7.7 KiB
Chat Commands
For more information, see the README.
//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