go.
- Flying through a big, densely-built world is smooth. Terrain keeps up with you instead of falling behind as you move, and more of the world is drawn at the same view distance. If your device is short on memory, lower the view distance.
- Exporting a big world no longer freezes the window. The tab stays responsive, the progress bar tracks the real work, and a very large world saves about a third faster. Saving a project and taking a checkpoint are fixed the same way.
- Fixed: exports stopping part-way in Safari with an "incomplete archive" error. Big worlds now save end to end.
- Fixed: the world map opening on a black screen, and its black patches and blank areas. It frames the part of the world you actually build in, fills gaps by reading the blocks themselves, and keeps drawing while you pan a huge world up close.
- Fixed: translucent walls hanging inside oceans and lava. The world's cut edge no longer shows through the surface from inside the water, and the panes under kelp and seagrass are gone too.
- Fixed: a hairline see-through line around every block edge that let the sky and distant scenery show through solid walls.
- Fixed: leaf litter, lily pads, moss carpets, glow lichen, sculk veins and resin clumps flickering against the ground they sit on.
- Fixed: slabs and dyed blocks from older worlds drawing wrong. Cobblestone, quartz and granite slabs came out as blank full-height cubes and every wooden slab looked like oak, while wool, carpet, concrete powder, stained glass, terracotta and shulker boxes all drew in one colour. They now show their real material and colour.
v3.17.0 — 2026-07-29
- Nether fortresses and bastion remnants generate. Generating the Nether now builds its structures too — bridges over the lava sea, blaze spawner rooms, nether wart farms, the piglin bastions, and fossils in the soul sand valleys, right where your seed puts them in Minecraft.
- End cities generate, ships and all. The outer islands grow purpur towers, with the occasional end ship moored to a bridge, and the obsidian pillars now carry their crystals. The return gateways send you where they should.
- Opening a very large world as a folder now streams it too. Picking or dropping a world folder takes the same on-disk route a
.mcworldof that size does, instead of loading the whole world into memory and often crashing the tab. - Agents can find the new structures. Structure search over MCP answers for the Nether and the End, not just the Overworld.
v3.16.0 — 2026-07-27
- Very large worlds open, and stay open. A world that used to load whole and crash the tab now stays on disk, with the part you're standing in loaded and more brought in as you fly. Editing, undo, the world map and mobs all work as before. The first open spends under a minute getting a huge world ready; every open after that takes seconds.
- The world map still covers the whole world, however big it is. It builds in the background the first time — a minute or two on a huge world, with the navigator showing how far along it is — and opens instantly after that. Close the world part-way through and it carries on from there next time.
- Save a very large world as a project, with checkpoints. Saving is instant, and it reopens in seconds from the welcome screen. A checkpoint records only the areas you've edited since the last one, so it takes seconds; restoring an older one leaves the newer ones alone.
- Your edits are kept as you work, but the rolling autosave is off on worlds this size — it would have to write the whole world every few minutes. Use project checkpoints for points you can return to, and Export for a file you can play.
- Exporting a huge world no longer needs it all in memory at once. A world you can open is a world you can save, in a few minutes for a very large one. If your device is low on disk space the export stops with a clear message instead of writing a broken file, and "Compact on export" isn't available for these worlds yet.
- Streaming needs a kind of disk access some browsers withhold — in a private window, for instance. Where it isn't available Quarry loads the world whole, and a world this big may not open at all.
v3.15.0 — 2026-07-27
- You can make your own dimensions. Pick "New dimension…" from the dimension menu, name it, and you get a whole separate world to build in, alongside the Overworld, Nether and End. Build in it, generate terrain into it, put it on the map — it works like anywhere else, and it travels with your world when you export. Quarry can add a small behavior pack so players can walk into it in a normal game.
- One command travels anywhere. Quarry can add
/quarry:dimensiontp, which takes you to the Overworld, Nether and End as well as your own dimensions, with the choices autocompleting as you type. It lands you on solid ground, aimed at the part of a custom dimension you actually built, and lays a small platform if that spot is still empty. - Worlds made in the Bedrock Editor keep their dimensions. Import a world that already has custom dimensions and they show up in the dimension menu, ready to edit, instead of being invisible.
- You can clear any dimension to void. "Clear dimension to void" in World generation empties the Nether, the End or the Overworld into a blank canvas, ready to generate fresh terrain into. Undo brings back whatever was there.
v3.14.0 — 2026-07-26
- You can generate the Nether and the End. World generation used to stop at the Overworld. The Nether arrives whole — lava sea, caves, and all five biomes with their fungus forests, basalt deltas, glowstone and ancient debris. The End builds its central island, the ring of obsidian spikes, the arrival platform, and chorus plants on the islands out in the void.
- Your seed builds the place Minecraft would. The End generates block for block as the real game does, and the Nether puts its biomes exactly where Minecraft puts them, so a seed you know still lands you in that soul sand valley. Fortresses, bastions and end cities aren't there yet.
- Any dimension's terrain can go in any dimension. Put an End island where the sea should be, or a Nether ceiling over your Overworld build. When Terrain doesn't match where you are, a Fit control lets you keep its real heights or slide it until its water — or lava — line meets the one already there.
- Opening a world fills in its own seed, so new terrain continues the old. The seed box shows the world's own seed, locked, so generating into an imported world picks up where Minecraft left off instead of stopping at a wall. Previously a seed left over from the last world you opened could quietly win. Press the pencil if you want a different one.
- Agents can generate any dimension too.
generate_chunkstakesdimension,generatorandfit, andworld_infonow reports the world's seed. See the docs.
v3.13.0 — 2026-07-25
- Exports can be a lot smaller. A played world carries data Minecraft no longer uses — mobs it has forgotten about, leftovers from old terrain upgrades, checksums it recalculates anyway. In World info, tick what you want dropped under "Compact on export" and press Analyze to see what it saves first. Your world plays exactly the same afterwards. Quarry keeps everything by default, and autosaves and saved versions always do.
- Add-on mobs and props show up as themselves. Custom entities used to draw as plain coloured boxes. They now render from the pack's own model and texture, with the right skin for each variant, and parts posed to lean or lie flat sit the right way up. A pack's own cow or zombie replaces the vanilla one too.
- You can place a pack's mobs like any other. Custom entities appear in an Add-On group at the top of the Mobs picker, with their variants in the dropdown, and they move, turn, undo and export like vanilla mobs. The Add-Ons panel has a Place button for each.
- You can hide barriers and light blocks. Creator maps place hundreds, and even as faint ghosts they haze over the build. A new Show group at the foot of the tool rail turns them off; while hidden they ignore clicks and edits, and picking one up brings them back, as in Minecraft. Hiding mobs moved here too, on Shift+M.
- View & Rendering is sorted into what you're looking at and how it's drawn. Labels line up, dependent settings sit under the one they follow, and Vibrant Visuals controls grey out in Fast mode instead of pretending to do something. World map, Top-down and Frame view (⊡) moved to the navigator — hover it to reach them. Walk Mode has a clearer icon.
- Add-on worlds open straight away, and block icons arrive far sooner. Building the 3-D icons for a pack's custom blocks no longer holds up the loading screen; a 96-block pack finishes in well under a second. The palette and hotbar fill in as icons land, and blocks that used to come out blank now get one.
- The frame-rate and memory readout no longer floats over your build. It sits at the end of the status bar, spelling out the memory figure only when memory gets tight or when you hover it. Low-memory warnings no longer overwrite each other before you can read them.
- Agents can place a pack's mobs, and ask for a smaller export. A connected AI agent gets
list_entity_types— everything the world can spawn, including the creatures its add-ons define — so it can place them by name. Andexport_mcworldtakes acompactoption, the same one the Export dialog offers. See the docs. - Fixed: scrubbing the time-of-day slider left the preset menu still reading "Noon".
v3.12.0 — 2026-07-25
- There's a world map now. Press N for a top-down map of everything in your world — coastlines, biomes, mountains and all your builds. Drag to pan, scroll to zoom, and click anywhere to fly straight there. It opens instantly even on a huge world, then sharpens into real block colours as you look around — or use its Terrain / Blocks toggle to pick one.
- A navigator keeps you oriented while you build, and it replaces the compass. A small north-up map in the corner shows the area around you, which way you're facing, your current selection, and where everyone else is during a collaboration session. Its rim is the compass — click N/E/S/W to turn. Click the map to jump somewhere nearby, hover it to zoom or open the full map, right-click for its size, and press Shift+N to hide it.
- The map highlights the chunks you've edited, so finding your work in a big imported world no longer means flying around looking for it.
- Fixed: pressing J to jump to coordinates did nothing in Walk Mode.
v3.11.0 — 2026-07-24
- Add-on blocks now show a real 3-D icon in the palette and hotbar. Custom blocks from an add-on — and vanilla blocks a resource pack retextures — used to be flat colour chips. For a big pack the first icons are ready before the world opens and the rest fill in while you build.
- Custom blocks now have a state picker. Add-on blocks declare their own states — a chair's facing, a lamp's on/off — and you get the same states control as vanilla blocks. Blocks placed from the palette carry the pack's defaults, so state-driven looks show immediately.
- Animated and biome-tinted custom textures work. A pack's flipbook textures cycle at their authored speed, under the "Animate textures" setting, and a custom block that asks for a biome tint gets one instead of rendering grey.
- Big creator maps render. A dense, professionally-built map came out mostly wrong: its custom models were skipped and fell back to plain cubes, blocks past the texture limit rendered white, and props built for even lighting got dark sides and near-black undersides. All three are fixed.
- Fixed: custom block models were mirrored, and their tops textured wrong. Modelled add-on blocks were read back-to-front — a handle built on the left showed on the right, tops rotated 180°, tilted parts leaning the wrong way. They now appear as they were built, including per-face texture rotation and mirrored cubes. Blocks rotated by their base components rotate too, and a model can keep its texture world-aligned as it turns.
- Fixed: see-through custom blocks made the world behind them disappear. You could look through a transparent custom block, and through the ground to the sky. Transparency now follows Minecraft's rules: only solid blocks hide what's behind them, stained-glass-style blocks fade instead of clipping, and a block using Minecraft's built-in plant shape renders as crossed planes, not a cube. Packs whose blocks claim to be solid but aren't are flagged in the Add-Ons panel.
- Resource-pack retextures stay true to the block they replace. Retextured glass or leaves could lose its transparency and render solid; retextures now keep the original block's behaviour and only swap the pixels — and apply whichever naming era the pack was written against.
- Barriers and light blocks no longer bury your build. These technical blocks are invisible in game, but Quarry drew them solid, hiding everything behind them (light blocks as random-coloured placeholder cubes). They're now faint ghosts you can still find and click. Invisible bedrock and moving blocks too.
- Fixed: flat decorative blocks flickered against the surfaces they sit on, and block edges showed a hairline of the wrong texture. Paper-thin decal models — a pattern laid on a floor, a sign face on a wall — now sit cleanly in front of what they decorate.
