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TheDarkProject/mods/WorldEdit/Chat Commands.md

9.8 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 <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 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