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Marking blocks for your agent

Brush, Surface and Smart marking, adding and removing marks, and how marks travel with your requests.

Marks show your agent exactly which blocks you mean – "make this a tower". Choose Mark in the dock (or press M) to open the marking options above it.

Marking modes

ModeKeyHow it works
BrushMA 3D sphere you paint with. It marks every block whose centre lies inside the sphere – including blocks hidden behind the surface. [ and ] or the Size slider change it (1–24).
SurfaceFClick a wall, floor or roof to mark the whole connected face. Hold Shift to keep to one material.
Smart–Click a block to mark the part your agent named there, for example a tower or a tree. Shift marks the whole group (every tree instead of one).

More keys: B marks single blocks, R marks a box (drag, or click two corners), X removes marks with the brush.

Add (+) and Remove (−) switch between adding to and taking away from the marks. The panel shows how many blocks are marked; Clear all marks (×) removes them. Clearing never changes blocks.

Marks and requests

When you send a request, your marks go with it: the request shows "N blocks marked" and the agent receives exactly those blocks. The marks then clear from the view, ready for the next request.

Marks are context, not a fence. They tell the agent where you mean; your words decide what it does. "Copy the window style of the marked tower to the hall" may well change blocks outside the marks.

Tips

  • Use Slice to reach interiors before marking a floor or a room.
  • Smart only works when the agent split the build into named parts; well-behaved agents always do (see Structure, materials and effort).
  • Marking does not wake the agent. Send a request to start work.