- The loading screen shows what it's doing. World loading reports each step — unzipping, reading the world, loading add-ons, generating block icons — with a progress bar, so a large world no longer looks like it has stalled.
v3.10.0 — 2026-07-22
- Fixed: blocks from an add-on imported into an open world rendered as invisible gaps. When you imported an
.mcaddoninto a world you already had open and then placed its blocks, they showed up as holes — the block was there, but see-through. The add-on's texture atlas wasn't being re-sent to the GPU (it kept the empty placeholder it started with), so every custom block sampled a blank texture. The atlas is now refreshed correctly on import, so blocks placed right after importing show their textures immediately. - Fixed: every add-on block texture was blank or garbled in the default renderer. Custom blocks and resource-pack retextures of vanilla blocks shared a single texture slot with the block-model renderer, and the models won — so with Quarry's default settings, an imported add-on's blocks rendered as black, white, or scrambled tiles, and a resource pack that retextured stone did nothing at all. Turning block models off was the only way to see your own textures. The two atlases are now separate, so packs look the way they do in Minecraft without changing any setting. This was almost certainly the biggest single reason imported content "didn't load".
- Fixed: whole add-ons were skipped over a formatting quirk. A pack whose
manifest.jsonputs a line break inside its description — which Minecraft accepts, and published packs really do ship — failed to parse, and Quarry silently dropped that entire pack and every block in it. Against a 3,900-block corpus of real published add-ons, this one fix recovered 96 blocks that previously vanished without a message. - Translucent custom models are now see-through instead of hard-edged. A custom-geometry block with a
blendrender method (stained-glass-style models) rendered with a hard alpha-test cutout, so its semi-transparent parts were clipped away. Blend models now alpha-blend correctly, rendering as real translucent geometry. - Custom models with more than one texture render each face correctly. A custom-geometry block whose faces bind to different textures (a
material_instanceper face) used to draw every face with the block's default texture. Each face now samples the texture it's actually bound to. - Directional custom blocks now face the right way. A custom block that rotates to face where you place it — via
minecraft:transformationor the placement-direction trait — used to render in a single fixed orientation. Both custom models and full-cube blocks with per-side textures now rotate with their block state, so a signpost, lamp, or machine points the direction it was placed. Blocks that hide parts of their model per state (bone_visibility) hide them correctly too. - Custom blocks that change with their state now render correctly. Add-on blocks whose appearance is driven by permutations — the lamp that lights up, the crop at each growth stage, the block that turns to face you — always drew their base form, because permutations were never read. Quarry now evaluates a block's permutation conditions against each block's actual state, so a lit lamp and an unlit one look different, exactly as they do in Minecraft. Blocks whose textures vary this way get every one of their textures loaded, not just the first.
- Custom blocks from every add-on era load, back to 2020. The custom-block format has been rewritten twice and renamed continuously since it was introduced, and Quarry only understood the recent dialect — so blocks from older add-ons lost their light, collision shape, or textures. All five eras are now read: the original resource-pack-only blocks (which never had visual components at all), the Holiday Creator Features era with its
propertiesandquery.block_propertyconditions, the 1.19 rename waves, stable 1.20 blocks, and today's 1.21/1.26 features (isotropic,tint_method, float ambient occlusion, the*_to_opaquerender methods, and weighted texture variations). - Add-ons import from any container. Importing accepted only
.mcaddonfiles whose packs were plain folders — an.mcaddonbuilt the way Microsoft documents it, with.mcpackarchives inside, imported nothing at all and said it succeeded. Quarry now identifies what you actually dropped by looking inside it:.mcpack,.mcaddon(nested archives or folders, in any mix), plain.zip, and packs zipped inside a wrapping folder all work, and dragging an add-on onto the window imports it as an add-on instead of failing as a world. - Add-ons that can't work now say so. Encrypted Marketplace packs (whose files are unreadable by anything but the game) and skin packs used to import silently and then render nothing. They're now detected and reported, along with unreadable manifests and any texture that didn't fit the add-on atlas.
- Tinted custom textures render in their intended colour. A custom block whose texture is coloured through
tint_colororoverlay_colorinterrain_texture.json— the mechanism vanilla uses to colour grass from a grey texture — previously rendered untinted (grey/white). The tint is now applied, so a grass-style or foliage custom block shows its real colour, and the same texture tinted two ways renders as two distinct blocks. - A custom block with a missing texture is now visibly broken, not invisible. If a custom block referenced a texture whose file wasn't actually in the pack, its faces rendered fully transparent — the block vanished. Those faces now show the classic magenta-and-black "missing texture" checker, so the problem is obvious in the viewport (and the Add-Ons panel names the missing file).
- High-resolution and animated add-on textures now show the whole texture. A custom block texture larger than 16×16 (an HD pack) previously rendered only its top-left corner, and an animated (flipbook) texture showed a cropped piece of its first frame. Both now render the full texture — an HD texture scaled to fit, an animated one showing its complete first frame. (Cycling through the animation frames is still on the list; for now they render as their first frame.)
- The Add-Ons panel now shows why a custom block doesn't look right. A new per-block "content log" reports how many custom blocks render fully and lists the specific problems for the rest — a texture file that's missing, a geometry model that isn't there, a permutation Quarry couldn't read, or a texture that didn't fit the atlas. Importing an add-on now also reports the tally (e.g. "12/14 custom blocks render fully · 2 errors") so a problem pack is obvious immediately instead of showing up as a block that just looks off.
- Fixed: resource packs shipping
.tgatextures showed the wrong image. Minecraft prefers.tgaover.pngwhen a pack ships both under one name; Quarry preferred.png, so packs that ship an updated.tgabeside a stale.pngrendered the stale one. JPEG textures are now supported too.
v3.9.0 — 2026-07-22
- Villages, outposts, trial chambers, ancient cities — the jigsaw family generates. The final structure milestone: all five village types (plains, desert, savanna, snowy, taiga) assemble their full street networks, houses, farms, and decorations exactly as Java Edition does — the complete
JigsawPlacementalgorithm (priority-queued piece attachment, pool aliases, the legacy expansion hack, terrain-matching street projection) is a line-for-line port from the decompiled Java 26.2 server. Pillager outposts, trail ruins, trial chambers (200+ rooms per chamber with their copper vaults and spawner corridors), and ancient cities with their full sculk growth (a complete port of Java's sculk-spreader charge simulation) all generate too. Verified against a real Java server: all 47 reference starts assemble piece-for-piece and junction-for-junction identically, and block-level parity inside structure bounds runs 96–99.9% by type (villages ≈99.5%, trial chambers ≈99.9%; the residual is dominated by vanilla's own chunk-order-dependent decoration and post-generation fluid flow). - Terrain adapts to structures. Java's "beardifier" now shapes terrain during generation exactly like vanilla: ground mounds up under village houses and street junctions, outposts get their dirt footing, trial chambers carve out their surrounding rock, and ancient cities sink into sculk-lined caverns.
- Generated structures and terrain now carry correct block orientations and states. Worldgen translated Java block names faithfully but silently dropped almost every block-state property — stairs, doors, beds, walls, rails, furnaces and hundreds of other block types generated with the right block but a default (often wrong) orientation. Every worldgen-placed block now carries its full Bedrock state: stairs and doors face the way Java built them, doors hinge on the correct side, beds/banners/signs/skulls point the way they should, walls connect and furnaces/furniture face outward, fence gates and rails read their neighbors correctly, and leaves/crops/fluids/redstone carry their proper states. A few of these weren't just wrong-facing but wrong-shaped: double slabs (no
typestate at all before) rendered as a floating half-height slab instead of a full block, doors' upper and lower halves collapsed onto the same shape, and closed fence gates could render open (or vice versa) — all now render correctly. - Worlds can keep generating in Minecraft. A new Keep generating in Minecraft checkbox in the World generation panel exports the world as a normal infinite world running on your seed, so Minecraft carries on generating terrain when you walk past the chunks Quarry made — previously a seed-generated world always ended in a void wall at the edge of what you'd generated. It's off by default, because Quarry's terrain follows Java Edition and Minecraft fills the space beyond with its own: the border is a real seam, not a continuation. Imported worlds are untouched — they keep whatever generator they already had.
- Fixed: bells, campfires, buttons and more faced the wrong way — in every world. Separately from worldgen, the renderer itself ignored the block states of a batch of common blocks, so they drew with a default orientation no matter how they were placed: every bell hung facing north, campfires all pointed south, stone/wooden buttons on walls rendered as ceiling buttons, and note blocks, redstone wire, brewing stand bottles, TNT, tripwire, pressure plates, targets, chains, skulls and heads, vaults, trial spawners and sculk sensors fell back to a generic shape instead of their real state. All now render from their actual block state, in imported and hand-built worlds as well as generated ones. Composters also read the wrong state key and always rendered empty; they now show their fill level. And every cobblestone staircase drew with the smooth-stone texture — Bedrock's legacy
stone_stairsid was matched to Java's plain stone stairs instead of cobblestone — so cobblestone stairs now look like cobblestone. - Fixed: generated wall torches stood upright instead of mounting the wall. Mineshafts, strongholds, and other structures place torches on walls, but the mount side and the lit/unlit redstone-torch split were both dropped in translation — every wall torch (including redstone torches) rendered as a floor torch. Torches, soul torches, and redstone torches now carry their facing and lit state correctly.
- Fixed: rails in rotated mineshaft corridors ran the wrong way. Vanilla rotates each structure piece's block states along with its coordinates; Quarry's mineshaft and stronghold generators rotated only the coordinates, so every east–west corridor laid its rails north–south (and rotated stronghold stairs, doors, and iron bars faced the wrong way). Piece placement now applies Java's mirror-then-rotate state transform, eliminating the last ~1,800 structure-block state mismatches against the reference server.
- Fixed: village streets no longer pave over houses. Vanilla freezes its worldgen heightmaps before carvers run; Quarry's stayed live through decoration, so terrain-following pieces (streets, terminators) could read a just-placed building as "ground" and lay paths across its roof. The frozen/live heightmap split is now vanilla-exact, which also nudges trees, snow, and plant placement near structures into agreement with Java.
- Fixed: subtly wrong terrain in west-of-origin chunks. A cache-key collision in the terrain library made every negative-X chunk share one "preliminary surface" value per column row, skewing aquifer water levels and surface-rule decisions across half the map. Together with the heightmap-freeze fix (which also governs kelp, seagrass, sea pickles, bamboo, and tree-near-water placement), non-air parity with the real Java generator improves to 99.4% on the primary reference seed (from 99.18%) and 98.2% on the secondary (from 97.2%).
- Fixed: generated logs faced the wrong way. Every rotated pillar block the world generator placed lost its axis on the way to Bedrock, so anything meant to lie sideways stood on end — big-oak and cherry branches, fallen tree trunks, and the exposed log beams, hay bales, bone blocks, basalt, chains, and stripped-wood trim throughout villages, outposts, trial chambers, and the other template structures. Axes now carry over, so generated wood grain runs the direction Java Edition intends.
- Structure locate matches vanilla's weighted picks.
/locate-style queries (and thelocate_structureMCP tool) now confirm a candidate chunk the way vanilla does — by running the actual structure-set weighted selection — instead of only the fast per-structure check, so sibling variants (e.g. jungle vs standard ruined portals) resolve to the same chunk vanilla reports.
v3.8.0 — 2026-07-20
Seed-exact vegetation and trees. Generated worlds now grow the same plants and trees as real Java Edition on the same seed — grass, flowers, mushrooms, sugar cane, cactus, dead bushes, snow and ice layers, springs, kelp and seagrass, leaf litter, and full trees (oak, big oak, birch, spruce, pine, mega spruce, dark oak, acacia, cherry, jungle, swamp oak, fallen logs) complete with beehives, vines, podzol patches, and giant mushrooms. Verified block-for-block against the real Java 26.2 generator: 99.7% of all blocks match (99.1% of non-air) on reference seeds, up from 98.1% — every ported piece is a line-for-line port from the decompiled Java generator, driven by Java's own feature seeds. Also exact: glow lichen, dungeons (spawner rooms), clay pools with dripleaves, pale-garden trees with their hanging moss and creaking hearts, dripstone caves (stalactite/stalagmite clusters, wind-bent giant columns, water pools), amethyst geodes, blue ice, forest rocks, ice spikes, desert wells, bamboo, sea pickles, and swamp vines. Mangrove trees, icebergs, fossils, and sculk patches stay approximate for now; a small residual near chunk borders is inherent to vanilla's own generation-order dependence.
