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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
//cyl //cylinder
//hpyr //hollowpyramid
//pyr //pyramid

//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

//deleteblocks

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 <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

//hollowpyramid x/y/z? <height> <node>

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

//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

//drain

Removes any fluid node within the current WorldEdit region.

//drain

//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

//shift x/y/z/?/up/down/left/right/front/back [+|-]<amount>

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

//expand [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]

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

//contract [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]

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

//outset [hv] <amount>

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

//inset [hv] <amount>

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