Fill the current WorldEdit region with a random mix of `<node1>`, `<node2>`, `...`. Weightings can be optionally specified via a number after a node name.
### `//mix <node1> [count1] <node2> [count2] ...`
Fill the current WorldEdit region with a random mix of `<node1>`, `<node2>`, `...`.
Weightings can be optionally specified via the `[count1]`, `[count2]`, `...` parameters after a node name.
//mix air
//mix cactus stone glass sandstone
@ -152,13 +158,15 @@ Replace all nodes other than `<search node>` with `<replace node>` in the curren
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>`.
Add hollow cylinder at WorldEdit position 1 along the given axis with length `<length>`,
base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
Despite its name this command allows you to create cones (`radius2` = 0) as well as any shapes inbetween (0 <`radius2`<`radius1`).
Swapping `radius1` and `radius2` will create the same object but upside-down.
@ -213,7 +222,8 @@ Swapping `radius1` and `radius2` will create the same object but upside-down.
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>`.
Add cylinder at WorldEdit position 1 along the given axis with length `<length>`,
base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
Can also create shapes other than cylinders, e.g. cones (see documentation above).
//cylinder x +5 8 Bronze Block
@ -225,18 +235,18 @@ Can also create shapes other than cylinders, e.g. cones (see documentation above
//cylinder x 6 0 5 Dirt
//cylinder z 20 10 20 default:desert_stone
### `//hollowpyramid x/y/z? <height> <node>`
### `//hollowpyramid x/y/z/? <height> <node>`
Add hollow pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
Add hollow pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
//hollowpyramid x 8 Diamond Block
//hollowpyramid y -5 glass
//hollowpyramid z 2 mesecons:wire_00000000_off
//hollowpyramid ? 12 mesecons:wire_00000000_off
### `//pyramid x/y/z? <height> <node>`
### `//pyramid x/y/z/? <height> <node>`
Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
Add pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
//pyramid x 8 Diamond Block
//pyramid y -5 glass
@ -245,7 +255,8 @@ Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height
### `//spiral <length> <height> <spacer> <node>`
Add spiral centered at WorldEdit position 1 with side length `<length>`, height `<height>`, space between walls `<spacer>`, composed of `<node>`.
Add spiral centered at WorldEdit position 1 with side length `<length>`,
height `<height>`, space between walls `<spacer>`, composed of `<node>`.
//spiral 20 5 3 Diamond Block
//spiral 5 2 1 glass
@ -253,7 +264,7 @@ Add spiral centered at WorldEdit position 1 with side length `<length>`, height
### `//copy x/y/z/? <amount>`
Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
Copy the current WorldEdit region along the given axis by `<amount>` nodes.
//copy x 15
//copy y -7
@ -262,7 +273,7 @@ Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
### `//move x/y/z/? <amount>`
Move the current WorldEdit positions and region along the x/y/z/? axis by `<amount>` nodes.
Move the current WorldEdit positions and region along the given axis by `<amount>` nodes.
//move x 15
//move y -7
@ -271,7 +282,7 @@ Move the current WorldEdit positions and region along the x/y/z/? axis by `<amou
### `//stack x/y/z/? <count>`
Stack the current WorldEdit region along the x/y/z/? axis `<count>` times.
Stack the current WorldEdit region along the given axis `<count>` times.
//stack x 3
//stack y -1
@ -287,7 +298,9 @@ Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`
### `//stretch <stretchx> <stretchy> <stretchz>`
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.
Scale the current WorldEdit positions and region by a factor of
`<stretchx>`, `<stretchy>`, `<stretchz>` along the X, Y, and Z axes,
respectively, with position 1 as the origin.
//stretch 2 2 2
//stretch 1 2 1
@ -295,25 +308,22 @@ Scale the current WorldEdit positions and region by a factor of `<stretchx>`, `<
### `//transpose x/y/z/? x/y/z/?`
Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
Transpose the current WorldEdit positions and region along given axes.
//transpose x y
//transpose x z
//transpose y z
//transpose ? y
### `//flip x/y/z/?`
Flip the current WorldEdit region along the x/y/z/? axis.
Flip the current WorldEdit region along the given axis.
//flip x
//flip y
//flip z
//flip ?
### `//rotate x/y/z/? <angle>`
Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
Rotate the current WorldEdit positions and region along the given axis by angle `<angle>` (90 degree increment).
//rotate x 90
//rotate y 180
@ -348,7 +358,6 @@ The idea is to remove anything that isn't part of the terrain, leaving a "natura
//clearcut
### `//hide`
Hide all nodes in the current WorldEdit region non-destructively.
@ -357,7 +366,7 @@ Hide all nodes in the current WorldEdit region non-destructively.
### `//suppress <node>`
Suppress all <node> in the current WorldEdit region non-destructively.
Suppress all `<node>` in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
@ -365,7 +374,7 @@ Suppress all <node> in the current WorldEdit region non-destructively.
### `//highlight <node>`
Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
Highlight `<node>` in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
@ -409,8 +418,8 @@ Executes `<code>` as a Lua chunk in the global namespace.
Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
description="Get information about the WorldEdit mod",
func=function(name)
worldedit.player_notify(name,"WorldEdit "..worldedit.version_string.." is available on this server. Type //help to get a list of commands, or get more information at https://github.com/Uberi/Minetest-WorldEdit")
description="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>",
description="Add hollow cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node>",
description="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>",
description="Add cylinder at WorldEdit position 1 along the given axis with length <length>, base radius <radius1> (and top radius [radius2]), composed of <node>",
privs={worldedit=true},
require_pos=1,
parse=check_cylinder,
@ -825,7 +828,7 @@ end
worldedit.register_command("hollowpyramid",{
params="x/y/z/? <height> <node>",
description="Add hollow pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>, composed of <node>",
description="Add hollow pyramid centered at WorldEdit position 1 along the given axis with height <height>, composed of <node>",