mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2025-10-16 23:55:25 +02:00
524 lines
15 KiB
Markdown
524 lines
15 KiB
Markdown
Chat Commands
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-------------
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For more information, see the [README](README.md).
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Many commands also have shorter names that can be typed faster. For example, if we wanted to use `//move ? 5`, we could instead type `//m ? 5`. All shortened names are listed below:
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| Short Name | Original Name |
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|:-----------|:-------------------|
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| `//i` | `//inspect` |
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| `//rst` | `//reset` |
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| `//mk` | `//mark` |
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| `//umk` | `//unmark` |
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| `//1` | `//pos1` |
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| `//2` | `//pos2` |
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| `//fp` | `//fixedpos` |
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| `//v` | `//volume` |
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| `//s` | `//set` |
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| `//r` | `//replace` |
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| `//ri` | `//replaceinverse` |
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| `//hcube` | `//hollowcube` |
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| `//hspr` | `//hollowsphere` |
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| `//spr` | `//sphere` |
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| `//hdo` | `//hollowdome` |
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| `//do` | `//dome` |
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| `//hcyl` | `//hollowcylinder` |
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| `//cyl` | `//cylinder` |
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| `//hpyr` | `//hollowpyramid` |
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| `//pyr` | `//pyramid` |
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### `//about`
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Get information about the WorldEdit mod.
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//about
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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
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### `//reset`
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Reset the region so that it is empty.
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//reset
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### `//mark`
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Show markers at the region positions.
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//mark
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### `//unmark`
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Hide markers if currently shown.
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//unmark
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### `//pos1`
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Set WorldEdit region position 1 to the player's location.
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//pos1
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### `//pos2`
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Set WorldEdit region position 2 to the player's location.
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//pos2
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### `//p set/set1/set2/get`
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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/set2 <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 -30 5 28
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//fixedpos set2 1004 -200 432
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Note that the `~` syntax can be used here to indicate a coordinate relative to the player.
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### `//volume`
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Display the volume of the current WorldEdit region.
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//volume
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### `//deleteblocks`
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Delete the MapBlocks (16x16x16 units) that contain the selected region.
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This means that mapgen will run again for that area.
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As only whole MapBlocks get removed, the deleted area is usually larger than the selected one.
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Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock,
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so dont use this near buildings.
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Note that entities are not part of a MapBlock and will not get deleted (use `//clearobjects`).
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//deleteblocks
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### `//set <node>`
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Set the current WorldEdit region to `<node>`.
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//set air
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//set cactus
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//set Blue Lightstone
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//set dirt with grass
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### `//param2 <param2>`
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Set the param2 value of all nodes in the current WorldEdit region to `<param2>`.
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//param2 8
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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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//mix Bronze
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//mix default:cobble air
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//mix stone 3 dirt 2
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//mix cobblestone 8 stoneblock 2 stonebrick
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### `//replace <search node> <replace node>`
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Replace all instances of `<search node>` with `<replace node>` in the current WorldEdit region.
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//replace Cobblestone air
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//replace lightstone_blue glass
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//replace dirt Bronze Block
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//replace mesecons:wire_00000000_off flowers:flower_tulip
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### `//replaceinverse <search node> <replace node>`
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Replace all nodes other than `<search node>` with `<replace node>` in the current WorldEdit region.
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//replaceinverse Cobblestone air
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//replaceinverse flowers:flower_waterlily glass
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//replaceinverse dirt Bronze Block
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//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
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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
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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
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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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### `//hollowsphere <radius> <node>`
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Add hollow sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
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//hollowsphere 5 Diamond Block
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//hollowsphere 12 glass
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//hollowsphere 17 mesecons:wire_00000000_off
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### `//sphere <radius> <node>`
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Add sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
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//sphere 5 Diamond Block
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//sphere 12 glass
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//sphere 17 mesecons:wire_00000000_off
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### `//hollowdome <radius> <node>`
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Add hollow dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
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//hollowdome 5 Diamond Block
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//hollowdome -12 glass
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//hollowdome 17 mesecons:wire_00000000_off
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### `//dome <radius> <node>`
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Add dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
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//dome 5 Diamond Block
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//dome -12 glass
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//dome 17 mesecons:wire_00000000_off
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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 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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//hollowcylinder x +5 8 Bronze Block
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//hollowcylinder y 28 10 glass
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//hollowcylinder z -12 3 mesecons:wire_00000000_off
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//hollowcylinder ? 2 4 default:stone
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//hollowcylinder y 10 10 0 walls:cobble
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//hollowcylinder x 6 0 5 Dirt
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//hollowcylinder z 20 10 20 default:desert_stone
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### `//cylinder x/y/z/? <length> <radius1> [radius2] <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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//cylinder y 28 10 glass
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//cylinder z -12 3 mesecons:wire_00000000_off
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//cylinder ? 2 4 default:stone
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//cylinder y 10 10 0 walls:cobble
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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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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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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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//pyramid z 2 mesecons:wire_00000000_off
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//pyramid ? 12 mesecons:wire_00000000_off
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### `//spiral <length> <height> <spacer> <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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//spiral 7 1 5 mesecons:wire_00000000_off
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### `//copy x/y/z/? <amount>`
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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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//copy z +4
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//copy ? 8
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### `//move x/y/z/? <amount>`
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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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//move z +4
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//move ? -1
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### `//stack x/y/z/? <count>`
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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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//stack z +5
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//stack ? 12
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### `//stack2 <count> <x> <y> <z>`
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Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`.
