For more information, see the README.
Many commands also have shorter names that can be typed faster. For example, if we wanted to use //move ? 5
, we could instead type //m ? 5
. All shortened names are listed below:
Short Name | Original Name |
---|---|
//i |
//inspect |
//rst |
//reset |
//mk |
//mark |
//umk |
//unmark |
//1 |
//pos1 |
//2 |
//pos2 |
//fp |
//fixedpos |
//v |
//volume |
//s |
//set |
//r |
//replace |
//ri |
//replaceinverse |
//hcube |
//hollowcube |
//hspr |
//hollowsphere |
//spr |
//sphere |
//hdo |
//hollowdome |
//do |
//dome |
//hcyl |
//hollowcylinder |
//cyl |
//cylinder |
//hpyr |
//hollowpyramid |
//pyr |
//pyramid |
Get information about the WorldEdit mod.
//about
Get help for WorldEdit commands. all
shows all WorldEdit commands, <cmd>
the help text for the given command.
//help
//help all
//help hollowpyramid
Enable or disable node inspection.
//inspect on
//inspect off
//inspect
Reset the region so that it is empty.
//reset
Show markers at the region positions.
//mark
Hide markers if currently shown.
//unmark
Set WorldEdit region position 1 to the player's location.
//pos1
Set WorldEdit region position 2 to the player's location.
//pos2
Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or print the current WorldEdit region.
//p set
//p set1
//p set2
//p get
Set the WorldEdit region position 1 or 2 to the position (<x>
, <y>
, <z>
).
//fixedpos set1 0 0 0
//fixedpos set1 -30 5 28
//fixedpos set2 1004 -200 432
Display the volume of the current WorldEdit region.
//volume
Delete the MapBlocks (16x16x16 units) that contain the selected region. This means that mapgen will be invoked for that area. As only whole MapBlocks get removed, the deleted area is usually larger than the selected one. Also, mapgen can trigger mechanisms like mud reflow or cavegen, which affects nodes (up to 112 nodes away) outside the MapBlock, so dont use this near buildings. Note that active entities are not part of a MapBlock and do not get deleted.
//deleteblocks
Set the current WorldEdit region to <node>
.
//set air
//set cactus
//set Blue Lightstone
//set dirt with grass
Set the param2 value of all nodes in the current WorldEdit region to <param2>
.
//param2 8
Fill the current WorldEdit region with a random mix of <node1>
, <node2>
, ...
.
Weightings can be optionally specified via the [count1]
, [count2]
, ...
parameters after a node name.
//mix air
//mix cactus stone glass sandstone
//mix Bronze
//mix default:cobble air
//mix stone 3 dirt 2
//mix cobblestone 8 stoneblock 2 stonebrick
Replace all instances of <search node>
with <replace node>
in the current WorldEdit region.
//replace Cobblestone air
//replace lightstone_blue glass
//replace dirt Bronze Block
//replace mesecons:wire_00000000_off flowers:flower_tulip
Replace all nodes other than <search node>
with <replace node>
in the current WorldEdit region.
//replaceinverse Cobblestone air
//replaceinverse flowers:flower_waterlily glass
//replaceinverse dirt Bronze Block
//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
Adds a hollow cube with its ground level centered at WorldEdit position 1 with
dimensions <width>
x <height>
x <length>
, composed of <node>
.
//hollowcube 6 5 6 Diamond Block
Adds a cube with its ground level centered at WorldEdit position 1 with
dimensions <width>
x <height>
x <length>
, composed of <node>
.
//cube 6 5 6 Diamond Block
//cube 7 2 1 default:cobble
Add hollow sphere centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//hollowsphere 5 Diamond Block
//hollowsphere 12 glass
//hollowsphere 17 mesecons:wire_00000000_off
Add sphere centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//sphere 5 Diamond Block
//sphere 12 glass
//sphere 17 mesecons:wire_00000000_off
Add hollow dome centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//hollowdome 5 Diamond Block
//hollowdome -12 glass
//hollowdome 17 mesecons:wire_00000000_off
Add dome centered at WorldEdit position 1 with radius <radius>
, composed of <node>
.
//dome 5 Diamond Block
//dome -12 glass
//dome 17 mesecons:wire_00000000_off
Add hollow cylinder at WorldEdit position 1 along the given axis with length <length>
,
base radius <radius1>
(and top radius [radius2]
), composed of <node>
.
Despite its name this command allows you to create cones (radius2
= 0) as well as any shapes inbetween (0 < radius2
< radius1
).
Swapping radius1
and radius2
will create the same object but upside-down.
//hollowcylinder x +5 8 Bronze Block
//hollowcylinder y 28 10 glass
//hollowcylinder z -12 3 mesecons:wire_00000000_off
//hollowcylinder ? 2 4 default:stone
//hollowcylinder y 10 10 0 walls:cobble
//hollowcylinder x 6 0 5 Dirt
//hollowcylinder z 20 10 20 default:desert_stone
Add cylinder at WorldEdit position 1 along the given axis with length <length>
,
base radius <radius1>
(and top radius [radius2]
), composed of <node>
.
Can also create shapes other than cylinders, e.g. cones (see documentation above).
//cylinder x +5 8 Bronze Block
//cylinder y 28 10 glass
//cylinder z -12 3 mesecons:wire_00000000_off
//cylinder ? 2 4 default:stone
//cylinder y 10 10 0 walls:cobble
//cylinder x 6 0 5 Dirt
//cylinder z 20 10 20 default:desert_stone
Add hollow pyramid centered at WorldEdit position 1 along the given axis with height <height>
composed of <node>
.
