React
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Actions
The action system is a collection of actions which are used automatically and via manual invocation

Actions

A list of all current actions in react.
Action
Description
Selectors
​Fix Lighting​
Fixes lighting in the area
​Position​
​CPU Score​
Benchmarks the CPU
​
​Dump​
Dumps data to a pastebin.
​
​File Size​
Reads server file sizes for totals
​
​Timings​
Fires a timings report and finishes it for you.
​Time​
​Chunk Test​
Benchmarks chunk performance in the area
​Position, Time​
​Cull Entities​
Culls entities (removes some not all)
​Position, Entity​
​Collect Garbage​
Invokes System.gc(). Warning, dangerous.
​
​Purge Entities​
Purges all "typical" entities
​Position, Entity​
​Purge Chunks​
Purges chunks which are outside of all player views
​Position​
Lock / Unlock Fluid
Locks or unlocks fluid depending on action used
​Position, Time​
Lock / Unlock Redstone
Locks or unlocks redstone depending on action used
​Position, Time​
Lock / Unlock Hoppers
Locks or unlocks hoppers depending on action used
​Position ​Time​

Selectors

Action selectors allow you to control actions in a fine tuned way.

Positional Selectors

Positional selectors allow you to control the position and area that an action will fire in. Positional selectors work on a chunk grid. This means you select a position based on an area of chunks. The default is every chunk in every world. You can tweak this like so.
This Chunk
That Chunk
Specific Chunks
You can specify the chunk you are currently in as a reference point as "this"
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@c:this
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You can use "this" as the center of a chunk radius selection also.
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@c:this+3
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The "+NUM" suffix specifies the amount of CHUNKS to expand outwards from the reference point. It is advised you keep this below 10.
You can specify the chunk you are looking at (within your view distance) instead of the chunk you are actually inside of with the "look" tag.
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@c:look
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You can use "look" as the center of a chunk radius selection also.
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@c:look+4
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The "+NUM" suffix specifies the amount of CHUNKS to expand outwards from the reference point. It is advised you keep this below 10.
You can reference a specific chunk instead of "this" or "look" by specifying the world.x,z
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@c:world_nether.15,13
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Note that you cannot specify a radius such as @c:ww.15,13+3 __as this is not allowed
You can specify every loaded chunk in a given world also by using a star (asterisk)
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@c:world_the_end.*
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Or specify every loaded chunk
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@c:*
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Time Selectors

Time selectors allow you to control how long an action should run for
Measurement
Example
Suffix
Game Ticks
@t:8t
t
Milliseconds
@t:150ms
ms
Seconds
@t:5s
s
Minutes
@t:2m
m
Hours
@t:3h
h

Entity Selectors

Entity selectors allow you to control which entity types to act upon (or which not to). Simply specify an Entity Type​

Selection Syntax

There are a couple extra tricks that are good to know when using selectors
AND
NOT
And literally means AND. It means combine these, or to compound. It uses the "&" symbol.
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@c:this&look
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Adds the chunk you are currently in, AND the chunk you are looking at into the selection
Not literally means not and is represented by the "!" symbol
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@c:this+3&!look
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Specifies a radius of 3 chunks around your location, but SUBTRACTS the chunk you are looking at out of the selection. The "&!" means A AND NOT B (or but not)