3 For more information, see the [README](README.md).
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7 Get information about the mod.
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13 Enable or disable node inspection.
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29 Reset the region so that it is empty.
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35 Show markers at the region positions.
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41 Hide markers if currently shown.
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47 Set WorldEdit region position 1 to the player's location.
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53 Set WorldEdit region position 2 to the player's location.
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57 ### //p set/set1/set2/get
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59 Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
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66 ### //fixedpos set1 x y z
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68 Set a WorldEdit region position to the position at (<x>, <y>, <z>).
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70 //fixedpos set1 0, 0, 0
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71 //fixedpos set1 -30, 5, 28
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72 //fixedpos set2 1004, -200, 432
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76 Display the volume of the current WorldEdit region.
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82 Set the current WorldEdit region to <node>.
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87 //set mesecons:wire_00000000_off
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89 ### //replace <search node> <replace node>
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91 Replace all instances of <search node> with <replace node> in the current WorldEdit region.
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93 //replace Cobblestone air
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94 //replace lightstone_blue glass
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95 //replace dirt Bronze Block
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96 //replace mesecons:wire_00000000_off flowers:flower_tulip
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98 ### //replaceinverse <search node> <replace node>
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100 Replace all nodes other than <search node> with <replace node> in the current WorldEdit region.
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102 //replaceinverse Cobblestone air
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103 //replaceinverse flowers:flower_waterlily glass
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104 //replaceinverse dirt Bronze Block
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105 //replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
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107 ### //hollowsphere <radius> <node>
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109 Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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111 //hollowsphere 5 Diamond Block
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112 //hollowsphere 12 glass
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113 //hollowsphere 17 mesecons:wire_00000000_off
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115 ### //sphere <radius> <node>
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117 Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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119 //sphere 5 Diamond Block
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121 //sphere 17 mesecons:wire_00000000_off
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123 ### //hollowdome <radius> <node>
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125 Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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127 //hollowdome 5 Diamond Block
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128 //hollowdome -12 glass
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129 //hollowdome 17 mesecons:wire_00000000_off
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131 ### //dome <radius> <node>
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133 Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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135 //dome 5 Diamond Block
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137 //dome 17 mesecons:wire_00000000_off
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139 ### //hollowcylinder x/y/z/? <length> <radius> <node>
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141 Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
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143 //hollowcylinder x +5 8 Bronze Block
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144 //hollowcylinder y 28 10 glass
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145 //hollowcylinder z -12 3 mesecons:wire_00000000_off
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146 //hollowcylinder ? 2 4 default:stone
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148 ### //cylinder x/y/z/? <length> <radius> <node>
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150 Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
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152 //cylinder x +5 8 Bronze Block
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153 //cylinder y 28 10 glass
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154 //cylinder z -12 3 mesecons:wire_00000000_off
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155 //cylinder ? 2 4 default:stone
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157 ### //pyramid x/y/z? <height> <node>
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159 Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>, composed of <node>.
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161 //pyramid x 8 Diamond Block
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162 //pyramid y -5 glass
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163 //pyramid z 2 mesecons:wire_00000000_off
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164 //pyramid ? 12 mesecons:wire_00000000_off
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166 ### //spiral <length> <height> <spacer> <node>
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168 Add spiral centered at WorldEdit position 1 with side length <length>, height <height>, space between walls <spacer>, composed of <node>.
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170 //spiral 20 5 3 Diamond Block
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171 //spiral 5 2 1 glass
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172 //spiral 7 1 5 mesecons:wire_00000000_off
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174 ### //copy x/y/z/? <amount>
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176 Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
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183 ### //move x/y/z/? <amount>
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185 Move the current WorldEdit positions and region along the x/y/z/? axis by <amount> nodes.
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192 ### //stack x/y/z/? <count>
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194 Stack the current WorldEdit region along the x/y/z/? axis <count> times.
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201 ### //scale <factor>
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203 Scale the current WorldEdit positions and region by a factor of positive integer <factor> with position 1 as the origin.
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209 ### //transpose x/y/z/? x/y/z/?
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211 Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
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220 Flip the current WorldEdit region along the x/y/z/? axis.
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227 ### //rotate x/y/z/? <angle>
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229 Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle <angle> (90 degree increment).
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236 ### //orient <angle>
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238 Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)
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247 Fixes the lighting in the current WorldEdit region.
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253 Hide all nodes in the current WorldEdit region non-destructively.
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257 ### //suppress <node>
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259 Suppress all <node> in the current WorldEdit region non-destructively.
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261 //suppress Diamond Block
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263 //suppress mesecons:wire_00000000_off
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265 ### //highlight <node>
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267 Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
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269 //highlight Diamond Block
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271 //highlight mesecons:wire_00000000_off
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275 Restores nodes hidden with WorldEdit in the current WorldEdit region.
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281 Save the current WorldEdit region to "(world folder)/schems/<file>.we".
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283 //save some random filename
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286 ### //allocate <file>
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288 Set the region defined by nodes from "(world folder)/schems/<file>.we" as the current WorldEdit region.
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290 //allocate some random filename
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291 //allocate huge_base
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295 Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
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297 //load some random filename
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302 Executes <code> as a Lua chunk in the global namespace.
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304 //lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
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305 //lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
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307 ### //luatransform <code>
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309 Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
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311 //luatransform minetest.add_node(pos, {name="default:stone"})
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312 //luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
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314 ### //mtschemcreate <file>
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316 Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".
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318 //mtschemcreate some random filename
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319 //mtschemcreate huge_base
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321 ### //mtschemplace <file>
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323 Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.
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325 //mtschemplace some random filename
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326 //mtschemplace huge_base
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328 ### //mtschemprob start/finish/get
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330 After using //mtschemprob start all nodes punched will bring up a text field where a probablity can be entered.
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331 This mode can be left with //mtschemprob finish. //mtschemprob get will display the probabilities saved for the nodes.
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337 Clears all objects within the WorldEdit region.
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