forked from mtcontrib/Minetest-WorldEdit
195 lines
4.4 KiB
Markdown
195 lines
4.4 KiB
Markdown
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Chat Commands
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-------------
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For more information, see the [README](README.md).
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### //reset
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Reset the region so that it is empty.
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//reset
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### //mark
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Show markers at the region positions.
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//mark
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### //pos1
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Set WorldEdit region position 1 to the player's location.
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//pos1
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### //pos2
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Set WorldEdit region position 2 to the player's location.
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//pos2
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### //p set/get
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Set WorldEdit region by punching two nodes, or display the current WorldEdit region.
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//p set
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//p get
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### //volume
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Display the volume of the current WorldEdit region.
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//volume
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### //set <node>
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Set the current WorldEdit region to <node>.
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//set dirt
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//set default:glass
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//set mesecons:mesecon
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### //replace <search node> <replace node>
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Replace all instances of <search node> with <place node> in the current WorldEdit region.
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//replace cobble stone
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//replace default:steelblock glass
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//replace dirt flowers:flower_waterlily
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//replace flowers:flower_rose flowers:flower_tulip
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### //hollowsphere <radius> <node>
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Add hollow sphere at WorldEdit position 1 with radius <radius>, composed of <node>.
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//hollowsphere 5 dirt
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//hollowsphere 12 default:glass
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//hollowsphere 17 mesecons:mesecon
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### //sphere <radius> <node>
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Add sphere at WorldEdit position 1 with radius <radius>, composed of <node>.
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//sphere 5 dirt
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//sphere 12 default:glass
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//sphere 17 mesecons:mesecon
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### //hollowcylinder x/y/z/? <length> <radius> <node>
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Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
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//hollowcylinder x +5 8 dirt
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//hollowcylinder y 28 10 default:glass
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//hollowcylinder z -12 3 mesecons:mesecon
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//hollowcylinder ? 2 4 stone
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### //cylinder x/y/z/? <length> <radius> <node>
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Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
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//cylinder x +5 8 dirt
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//cylinder y 28 10 default:glass
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//cylinder z -12 3 mesecons:mesecon
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//cylinder ? 2 4 stone
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### //pyramid <height> <node>
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Add pyramid at WorldEdit position 1 with height <height>, composed of <node>.
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//pyramid 8 dirt
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//pyramid 5 default:glass
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//pyramid 2 stone
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### //spiral <width> <height> <spacer> <node>
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Add spiral at WorldEdit position 1 with width <width>, height <height>, space between walls <spacer>, composed of <node>.
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//spiral 20 5 3 dirt
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//spiral 5 2 1 default:glass
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//spiral 7 1 5 stone
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### //copy x/y/z/? <amount>
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Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
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//copy x 15
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//copy y -7
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//copy z +4
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//copy ? 8
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### //move x/y/z/? <amount>
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Move the current WorldEdit positions and region along the x/y/z/? axis by <amount> nodes.
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//move x 15
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//move y -7
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//move z +4
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//move ? -1
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### //stack x/y/z/? <count>
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Stack the current WorldEdit region along the x/y/z/? axis <count> times.
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//stack x 3
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//stack y -1
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//stack z +5
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//stack ? 12
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### //transpose x/y/z/? x/y/z/?
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Transpose the current WorldEdit region along the x/y/z/? and x/y/z/? axes.
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//transpose x y
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//transpose x z
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//transpose y z
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//transpose ? y
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### //flip x/y/z/?
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Flip the current WorldEdit region along the x/y/z/? axis.
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//flip x
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//flip y
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//flip z
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//flip ?
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### //rotate x/y/z/? <angle>
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Rotate the current WorldEdit region along the x/y/z/? axis by angle <angle> (90 degree increment).
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//rotate x 90
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//rotate y 180
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//rotate z 270
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//rotate ? -90
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### //dig
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Dig the current WorldEdit region.
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//dig
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### //save <file>
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Save the current WorldEdit region to "(world folder)/schems/<file>.we".
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//save some random filename
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//save huge_base
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### //load <file>
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Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
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//load some random filename
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//load huge_base
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### //metasave <file>
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Save the current WorldEdit region including metadata to "(world folder)/schems/<file>.wem".
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//metasave some random filename
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//metasave huge_base
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### //metaload <file>
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Load nodes and metadata from "(world folder)/schems/<file>.wem" with position 1 of the current WorldEdit region as the origin.
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//metaload some random filename
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//metaload huge_base
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