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 ### //hollowcylinder x/y/z/? <length> <radius> <node>
96 Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
98 //hollowcylinder x +5 8 dirt
99 //hollowcylinder y 28 10 default:glass
100 //hollowcylinder z -12 3 mesecons:mesecon
101 //hollowcylinder ? 2 4 stone
103 ### //cylinder x/y/z/? <length> <radius> <node>
105 Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length <length> and radius <radius>, composed of <node>.
107 //cylinder x +5 8 dirt
108 //cylinder y 28 10 default:glass
109 //cylinder z -12 3 mesecons:mesecon
110 //cylinder ? 2 4 stone
112 ### //copy x/y/z/? <amount>
114 Copy the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
121 ### //move x/y/z/? <amount>
123 Move the current WorldEdit region along the x/y/z/? axis by <amount> nodes.
130 ### //stack x/y/z/? <count>
132 Stack the current WorldEdit region along the x/y/z/? axis <count> times.
139 ### //transpose x/y/z/? x/y/z/?
141 Transpose the current WorldEdit region along the x/y/z/? and x/y/z/? axes.
150 Flip the current WorldEdit region along the x/y/z/? axis.
159 Rotate the current WorldEdit region around the y axis by angle <angle> (90 degree increment).
167 Dig the current WorldEdit region.
173 Save the current WorldEdit region to "(world folder)/schems/<file>.we".
175 //save some random filename
180 Load nodes from "(world folder)/schems/<file>.we" with position 1 of the current WorldEdit region as the origin.
182 //load some random filename
187 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.
189 ### worldedit.volume(pos1, pos2)
191 Determines the volume of the region defined by positions `pos1` and `pos2`.
195 ### worldedit.set(pos1, pos2, nodename)
197 Sets a region defined by positions `pos1` and `pos2` to `nodename`. To clear to region, use "air" as the value of `nodename`.
199 Returns the number of nodes set.
201 ### worldedit.replace(pos1, pos2, searchnode, replacenode)
203 Replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`.
205 Returns the number of nodes replaced.
207 ### worldedit.hollow_cylinder(pos, axis, length, radius, nodename)
209 Adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`.
211 Returns the number of nodes added.
213 ### worldedit.cylinder(pos, axis, length, radius, nodename)
215 Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`.
217 Returns the number of nodes added.
219 ### worldedit.copy(pos1, pos2, axis, amount)
221 Copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
223 Returns the number of nodes copied.
225 ### worldedit.move(pos1, pos2, axis, amount)
227 Moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes.
229 Returns the number of nodes moved.
231 ### worldedit.stack(pos1, pos2, axis, count)
233 Duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times.
235 Returns the number of nodes stacked.
237 ### worldedit.transpose(pos1, pos2, axis1, axis2)
239 Transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes ("x" or "y" or "z").
241 Returns the number of nodes transposed.
243 ### worldedit.flip(pos1, pos2, axis)
245 Flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z").
247 Returns the number of nodes flipped.
249 ### worldedit.rotate(pos1, pos2, angle)
251 Rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around the y axis (supporting 90 degree increments only).
253 Returns the number of nodes rotated.
255 ### worldedit.dig(pos1, pos2)
257 Digs a region defined by positions `pos1` and `pos2`.
259 Returns the number of nodes dug.
261 ### worldedit.serialize(pos1, pos2)
263 Converts the region defined by positions `pos1` and `pos2` into a single string.
265 Returns the serialized data and the number of nodes serialized.
267 ### worldedit.deserialize(originpos, value)
269 Loads the nodes represented by string `value` at position `originpos`.
271 Returns the number of nodes deserialized.
273 ### worldedit.deserialize_old(originpos, value)
275 Loads the nodes represented by string `value` at position `originpos`, using the older table-based WorldEdit format.
277 This function is deprecated, and should not be used unless there is a need to support legacy WorldEdit save files.
279 Returns the number of nodes deserialized.
283 Copyright 2012 sfan5 and Anthony Zhang (Temperest)
285 This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
287 Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
289 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.