forked from mtcontrib/Minetest-WorldEdit
Update help texts to be consistent
This commit is contained in:
125
ChatCommands.md
125
ChatCommands.md
@ -29,24 +29,26 @@ Many commands also have shorter names that can be typed faster. For example, if
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### `//about`
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Get information about the mod.
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Get information about the WorldEdit mod.
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//about
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### `//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>`
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### `//help [all/<cmd>]`
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Get help for WorldEdit commands. `all` shows all WorldEdit commands, `<cmd>`
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the help text for the given command.
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//help
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//help all
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//help hollowpyramid
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### `//inspect [on/off/1/0/true/false/yes/no/enable/disable]`
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Enable or disable node inspection.
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//inspect on
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//inspect off
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//inspect 1
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//inspect 0
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//inspect true
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//inspect false
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//inspect yes
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//inspect no
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//inspect enable
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//inspect disable
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//inspect
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### `//reset`
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@ -81,18 +83,19 @@ Set WorldEdit region position 2 to the player's location.
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### `//p set/set1/set2/get`
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Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
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Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by
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punching nodes, or print the current WorldEdit region.
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//p set
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//p set1
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//p set2
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//p get
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### `//fixedpos set1 x y z`
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### `//fixedpos set1/set2 <x> <y> <z>`
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Set a WorldEdit region position to the position at (`<x>`, `<y>`, `<z>`).
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Set the WorldEdit region position 1 or 2 to the position (`<x>`, `<y>`, `<z>`).
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//fixedpos set1 0 0 0
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//fixedpos set1 0 0 0
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//fixedpos set1 -30 5 28
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//fixedpos set2 1004 -200 432
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@ -121,9 +124,12 @@ Set the current WorldEdit region to `<node>`.
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Set the param2 value of all nodes in the current WorldEdit region to `<param2>`.
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### `//mix <node1> [<count1>] <node2> [<count2>]...`
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//param2 8
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Fill the current WorldEdit region with a random mix of `<node1>`, `<node2>`, `...`. Weightings can be optionally specified via a number after a node name.
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### `//mix <node1> [count1] <node2> [count2] ...`
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Fill the current WorldEdit region with a random mix of `<node1>`, `<node2>`, `...`.
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Weightings can be optionally specified via the `[count1]`, `[count2]`, `...` parameters after a node name.
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//mix air
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//mix cactus stone glass sandstone
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@ -152,13 +158,15 @@ Replace all nodes other than `<search node>` with `<replace node>` in the curren
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### `//hollowcube <width> <height> <length> <node>`
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Adds a hollow cube with its ground level centered at WorldEdit position 1 with dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
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Adds a hollow cube with its ground level centered at WorldEdit position 1 with
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dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
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//hollowcube 6 5 6 Diamond Block
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### `//cube <width> <height> <length> <node>`
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Adds a cube with its ground level centered at WorldEdit position 1 with dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
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Adds a cube with its ground level centered at WorldEdit position 1 with
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dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
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//cube 6 5 6 Diamond Block
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//cube 7 2 1 default:cobble
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@ -197,7 +205,8 @@ Add dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<
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### `//hollowcylinder x/y/z/? <length> <radius1> [radius2] <node>`
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Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>`, base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
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Add hollow cylinder at WorldEdit position 1 along the given axis with length `<length>`,
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base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
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Despite its name this command allows you to create cones (`radius2` = 0) as well as any shapes inbetween (0 < `radius2` < `radius1`).
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Swapping `radius1` and `radius2` will create the same object but upside-down.
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@ -213,7 +222,8 @@ Swapping `radius1` and `radius2` will create the same object but upside-down.
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### `//cylinder x/y/z/? <length> <radius1> [radius2] <node>`
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Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>`, base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
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Add cylinder at WorldEdit position 1 along the given axis with length `<length>`,
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base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
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Can also create shapes other than cylinders, e.g. cones (see documentation above).
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//cylinder x +5 8 Bronze Block
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@ -225,18 +235,18 @@ Can also create shapes other than cylinders, e.g. cones (see documentation above
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//cylinder x 6 0 5 Dirt
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//cylinder z 20 10 20 default:desert_stone
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### `//hollowpyramid x/y/z? <height> <node>`
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### `//hollowpyramid x/y/z/? <height> <node>`
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Add hollow pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
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Add hollow pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
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//hollowpyramid x 8 Diamond Block
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//hollowpyramid y -5 glass
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//hollowpyramid z 2 mesecons:wire_00000000_off
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//hollowpyramid ? 12 mesecons:wire_00000000_off
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### `//pyramid x/y/z? <height> <node>`
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### `//pyramid x/y/z/? <height> <node>`
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Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
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Add pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
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//pyramid x 8 Diamond Block
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//pyramid y -5 glass
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@ -245,7 +255,8 @@ Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height
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### `//spiral <length> <height> <spacer> <node>`
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Add spiral centered at WorldEdit position 1 with side length `<length>`, height `<height>`, space between walls `<spacer>`, composed of `<node>`.
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Add spiral centered at WorldEdit position 1 with side length `<length>`,
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height `<height>`, space between walls `<spacer>`, composed of `<node>`.