Structure locate — seed-exact. Quarry now computes exactly where Java Edition places its structures: villages, desert pyramids, jungle temples, igloos, swamp huts, pillager outposts, ocean monuments, woodland mansions, shipwrecks, ocean ruins, buried treasure, ruined portals, trail ruins, trial chambers, ancient cities, strongholds (full concentric-rings math), and mineshafts. The placement grids, per-chunk weighted variant selection, frequency rolls, exclusion zones, and biome checks are line-for-line ports from the decompiled Java 26.2 server, verified against a real server's saved structure starts (123 of 124 chunk starts exact across 8,000+ evaluated chunks; every type except mineshafts is 100%) and its
/locateoutput. Agents get a newlocate_structureMCP tool — vanilla/locatefor the current worldgen seed, returning position, distance, and a height hint without generating a single chunk. Structure blocks aren't placed yet — that's the next milestone (templates: shipwrecks, portals, ruins).Structures generate: shipwrecks, ocean ruins, ruined portals. Generated terrain now contains real structures, block-for-block where Java Edition puts them: sunken and beached shipwrecks (all 20 hull variants, positional wood palettes, live seabed height fitting), warm and cold ocean ruins (weathered brick/cracked/mossy layering, up to 21-piece ruin clusters, suspicious sand/gravel archaeology blocks), and every overworld ruined-portal variant (weathered stone, crying obsidian, netherrack spread with magma and drip columns, jungle overgrowth and vines, buried air-pocket portals deep underground). The whole template pipeline —
StructureTemplate.placeInWorld, all six block processors, per-position randoms, loot-seed draws — is a line-for-line port from the decompiled Java 26.2 server, verified against a real server world: 31 of 34 reference structures reproduce fully exactly (piece-for-piece, block-for-block; the rest differ only through vanilla's own chunk-scheduling dependence and one skipped feature). Structure blocks land before same-step vegetation, so trees and kelp grow around them exactly as vanilla decides.More structures: desert pyramids, jungle temples, swamp huts, igloos, buried treasure. The classic scattered structures now generate block-for-block: pyramids complete with their hidden TNT-trapped treasure room, suspicious-sand archaeology cellar, and four loot chests; jungle temples with their mossy-cobblestone shell, tripwire arrow traps, piston puzzle, and both chests; swamp huts on their stilts; igloos including the rare hidden basement laboratory at its exact random depth; and buried treasure chests dug into the seabed. All are line-for-line ports of Java's hand-coded piece generators (the same grid-by-grid block loops, chest reorientation logic, and loot-seed draws), validated against a real server world — every reference structure reproduces exactly, at both piece and block level.
Fixed: wrong surface blocks in 19 biomes. Deserts generated with grass tops instead of sand, and the same data-parsing gap (a single-biome surface rule stored as a bare string instead of a list) silently disabled the special surfaces of swamps, mangrove swamps, badlands, stony/frozen/jagged peaks, groves, snowy slopes, stony shores, windswept hills, ice spikes, mushroom fields, and dripstone/sulfur caves. All 19 now generate their correct vanilla surfaces.
Underwater worldgen is properly waterlogged. Blocks that generate inside water — sunken shipwreck hulls and chests, ocean-ruin stairs and walls, kelp and seagrass — now carry Bedrock's water layer the way vanilla waterlogs them, instead of creating dry air pockets around themselves. Structure air pockets (buried portal chambers, pyramid corridors) correctly stay dry.
Mineshafts generate. The sprawling corridor networks — support beams and fences, rails, cobwebs, chain-hung platforms, cave-spider spawner corridors, and the dirt room entrance — are a line-for-line port of Java's piece recursion, and validated piece-for-piece against a real server (a 124-piece reference mineshaft assembles identically, box for box). This also makes mineshaft locations fully exact: the last approximation in structure placement is gone — every one of the reference world's 148 structure starts now matches exactly.
Strongholds generate. The full labyrinth — spiral staircases, libraries with their cobwebbed galleries and dual chests, prison halls with iron-barred cells, the five-way crossings, and the portal room with its lava moat, silverfish spawner, and end-portal frames rolling their eyes-of-ender exactly like Java — assembles piece-for-piece from Java's weighted piece registry (validated against all six reference strongholds, 100 to 164 pieces each, every bounding box identical). Together with mineshafts, every Overworld structure type except villages/outposts/monuments/mansions and the jigsaw dungeons now generates block-for-block.
Ocean monuments and woodland mansions generate. The monument's full prismarine maze — the randomized room graph with its double-height chambers, the gold-block core room, sea-lantern arches, sponge attic, and wing chambers — reproduces Java block-for-block (77,000+ blocks verified byte-exact against a real server, with only edge kelp differing). Mansions assemble their entire room grid from Java's floor-plan generator — all ~600 template pieces per mansion piece-for-piece exact, 121,000+ blocks verified, complete with the cobblestone foundation pillars beneath. Every Overworld structure now generates except the jigsaw family (villages, outposts, trail ruins, trial chambers, ancient cities).
v3.7.1 — 2026-07-20
- Fixed: corrupted generated terrain. World generation could write whole chunks with the wrong blocks — grass swapped for dirt or water (checkerboard patches, misplaced ponds) and in the worst case sheets of surface lava. The generator's parallel workers each build their own block palette, and chunks from one worker were being decoded with another's palette. Every chunk now decodes with its own. Terrain generated on 3.7.0 may carry this corruption — regenerate affected areas (generation never overwrites existing chunks, so clear them first).
- Terrain now matches current Minecraft (26.2). Generation tracks the Minecraft 26.2 generator — including its reworked spaghetti caves and the new sulfur-caves biome — and is verified block-for-block against the real Java generator on the same seeds: 99.3% of all blocks match (98.1% of non-air). Caves and ravines carve exactly where Java carves them, aquifers leave the same caves dry or flooded, the stone→deepslate band and bedrock floor land block-for-block, and every ore, dirt/gravel/clay pocket, granite/diorite/andesite/tuff blob, underwater sand/gravel/clay disk and lava lake is placed with Java's own feature seeds. Trees, grasses, kelp and showpiece cave decorations (sculk, dripstone, geodes) remain vanilla-style approximations.
- Biome color blending. Grass, foliage and water tints now blend across biome borders the way Java renders them (a 5×5 average around each block), so savanna fading into plains looks like a gradient instead of hard-edged 4-block color squares.
v3.7.0 — 2026-07-19
- World generation is here. Quarry can now generate real Minecraft terrain — biomes, oceans, rivers, caves, mountains — using Java Edition's world generator (the deepslate engine), written out as native Bedrock chunks. Open the World generation panel (mountain icon in the dock), type a seed (or use the world's own), and generate a radius around the camera, a rectangle you drag on a chunk grid in the viewport, or a border of missing chunks around everything that already exists. Generated chunks stream in live as a preview — Keep commits them as a single undo step, Discard throws them back. Chunks that already contain blocks are never touched.
- Decorations. Generated terrain comes dressed: per-biome trees (oak through cherry, mangrove and pale oak), grasses and flowers, ores at their proper depths with deepslate variants below Y0, and snow layers and ice in cold biomes. Toggleable, deterministic per seed, vanilla-style.
- New world from seed. The welcome screen grew a From seed starter: it creates a fresh world, stores the seed in
level.dat, and generates a spawn area around the origin — expand it later with the panel's Border mode. Exported worlds open in Minecraft with the generated chunks marked fully-generated, so the game won't rewrite them. - Agents can generate terrain too: the new
generate_chunksMCP tool takes a box, a radius, or border rings, plus seed and decorations options, and commits one undoable op.
v3.6.0 — 2026-07-19
- You can build in an Empty world now. Starting from Empty gave you a world with nothing in it — and nothing to click on, so every tool silently did nothing and there was no way to place a first block. Empty worlds now open on a build plane: a virtual grid floor that the cursor can hit, so Build, Fill, Line, Shape, Brush and Select all work from the very first click. It's a guide, not geometry — it never becomes blocks and never exports.
- Take the build plane anywhere. It's a toggle in View & Rendering (and in the command palette) for any world, with a Plane height you can set or nudge with Shift+[ / Shift+] — raise it to start a floating platform or a new storey in mid-air. Real blocks always win: the plane only catches clicks that would have hit nothing, so it never gets in the way of editing an existing build.
- Fixed: leaving Walk Mode snapped the camera back to whichever direction you were facing before you started walking — so WASD flew you off sideways from what was on screen, and the first mouse-drag jumped the view. The editor camera now picks up exactly the heading you were looking at (without the walk view-bob's tilt).
- Fixed: opening an Empty world pointed the camera at Y=-40, staring into blank sky well below where you'd actually build. It now frames the origin at the build plane, close enough to see the first block you place.
v3.5.2 — 2026-07-19
- Fixed: the Walk Mode keyboard-hint strip at the bottom of the screen was unreadable in the Light theme (dark text on a hardcoded near-black chip). It now uses the theme's own overlay colour, like the rest of the app's scrims.
v3.5.1 — 2026-07-19
- Fixed: the loading screen's text was unreadable in the Light theme (dark text on a hardcoded near-black overlay). It now uses the theme's own overlay colour, like the rest of the app's scrims.
v3.5.0 — 2026-07-19
- Biomes go 3D. Bedrock stores a biome per block, not per column, and the Biome painter now embraces it: an Apply mode picker offers the classic Whole column, a true 3D brush that paints a blob at the clicked height, and Flood enclosed space — click inside a sealed room or cave chamber and the biome fills that space (plus its walls and floor, so the surface tint follows). The Select tool pairs with a new Apply to selection button: box the room, apply the biome, done. Every mode is one undo step.
- See biomes in 3D with the new Volumes view. The classic biome overlay recolours block surfaces, which can't show a biome painted into the air of a room or cave. The new Biome volumes view draws the biome data itself as translucent coloured hulls — Pockets mode highlights just the biomes that differ from their surroundings and shows them through walls, so a swamp hidden inside your house glows from outside; All boundaries traces every biome border along the terrain. Find it in the Biome tool options and the View section; the 3D paint modes switch it on for you.
- The biome overlay now recolours every block. Stairs, slabs, fences, doors and friends rendered from 3D models kept their normal colours in the biome view; now every face takes its cell's biome colour, so biome borders read cleanly across builds, water and all.
- Old worlds keep their biomes. Worlds last touched before Minecraft 1.18 store biomes in a legacy 2D format that Quarry previously ignored — the first biome edit silently reset the whole chunk to plains. Legacy biomes are now read and carried into every edit and export (the original data is still preserved byte-for-byte, untouched).
