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 |
//cyl |
//cylinder |
//hpyr |
//hollowpyramid |
//pyr |
//pyramid |
Get information about the mod.
//about
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 the region so that it is empty.
//reset
Show markers at the region positions.
//mark
Hide markers if currently shown.
//unmark
Set WorldEdit region position 1 to the player's location.
//pos1
Set WorldEdit region position 2 to the player's location.
//pos2
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
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
Display the volume of the current WorldEdit region.
//volume
Delete the MapBlocks (16x16x16 units) that contain the selected region. This means that mapgen will be invoked for that area. As only whole MapBlocks get removed, the deleted area is usually larger than the selected one. Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock, so dont use this near buildings. Note that active entities are not part of a MapBlock and do not get deleted.
//deleteblocks
Set the current WorldEdit region to <node>
.
//set air
//set cactus
//set Blue Lightstone
//set dirt with grass
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 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
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
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
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
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
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
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
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
Add hollow pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>
, composed of <node>
.
//hollowpyramid x 8 Diamond Block
//hollowpyramid y -5 glass
//hollowpyramid z 2 mesecons:wire_00000000_off
//hollowpyramid ? 12 mesecons:wire_00000000_off
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
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 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 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 the current WorldEdit region along the x/y/z/? axis <count>
times.
//stack x 3
//stack y -1
//stack z +5
//stack ? 12
Stack the current WorldEdit region <count>
times by offset <x>
, <y>
, <z>
.
//stack2 5 3 8 2
//stack2 1 -1 -1 -1
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 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 the current WorldEdit region along the x/y/z/? axis.
//flip x
//flip y
//flip z
//flip ?
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
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
Fixes the lighting in the current WorldEdit region.
//fixlight
Removes any fluid node within the current WorldEdit region.
//drain
Hide all nodes in the current WorldEdit region non-destructively.
//hide
Suppress all in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
//suppress mesecons:wire_00000000_off
Highlight in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
//highlight mesecons:wire_00000000_off
Restores nodes hidden with WorldEdit in the current WorldEdit region.
//restore
Save the current WorldEdit region to "(world folder)/schems/<file>
.we".
//save some random filename
//save huge_base
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 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
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)
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"})
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>
.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
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
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
Clears all objects within the WorldEdit region.
//clearobjects
Shifts the selection area by [+|-]<amount>
without touching its contents. The shifting axis can be absolute (x/y/z
) or
relative (up/down/left/right/front/back
).
//shift left 5
Expands the selection by <amount>
in the selected absolute or relative axis. If specified, the selection can be expanded in the
opposite direction over the same axis by [reverse-amount]
.
//expand right 7 5
Contracts the selection by <amount>
in the selected absolute or relative axis. If specified, the selection can be contracted in the
opposite direction over the same axis by [reverse-amount]
.
//expand right 7 5
Expands the selection in all directions by <amount>
. If specified, the selection can be expanded horizontally in the x and z axes [h]
or vertically in the y axis [v]
.
//outset v 5
Contracts the selection in all directions by <amount>
. If specified, the selection can be contracted horizontally in the x and z axes [h]
or vertically in the y axis [v]
.
//outset v 5