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//stack2 5 3 8 2
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//stack2 1 -1 -1 -1
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### `//stretch <stretchx> <stretchy> <stretchz>`
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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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//stretch 10 20 1
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### `//transpose x/y/z/? x/y/z/?`
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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 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 given axis.
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//flip x
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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 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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//rotate z 270
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//rotate ? -90
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### `//orient <angle>`
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Rotate oriented nodes in the current WorldEdit region around the Y axis by angle `<angle>` (90 degree increment)
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//orient 90
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//orient 180
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//orient 270
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//orient -90
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### `//fixlight`
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Fixes the lighting in the current WorldEdit region.
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//fixlight
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### `//drain`
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Removes any fluid node within the current WorldEdit region.
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//drain
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### `//clearcut`
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Removes any plant, tree or foilage-like nodes in the selected region.
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The idea is to remove anything that isn't part of the terrain, leaving a "natural" empty space ready for building.
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However note that this relies on heuristics.
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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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//hide
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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 Diamond Block
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//suppress glass
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//suppress mesecons:wire_00000000_off
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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 Diamond Block
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//highlight glass
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//highlight mesecons:wire_00000000_off
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### `//restore`
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Restores nodes hidden with WorldEdit in the current WorldEdit region.
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//restore
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### `//save <file>`
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Save the current WorldEdit region to "(world folder)/schems/`<file>`.we".
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//save some random filename
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//save huge_base
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### `//allocate <file>`
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Set the region defined by nodes from "(world folder)/schems/`<file>`.we" as the current WorldEdit region.
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//allocate some random filename
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//allocate huge_base
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### `//load <file>`
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Load nodes from "(world folder)/schems/`<file>`.we" with position 1 of the current WorldEdit region as the origin.
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//load some random filename
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//load huge_base
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### `//lua <code>`
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Executes `<code>` as a Lua chunk in the global namespace with the variables `name`, `player` and `pos` (= player position) available.
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//lua worldedit.pos1[name] = vector.new(0, 0, 0)
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//lua worldedit.rotate(worldedit.pos1["jones"], worldedit.pos2["jones"], "y", 90)
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//lua player:set_pos(worldedit.pos2[name])
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### `//luatransform <code>`
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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.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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Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/`<file>`.mts".
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//mtschemcreate some random filename
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//mtschemcreate huge_base
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### `//mtschemplace <file> [rotation]`
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Load nodes from "(world folder)/schems/`<file>`.mts" with position 1 of the current WorldEdit region as the origin.
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Valid values for `[rotation]` are 0, 90, 180 and 270.
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//mtschemplace a_tree 270
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//mtschemplace huge_base
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### `//mtschemprob start/finish/get`
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After using `//mtschemprob start` all nodes punched will bring up a text field where a probablity can be entered.
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This mode can be left with `//mtschemprob finish`. `//mtschemprob get` will display the probabilities saved for the nodes.
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//mtschemprob get
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### `//clearobjects`
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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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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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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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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 [h/v] <amount>`
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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 [h/v] <amount>`
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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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//inset h 5
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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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Passing `none` instead clears the command assigned to the currently held brush item.
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Note that this functionality requires the `worldedit_brush` mod enabled.
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//brush cube 8 8 8 Cobblestone
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//brush spr 12 glass
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//brush none
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### `//cubeapply <size>/(<sizex> <sizey> <sizez>) <command> [parameters]`
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Selects a cube with side length of `<size>` around the WorldEdit position 1 and runs the given `<command>` on the newly selected region.
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If `<sizex>`, `<sizey>` and `<sizez>` are given, they instead specify the length of the cuboid in X, Y, Z direction.
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This is mostly useful for brushes since it allows commands such as `//replace` to be ran, but it can also be used standalone.
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//cubeapply 10 replaceinverse air default:water_source
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//brush cubeapply 15 drain
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//brush cubeapply 12 3 12 drain
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//brush cubeapply 1 deleteblocks
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