- Agents get 3D biome tools. The MCP toolset gains
fill_biome(biome a box — e.g. a selected room) andflood_fill_biome(biome an enclosed space from an interior point), both undoable;fill_column_biomeis now undoable too, andset_biome_viewlearned amodefor the volumes view, so an agent can paint an interior biome and see it in a screenshot.
v3.4.0 — 2026-07-19
- AI agents can now import — and author — 3D models. The MCP toolset gains
import_model: a connected agent sends a glTF/OBJ/FBX/STL model (or writes the mesh itself — OBJ is plain text) and Quarry voxelizes it into blocks at a chosen spot, palette-matched, hollow or solid, as one undoable op. Combined with the librarysaveoption, an agent can generate a model, place it, and keep it as a reusable structure.
v3.3.2 — 2026-07-19
- Mobs have their skins back. Every entity — every mob, boat, minecart — has been rendering untextured on the live site since the Mobs tool shipped. The models were fine; the site's security policy was quietly blocking the browser from reading the textures packed inside them. Fixed, and the policy now ships with the app so it can't drift out of step again.
- The Text tool's pixel fonts work on the live site. Micro 5, Tiny5, Silkscreen, VT323 and Press Start 2P were being blocked the same way and silently fell back to the default face. They now render as intended.
v3.3.1 — 2026-07-19
- Models that reference separate files now say so. Quarry never reaches out to the network for a model's contents — everything is read from the file you picked. A model whose geometry lives in a separate
.binnow fails with a clear message instead of obscurely partway through, and one whose textures sit outside the file loads with a warning in the import panel telling you how many were skipped, so a build in fallback colors is never a silent surprise. Either way, re-export as a.glbwith textures embedded. - The About dialog shows the right build. Every build was stamped
-dirtyeven from a clean checkout, thanks to a scratch file the bundler leaves in the project while it starts up.
v3.3.0 — 2026-07-18
- Import 3D models and build them from blocks. ☰ → Import 3D model (or just drop the file in) accepts glTF/GLB, OBJ, FBX and STL. The model shows up as a wireframe you can position with drag handles, size in blocks, rotate, and flip to the right up-axis; then pick a palette — All blocks, Wool, Concrete, Terracotta or Natural — and it's rebuilt as real blocks, color-matched from the model's textures. Switch palettes to compare, choose hollow or solid, and Apply commits it as one undoable edit.
- The Text tool learned new fonts. Pick from five open-source pixel fonts — Micro 5, Tiny5 and Silkscreen (5px), and VT323 and Press Start 2P (7px) — alongside the classic bold sans. The height slider snaps to each pixel font's native letter height and its exact multiples, so capitals land exactly that many blocks tall with no fuzzy edges. Text also now lands exactly where the preview box shows: resting on the floor you click (not carved into it), standing proud of a wall instead of buried behind its face, even hanging below a ceiling. Tiny5 at 5 blocks tall makes wonderfully compact signs.
- Emoji in the Text tool. 🔥 Type emoji right into the text string — letters stamp in your selected block as always, while emoji are built from blocks color-matched to the artwork (wool, concrete, terracotta and friends). Emoji render at a minimum height of 10 blocks so they stay readable, and mixed text sits on a shared baseline. The MCP
place_texttool gets the same powers, plus afontparameter.
v3.2.0 — 2026-07-18
- The top bar reads left to right in two zones. World things on the left — menu, the Quarry mark, your world's name, the dimension picker — and actions on the right: Walk Mode, undo/redo, Export. On narrow windows the world-name field politely shrinks first, and the bar never wraps or clips a button.
- Big monitors get a roomier layout. On screens 1920px and wider, the right dock widens to 340px and the block picker shows four columns instead of three — more mask rows, longer block names, less scrolling. Laptops keep the existing compact layout, unchanged.
v3.1.0 — 2026-07-18
- Press Ctrl/⌘K for the new command palette — everything in Quarry, two keystrokes away. Type what you want and hit Enter: every tool, every dock section, every ☰ menu item (import, export, themes…), the selection apply modes, the Orient/Snap/Waterlog toggles, view toggles like the grid and Walk Mode, and undo/redo. Results show each command's category and its current keyboard shortcut, arrow keys navigate, and commands that don't apply right now (like selection ops with nothing selected) stay out of the list. Type a block name instead — "stone", "diamond" — and the palette offers Search blocks for …, dropping you into the block picker with your query already typed. It works on the welcome screen too (import, new world, docs, themes), and the shortcut is rebindable like everything else (☰ → Keyboard shortcuts).
v3.0.0 — 2026-07-18
- Nature-tool trees now orient their logs naturally. Branch and limb wood follows the direction it grows (
pillar_axis), so bark rings no longer face up on sideways branches — trunks stay vertical, fancy-oak/cherry/jungle limbs lie along their reach, exactly like vanilla trees. Applies to Place and Paint modes, all three styles, and the MCPplace_naturetool. - Your tool's settings now live in an options bar across the top. A full-width bar directly under the top bar always shows the active tool: its name, its controls (radius, mode, shape, text…) laid out inline, and anything that doesn't fit behind a ⋯ button. Controls that change what a tool fundamentally does stay inline — the Nature tool's Trees layer sits right in the bar in Paint/Erase mode, so painting forests is never hidden behind the overflow. Multi-step actions — Shape and Line, selection Move/Clone, image import, placing a structure — put their Apply (Enter) / Cancel (Esc) buttons at the bar's right end, replacing the floating confirm bar. Typing in the bar never steals your viewport keys: Enter or Esc hops focus straight back to the world.
- The editing panels moved into a dock on the right. Selection, Mask, Symmetry, Inspect, Mobs, History, Structure Library, World info and View & Rendering are now sections of one right-edge dock with an icon tab strip — exactly one section open at a time, so panels can never pile up or ghost through each other again. Sections still open contextually (picking Select or Inspect opens theirs, 8 opens the Library, your panel shortcuts work), the dock remembers what you had open between sessions, and the viewport never shrinks. Config dialogs (Project, Collaborate, AI agent, Add-Ons) remain floating windows.
- Mirror and Mask announce themselves. While a mirror or mask is active, a chip sits in the options bar —
Mirror: X·ZorMask: stone · y<64— so nothing silently shapes your strokes. Click the chip to open its dock section, or its ✕ to switch the modifier off entirely. And when a mask filters out most of a stroke, the Mask chip pulses briefly — the answer to "why didn't my brush paint?" - The Mask section starts simple. Presets up front, then a single + Add condition menu (Block / Material / Biome / Adjacent / Height / Cell / Sky / Surface) that shows a condition's controls only while you're using it; Match all/any, Invert and the expression field wait in an Advanced fold. Same masks, same power — far less form.
- Selection Apply is now a list you can read. The apply-mode dropdown and its separate options window are replaced by a radio list of all 8 modes right in the Selection section — pick a row and its parameters expand in place (Replace's From/To pickers, Blend's pattern, Mix and B block), with Apply to selection pinned below the list.
- One home per control. With the bar and dock in place, the leftover duplicate entry points are gone: the bottom-left modifier strip is dissolved — Orient, Snap and Auto-waterlog are now toggles at the right end of the options bar, and Mirror/Mask are reached from their dock tabs (their chips still show and clear the active state). The topbar's View gear and Edit-history buttons are gone (both live as dock tabs — undo/redo stay in the topbar). No keyboard shortcuts changed.
- The toolbar keeps its working pairs. The lower toolbar reads as the classic side-by-side pairs again — Structures (Make structure · Library), Region (Select · Paste), Biome (painter · Biome view toggle), Mobs (Place · Edit) — so the biome overlay is one click from the painter, exactly where it used to be. Inspect left the toolbar: its dock tab (or I) activates the tool and opens its section in one go.
- What moved where: Tool options (floating panel, top-left) → the options bar under the top bar. The floating Apply/Cancel confirm bar → the right end of the options bar. The Selection, Mask, Symmetry, Inspect, History, Structure Library and World panels (floating windows) → sections of the right dock. View & Rendering (top-right popover) → the dock's View section. Mob placement options (mob, variant, group size) → the options bar; mob editing → the dock's Mobs section. Paste's rotate/flip/scale → inline in the options bar. Selection info (dims + block histogram) → the bottom of the Selection section. The Apply options window → inline rows in the Selection section's Apply list. The modifier strip (bottom-left) → Orient/Snap/Waterlog toggles + Mirror/Mask chips in the options bar.
v2.1.0 — 2026-07-04
- The editor now fits on a laptop screen. The left toolbar is regrouped into three compact zones — Create, Sculpt, and World — and on smaller displays (1280×800 and similar) the whole UI tightens up automatically, so every tool is visible without scrolling and nothing hides off-screen.
- Placement modifiers get their own strip. Mirror, Mask, Orient, Snap, and Auto-waterlog moved out of the toolbar into a modifier strip above the block chip (bottom-left) — they're settings that layer onto whichever tool you're using, not tools themselves. Non-default modifiers you switch on show a pill there (with the mirror axes or ×count at a glance): click the pill to configure it, or its ✕ to switch off. If the row gets crowded it folds into a "+N" counter instead of running into the hotbar. Auto-waterlog also gains a rebindable shortcut (☰ → Keyboard shortcuts → Modifiers).
- Floating panels now behave like windows. They're opaque (no more text ghosting through a stack), clicking one brings it to the front, they remember where you drag them across sessions, and a newly opened panel places itself beside what's already open instead of on top of it. A stray panel is never lost: ☰ → Reset window layout puts everything back.
- Biome view and Eyedropper found better homes. The biome overlay is now a checkbox in View & rendering (and in the Biome tool's options); the eyedropper is the pipette button on the block chip — and Alt+click with any tool still picks a block, as always.
v2.0.0 — 2026-07-04
- AI structure generation now lives in the MCP agent connection — the in-app AI panel and API keys are gone. The AI Structure Generator (and its API keys… dialog) has been removed: you no longer paste an Anthropic/OpenAI key into the browser. Instead, connect an AI coding agent over MCP (☰ → AI agent (MCP)…) and its model builds for you — same sandboxed
build(api)engine, same single-op undo, no key stored in Quarry. Thegenerate_structureMCP tool is retired with it; agents userun_build, whoseget_build_apireference now includes the generator's craft rules (stair orientation, two-block doors, torch support, roof technique), so agent builds look as good as the old built-in ones. - New "Make structure" toolbar tool (7) — drag a box around a build (fine-tune with the face handles), type a name, and Save to library: the volume lands in the Structure Library ready to Place or Stamp. The same capture is still available from the Selection panel's Save as structure.
- The AI agent now has the whole editor: 14 new MCP tools —
replace_blocks(find & replace, exact or any-state),place_text(extruded block lettering),extrude_face(pull/push a connected face),flood_fill(paint bucket),place_nature+scatter_nature(the biome-aware Nature tool: trees, rocks, flora painting/erasing — deterministic with a seed),magic_select(mask-aware flood selection),stack_selection,move_selection/clone_selection,analyze_region(block histogram), and structure-library management (get_structure,rename_structure,delete_structure). All undoable, like every agent edit. - Masks over the wire — the MCP
fill,hollow_box,walls,clear, andreplace_blockstools accept an optional mask expression (the Mask panel grammar, e.g.surface and not block:water), so an agent can write "only on the surface", "only replacing stone", or "only in this biome". - Place structures rotated or mirrored — the MCP
place_structuretool takesrotation(90° steps) andmirror, so repeated props don't look cloned (geometry only; directional block states aren't rewritten). - Changed: the 7 key now activates Make Structure (it used to open the AI panel). Placing a Library structure is now always additive — empty cells keep the world's blocks (the old "replace volume contents" checkbox left with the AI panel) — and applying a placed structure no longer re-archives a duplicate Library entry.
v1.15.2 — 2026-07-03
- Fixed block-picker icons showing the wrong block for returning players — the isometric icon sheet was cache-busted using the block-texture atlas's version, so when the icon sheet was regenerated (which reshuffles every icon's position) some browsers kept serving the stale sheet against the up-to-date index, and every icon showed the wrong block. The icon sheet now carries its own content-based version, so it always refreshes when it changes.
v1.15.1 — 2026-07-03
- Block-picker icons no longer bleed into each other — the isometric thumbnails in the block picker and hotbar were sampling pixels from neighbouring cells of the icon sheet when scaled to small swatch sizes, giving a smeared, "corrupted" look. Each icon is now cropped to its own image before display, so it renders crisp and self-contained.
v1.15.0 — 2026-07-03
- Paint living nature with the revamped Nature tool — the Generate tool is now Nature, and alongside click-to-place trees and rocks it gains a Paint mode: drag a brush over terrain and it fills in with biome-aware vegetation — grass and ferns, the right flowers for the biome (tulips in plains, orchids in swamps, eyeblossoms in the pale garden…), leaf litter, moss carpets, mushrooms, berry and azalea bushes, cacti and dead bushes on desert sand, and petal drifts in cherry groves. Turn on the Trees layer to paint whole forests in one stroke (trees keep a natural spacing), tune the density sliders and layer toggles, and cross a biome border mid-stroke to watch the palette change under the brush. An Erase mode removes only painted nature — plants, shrubs, leaves and logs — leaving terrain and builds untouched. Each stroke is a single undo step, and the write mask applies, so "only on grass" masking works.
