@@ -2,13 +2,13 @@ Chat Commands
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For more information, see the [ README] ( README.md ) .
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- ### //about
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+ ### ` //about `
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Get information about the mod.
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//about
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- ### //inspect
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+ ### ` //inspect on/off/1/0/true/false/yes/no/enable/disable/<blank> `
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Enable or disable node inspection.
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@@ -24,37 +24,37 @@ Enable or disable node inspection.
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//inspect disable
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//inspect
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- ### //reset
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+ ### ` //reset `
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Reset the region so that it is empty.
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//reset
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- ### //mark
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+ ### ` //mark `
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Show markers at the region positions.
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//mark
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- ### //unmark
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+ ### ` //unmark `
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Hide markers if currently shown.
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//unmark
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- ### //pos1
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+ ### ` //pos1 `
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Set WorldEdit region position 1 to the player's location.
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//pos1
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- ### //pos2
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+ ### ` //pos2 `
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Set WorldEdit region position 2 to the player's location.
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//pos2
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- ### //p set/set1/set2/get
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+ ### ` //p set/set1/set2/get `
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Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
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@@ -63,150 +63,150 @@ Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching
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//p set2
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//p get
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- ### //fixedpos set1 x y z
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+ ### ` //fixedpos set1 x y z `
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- Set a WorldEdit region position to the position at (<x >, <y >, <z >).
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+ Set a WorldEdit region position to the position at (` <x> ` , ` <y> ` , ` <z> ` ).
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//fixedpos set1 0 0 0
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//fixedpos set1 -30 5 28
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//fixedpos set2 1004 -200 432
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- ### //volume
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+ ### ` //volume `
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Display the volume of the current WorldEdit region.
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//volume
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- ### //set <node >
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+ ### ` //set <node> `
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- Set the current WorldEdit region to <node >.
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+ Set the current WorldEdit region to ` <node> ` .
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//set air
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//set cactus
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//set Bronze Block
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//set mesecons:wire_00000000_off
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- ### //replace <search node > <replace node >
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+ ### ` //replace <search node> <replace node> `
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- Replace all instances of <search node > with <replace node > in the current WorldEdit region.
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+ Replace all instances of ` <search node> ` with ` <replace node> ` in the current WorldEdit region.
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//replace Cobblestone air
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//replace lightstone_blue glass
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//replace dirt Bronze Block
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//replace mesecons:wire_00000000_off flowers:flower_tulip
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- ### //replaceinverse <search node > <replace node >
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+ ### ` //replaceinverse <search node> <replace node> `
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- Replace all nodes other than <search node > with <replace node > in the current WorldEdit region.
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+ Replace all nodes other than ` <search node> ` with ` <replace node> ` in the current WorldEdit region.
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//replaceinverse Cobblestone air
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//replaceinverse flowers:flower_waterlily glass
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//replaceinverse dirt Bronze Block
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//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
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- ### //hollowsphere <radius > <node >
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+ ### ` //hollowsphere <radius> <node> `
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- Add hollow sphere centered at WorldEdit position 1 with radius <radius >, composed of <node >.
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+ Add hollow sphere centered at WorldEdit position 1 with radius ` <radius> ` , composed of ` <node> ` .
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//hollowsphere 5 Diamond Block
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//hollowsphere 12 glass
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//hollowsphere 17 mesecons:wire_00000000_off
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- ### //sphere <radius > <node >
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+ ### ` //sphere <radius> <node> `
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- Add sphere centered at WorldEdit position 1 with radius <radius >, composed of <node >.
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+ Add sphere centered at WorldEdit position 1 with radius ` <radius> ` , composed of ` <node> ` .
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//sphere 5 Diamond Block
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//sphere 12 glass
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//sphere 17 mesecons:wire_00000000_off
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- ### //hollowdome <radius > <node >
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+ ### ` //hollowdome <radius> <node> `
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- Add hollow dome centered at WorldEdit position 1 with radius <radius >, composed of <node >.
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+ Add hollow dome centered at WorldEdit position 1 with radius ` <radius> ` , composed of ` <node> ` .
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//hollowdome 5 Diamond Block
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//hollowdome -12 glass
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//hollowdome 17 mesecons:wire_00000000_off
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- ### //dome <radius > <node >
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+ ### ` //dome <radius> <node> `
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- Add dome centered at WorldEdit position 1 with radius <radius >, composed of <node >.
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+ Add dome centered at WorldEdit position 1 with radius ` <radius> ` , composed of ` <node> ` .
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//dome 5 Diamond Block
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//dome -12 glass
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//dome 17 mesecons:wire_00000000_off
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- ### //hollowcylinder x/y/z/? <length > <radius > <node >
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+ ### ` //hollowcylinder x/y/z/? <length> <radius> <node> `
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- 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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+ 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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//hollowcylinder x +5 8 Bronze Block
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//hollowcylinder y 28 10 glass
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//hollowcylinder z -12 3 mesecons:wire_00000000_off
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//hollowcylinder ? 2 4 default:stone
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- ### //cylinder x/y/z/? <length > <radius > <node >
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+ ### ` //cylinder x/y/z/? <length> <radius> <node> `
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- 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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+ 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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//cylinder x +5 8 Bronze Block
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//cylinder y 28 10 glass
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//cylinder z -12 3 mesecons:wire_00000000_off
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//cylinder ? 2 4 default:stone
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- ### //pyramid x/y/z? <height > <node >
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+ ### ` //pyramid x/y/z? <height> <node> `
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- Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height <height >, composed of <node >.
