Chat Commands ------------- For more information, see the [README](README.md). 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 <node>` Set the current WorldEdit region to `<node>`. //set air //set cactus //set Blue Lightstone //set dirt with grass ### `//mix <node1> ...` Fill the current WorldEdit region with a random mix of `<node1>`, `...`. //mix air //mix cactus stone glass sandstone //mix Bronze //mix default:cobble air ### `//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 <node> in the current WorldEdit region non-destructively. //suppress Diamond Block //suppress glass //suppress mesecons:wire_00000000_off ### `//highlight <node>` Highlight <node> 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