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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28 Reset the region so that it is empty.
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34 Show markers at the region positions.
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40 Hide markers if currently shown.
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46 Set WorldEdit region position 1 to the player's location.
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52 Set WorldEdit region position 2 to the player's location.
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56 ### //p set/set1/set2/get
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58 Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
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65 ### //fixedpos set1 x y z
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67 Set a WorldEdit region position to the position at (<x>, <y>, <z>).
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69 //fixedpos set1 0, 0, 0
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70 //fixedpos set1 -30, 5, 28
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71 //fixedpos set2 1004, -200, 432
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75 Display the volume of the current WorldEdit region.
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81 Set the current WorldEdit region to <node>.
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86 //set mesecons:wire_00000000_off
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88 ### //replace <search node> <replace node>
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90 Replace all instances of <search node> with <replace node> in the current WorldEdit region.
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92 //replace Cobblestone air
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93 //replace lightstone_blue glass
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94 //replace dirt Bronze Block
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95 //replace mesecons:wire_00000000_off flowers:flower_tulip
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97 ### //replaceinverse <search node> <replace node>
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99 Replace all nodes other than <search node> with <replace node> in the current WorldEdit region.
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101 //replaceinverse Cobblestone air
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102 //replaceinverse flowers:flower_waterlily glass
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103 //replaceinverse dirt Bronze Block
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104 //replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
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106 ### //hollowsphere <radius> <node>
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108 Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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110 //hollowsphere 5 Diamond Block
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111 //hollowsphere 12 glass
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112 //hollowsphere 17 mesecons:wire_00000000_off
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114 ### //sphere <radius> <node>
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116 Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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118 //sphere 5 Diamond Block
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120 //sphere 17 mesecons:wire_00000000_off
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122 ### //hollowdome <radius> <node>
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124 Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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126 //hollowdome 5 Diamond Block
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127 //hollowdome -12 glass
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128 //hollowdome 17 mesecons:wire_00000000_off
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130 ### //dome <radius> <node>
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132 Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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134 //dome 5 Diamond Block
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136 //dome 17 mesecons:wire_00000000_off
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138 ### //hollowcylinder x/y/z/? <length> <radius> <node>
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140 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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142 //hollowcylinder x +5 8 Bronze Block
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143 //hollowcylinder y 28 10 glass
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144 //hollowcylinder z -12 3 mesecons:wire_00000000_off
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145 //hollowcylinder ? 2 4 default:stone
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147 ### //cylinder x/y/z/? <length> <radius> <node>
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149 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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151 //cylinder x +5 8 Bronze Block
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152 //cylinder y 28 10 glass
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153 //cylinder z -12 3 mesecons:wire_00000000_off
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154 //cylinder ? 2 4 default:stone
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156 ### //pyramid x/y/z? <height> <node>
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158 Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height>, composed of <node>.
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160 //pyramid x 8 Diamond Block
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161 //pyramid y -5 glass
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162 //pyramid z 2 mesecons:wire_00000000_off
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163 //pyramid ? 12 mesecons:wire_00000000_off
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165 ### //spiral <length> <height> <spacer> <node>
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167 Add spiral centered at WorldEdit position 1 with side length <length>, height <height>, space between walls <spacer>, composed of <node>.
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169 //spiral 20 5 3 Diamond Block
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170 //spiral 5 2 1 glass
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171 //spiral 7 1 5 mesecons:wire_00000000_off
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173 ### //copy x/y/z/? <amount>
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175 Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
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182 ### //move x/y/z/? <amount>
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184 Move the current WorldEdit positions and region along the x/y/z/? axis by <amount> nodes.
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191 ### //stack x/y/z/? <count>
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193 Stack the current WorldEdit region along the x/y/z/? axis <count> times.
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200 ### //scale <factor>
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202 Scale the current WorldEdit positions and region by a factor of positive integer <factor> with position 1 as the origin.
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208 ### //transpose x/y/z/? x/y/z/?
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210 Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
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219 Flip the current WorldEdit region along the x/y/z/? axis.
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226 ### //rotate x/y/z/? <angle>
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228 Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle <angle> (90 degree increment).
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235 ### //orient <angle>
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237 Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)
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246 Fixes the lighting in the current WorldEdit region.
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252 Hide all nodes in the current WorldEdit region non-destructively.
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256 ### //suppress <node>
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258 Suppress all <node> in the current WorldEdit region non-destructively.
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260 //suppress Diamond Block
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262 //suppress mesecons:wire_00000000_off
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264 ### //highlight <node>
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266 Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
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268 //highlight Diamond Block
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270 //highlight mesecons:wire_00000000_off
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274 Restores nodes hidden with WorldEdit in the current WorldEdit region.
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280 Save the current WorldEdit region to "(world folder)/schems/<file>.we".
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282 //save some random filename
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285 ### //allocate <file>
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287 Set the region defined by nodes from "(world folder)/schems/<file>.we" as the current WorldEdit region.
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289 //allocate some random filename
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290 //allocate huge_base
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294 Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
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296 //load some random filename
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301 Executes <code> as a Lua chunk in the global namespace.
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303 //lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
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304 //lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
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306 ### //luatransform <code>
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308 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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310 //luatransform minetest.add_node(pos, {name="default:stone"})
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311 //luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
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313 ### //mtschemcreate <file>
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315 Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".
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317 //mtschemcreate some random filename
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318 //mtschemcreate huge_base
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320 ### //mtschemplace <file>
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322 Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.
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324 //mtschemplace some random filename
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325 //mtschemplace huge_base
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327 ### //mtschemprob start/finish/get
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329 After using //mtschemprob start all nodes punched will bring up a text field where a probablity can be entered.
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330 This mode can be left with //mtschemprob finish. //mtschemprob get will display the probabilities saved for the nodes.
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336 Clears all objects within the WorldEdit region.
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