Chat Commands ------------- For more information, see the [README](README.md). ### //reset Reset the region so that it is empty. //reset ### //mark Show markers at the region positions. //mark ### //unmark Hide markers if currently shown. //unmark ### //pos1 Set WorldEdit region position 1 to the player's location. //pos1 ### //pos2 Set WorldEdit region position 2 to the player's location. //pos2 ### //p set/set1/set2/get Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region. //p set //p set1 //p set2 //p get ### //volume Display the volume of the current WorldEdit region. //volume ### //set Set the current WorldEdit region to . //set cactus //set Bronze Block //set mesecons:wire_00000000_off ### //replace Replace all instances of with in the current WorldEdit region. //replace Cobblestone cactus //replace lightstone_blue glass //replace dirt Bronze Block //replace mesecons:wire_00000000_off flowers:flower_tulip ### //replaceinverse Replace all nodes other than with in the current WorldEdit region. //replaceinverse Cobblestone cactus //replaceinverse flowers:flower_waterlily glass //replaceinverse dirt Bronze Block //replaceinverse mesecons:wire_00000000_off flowers:flower_tulip ### //hollowsphere Add hollow sphere centered at WorldEdit position 1 with radius , composed of . //hollowsphere 5 Diamond Block //hollowsphere 12 glass //hollowsphere 17 mesecons:wire_00000000_off ### //sphere Add sphere centered at WorldEdit position 1 with radius , composed of . //sphere 5 Diamond Block //sphere 12 glass //sphere 17 mesecons:wire_00000000_off ### //hollowdome Add hollow dome centered at WorldEdit position 1 with radius , composed of . //hollowdome 5 Diamond Block //hollowdome 12 glass //hollowdome 17 mesecons:wire_00000000_off ### //dome Add dome centered at WorldEdit position 1 with radius , composed of . //dome 5 Diamond Block //dome 12 glass //dome 17 mesecons:wire_00000000_off ### //hollowcylinder x/y/z/? Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length and radius , composed of . //hollowcylinder x +5 8 Bronze Block //hollowcylinder y 28 10 glass //hollowcylinder z -12 3 mesecons:wire_00000000_off //hollowcylinder ? 2 4 default:stone ### //cylinder x/y/z/? Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length and radius , composed of . //cylinder x +5 8 Bronze Block //cylinder y 28 10 glass //cylinder z -12 3 mesecons:wire_00000000_off //cylinder ? 2 4 default:stone ### //pyramid Add pyramid centered at WorldEdit position 1 with height , composed of . //pyramid 8 Diamond Block //pyramid 5 glass //pyramid 2 mesecons:wire_00000000_off ### //spiral Add spiral centered at WorldEdit position 1 with width , height , space between walls , composed of . //spiral 20 5 3 Diamond Block //spiral 5 2 1 glass //spiral 7 1 5 mesecons:wire_00000000_off ### //copy x/y/z/? Copy the current WorldEdit region along the x/y/z/? axis by nodes. //copy x 15 //copy y -7 //copy z +4 //copy ? 8 ### //move x/y/z/? Move the current WorldEdit positions and region along the x/y/z/? axis by nodes. //move x 15 //move y -7 //move z +4 //move ? -1 ### //stack x/y/z/? Stack the current WorldEdit region along the x/y/z/? axis times. //stack x 3 //stack y -1 //stack z +5 //stack ? 12 ### //scale Scale the current WorldEdit positions and region by a factor of positive integer with position 1 as the origin. //scale 2 //scale 1 //scale 10 ### //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 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 x //flip y //flip z //flip ? ### //rotate x/y/z/? Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle (90 degree increment). //rotate x 90 //rotate y 180 //rotate z 270 //rotate ? -90 ### //orient Rotate oriented nodes in the current WorldEdit region around the Y axis by angle (90 degree increment) //orient 90 //orient 180 //orient 270 //orient -90 ### //fixlight Fixes the lighting in the current WorldEdit region. //fixlight ### //hide Hide all nodes in the current WorldEdit region non-destructively. //hide ### //suppress Suppress all in the current WorldEdit region non-destructively. //suppress Diamond Block //suppress glass //suppress mesecons:wire_00000000_off ### //highlight Highlight in the current WorldEdit region by hiding everything else non-destructively. //highlight Diamond Block //highlight glass //highlight mesecons:wire_00000000_off ### //restore Restores nodes hidden with WorldEdit in the current WorldEdit region. //restore ### //save Save the current WorldEdit region to "(world folder)/schems/.we". //save some random filename //save huge_base ### //allocate Set the region defined by nodes from "(world folder)/schems/.we" as the current WorldEdit region. //allocate some random filename //allocate huge_base ### //load Load nodes from "(world folder)/schems/.we" with position 1 of the current WorldEdit region as the origin. //load some random filename //load huge_base ### //lua Executes as a Lua chunk in the global namespace. //lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0} //lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90) ### //luatransform Executes as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region. //luatransform minetest.env:add_node(pos, {name="default:stone"}) //luatransform if minetest.env:get_node(pos).name == "air" then minetest.env:add_node(pos, {name="default:water_source"}) ### //mtschemcreate Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/.mts". //mtschemcreate some random filename //mtschemcreate huge_base ### //mtschemplace Load nodes from "(world folder)/schems/.mts" with position 1 of the current WorldEdit region as the origin. //mtschemplace some random filename //mtschemplace huge_base ### //mtschemprob start/finish/get After using //mtschemprob start all nodes punched will bring up a text field where a probablity can be entered. This mode can be left with //mtschemprob finish. //mtschemprob get will display the probabilities saved for the nodes. //mtschemprob get