Selections, shapes, brushes, clipboards, persistent undo, shared kits, and builder profiles, in one consistent command set. Every option uses option:value syntax, tab-completion knows about masks and block distributions, and big edits ask for confirmation first. It runs alongside WorldEdit and FastAsyncWorldEdit, and falls back to its own implementations when neither is installed.
Why it exists
WorldEdit-style brushes are universal but generic: a sphere of stained glass with random weights does not look like fire. And /sphere stone 12 gives you a stone sphere, the right output if you wanted a sphere but not if you wanted "a hill that looks like Minecraft put it here." Bayzyl's detail brushes (fire, clouds, lightning, vines, bark) and gen brushes (ridges, valleys, caves, dunes, mesas and more) encode that knowledge, with settings named for builders, like heat and flicker, instead of octaves.
The hard part
A natural-looking edit has to fit the ground it lands on. Before placing a block, a gen brush samples a 25×25 area around the target (surface, subsurface, biome, water level, terrain shape), picks its palette from what it finds and blends the edges "so the seam is invisible." Each click stays one undoable action, and gen brushes are capped at radius 48 and 750k blocks per click. The palettes are tuned by playtest: wool was removed from clouds, and white glass is limited to hotter cores "so fire does not wash out."
What comes next
The plan for /tool is a Bayzyl-native equivalent for every WorldEdit /tool subcommand, delivered in five phases. The v2 roadmap adds BzlBlender, an optional Fabric companion mod for client-side ghost rendering and floating GUI panels; Redstone Audit, static analysis of redstone circuits with fault localization; and ports to Spigot, Folia, Forge and Fabric. Detail brushes still have their headline feature ahead: /detailbrush capture, which would analyze a selection and fit a preset variant to it.
Built, in the 0.2.0-alpha.1 source: every command on this page, the detail brushes and the gen brushes. Plans, not built yet: /tool parity with WorldEdit, /detailbrush capture and the v2 roadmap.