- Trees in three styles: Vanilla, Natural, and Wild — every species now offers a Vanilla style that grows trees shaped like Minecraft actually grows them (classic oak canopies with pruned corners, tiered spruces and stubby pines, 2×2 giant jungle trees, jogged acacias with flat umbrella tops, prop-rooted mangroves…), the existing parametric look lives on as Natural, and a new Wild style goes beyond vanilla: taller, gnarled trunks with root flares, hanging strands, and flowering-azalea accents woven through the canopy.
- Placed leaves no longer decay in-game — all leaves placed by the Nature tool (and its Generate predecessor's trees) are now marked persistent, so canopies survive when the world is opened in Minecraft instead of gradually rotting away from their trunks.
- Mobs: see, place and edit your world's entities — two new Mobs tools (Place and Edit, side by side in the toolbar) show every live mob in the world as its real 3D model (creepers, villagers, boats and 129 more, always visible as you edit — a Show mobs toggle and draw-distance live in View & Rendering). Place previews the chosen mob as a translucent ghost under your cursor: scroll or press R to turn it in 45° steps, click to drop it, or raise Group size (up to 5) to place a naturally spread pack like a vanilla spawn. Edit lets you click any mob — including ones already in an imported world — to move it with drag handles, spin it freely with an on-canvas rotation ring (Shift snaps to 45°) or the Facing slider, recolour it, and delete it — every change is a normal undoable edit, and exports stay non-destructive: mobs you didn't touch are preserved byte-for-byte.
- Choose a mob's variant — cat colour, sheep wool, and more — mobs with variants (cats, sheep, rabbits, parrots, llamas, axolotls, foxes, horses) now get a Variant picker in the Mobs panel, defaulting to Random so each mob in a group varies like a natural spawn. Cats, rabbits, parrots, llamas and axolotls render their exact skin in the editor and sheep show their dyed wool; every variant is written into the world so it spawns the same in-game — no more editor-black-and-white cats turning up all white. Select a placed mob to recolour it.
- AI agent can place and edit mobs — the MCP integration gains mob tools (
list_mobs,place_mob,move_mob,set_mob_facing,set_mob_variant,delete_mob, and bulkdelete_mobs), so an AI assistant driving Quarry can populate and edit a world's entities — with variants and facing — as undoable edits.
v1.13.0 — 2026-07-02
- Choose a block's state & direction before you place it — the active-block chip now has a ⚙ states button (and right-clicking a hotbar slot opens the same picker) for blocks that have orientations or variants: pick which way stairs, doors, trapdoors, fence gates, buttons, ladders, levers, chests/furnaces, lecterns, beds and signs face; a slab's top/bottom half; a log/pillar/chain's axis; a lantern's standing/hanging mount; a campfire lit or out; bell/grindstone attachment; and more — all in Bedrock terms with plain N/E/S/W labels. Your choice sticks in the hotbar slot (marked with a small dot) and persists between sessions. The eyedropper now keeps the exact state of whatever you pick, so grabbing an east-facing stair or a top slab from your world gives you that block to build with — not its default form.
- Re-orient a block you already placed — the Inspect tool now has an ⚙ Edit state & direction button: click a placed stair/slab/log/door/etc. and change its facing, half, axis or other state right where it sits, without rebuilding it. The change is a normal undoable edit.
- Much faster rendering on worlds with lots of water or glass — translucent and water surfaces were being drawn twice per frame and forcing an expensive shader re-check on every chunk, every frame, in both Fast and Vibrant modes. On a 400 MB test world this fix roughly halves frame time at default view distance (and cuts it ~40% at max distance in Vibrant Visuals).
- Smoother framerates at high view distance — water, glass and custom-model geometry now merge into one mesh per chunk column (like solid terrain already did), cutting the number of GPU draw submissions per frame by another ~25%. Combined with the fix above, frame time on a 400 MB test world is less than half what it was in v1.12.1 at every view distance, in both Fast and Vibrant modes.
- Batched rendering, on by default — terrain, glass and custom-model geometry now submit to the GPU in a handful of batched draws instead of one per chunk column, roughly halving frame time again on top of the fixes above (down to a third of v1.12.1's frame time at high view distance). Uses a little more GPU memory in exchange; if you hit trouble on your GPU, add
?batched=0to the URL to fall back to the previous per-column rendering.
v1.12.1 — 2026-06-29
- Block-picker icons now match the accurate models — every block's thumbnail in the picker and hotbar has been re-rendered from the v1.11.0 accurate-model renderer, so the icons match what you actually place: stairs, fences/walls, doors, rails, lanterns, chests and hundreds of other shapes look right instead of using the old approximated boxes. Thumbnails were also added for ~34 blocks that previously had none.
v1.12.0 — 2026-06-29
- Sharper Vibrant Visuals upscaling on capable GPUs (AMD FSR 1.0) — when Vibrant Visuals renders below 100% resolution (Auto/50–75%, to keep the framerate up), the low-res frame is now enlarged with AMD FidelityFX Super Resolution 1.0 — an edge-adaptive upscale plus contrast-aware sharpening — instead of the old bicubic stretch, for noticeably crisper edges at the same render cost. It turns on automatically on hardware that can handle it and falls back to the previous bicubic on weaker/software GPUs. A new Upscaler setting (in the viewport settings, next to Resolution) lets you force High-quality or Bicubic, or leave it on Auto; your choice is remembered.
- Smoother edges in Vibrant Visuals (anti-aliasing) — Vibrant Visuals now anti-aliases the scene (multisampling, scaled by VV quality — off on Low, 2× on Medium, 4× on High), so block edges and thin lines no longer stair-step. It also gives the new high-quality upscaler the clean input it needs to shine, since sharpening otherwise exaggerates jagged edges.
v1.11.1 — 2026-06-29
- Faster rendering on leafy/foliage-heavy worlds — fixes a performance regression in v1.11.0's model renderer where dense leaves (and other see-through blocks like tinted glass) drew every hidden internal face instead of just their outer shell, so tree canopies and forests cost far more than they should. Leaves now hide their shared faces like the rest of the renderer, restoring frame-rate on heavily-vegetated worlds.
v1.11.0 — 2026-06-29
- Blocks now render from accurate Minecraft models — every block is drawn from its real Java model geometry (painted with Bedrock textures) instead of Quarry's ~55 hand-built shapes, so shapes that used to be approximated now match the game: stairs (including inner/outer corners), fences/walls/glass-panes that join up to their neighbours, doors that combine their two halves, rails and ascending rails, lecterns, hanging lanterns with their chains, chains on the right axis, spore blossoms, dragon heads, and hundreds more — all oriented correctly per their state (facing, axis, open, attachment…). Block entities (chests, signs, beds, banners, bells, shulker boxes) render too. Biome tinting, waterlogging, lighting/ambient occlusion, and the full Vibrant Visuals PBR path are all preserved, and grass-block sides show a single clean biome fringe. It's the new default and matches the old renderer on memory and frame-rate; you can switch back to the simpler built-in renderer any time from ☰ → Accurate block models.
- Sharper block textures — every block face now maps its texture pixel-perfect to the 16×16 grid. Faces were inset by half a texture-pixel (a trick meant for blurry filtering), which on Quarry's crisp nearest-neighbour textures shaved the outer "pixel" of every face to half-width and looked subtly shifted. Fixed across both renderers.
v1.10.0 — 2026-06-25
- AI agents can grasp a whole world at a glance (MCP
world_overview) — a connected agent can now call one cheap tool to get the lay of the land: a compact map of biomes, terrain height, and which regions are already built, across the entire world — without reading millions of blocks. It orients an agent dropped into an unfamiliar imported world (where's the forest, the coast, the existing town?) and helps it recall where it built earlier, so it plans before it digs. The map stays small no matter how large the world (it coarsens automatically) and never forces the world to fully load. See the docs. - AI agents remember what they've built, and learn your style (MCP
list_builds,get_style) — an agent now keeps a per-world memory of what it (and you) have built — labelled regions with their location and dominant materials — that persists across sessions, so it can pick up a world it worked on before instead of starting blind. And it can read your build style — the palette you favour, how much trim/glass/greenery you use, your colours — inferred from your saved structures and builds, so additions match the aesthetic instead of clashing. You can also state your intent directly (e.g. "medieval, spruce + stone, no modern blocks") for it to follow. See the docs.
v1.9.3 — 2026-06-22
- Set up a remote AI agent once, not every session (MCP cloud relay) — the cloud relay now ties to your GitHub sign-in (the same one collaboration uses), so an agent pairs to your account through a stable per-user connection. You no longer juggle a random room id + token that drifted and forced you to remove/re-add the MCP every session: sign in, copy a personal token once, and that config keeps working across sessions and machines (the agent needs only the token — it figures out the rest). If a token leaks, rotate token in the panel invalidates every old one at once. Self-hosted relays without GitHub auth keep the original ad-hoc room+token mode. (Existing remote setups: re-copy the snippet from the panel once.)
- AI generation & agent builds now run on the live site — the AI structure generator and the MCP
run_buildtool execute generated code in a locked-down worker, which the site's security policy was blocking (nounsafe-eval), so they silently failed on quarry.refrag.com. The sandbox worker now gets its own narrowly-scoped policy that permits this while the rest of the app stays locked down. - Smarter AI-agent builds (MCP) — an external agent can now build by writing code instead of issuing thousands of one-block commands: the new
run_buildtool runs an agent-authored program in Quarry's sandbox and commits the whole result as a single undoable edit — dramatically faster for anything beyond a few blocks, and it can read-and-modify the existing world (carve, re-roof, terraform). New planning tools let it sense terrain (surface_scanheightmap,locate_blockssearch) and a structure library (save_structure/place_structure) lets it generate a piece once and stamp it many times — so an agent can lay out a whole village in a handful of calls. See the docs. - Choose a UI theme — the app menu (☰) now has a Theme picker with six looks for the editor interface: Auto (follows your system's light/dark setting and updates live), Dark (the original), Light, Midnight (a deeper indigo dark), Minecraft (dusk-sky blues with grass-green accents), and High contrast. Your choice is remembered between sessions. Themes restyle the panels, buttons and menus only — the 3D world rendering is unchanged.