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//spiral 20 5 3 Diamond Block
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//spiral 5 2 1 glass
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@ -253,7 +264,7 @@ Add spiral centered at WorldEdit position 1 with side length `<length>`, height
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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 the current WorldEdit region along the given axis by `<amount>` nodes.
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//copy x 15
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//copy y -7
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@ -262,7 +273,7 @@ Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
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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 the current WorldEdit positions and region along the given axis by `<amount>` nodes.
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//move x 15
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//move y -7
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@ -271,7 +282,7 @@ Move the current WorldEdit positions and region along the x/y/z/? axis by `<amou
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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 the current WorldEdit region along the given axis `<count>` times.
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//stack x 3
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//stack y -1
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@ -287,7 +298,9 @@ Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`
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### `//stretch <stretchx> <stretchy> <stretchz>`
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Scale the current WorldEdit positions and region by a factor of `<stretchx>`, `<stretchy>`, `<stretchz>` along the X, Y, and Z axes, repectively, with position 1 as the origin.
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Scale the current WorldEdit positions and region by a factor of
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`<stretchx>`, `<stretchy>`, `<stretchz>` along the X, Y, and Z axes,
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respectively, with position 1 as the origin.
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//stretch 2 2 2
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//stretch 1 2 1
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@ -295,25 +308,22 @@ Scale the current WorldEdit positions and region by a factor of `<stretchx>`, `<
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### `//transpose x/y/z/? x/y/z/?`
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Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
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Transpose the current WorldEdit positions and region along given 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 the current WorldEdit region along the given 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 positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
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Rotate the current WorldEdit positions and region along the given 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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@ -348,7 +358,6 @@ The idea is to remove anything that isn't part of the terrain, leaving a "natura
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//clearcut
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### `//hide`
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Hide all nodes in the current WorldEdit region non-destructively.
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@ -357,7 +366,7 @@ Hide all nodes in the current WorldEdit region non-destructively.
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### `//suppress <node>`
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Suppress all <node> in the current WorldEdit region non-destructively.
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Suppress all `<node>` in the current WorldEdit region non-destructively.
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//suppress Diamond Block
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//suppress glass
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@ -365,7 +374,7 @@ Suppress all <node> in the current WorldEdit region non-destructively.
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### `//highlight <node>`
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Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
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Highlight `<node>` in the current WorldEdit region by hiding everything else non-destructively.
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//highlight Diamond Block
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//highlight glass
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@ -409,8 +418,8 @@ Executes `<code>` as a Lua chunk in the global namespace.
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Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
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//luatransform minetest.add_node(pos, {name="default:stone"})
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//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
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//luatransform minetest.swap_node(pos, {name="default:stone"})
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//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"}) end
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### `//mtschemcreate <file>`
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@ -439,42 +448,44 @@ Clears all objects within the WorldEdit region.
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//clearobjects
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### `//shift x/y/z/?/up/down/left/right/front/back [+|-]<amount>`
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### `//shift x/y/z/?/up/down/left/right/front/back [+/-]<amount>`
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Shifts the selection area by `[+|-]<amount>` without touching its contents. The shifting axis can be absolute (`x/y/z`) or
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relative (`up/down/left/right/front/back`).
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Shifts the selection area by `[+|-]<amount>` without moving its contents.
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The shifting axis can be absolute (`x/y/z`) or relative (`up/down/left/right/front/back`).
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//shift left 5
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### `//expand [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]`
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### `//expand [+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]`
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Expands the selection by `<amount>` in the selected absolute or relative axis. If specified, the selection can be expanded in the
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opposite direction over the same axis by `[reverse-amount]`.
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Expands the selection by `<amount>` in the selected absolute or relative axis.
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If specified, the selection can be expanded in the opposite direction over the same axis by `[reverse amount]`.
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//expand right 7 5
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### `//contract [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]`
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### `//contract [+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]`
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Contracts the selection by `<amount>` in the selected absolute or relative axis. If specified, the selection can be contracted in the
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opposite direction over the same axis by `[reverse-amount]`.
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Contracts the selection by `<amount>` in the selected absolute or relative axis.
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If specified, the selection can be contracted in the opposite direction over the same axis by `[reverse amount]`.
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//expand right 7 5
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### `//outset [hv] <amount>`
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### `//outset [h/v] <amount>`
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Expands the selection in all directions by `<amount>`. If specified, the selection can be expanded horizontally in the x and z axes `[h]`
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or vertically in the y axis `[v]`.
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Expands the selection in all directions by `<amount>`. If specified,
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the selection can be expanded horizontally in the x and z axes using `h`
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or vertically in the y axis using `v`.
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//outset v 5
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### `//inset [hv] <amount>`
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### `//inset [h/v] <amount>`
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Contracts the selection in all directions by `<amount>`. If specified, the selection can be contracted horizontally in the x and z axes `[h]`
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or vertically in the y axis `[v]`.
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Contracts the selection in all directions by `<amount>`. If specified,
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the selection can be contracted horizontally in the x and z axes using `h`
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or vertically in the y axis using `v`.
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//outset v 5
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//inset h 5
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### `//brush none/<command> [parameters]`
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### `//brush none/(<command> [parameters])`
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Assigns the given `<command>` to the currently held brush item, it will be ran with the first pointed solid node (as determined via raycast) as
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WorldEdit position 1 when using that specific brush item.
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