9.6 KiB
Chat Commands
For more information, see the README.
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:
Short Name | Original Name |
---|---|
//i |
//inspect |
//rst |
//reset |
//mk |
//mark |
//umk |
//unmark |
//1 |
//pos1 |
//2 |
//pos2 |
//fp |
//fixedpos |
//v |
//volume |
//s |
//set |
//r |
//replace |
//ri |
//replaceinverse |
//hspr |
//hollowsphere |
//spr |
//sphere |
//hdo |
//hollowdome |
//do |
//dome |
//hcyl |
//hollowcylinder |
//about
Get information about the mod.
//about
//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>
Enable or disable node inspection.
//inspect on
//inspect off
//inspect 1
//inspect 0
//inspect true
//inspect false
//inspect yes
//inspect no
//inspect enable
//inspect disable
//inspect
//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
//fixedpos set1 x y z
Set a WorldEdit region position to the position at (<x>
, <y>
, <z>
).
//fixedpos set1 0 0 0
//fixedpos set1 -30 5 28
//fixedpos set2 1004 -200 432
//volume
Display the volume of the current WorldEdit region.
//volume
//set <node1> ...
Set the current WorldEdit region to a random mix of <node1>
, ...
.
//set air
//set cactus stone glass
//set Bronze
//set mesecons:wire_00000000_off
//replace <search node> <replace node>
Replace all instances of <search node>
with <replace node>
in the current WorldEdit region.
//replace Cobblestone air
//replace lightstone_blue glass
//replace dirt Bronze Block
//replace mesecons:wire_00000000_off flowers:flower_tulip
//replaceinverse <search node> <replace node>
Replace all nodes other than <search node>
with <replace node>
in the current WorldEdit region.
//replaceinverse Cobblestone air
//replaceinverse flowers:flower_waterlily glass
//replaceinverse dirt Bronze Block
//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
//hollowsphere <radius> <node>
Add hollow sphere centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//hollowsphere 5 Diamond Block
//hollowsphere 12 glass
//hollowsphere 17 mesecons:wire_00000000_off
//sphere <radius> <node>
Add sphere centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//sphere 5 Diamond Block
//sphere 12 glass
//sphere 17 mesecons:wire_00000000_off
//hollowdome <radius> <node>
Add hollow dome centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//hollowdome 5 Diamond Block
//hollowdome -12 glass
//hollowdome 17 mesecons:wire_00000000_off
//dome <radius> <node>
Add dome centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//dome 5 Diamond Block
//dome -12 glass
//dome 17 mesecons:wire_00000000_off
//hollowcylinder x/y/z/? <length> <radius> <node>
Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length>
and radius <radius>
, composed of <node>
.
//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/? <length> <radius> <node>
Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length>
and radius <radius>
, composed of <node>
.
//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 x/y/z? <height> <node>
Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>
, composed of <node>
.
//pyramid x 8 Diamond Block
//pyramid y -5 glass
//pyramid z 2 mesecons:wire_00000000_off
//pyramid ? 12 mesecons:wire_00000000_off
//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>
.
//spiral 20 5 3 Diamond Block
//spiral 5 2 1 glass
//spiral 7 1 5 mesecons:wire_00000000_off
//copy x/y/z/? <amount>
Copy the current WorldEdit region along the x/y/z/? axis by <amount>
nodes.
//copy x 15
//copy y -7
//copy z +4
//copy ? 8
//move x/y/z/? <amount>
Move the current WorldEdit positions and region along the x/y/z/? axis by <amount>
nodes.
//move x 15
//move y -7
//move z +4
//move ? -1
//stack x/y/z/? <count>
Stack the current WorldEdit region along the x/y/z/? axis <count>
times.
//stack x 3
//stack y -1
//stack z +5
//stack ? 12
//stack2 <count> <x> <y> <z>
Stack the current WorldEdit region <count>
times by offset <x>
, <y>
, <z>
.
//stack2 5 3 8 2
//stack2 1 -1 -1 -1
//scale <factor>
Scale the current WorldEdit positions and region by a factor of positive integer <factor>
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/? <angle>
Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle <angle>
(90 degree increment).
//rotate x 90
//rotate y 180
//rotate z 270
//rotate ? -90
//orient <angle>
Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <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 <node>
Suppress all in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
//suppress mesecons:wire_00000000_off
//highlight <node>
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 <file>
Save the current WorldEdit region to "(world folder)/schems/<file>
.we".
//save some random filename
//save huge_base
//allocate <file>
Set the region defined by nodes from "(world folder)/schems/<file>
.we" as the current WorldEdit region.
//allocate some random filename
//allocate huge_base
//load <file>
Load nodes from "(world folder)/schems/<file>
.we" with position 1 of the current WorldEdit region as the origin.
//load some random filename
//load huge_base
//lua <code>
Executes <code>
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 <code>
Executes <code>
as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.add_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
//mtschemcreate <file>
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>
.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
//mtschemplace <file>
Load nodes from "(world folder)/schems/<file>
.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
//clearobjects
Clears all objects within the WorldEdit region.
//clearobjects