- A blue sky in standard rendering — the default (non-Vibrant-Visuals) view now sits under a Minecraft daytime sky: a blue gradient overhead that eases down to a lighter haze at the horizon, which the distant terrain fogs into — instead of the old dark backdrop. Vibrant Visuals' physical sky is unchanged.
- Connect an AI agent to Quarry over the internet (MCP cloud relay) — the MCP bridge can now pair with an agent on a different machine through Quarry's cloud relay, not just one running locally. Open AI agent (MCP)… — the panel shows the right connection mode for where Quarry is running (cloud relay on the live site, local on
localhost) — click Connect, and run a generated snippet on the agent's machine — copy-paste setup for Claude Code or GitHub Copilot CLI — that downloads a self-contained bridge (no Quarry checkout needed, just Node 18+), joins the same room, and lets the agent drive your world from anywhere. Pairing is gated by a private room id + token, and large results (screenshots, exports) stream across automatically. Local mode is unchanged for same-machine setups.
v1.9.2 — 2026-06-22
- New blocks from Minecraft 1.26.30 — Quarry now recognises and renders the new sulfur-cave block families: cinnabar and sulfur in all their variants (polished, chiseled, bricks, slabs, stairs and walls), plus potent sulfur and the dripstone-like sulfur spike. They show up in the block picker and render with their real textures, and worlds that already use these blocks now open with them shown instead of as blank placeholders.
v1.9.1 — 2026-06-22
- Sign in with GitHub to collaborate — starting or joining a live collaboration session now requires a quick GitHub sign-in (a popup; nothing is posted to GitHub on your behalf — it only confirms who you are). This keeps the shared servers from being used anonymously. Open the Collaborate panel and click Sign in with GitHub; you stay signed in across sessions and can sign out from the same panel. Opening a share link prompts you to sign in first, then joins automatically.
v1.9.0 — 2026-06-21
- Accurate per-biome atmospheres in Vibrant Visuals — biome fog/haze and sky are now driven by Minecraft's own VV fog data, so biomes look as they do in-game: the pale garden's grey, eerie, misty haze with an overcast grey sky; the Nether's deep reds; the End's dark void; and volumetric mistiness in swamps and oceans — while temperate biomes (plains, forest, desert…) stay neutral, exactly like vanilla. Fog distance is now per-biome too (misty biomes close in, clear ones fade only at the view edge), from the biome's own fog density. The sky itself now tints to the biome (not just the fog). Replaces the earlier hand-tuned approximations. Creator-defined biomes from an imported world's resource pack also show their authored fog/atmosphere.
- Creator color grading in Vibrant Visuals — resource packs that define
color_gradingand point a biome at it (thecolor_grading_identifierclient-biome component) now drive the editor's grade: per-channel saturation, contrast, gain, offset and gamma, plus temperature/white-balance, eased as you move between biomes. Vanilla worlds keep the default grade (vanilla ships none). - VV sun shadows now render, and fog actually shows — sunlit blocks cast proper shadows in Vibrant Visuals (they were silently broken), and distance fog now fades the farthest chunks into the biome fog colour instead of sitting beyond the visible world.
- Continuous time-of-day in Vibrant Visuals — a new Time slider in the View & Rendering panel sweeps a smooth day/night cycle (noon → sunset → midnight → sunrise on Minecraft's normalized clock), interpolating the sun, sky, ambient and fog between keyframes instead of snapping between four fixed times. The Sunrise/Noon/Sunset/Midnight picks remain as quick anchors, and each looks richer and more accurate (warmer dawn, deeper red-violet sunset, darker moonlit night).
- Atmospheric sky in Vibrant Visuals — the VV sky is no longer a flat gradient: it now simulates light scattering through the atmosphere, so daytime skies gain real depth, sunrise/sunset get a warm glow that hazes around the sun, and night stays a believable deep blue. A new VV quality control (Low / Medium / High) in the View & Rendering panel turns on the scattering and, on High, god-ray light shafts where terrain blocks the sun. It's independent of the Resolution control, so you can mix sharpness and effects to suit your machine. Defaults to Medium.
- Subsurface scattering on foliage in Vibrant Visuals — leaves, grass and other thin plants now let sunlight glow through them when you view them against the sun, instead of sitting flat and dark — the same translucency Minecraft's own Vibrant Visuals adds. It uses Bedrock's real per-texture data, so it matches the game block-for-block. On at Medium quality (softer) and High (full); off at Low.
- Creator PBR in Vibrant Visuals — custom blocks and retextures from an imported world's resource pack now render with their authored material data in VV: metalness, emissive, roughness and subsurface scattering from the pack's
texture_setfiles, plus normal-map surface relief (on Medium quality and up). Worlds shipping a Vibrant-Visuals/RTX-style resource pack preview their look in the editor instead of falling back to flat textures. - Block lighting reads right in daylight (Vibrant Visuals) — torches, glowstone and other light sources no longer cast a visible warm glow on surfaces the sun already lights. Block light and daylight now combine the way Minecraft does — whichever is brighter wins — so light sources fully light caves and night scenes but are drowned out in the open under a midday sun.
- Underwater fog now works in imported worlds — the submerged-camera murk (and blue tint) previously only kicked in for water you placed in the editor; water from an opened
.mcworldcarries block states (so it's a different internal block), and the check missed it. Diving below the surface now fogs the view in any world. - Refractive water in Vibrant Visuals — on High quality, looking into water now bends the view of whatever's below the surface, rippling with the waves instead of showing a flat, undistorted bottom, and shallow/shoreline water gets a soft scattered glow. Deeper water absorbs to a richer blue. The shallow-water glow shows from Medium up; the full refraction is High only.
- Drive Quarry from an AI coding agent (MCP) — connect Claude Code, GitHub Copilot, or any Model Context Protocol client and let it use Quarry's whole toolset: read the world, place blocks and shapes, paint biomes, generate structures, toggle Vibrant Visuals, take screenshots to see its work, and export
.mcworld/.mcstructurefiles. Everything the agent does goes through the normal undo history. Run the bridge withnpm run mcp, then open the app menu ▸ AI agent (MCP)…, paste the pairing token, and click Connect MCP. See the docs for setup. - Safer world imports — a corrupt or maliciously-crafted
.mcworld/world folder/.mcstructurenow fails with a clear error instead of freezing the tab or exhausting memory, so opening a file someone shared with you can't lock up the editor. The API-keys dialog also spells out that keys are stored in this browser and offers a one-click Clear all. - Collaboration storage reminder — the Collaborate panel now makes clear that a shared world lives on the server for 24 hours before it's deleted, so export a
.mcworld(or save the project locally) to keep your work — a session isn't long-term storage.
v1.8.2 — 2026-06-21
- Animated block textures — lava, fire, water, magma, sea lanterns, prismarine, portals, campfires, lanterns and the rest of Minecraft's flipbook textures now play their animation in the viewport instead of sitting on a single frozen frame. It's on by default; turn Animate textures off in the right-hand view panel if you'd rather keep things still (or save battery on a laptop). Works in both the default look and Vibrant Visuals — where the animated water texture layers on top of the rippling reflective surface.
- Fixed black square behind bubble columns in Vibrant Visuals — a bubble column on a water surface no longer draws an opaque black box around its bubbles; the see-through parts of the texture now show the water behind them, as in the default look.
v1.8.1 — 2026-06-20
- More accurate special blocks — dragon eggs now render as the proper stacked stepped egg (was a plain cube), honey and slime blocks gained their inner cube inside a translucent outer shell, and the beacon's core reads as a bigger, brighter teal glow.
- Lecterns have their book-rest — lecterns now render the real angled reading stand: a slanted top with the page texture, the bookshelf facing the reader, and the red base trim — and it points the right way for each of the four facings (was a plain flat-topped pedestal).
- Underwater view — moving the camera below a water surface now fogs and tints the view a deep blue with short, murky visibility, like being submerged in Minecraft (in both Fast and Vibrant Visuals, flying or walking). Surfacing clears it instantly, and waterlogged blocks count as water too. Looking down into water also reads with a stronger blue tint so submerged objects don't look bone-dry.
- No more water seams around submerged blocks — water no longer draws a visible box-edge around a waterlogged block (a fence, stairs, etc. sitting in a body of water); the surrounding water now merges seamlessly with it, as in-game.
- Auto-waterlog modifier — a new toolbar toggle (Modifiers ▸ Waterlog). With it on, placing a waterloggable block (fence, slab, stair, wall, pane, trapdoor, sign, ladder, lantern, chain…) into water keeps it submerged, and placing water onto such a block waterlogs it instead of replacing it — like Minecraft. Off by default; fully undoable.
v1.8.0 — 2026-06-19
- Refreshed block-picker icons — the isometric icons in the block palette and hotbar were regenerated from the current renderer, so they reflect all of the block-rendering fixes below.
- Better complex-block models — grindstones now render as the proper wheel housing with side pivots, stonecutters show their real toothed saw-blade disc (now on the correct axis), enchanting tables their floating open book, and cauldrons/hoppers/lanterns now match Minecraft's exact geometry (cauldron walls + inner basin, hopper funnel + spout, lantern handle). All were drawing as plain slabs or mis-shaped before.
- Vines, ladders, and walls render correctly — vines now cling flat to the walls they're on (they were drawing as a free-standing X), ladders sit flat against their wall, and cobblestone/stone walls connect with the proper slim arms instead of near-full blocks.
- Glow lichen and sculk vein cling flat to surfaces — both were drawing as a free-standing X; they now lie flat against the block face (floor, wall, or ceiling) they're attached to, like in-game.
- Bamboo, pointed dripstone, and campfire — bamboo now renders as its thin stalk (was a wide X), pointed dripstone as the proper tapered spike with the right tip/middle/base texture for its thickness, and campfire logs read as wood instead of a dark mass.
- Conduits and decorated pots — got closer to their in-game proportions.
- Cauldrons render solid — fixed cauldrons looking see-through (their inner texture is semi-transparent in Bedrock, which was routing the whole block into the transparent pass); the walls are now opaque, like in-game.
- Lava cauldrons look full — a lava cauldron now shows a lava surface filling it, instead of the lava texture only painting the inside of an empty cauldron.
- Azalea bushes hold their shape at grazing angles — the leafy azalea/flowering-azalea shell no longer goes partly see-through to the background when viewed from a low angle, while keeping its ragged, bushy edges.
- Underwater plants stay watered — placing kelp, seagrass, or live coral/coral fans now automatically waterlogs the block (it can only exist submerged), so it renders and exports correctly underwater instead of looking dry or washed-out.
- Better wall-mounted blocks — levers now show a properly tilted handle (was a flat stick poking out), wall buttons protrude correctly, tripwire hooks gained their post + flame, and wall-mounted grindstones use their slimmer housing.
- Truer grass/foliage colour — the default grass/foliage tint now matches Minecraft's plains green instead of a muted shade, so grass, ferns, and leaves read with the right vividness (biome colours still override it).
- More Minecraft-accurate block shading — directional face shading now matches the game's values (top brightest, north/south faces 0.8, east/west 0.6, bottom 0.5), applied in gamma space like Minecraft, so blocks in the viewport read with the same depth and contrast as in-game.
- 3D block icons in the picker and hotbar — the block palette, hotbar, and selected-block swatch now show each block as a little isometric render (matching how it looks in the world) instead of a flat top-face tile.
