1 WorldEdit v0.5 for MineTest 0.4
2 ===============================
3 In-game world editing for [MineTest](http://minetest.net/)! Tons of chat commands to help with building, fixing, and more.
5 For more information, see the [forum topic](http://minetest.net/forum/viewtopic.php?id=572) at the MineTest forums.
9 WorldEdit works primarily through chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
11 WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the "worldedit" privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
13 For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
17 The coordinate system is the same as that used by MineTest; Y is upwards, X is perpendicular, and Z is parallel.
19 When an axis is specified in a WorldEdit command, it is specified as one of the following values: x, y, z, or ?.
21 The value ? represents the axis the player is currently facing. If the player is facing more than one axis, the axis the player face direction is closest to will be used.
25 Most WorldEdit commands operate on regions. Regions are a set of two positions that define a 3D cube. They are local to each player and chat commands affect only the region for the player giving the commands.
27 Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
29 Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
33 Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
35 To remove the entities, simply punch them. This does not reset the positions themselves.
42 Reset the region so that it is empty.
48 Show markers at the region positions.
54 Set WorldEdit region position 1 to the player's location.
60 Set WorldEdit region position 2 to the player's location.
66 Set WorldEdit region by punching two nodes, or display the current WorldEdit region.
73 Display the volume of the current WorldEdit region.
79 Set the current WorldEdit region to <node>.
83 //set mesecons:mesecon
85 ### //replace <search node> <replace node>
87 Replace all instances of <search node> with <place node> in the current WorldEdit region.
89 //replace cobble stone
90 //replace default:steelblock glass
91 //replace dirt flowers:flower_waterlily
92 //replace flowers:flower_rose flowers:flower_tulip
94 ### //hollowsphere <radius> <node>
96 Add hollow sphere at WorldEdit position 1 with radius <radius>, composed of <node>.
99 //hollowsphere 12 default:glass
100 //hollowsphere 17 mesecons:mesecon
102 ### //sphere <radius> <node>
104 Add sphere at WorldEdit position 1 with radius <radius>, composed of <node>.
107 //sphere 12 default:glass
108 //sphere 17 mesecons:mesecon
110 ### //hollowcylinder x/y/z/? <length> <radius> <node>
112 Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
114 //hollowcylinder x +5 8 dirt
115 //hollowcylinder y 28 10 default:glass
116 //hollowcylinder z -12 3 mesecons:mesecon
117 //hollowcylinder ? 2 4 stone
119 ### //cylinder x/y/z/? <length> <radius> <node>
121 Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
123 //cylinder x +5 8 dirt
124 //cylinder y 28 10 default:glass
125 //cylinder z -12 3 mesecons:mesecon
126 //cylinder ? 2 4 stone
128 ### //pyramid <height> <node>
130 Add pyramid at WorldEdit position 1 with height <height>, composed of <node>.
133 //pyramid 5 default:glass
137 ### //copy x/y/z/? <amount>
139 Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
146 ### //move x/y/z/? <amount>
148 Move the current WorldEdit positions and region along the x/y/z/? axis by <amount> nodes.
155 ### //stack x/y/z/? <count>
157 Stack the current WorldEdit region along the x/y/z/? axis <count> times.
164 ### //transpose x/y/z/? x/y/z/?
166 Transpose the current WorldEdit region along the x/y/z/? and x/y/z/? axes.
175 Flip the current WorldEdit region along the x/y/z/? axis.
182 ### //rotate x/y/z/? <angle>
184 Rotate the current WorldEdit region along the x/y/z/? axis by angle <angle> (90 degree increment).
193 Dig the current WorldEdit region.
199 Save the current WorldEdit region to "(world folder)/schems/<file>.we".
201 //save some random filename
206 Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
208 //load some random filename
211 ### //metasave <file>
213 Save the current WorldEdit region including metadata to "(world folder)/schems/<file>.wem".
215 //metasave some random filename
218 ### //metaload <file>
220 Load nodes and metadata from "(world folder)/schems/<file>.wem" with position 1 of the current WorldEdit region as the origin.
222 //metaload some random filename
227 WorldEdit exposes all significant functionality in a simple interface. Adding WorldEdit to the file "depends.txt" in your mod gives you access to all of the `worldedit` functions. These are useful if you're looking for high-performance node manipulation without all the hassle of writing tons of code.
229 ### worldedit.volume(pos1, pos2)
231 Determines the volume of the region defined by positions `pos1` and `pos2`.
235 ### worldedit.set(pos1, pos2, nodename)
237 Sets a region defined by positions `pos1` and `pos2` to `nodename`. To clear to region, use "air" as the value of `nodename`.
239 Returns the number of nodes set.
241 ### worldedit.replace(pos1, pos2, searchnode, replacenode)
243 Replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
245 Returns the number of nodes replaced.
247 ### worldedit.hollow_sphere = function(pos, radius, nodename)
249 Adds a hollow sphere at `pos` with radius `radius`, composed of `nodename`.
251 Returns the number of nodes added.
253 ### worldedit.sphere = function(pos, radius, nodename)
255 Adds a sphere at `pos` with radius `radius`, composed of `nodename`.
257 Returns the number of nodes added.
259 ### worldedit.hollow_cylinder(pos, axis, length, radius, nodename)
261 Adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
263 Returns the number of nodes added.
265 ### worldedit.cylinder(pos, axis, length, radius, nodename)
267 Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`.
269 Returns the number of nodes added.
271 ### worldedit.pyramid(pos, height, nodename)
273 Adds a pyramid at `pos` with height `height`.
275 Returns the number of nodes added.
277 ### worldedit.copy(pos1, pos2, axis, amount)
279 Copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
281 Returns the number of nodes copied.
283 ### worldedit.move(pos1, pos2, axis, amount)
285 Moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
287 Returns the number of nodes moved.
289 ### worldedit.stack(pos1, pos2, axis, count)
291 Duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times.
293 Returns the number of nodes stacked.
295 ### worldedit.transpose(pos1, pos2, axis1, axis2)
297 Transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes ("x" or "y" or "z").
299 Returns the number of nodes transposed.
301 ### worldedit.flip(pos1, pos2, axis)
303 Flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z").
305 Returns the number of nodes flipped.
307 ### worldedit.rotate(pos1, pos2, angle)
309 Rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around the y axis (supporting 90 degree increments only).
311 Returns the number of nodes rotated.
313 ### worldedit.dig(pos1, pos2)
315 Digs a region defined by positions `pos1` and `pos2`.
317 Returns the number of nodes dug.
319 ### worldedit.serialize(pos1, pos2)
321 Converts the region defined by positions `pos1` and `pos2` into a single string.
323 Returns the serialized data and the number of nodes serialized.
325 ### worldedit.deserialize(originpos, value)
327 Loads the nodes represented by string `value` at position `originpos`.
329 Returns the number of nodes deserialized.
331 ### worldedit.deserialize_old(originpos, value)
333 Loads the nodes represented by string `value` at position `originpos`, using the older table-based WorldEdit format.
335 This function is deprecated, and should not be used unless there is a need to support legacy WorldEdit save files.
337 Returns the number of nodes deserialized.
339 ### worldedit.metasave(pos1, pos2, file)
341 Saves the nodes and meta defined by positions `pos1` and `pos2` into a file
343 Returns the number of nodes saved
345 ### worldedit.metaload(pos1, file)
347 Loads the nodes and meta from `file` to position `pos1`
349 Returns the number of nodes loaded
353 Copyright 2012 sfan5 and Anthony Zhang (Temperest)
355 This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
357 Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
359 Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.