3 For more information, see the [README](README.md).
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7 Enable or disable node inspection.
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22 Reset the region so that it is empty.
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28 Show markers at the region positions.
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34 Hide markers if currently shown.
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40 Set WorldEdit region position 1 to the player's location.
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46 Set WorldEdit region position 2 to the player's location.
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50 ### //p set/set1/set2/get
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52 Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
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61 Display the volume of the current WorldEdit region.
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67 Set the current WorldEdit region to <node>.
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72 //set mesecons:wire_00000000_off
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74 ### //replace <search node> <replace node>
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76 Replace all instances of <search node> with <replace node> in the current WorldEdit region.
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78 //replace Cobblestone air
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79 //replace lightstone_blue glass
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80 //replace dirt Bronze Block
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81 //replace mesecons:wire_00000000_off flowers:flower_tulip
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83 ### //replaceinverse <search node> <replace node>
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85 Replace all nodes other than <search node> with <replace node> in the current WorldEdit region.
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87 //replaceinverse Cobblestone air
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88 //replaceinverse flowers:flower_waterlily glass
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89 //replaceinverse dirt Bronze Block
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90 //replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
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92 ### //hollowsphere <radius> <node>
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94 Add hollow sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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96 //hollowsphere 5 Diamond Block
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97 //hollowsphere 12 glass
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98 //hollowsphere 17 mesecons:wire_00000000_off
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100 ### //sphere <radius> <node>
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102 Add sphere centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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104 //sphere 5 Diamond Block
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106 //sphere 17 mesecons:wire_00000000_off
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108 ### //hollowdome <radius> <node>
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110 Add hollow dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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112 //hollowdome 5 Diamond Block
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113 //hollowdome 12 glass
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114 //hollowdome 17 mesecons:wire_00000000_off
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116 ### //dome <radius> <node>
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118 Add dome centered at WorldEdit position 1 with radius <radius>, composed of <node>.
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120 //dome 5 Diamond Block
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122 //dome 17 mesecons:wire_00000000_off
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124 ### //hollowcylinder x/y/z/? <length> <radius> <node>
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126 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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128 //hollowcylinder x +5 8 Bronze Block
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129 //hollowcylinder y 28 10 glass
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130 //hollowcylinder z -12 3 mesecons:wire_00000000_off
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131 //hollowcylinder ? 2 4 default:stone
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133 ### //cylinder x/y/z/? <length> <radius> <node>
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135 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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137 //cylinder x +5 8 Bronze Block
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138 //cylinder y 28 10 glass
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139 //cylinder z -12 3 mesecons:wire_00000000_off
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140 //cylinder ? 2 4 default:stone
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142 ### //pyramid <height> <node>
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144 Add pyramid centered at WorldEdit position 1 with height <height>, composed of <node>.
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146 //pyramid 8 Diamond Block
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148 //pyramid 2 mesecons:wire_00000000_off
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150 ### //spiral <width> <height> <spacer> <node>
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152 Add spiral centered at WorldEdit position 1 with width <width>, height <height>, space between walls <spacer>, composed of <node>.
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154 //spiral 20 5 3 Diamond Block
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155 //spiral 5 2 1 glass
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156 //spiral 7 1 5 mesecons:wire_00000000_off
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158 ### //copy x/y/z/? <amount>
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160 Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
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167 ### //move x/y/z/? <amount>
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169 Move the current WorldEdit positions and region along the x/y/z/? axis by <amount> nodes.
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176 ### //stack x/y/z/? <count>
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178 Stack the current WorldEdit region along the x/y/z/? axis <count> times.
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185 ### //scale <factor>
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187 Scale the current WorldEdit positions and region by a factor of positive integer <factor> with position 1 as the origin.
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193 ### //transpose x/y/z/? x/y/z/?
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195 Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
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204 Flip the current WorldEdit region along the x/y/z/? axis.
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211 ### //rotate x/y/z/? <angle>
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213 Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle <angle> (90 degree increment).
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220 ### //orient <angle>
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222 Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)
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231 Fixes the lighting in the current WorldEdit region.
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237 Hide all nodes in the current WorldEdit region non-destructively.
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241 ### //suppress <node>
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243 Suppress all <node> in the current WorldEdit region non-destructively.
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245 //suppress Diamond Block
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247 //suppress mesecons:wire_00000000_off
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249 ### //highlight <node>
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251 Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
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253 //highlight Diamond Block
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255 //highlight mesecons:wire_00000000_off
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259 Restores nodes hidden with WorldEdit in the current WorldEdit region.
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265 Save the current WorldEdit region to "(world folder)/schems/<file>.we".
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267 //save some random filename
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270 ### //allocate <file>
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272 Set the region defined by nodes from "(world folder)/schems/<file>.we" as the current WorldEdit region.
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274 //allocate some random filename
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275 //allocate huge_base
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279 Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
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281 //load some random filename
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286 Executes <code> as a Lua chunk in the global namespace.
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288 //lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
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289 //lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
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291 ### //luatransform <code>
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293 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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295 //luatransform minetest.add_node(pos, {name="default:stone"})
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296 //luatransform if minetest.get_node(pos).name == "air" then minetest.env:add_node(pos, {name="default:water_source"})
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298 ### //mtschemcreate <file>
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300 Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".
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302 //mtschemcreate some random filename
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303 //mtschemcreate huge_base
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305 ### //mtschemplace <file>
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307 Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.
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309 //mtschemplace some random filename
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310 //mtschemplace huge_base
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312 ### //mtschemprob start/finish/get
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314 After using //mtschemprob start all nodes punched will bring up a text field where a probablity can be entered.
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315 This mode can be left with //mtschemprob finish. //mtschemprob get will display the probabilities saved for the nodes.
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