- Fixed several mis-rendered blocks — end rods and all lightning rods (including the weathered/waxed copper variants) were rendering invisible, and now show as proper thin rods. Heavy cores, conduits, turtle eggs, and shulker boxes were drawing as plain untextured/wrong-coloured boxes and now use their real textures (the default shulker box reads as purple again). Beacons now render as a glass shell around a floating core on an obsidian base, chains as proper 3D links, comparators with their redstone-torch nubs, brewing stands with their arms and legs, and sunflowers/double plants with the flower on top.
- Cleaner glass and grates — glass, stained/tinted glass, ice, and copper grates now render single-sided like the game, so a block shows its near faces cleanly instead of a busy double-image of its own interior (you see the background through grate holes, not the inside of the block). Glass panes no longer show the wrong texture on their east/west faces.
- More blocks render right — the beacon core now glows cyan, amethyst clusters are spiky crystals, hanging signs show their chains, spore blossoms their pink petals, and brewing stands a fuller stand.
- Stream large worlds in collaboration — starting a session on a large world (~50 MB or more) no longer makes everyone download the whole world to join. Each collaborator loads the area around them and streams in more as they explore, so joining is fast even on huge worlds. The host keeps the full world and serves regions on demand — so keep the host's tab open during the session, and export/save the complete world from the host.
v1.7.0 — 2026-06-18
- Live collaboration — click 👥 Collaborate to edit a world with other people in real time. Starting a session copies a share link; anyone who opens it streams the world and then stays in sync as everyone builds. You'll see other people's cursors and names in the viewport, and every place/erase/brush/fill/biome edit appears live (ordered by the server, last-write-wins on the same block). Huge edits (big fills, pastes, AI structures — millions of blocks) stream across reliably with a progress indicator on both ends. Undo/redo propagate too — each person keeps their own history and undoing your work updates the shared world for everyone. Requires a small collaboration server (see the docs).
- Projects — save a world together with its add-on packs as a project, either in a folder on your computer (Chrome/Edge) or on a collaboration server, and reopen it later. A crash-recovery snapshot is still always kept in your browser.
- Behavior & Resource packs — import a
.mcaddoninto the current world (its packs are unpacked, activated, and custom blocks re-texture in the viewport), and export your world as either a.mcworld(world + packs) or a.mcaddon(packs only). Untouched pack bytes are preserved exactly. - Version checkpoints — save named snapshots you can restore, export, or compare (the comparison reports how many blocks were added, removed, and changed).
- Tidier toolbar — Collaborate and Project now live in the ☰ menu, and the two import options are merged into a single Import world… (choose a
.mcworld/.zipfile or a world folder, or drag either in anywhere). - Won't lose unsaved work — importing, dropping in, or starting another world now warns first if your current world has changes you haven't exported or saved as a project, with one-click Export / Save as project.
v1.6.0 — 2026-06-17
- Snap to contiguous lines — a new Snap toggle in the Modifiers group (off by default, rebindable) keeps Build drags and the Line tool contiguous: the cursor is rubber-banded so a fast or diagonal drag fills in 90° corners instead of leaving gaps, and the Line tool routes orthogonally between points. Works for any block, and is especially handy for fences, walls, glass panes, iron bars, and rails — which only join orthogonal neighbours — with rails curving and sloping at the corners automatically. Turn it off to draw freehand with diagonals.
- Fixed flipped rail curves — curved rails facing south-west and north-east rendered rotated 180° (most visible on a rail loop, where two opposite corners looked wrong); the corner now matches the track.
- Huge fills of fences/walls/panes no longer freeze or crash — these thin, non-occluding blocks used to render every interior post even when buried, so filling a large region with them ballooned memory (a million fences could reload the tab). Now blocks fully enclosed by solid neighbours are skipped, and a packed solid mass of them collapses to a bounded textured shell — so multi-million-block edits stay responsive — while normal builds keep full connected detail (fences/walls/panes joining their neighbours), at any distance. The editor also tells you when a single edit hits the 16-million-block limit instead of silently dropping the rest, and automatically lowers the view distance if memory runs critically high (raise it back once you've exported / freed memory).
v1.5.0 — 2026-06-16
- Oriented placement — blocks that have a facing now point the way you place them instead of landing in a fixed default: stairs, trapdoors, chests/furnaces, logs and pillars (aligned to the clicked face), torches and ladders (attached to the clicked wall), buttons, levers, observers/droppers, and more. Doors and beds drop their second half automatically, and rails curve and slope to connect to their neighbours. A new Orient toggle in the toolbar's Modifiers group (also rebindable) turns it off when you want raw default blocks; picking a specific variant with the eyedropper still places it exactly as-is.
- Click-to-place hugs thin blocks — clicking next to a fence, wall, or glass pane now places the new block beside it instead of stacking on top: the cursor targets each block's actual post (like Minecraft) rather than its full cube, so fence/wall/pane runs connect as you click them.
v1.4.0 — 2026-06-16
- Biome-aware tree Generate — the Generate tool now grows distinct tree species (oak, fancy oak, birch, spruce, jungle, acacia, dark oak, cherry, mangrove, and giant mushrooms), each with its own trunk, recursive branching, and canopy shape plus matching wood/leaf blocks. Leave it on Auto (biome) to drop a tree suited to where you click — spruce in taigas, acacia in savannas, dark oak in dark forests, mangroves in mangrove swamps, giant mushrooms on mushroom islands — or pick a species explicitly.
- Biome-aware rocks — the Generate tool's Rock mode now picks its stone by biome (sandstone in deserts, red sandstone in badlands, basalt in deltas, mossy/calcite accents in lush/snowy areas), varies the shape (boulder / spire / scattered cluster), and speckles in an accent block for texture.
- Huge mushrooms render as caps — red/brown mushroom blocks now show a tinted cap instead of the pale all-pores texture.
- AI Generator back on the toolbar — the AI Structure Generator now has its own toolbar button next to the Structure Library (in the Structures group), rather than living only inside the Library panel.
- Biome view toggle — a dedicated toolbar toggle next to the Biome tool turns the by-biome recolour on/off independently; it still auto-enables when you pick the Biome tool, but no longer switches off when you leave it.
v1.3.0 — 2026-06-15
- Reorganised toolbar — the tool rail is now grouped into labelled sections (Place, Sculpt & grow, Structures, Region, Biome, Inspect, Modifiers) so it's quick to scan and fits smaller screens (the old single column ran off the bottom). Mirror and Mask are set apart as toggles, since they layer onto whatever tool you're using.
- One Structures menu — the Structure Library, Stamp, and Generate with AI are now consolidated into a single Structures panel (each saved structure still has Place / Stamp / Save), instead of three separate rail buttons.
- Line & Curve are one tool — the Line tool now draws a straight line from two points or a smooth curve from three or more, with adjustable Thickness and a Straight segments toggle, a live preview, and symmetry support. (The separate Path tool is gone.)
- Eyedropper tool — click a block to load it into the selected hotbar slot (a dedicated version of Alt-click).
- World info window — chunk / subchunk / block-state counts (plus world name and dimension) moved out of the performance overlay into their own movable World info window (Menu → World info).
- Tidier windows — panels now open clear of the wider toolbar and no longer stack on top of each other; dragging snaps with a margin from the screen edges and a gap between neighbouring windows.
- Streamlined Selection panel — the box/wand fills, shape fills, and convert tools are unified into one Apply control with a mode dropdown (Solid / Replace / Material / Recolour / Hollow / Walls / Sphere / Blend); modes that need settings open a small Apply options window so the panel stays compact. The dimensions and an always-on block histogram move into a Selection info window that appears whenever you have a selection.
- Complete block picker — the palette now lists every placeable vanilla block the renderer can draw (rails, fences, signs, stairs, slabs, walls, doors, lanterns, …), not just a curated subset, with new Building, Decoration, and Mechanisms category tabs.
v1.2.0 — 2026-06-15
- Fill water / Drain — flood a selection's empty cells with water, or remove water from a selection. Mask-aware; one undo each.
v1.1.0 — 2026-06-15
- Simulate gravity — settle the blocks in a selection downward, per column (relative order preserved), as if affected by gravity. One undo.
v1.0.0 — 2026-06-15
Quarry 1.0 — a milestone bringing the editor to feature parity with Axiom across newcomer tools, the masking framework, and the full terrain/sculpt toolset. The per-version entries below are the detailed history of this push.
- Build & shape — Shape primitives (sphere/box/cylinder/cone/pyramid/torus), Symmetry incl. radial, clipboard rotate/flip/scale, Move/Clone gizmos, Line, Text, and image/heightmap import.
- Structure Library — persistent across reloads, with rendered preview thumbnails, built-in starter structures, the Stamp tool, and AI generation.
- Onboarding — new-world templates (Flat / Creative platform / Empty, exporting as true void worlds), a first-run interactive tour, and an edit-history panel.
- Masking — a global per-voxel mask (block / material / biome / adjacency / height / sky / surface / solid) with match-all/any, invert, one-click presets, and a typed expression field — gating every painting tool.
- Material tools — one-click block variants in Inspect (recolour / change form) and smart Replace (exact / material / recolour).
- Terrain & sculpt — Raise/Lower/Flatten/Roughen terrain brushes, the Path spline tool, Blend fill (gradient/noise), procedural tree/rock Generate, and Extrude (push/pull faces).
- Region ops — Analyze blocks (histogram) and Flood fill (paint bucket + drain).
- Core (unchanged foundation) — non-destructive Bedrock import/export, autosave, Walk Mode, and Vibrant Visuals rendering.
v0.19.0 — 2026-06-15
- Flood fill — a paint-bucket tool: click to fill a connected run of the same block with the active block; Ctrl+click drains it to air. Bounded for safety; one undo.
v0.18.0 — 2026-06-15
- Smart replace — the Selection panel converts blocks three ways: Exact (swap one block for another), Material (change material but keep each block's form — oak stairs → spruce stairs), or Recolour (change the dye, keep the block). Set From and To, then Replace; mask-aware, one undo.
v0.17.0 — 2026-06-15
- Analyze blocks — the Selection panel can tally what's inside a selection: a sorted histogram of block types with counts and percentages.
v0.16.0 — 2026-06-15
- Extrude tool — click a block face to push it out by one layer, following the whole flat face you clicked; Ctrl+click pushes it in. Handy for thickening walls, raising platforms, or carving recesses.
v0.15.0 — 2026-06-15
- Generate tool — click to drop a procedural tree or rock, with a size slider; each click varies (noise-deformed canopy / boulder). Trees grow up from the clicked block.
v0.14.0 — 2026-06-15
- Blend fill — fill a selection by mixing two blocks: Noise for an organic speckle, or Gradient (X/Y/Z) for a smooth ramp from the active block (A) to a second block (B, or empty). A Mix slider sets the balance. Honors magic-wand selections; one undo.
v0.13.0 — 2026-06-15
- Path tool — click a series of waypoints and Quarry lays a smooth Catmull-Rom curve of blocks through them, with an adjustable Thickness. A live preview shows the curve and its points; Enter builds it, Backspace removes the last point, Esc cancels.
v0.12.0 — 2026-06-15
- Terrain brushes — the Brush tool gains surface-sculpting modes: Raise, Lower, Flatten, and Roughen push the top of the terrain up or down within the brush footprint, with a smooth radial falloff and an adjustable Strength. Raised ground keeps each column's own surface block, so grass stays grass. (Built on a new deterministic noise generator.)
v0.11.0 — 2026-06-15
- Masking — a new Mask panel restricts where the painting tools (build, erase, brush, fill, line, shape) may write. Limit edits to specific blocks (the existing block must match), a Y-height range, surface blocks, or blocks exposed to the sky — conditions combine. Structural ops (paste, move/clone, stamp) ignore the mask. Open it with the Mask button on the toolbar.