//hollowpyramid x 8 Diamond Block
//hollowpyramid y -5 glass
//hollowpyramid z 2 mesecons:wire_00000000_off
//hollowpyramid ? 12 mesecons:wire_00000000_off
Add pyramid centered at WorldEdit position 1 along the given axis with height <height>
composed of <node>
.
//pyramid x 8 Diamond Block
//pyramid y -5 glass
//pyramid z 2 mesecons:wire_00000000_off
//pyramid ? 12 mesecons:wire_00000000_off
Add spiral centered at WorldEdit position 1 with side length <length>
,
height <height>
, space between walls <spacer>
, composed of <node>
.
//spiral 20 5 3 Diamond Block
//spiral 5 2 1 glass
//spiral 7 1 5 mesecons:wire_00000000_off
Copy the current WorldEdit region along the given axis by <amount>
nodes.
//copy x 15
//copy y -7
//copy z +4
//copy ? 8
Move the current WorldEdit positions and region along the given axis by <amount>
nodes.
//move x 15
//move y -7
//move z +4
//move ? -1
Stack the current WorldEdit region along the given axis <count>
times.
//stack x 3
//stack y -1
//stack z +5
//stack ? 12
Stack the current WorldEdit region <count>
times by offset <x>
, <y>
, <z>
.
//stack2 5 3 8 2
//stack2 1 -1 -1 -1
Scale the current WorldEdit positions and region by a factor of
<stretchx>
, <stretchy>
, <stretchz>
along the X, Y, and Z axes,
respectively, with position 1 as the origin.
//stretch 2 2 2
//stretch 1 2 1
//stretch 10 20 1
Transpose the current WorldEdit positions and region along given axes.
//transpose x y
//transpose y z
//transpose ? y
Flip the current WorldEdit region along the given axis.
//flip x
//flip ?
Rotate the current WorldEdit positions and region along the given axis by angle <angle>
(90 degree increment).
//rotate x 90
//rotate y 180
//rotate z 270
//rotate ? -90
Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle>
(90 degree increment)
//orient 90
//orient 180
//orient 270
//orient -90
Fixes the lighting in the current WorldEdit region.
//fixlight
Fixes the liquids in the current WorldEdit region.
//fixliquid
Removes any fluid node within the current WorldEdit region.
//drain
Removes any plant, tree or foilage-like nodes in the selected region. The idea is to remove anything that isn't part of the terrain, leaving a "natural" empty space ready for building.
//clearcut
Hide all nodes in the current WorldEdit region non-destructively.
//hide
Suppress all <node>
in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
//suppress mesecons:wire_00000000_off
Highlight <node>
in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
//highlight mesecons:wire_00000000_off
Restores nodes hidden with WorldEdit in the current WorldEdit region.
//restore
Save the current WorldEdit region to "(world folder)/schems/<file>
.we".
//save some random filename
//save huge_base
Set the region defined by nodes from "(world folder)/schems/<file>
.we" as the current WorldEdit region.
//allocate some random filename
//allocate huge_base
Load nodes from "(world folder)/schems/<file>
.we" with position 1 of the current WorldEdit region as the origin.
//load some random filename
//load huge_base
Executes <code>
as a Lua chunk in the global namespace.
//lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
//lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
Executes <code>
as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.swap_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"}) end
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>
.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
Load nodes from "(world folder)/schems/<file>
.mts" with position 1 of the current WorldEdit region as the origin.
//mtschemplace some random filename
//mtschemplace huge_base
After using //mtschemprob start
all nodes punched will bring up a text field where a probablity can be entered.
This mode can be left with //mtschemprob finish
. //mtschemprob get
will display the probabilities saved for the nodes.
//mtschemprob get
Clears all objects within the WorldEdit region.
//clearobjects
Shifts the selection area by [+|-]<amount>
without moving its contents.
The shifting axis can be absolute (x/y/z
) or relative (up/down/left/right/front/back
).
//shift left 5
Expands the selection by <amount>
in the selected absolute or relative axis.
If specified, the selection can be expanded in the opposite direction over the same axis by [reverse amount]
.
//expand right 7 5
Contracts the selection by <amount>
in the selected absolute or relative axis.
If specified, the selection can be contracted in the opposite direction over the same axis by [reverse amount]
.
//expand right 7 5
Expands the selection in all directions by <amount>
. If specified,
the selection can be expanded horizontally in the x and z axes using h
or vertically in the y axis using v
.
//outset v 5
Contracts the selection in all directions by <amount>
. If specified,
the selection can be contracted horizontally in the x and z axes using h
or vertically in the y axis using v
.
//inset h 5
Assigns the given <command>
to the currently held brush item, it will be ran with the first pointed solid node (as determined via raycast) as
WorldEdit position 1 when using that specific brush item.
Passing none
instead clears the command assigned to the currently held brush item.
Note that this functionality requires the worldedit_brush
mod enabled.
//brush cube 8 8 8 Cobblestone
//brush spr 12 glass
//brush none
Selects a cube with side length of <size>
around the WorldEdit position 1 and runs the given <command>
on the newly selected region.
If <sizex>
, <sizey>
and <sizez>
are given, they instead specify the length of the cuboid in X, Y, Z direction.
This is mostly useful for brushes since it allows commands such as //replace
to be ran, but it can also be used standalone.
//cubeapply 10 replaceinverse air default:water_source
//brush cubeapply 15 drain
//brush cubeapply 12 3 12 drain
//brush cubeapply 1 deleteblocks