A full construction orchestration system for large airport builds — with 15-deep heterogeneous undo, owner-locked permissions, material economies, anti-exploit refund logic, and a custom Python tool to preview structures before placing them.
.mcstructure → geo.json for in-game preview entities. Built because no tool existed.Bedrock has no build history, no undo, no material system, no owner permissions, no async transaction safety. All of it had to be built from scratch.
.mcstructure files into geometry JSON so the entity can display the actual shape in-game — no tool existed for this, so one was written.processing flag prevent two players or two actions from touching the same placement simultaneously. UI shows "builder busy" feedback.aria_pp:sb:pl:<id> World Dynamic Property. Start-up hydration validates, migrates, and reindexes all records — stale or broken entries are cleaned automatically.Screenshots and recordings needed — placeholders show what each should capture.
Every placement goes through this transactional sequence. Each stage can trigger a rollback to the stage before it.
Bedrock's async, tick-driven architecture surfaces problems that don't exist in synchronous engines. Each one required an explicit fix.
operationLock + per-placement processing flag. Only one action runs at a time. UI shows "builder busy".*_q1..q4) with gap ticks between each part load to allow chunk settle.small children are placed on a side, a middle-piece gap structure is auto-generated between them. On undo or change, the gap is checked and reconciled — removed if the pair no longer matches.small children or a large child — never both. Side-locking switches conflicting Place blocks to Air. Re-enabling optionally respawns them if RESPAWN_PLACE_BLOCKS_WHEN_UNLOCKED is true.