- More mask conditions + presets — masks can now also match by material (any form of a material), biome, and adjacent block, plus solid/empty cells. Choose Match all / any, Invert the whole mask, or start from a one-click preset (surface only, underground, exposed to sky, replace active block, empty cells).
- Mask expressions (advanced) — type a mask directly, e.g.
block:stone and y<64 and sky, usingand/or/not, parentheses, and the predicatesblock:/material:/biome:/adjacent:/y<…>=/sky/surface/solid/air. From builder fills the field from the visual controls so you can tweak by hand.
v0.10.0 — 2026-06-15
- Block variants in Inspect — inspecting a block now shows one-click recolour swatches (any of the 16 dyes) and other forms of the same material (stairs / slab / wall / fence / …); click one to make it your active block. Also shows the block's opacity class.
- Tidier changelog in About — the About window now shows just the few most recent releases with proper formatting (bold/code rendered, not raw markdown), and links out to the full changelog in the docs.
v0.9.3 — 2026-06-15
- Grass block side fringe now tints correctly. The grass strip along the top of a grass block's sides was rendering brown; it now shows the biome grass colour (green in plains, pale grey in the pale garden) over the brown dirt, matching the top.
- Leaf litter is now tinted instead of grey. It was rendering as a flat greyscale texture; it now takes the biome's dry-foliage colour — brown in most biomes, pale grey in the pale garden.
v0.9.2 — 2026-06-15
- Fixed: blocks could load with completely wrong textures after an update. The texture atlas image is served from a fixed URL, so a browser or CDN holding the previous version could pair a stale atlas image with the new tile layout and mis-map every block. The atlas URL is now versioned by its contents, so the image always matches the layout (and refreshes the moment it changes).
v0.9.1 — 2026-06-15
- Grass block sides now tint per biome. The green fringe on the sides of grass blocks was a fixed colour baked into the texture, so it stayed vivid green everywhere — including the pale garden, where the dirt sides should keep a pale grey fringe. The fringe is now drawn as a separate overlay tinted by the biome (grey in the pale garden, green in plains), with the dirt staying brown.
v0.9.0 — 2026-06-15
- Interactive tutorial — a first-run "Take a tour" walks you through the tools, hotbar, building/navigation, the Structure Library, and export with spotlight coach-marks. Replay it any time from ☰ → Interactive tutorial.
- New-world templates — a polished welcome screen with a one-line tool description and icon-led actions now offers Flat, Creative platform (a smooth-stone slab in the void), and Empty worlds under "Start a new world", alongside Import options and the block gallery. Platform and Empty export as true void worlds (air-only superflat, matching Bedrock's "The Void" preset), so they stay empty beyond the build area instead of generating flat terrain.
- Starter structures — the Structure Library now ships with a few built-in structures (Oak Tree, Cottage, Stone Well, Watchtower) you can place or stamp right away, even in a brand-new world.
- Structure library thumbnails — each saved structure now shows a small rendered preview (front view, coloured from the block atlas), so you can tell your structures apart at a glance.
- Magic-wand highlight — a magic-wand selection now highlights its exact cells (not just the bounding box), so you can see precisely what Fill / Copy / Delete will affect.
- Radial symmetry — rotate your edits 2- or 4-fold around a vertical axis (in the Symmetry panel), in addition to the X/Y/Z mirror planes.
- Stamp tool — repeat a Library structure along a click-drag (spaced by its footprint), with a footprint preview at the cursor; one undo per stroke.
v0.8.2 — 2026-06-15
- Pale garden grass now tints its proper pale grey-green. The Pale Garden biome had no colour entry, so its grass (and other biome-tinted plants) fell back to vivid plains green; it now uses Minecraft's authored desaturated tint, matching the pale-oak fix from v0.7.0.
v0.8.1 — 2026-06-15
- New flat worlds now match Bedrock's heights and biome. The flat template was generating at the very bottom of the world (grass at Y=−60); it now builds at Bedrock's default heights — bedrock at Y=0, two dirt layers, grass at Y=3 (you spawn standing on Y=4) — and the terrain is set to the Plains biome so grass and foliage tint correctly instead of the default ocean colour.
v0.8.0 — 2026-06-15
- Structure library persists across reloads (saved locally) — Place, Save, or Delete your structures any time.
- Save a selection as a structure — capture any box or magic-wand selection into the library; irregular wand shapes keep their exact cells.
- Placing keeps you in the Library — placing a structure no longer jumps to the AI panel; position it in place and confirm.
- Unified Apply bar — the Shape, Move/Clone, Image-import, and structure-placement tools now confirm with one consistent bar at the bottom of the screen (Apply / Cancel), right by what you're positioning.
- Walk Mode is now a button in the top bar (moved out of the View & Rendering panel), so it's one click from anywhere. Biome view now follows the Biome tool — it turns on while you paint biomes and off when you switch to another tool, instead of being a separate toggle.
- Getting-started hint — a first-run card on a new world shows the navigation basics (right-drag look, WASD fly, scroll zoom) and points at the tools, hotbar, and the
?shortcuts list. Shown once. - Accessibility — visible keyboard-focus outlines,
prefers-reduced-motionsupport, and screen-reader labels on the icon-only buttons and compass.
v0.7.0 — 2026-06-15
- Texture packs / vanilla reskins — a world's resource pack that retextures built-in blocks (via
blocks.json) now shows those textures in the editor. Blocks whose textures the pack doesn't actually ship fall back to vanilla, so a partial pack never blanks them out. - Wider add-on block compatibility — custom blocks authored the older or alternative ways now render correctly: textures referenced by name through material instances (
"north": "my_instance"), the original RPblocks.jsontexturing route (used when a block has no material instances), the pre-renamedescription.propertiesand 0–1block_light_emission, and placementtraitsthat add orientation states. - Fixed: pre-coloured plants no longer get tinted green. Pale oak leaves (pale garden) now render their pale grey-green; weeping vines stay red, twisting vines teal, cave vines keep their glow berries, azalea leaves keep their pink flowers, and lily pads render their proper green — none are washed with the biome foliage tint any more. Block textures are also refreshed to the latest Minecraft (1.26.20.4).
v0.6.0 — 2026-06-15
- Image import — drop a PNG/JPG (or Menu → Import image) to build it from blocks. Pixel art maps each pixel to the nearest coloured block; Heightmap turns brightness into terrain. Click to position it, fine-tune with the X/Y/Z handles, choose a facing, and Apply — with a live bounding-box preview throughout.
- Move & Clone — reposition or duplicate a selection by dragging 3-axis handles; nudge across all axes, then Apply (or Enter) to commit. A green ghost previews the destination; one undo.
- Edit history panel — a timeline of your edits (with block counts); click any entry to jump there. Undo/Redo/History moved to the top bar to keep the tool column tidy.
- Add-Ons panel — a new menu entry lists the world's packs, worldgen features, and custom dimensions; stamp a single-block or ore feature into the world with one click (custom dimensions are listed for reference).
- Documentation site — a Documentation entry in the menu (and a link in About) opens a docs site at
/docsin a new tab, covering getting started, controls, and every tool. It's rebuilt with each deploy, and its "What's new" page comes straight from this changelog.
v0.5.0 — 2026-06-15
- Add-on blocks — worlds that ship behavior/resource packs now show their custom blocks: real textures in the viewport, an Add-On palette tab, and paintable like any block (even before any are placed). Vanilla rendering is untouched.
- Custom block models — add-on blocks with a custom geometry (
.geo.json) now render their actual shape, not just a cube; bone rotation is applied and faces get contact-shadow ambient occlusion against neighbouring blocks. - Add-on structures — structures bundled in a world's behavior packs (and templates embedded in the world) appear in the Structure Library to place or save.
- Add-on biomes — custom biomes show up in the biome painter and inspect readout with their authored colors (the editor assigns its own ids — experimental).
v0.4.0 — 2026-06-15
- Text tool — type a word and stamp it into the world as blocks; set height, depth, and facing (auto-faces the camera). A live bounding-box preview shows where it lands before you click.
- Clipboard transforms — rotate a copied selection 90° about any axis (X/Y/Z), flip it on any axis, or scale it by a factor (nearest-neighbour) before pasting. New Paste panel with the controls; R/T still do quick rotate/flip.
- Compass showing which way you're facing — click N/E/S/W to turn to that heading, or the centre to look straight down, all in place (your position stays put).
- Live selection size — W × H × D and block count in the Selection panel, updating as you drag.
- Frame — recentre the camera on your selection (Selection panel) or the current view (View panel); rebindable in the shortcuts editor.
- Gentler scroll-wheel zoom for finer control.
- Fixed: the hotbar is now saved per-world, so blocks staged in one world no longer carry over into another (new worlds start from the defaults).
v0.3.0 — 2026-06-15
- Shape tool — drop exact geometric primitives (sphere, box, cylinder, cone, pyramid, torus): size a box with the resize handles or by typing X/Y/Z, then Apply. Optional hollow shells.
- Symmetry — mirror your edits live across X/Y/Z planes (up to 8-fold); set the mirror centre by clicking a block in the world. Applies to build, erase, brush, line, and the Shape tool, and undoes as one step.
- Magic wand select — click a block to select every connected cell of the same kind (or all of that material within a radius); Copy, Cut, Fill, and Clear follow the exact selected shape, not just its bounding box.
- New voxel primitive engine (spheres, cylinders, cones, capsules, hulls, …) shared by the Shape tool, brushes, and selection ops.
- Autosave — your world is saved locally (in this browser) as you edit, so a reload or crash won't lose work. The status bar shows when it last saved.
- Restore last session on the welcome screen brings back your most recent autosaved world.
- A leave-page warning if you have edits from the last few seconds that haven't autosaved yet.
v0.2.3 — 2026-06-15
- Block swatches are cropped from the atlas per tile, fully eliminating the 1px neighbor-bleed on hotbar and palette icons.
v0.2.2 — 2026-06-15
- Hotbar block swatches are now pixel-exact (sized to whole atlas tiles), removing the 1px edge bleed.
v0.2.1 — 2026-06-15
- Fixed corrupted/bleeding block textures in the hotbar (atlas swatches now scale to any swatch size).
v0.2.0 — 2026-06-15
- Block hotbar — a persistent 9-slot bar; switch blocks by click, scroll over the bar, or number keys (via the Axiom layout).
- Palette overhaul — Recents, Favorites (★), and category tabs (Stone, Wood, Color, Nether, …).
- Configurable keyboard shortcuts — rebind any action in the shortcuts overlay; one-click "Apply Axiom layout" preset.
- In-app version number + changelog, shown on the welcome screen and in About.
v0.1.0 — 2026-06-15
- Rebranded to Quarry with a new logo and Geist wordmark.
- HUD readability overhaul: distinct SVG tool icons, a hamburger app menu, and a consolidated View & Rendering panel.
- Tool, AI, and structure windows are now movable, closeable, and snap to window edges and other panels.
- Added this About window, with version info and legal notices.
- Squared off the interface for a sharper, Minecraft-flavored look.
Earlier
- Performance HUD with live memory tracking and out-of-memory prediction.
- AI structure generator, session structure library, and first-person Walk Mode.
- Vibrant Visuals rendering mode (PBR lighting, sun, shadows, time of day).
- Core Bedrock world import / edit / export on a from-scratch LevelDB implementation, with non-destructive round-tripping.
Quarry