8.8 KiB
WorldEdit API
The WorldEdit API is composed of multiple modules, each of which is independent and can be used without the other. Each module is contained within a single file.
If needed, individual modules such as visualization.lua can be removed without affecting the rest of the program. The only file that cannot be removed is init.lua, which is necessary for the mod to run.
For more information, see the README.
General
value = worldedit.version
Contains the current version of WorldEdit in a table of the form {major=MAJOR_INTEGER, minor=MINOR_INTEGER}
, where MAJOR_INTEGER
is the major version (the number before the period) as an integer, and MINOR_INTEGER
is the minor version (the number after the period) as an integer. This is intended for version checking purposes.
value = worldedit.version_string
Contains the current version of WorldEdit in the form of a string "MAJOR_INTEGER.MINOR_INTEGER"
, where MAJOR_INTEGER
is the major version (the number before the period) as an integer, and MINOR_INTEGER
is the minor version (the number after the period) as an integer. This is intended for display purposes.
Manipulations
Contained in manipulations.lua, this module allows several node operations to be applied over a region.
count = worldedit.set(pos1, pos2, node_name)
Sets a region defined by positions pos1
and pos2
to node_name
. To clear a region, use "air" as the value of node_name
.
Returns the number of nodes set.
count = worldedit.set_param2(pos1, pos2, param2)
Sets the param2 values of all nodes in a region defined by positions pos1
and pos2
to param2
.
Returns the number of nodes set.
count = worldedit.replace(pos1, pos2, searchnode, replacenode)
Replaces all instances of searchnode
with replacenode
in a region defined by positions pos1
and pos2
.
Returns the number of nodes replaced.
count = worldedit.replaceinverse(pos1, pos2, searchnode, replacenode)
Replaces all nodes other than searchnode
with replacenode
in a region defined by positions pos1
and pos2
.
Returns the number of nodes replaced.
count = worldedit.copy(pos1, pos2, axis, amount)
Copies the region defined by positions pos1
and pos2
along the axis
axis ("x" or "y" or "z") by amount
nodes.
Returns the number of nodes copied.
count = worldedit.copy2(pos1, pos2, off)
Copies the region defined by positions pos1
and pos2
by the offset vector off
.
Returns the number of nodes copied.
count = worldedit.move(pos1, pos2, axis, amount)
Moves the region defined by positions pos1
and pos2
along the axis
axis ("x" or "y" or "z") by amount
nodes.
Returns the number of nodes moved.
count = worldedit.stack(pos1, pos2, axis, count)
Duplicates the region defined by positions pos1
and pos2
along the axis
axis ("x" or "y" or "z") count
times.
Returns the number of nodes stacked.
count = worldedit.stack2(pos1, pos2, direction, amount)
Duplicates the region defined by positions pos1
and pos2
amount
times with offset vector direction
.
Returns the number of nodes stacked.
count, newpos1, newpos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
Stretches the region defined by positions pos1
and pos2
by an factor of positive integers stretchx
, stretchy
. and stretchz
along the X, Y, and Z axes, respectively, with pos1
as the origin.
Returns the number of nodes stretched, the new scaled position 1, and the new scaled position 2.
count, newpos1, newpos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
Transposes a region defined by the positions pos1
and pos2
between the axis1
and axis2
axes ("x" or "y" or "z").
Returns the number of nodes transposed, the new transposed position 1, and the new transposed position 2.
count = worldedit.flip(pos1, pos2, axis)
Flips a region defined by the positions pos1
and pos2
along the axis
axis ("x" or "y" or "z").
Returns the number of nodes flipped.
count, newpos2, newpos2 = worldedit.rotate(pos1, pos2, angle)
Rotates a region defined by the positions pos1
and pos2
by angle
degrees clockwise around the y axis (supporting 90 degree increments only).
Returns the number of nodes rotated, the new position 1, and the new position 2.
count = worldedit.orient(pos1, pos2, angle)
Rotates all oriented nodes in a region defined by the positions pos1
and pos2
by angle
degrees clockwise (90 degree increment) around the Y axis.
Returns the number of nodes oriented.
count = worldedit.fixlight(pos1, pos2)
Fixes the lighting in a region defined by positions pos1
and pos2
.
Returns the number of nodes updated.
count = worldedit.clearobjects(pos1, pos2)
Clears all objects in a region defined by the positions pos1
and pos2
.
Returns the number of objects cleared.
Primitives
Contained in primitives.lua, this module allows the creation of several geometric primitives.
count = worldedit.sphere(pos, radius, node_name, hollow)
Adds a sphere centered at pos
with radius radius
, composed of node_name
.
Returns the number of nodes added.
count = worldedit.dome(pos, radius, node_name, hollow)
Adds a dome centered at pos
with radius radius
, composed of node_name
.
Returns the number of nodes added.
count = worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
Adds a cylinder at pos
along the axis
axis ("x" or "y" or "z") with length length
and radius radius
, composed of node_name
.
Returns the number of nodes added.
count = worldedit.pyramid(pos, axis, height, node_name, hollow)
Adds a pyramid centered at pos
along the axis
axis ("x" or "y" or "z") with height height
, composed of node_name
.
Returns the number of nodes added.
count = worldedit.spiral(pos, length, height, spacer, node_name)
Adds a spiral centered at pos
with side length length
, height height
, space between walls spacer
, composed of node_name
.
Returns the number of nodes added.
Visualization
Contained in visualization.lua, this module allows nodes to be visualized in different ways.
volume = worldedit.volume(pos1, pos2)
Determines the volume of the region defined by positions pos1
and pos2
.
Returns the volume.
count = worldedit.hide(pos1, pos2)
Hides all nodes in a region defined by positions pos1
and pos2
by non-destructively replacing them with invisible nodes.
Returns the number of nodes hidden.
count = worldedit.suppress(pos1, pos2, node_name)
Suppresses all instances of node_name
in a region defined by positions pos1
and pos2
by non-destructively replacing them with invisible nodes.
Returns the number of nodes suppressed.
count = worldedit.highlight(pos1, pos2, node_name)
Highlights all instances of node_name
in a region defined by positions pos1
and pos2
by non-destructively hiding all other nodes.
Returns the number of nodes found.
count = worldedit.restore(pos1, pos2)
Restores all nodes hidden with WorldEdit functions in a region defined by positions pos1
and pos2
.
Returns the number of nodes restored.
Serialization
Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.
version, extra_fields, content = worldedit.read_header(value)
Reads the header from serialized data value
.
Returns the version as a positive integer (nil for unknown versions), extra header fields (nil if not supported), and the content after the header.
data, count = worldedit.serialize(pos1, pos2)
Converts the region defined by positions pos1
and pos2
into a single string.
Returns the serialized data and the number of nodes serialized, or nil.
pos1, pos2, count = worldedit.allocate(origin_pos, value)
Determines the volume the nodes represented by string value
would occupy if deserialized at origin_pos
.
Returns the two corner positions and the number of nodes, or nil.
count = worldedit.deserialize(origin_pos, value)
Loads the nodes represented by string value
at position origin_pos
.
Returns the number of nodes deserialized or nil.
Code
Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
error = worldedit.lua(code)
Executes code
as a Lua chunk in the global namespace.
Returns an error if the code fails or nil otherwise.
error = worldedit.luatransform(pos1, pos2, code)
Executes code
as a Lua chunk in the global namespace with the variable pos
available, for each node in a region defined by positions pos1
and pos2
.
Returns an error if the code fails or nil otherwise.