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+ Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height ` <height> ` , composed of ` <node> ` .
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//pyramid x 8 Diamond Block
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//pyramid y -5 glass
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//pyramid z 2 mesecons:wire_00000000_off
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//pyramid ? 12 mesecons:wire_00000000_off
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- ### //spiral <length > <height > <spacer > <node >
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+ ### ` //spiral <length> <height> <spacer> <node> `
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- Add spiral centered at WorldEdit position 1 with side length <length >, height <height >, space between walls <spacer >, composed of <node >.
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+ Add spiral centered at WorldEdit position 1 with side length ` <length> ` , height ` <height> ` , space between walls ` <spacer> ` , composed of ` <node> ` .
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//spiral 20 5 3 Diamond Block
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//spiral 5 2 1 glass
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//spiral 7 1 5 mesecons:wire_00000000_off
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- ### //copy x/y/z/? <amount >
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+ ### ` //copy x/y/z/? <amount> `
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- Copy the current WorldEdit region along the x/y/z/? axis by <amount > nodes.
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+ Copy the current WorldEdit region along the x/y/z/? axis by ` <amount> ` nodes.
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//copy x 15
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//copy y -7
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//copy z +4
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//copy ? 8
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- ### //move x/y/z/? <amount >
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+ ### ` //move x/y/z/? <amount> `
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- Move the current WorldEdit positions and region along the x/y/z/? axis by <amount > nodes.
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+ Move the current WorldEdit positions and region along the x/y/z/? axis by ` <amount> ` nodes.
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//move x 15
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//move y -7
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//move z +4
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//move ? -1
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- ### //stack x/y/z/? <count >
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+ ### ` //stack x/y/z/? <count> `
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- Stack the current WorldEdit region along the x/y/z/? axis <count > times.
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+ Stack the current WorldEdit region along the x/y/z/? axis ` <count> ` times.
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//stack x 3
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//stack y -1
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//stack z +5
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//stack ? 12
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- ### //scale <factor >
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+ ### ` //scale <factor> `
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- Scale the current WorldEdit positions and region by a factor of positive integer <factor > with position 1 as the origin.
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+ Scale the current WorldEdit positions and region by a factor of positive integer ` <factor> ` with position 1 as the origin.
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//scale 2
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//scale 1
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//scale 10
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- ### //transpose x/y/z/? x/y/z/?
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+ ### ` //transpose x/y/z/? x/y/z/? `
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Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
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@@ -215,7 +215,7 @@ Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z
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//transpose y z
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//transpose ? y
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- ### //flip x/y/z/?
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+ ### ` //flip x/y/z/? `
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Flip the current WorldEdit region along the x/y/z/? axis.
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@@ -224,115 +224,115 @@ Flip the current WorldEdit region along the x/y/z/? axis.
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//flip z
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//flip ?
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- ### //rotate x/y/z/? <angle >
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+ ### ` //rotate x/y/z/? <angle> `
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- Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle <angle > (90 degree increment).
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+ Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle ` <angle> ` (90 degree increment).
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//rotate x 90
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//rotate y 180
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//rotate z 270
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//rotate ? -90
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- ### //orient <angle >
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+ ### ` //orient <angle> `
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- Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle > (90 degree increment)
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+ Rotate oriented nodes in the current WorldEdit region around the Y axis by angle ` <angle> ` (90 degree increment)
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//orient 90
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//orient 180
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//orient 270
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//orient -90
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- ### //fixlight
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+ ### ` //fixlight `
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Fixes the lighting in the current WorldEdit region.
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//fixlight
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- ### //hide
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+ ### ` //hide `
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Hide all nodes in the current WorldEdit region non-destructively.
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//hide
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- ### //suppress <node >
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+ ### ` //suppress <node> `
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Suppress all <node > in the current WorldEdit region non-destructively.
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//suppress Diamond Block
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//suppress glass
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//suppress mesecons:wire_00000000_off
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- ### //highlight <node >
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+ ### ` //highlight <node> `
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Highlight <node > in the current WorldEdit region by hiding everything else non-destructively.
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//highlight Diamond Block
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//highlight glass
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//highlight mesecons:wire_00000000_off
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- ### //restore
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+ ### ` //restore `
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Restores nodes hidden with WorldEdit in the current WorldEdit region.
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//restore
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- ### //save <file >
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+ ### ` //save <file> `
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- Save the current WorldEdit region to "(world folder)/schems/<file >.we".
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+ Save the current WorldEdit region to "(world folder)/schems/` <file> ` .we".
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//save some random filename
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//save huge_base
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- ### //allocate <file >
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+ ### ` //allocate <file> `
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- Set the region defined by nodes from "(world folder)/schems/<file >.we" as the current WorldEdit region.
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+ Set the region defined by nodes from "(world folder)/schems/` <file> ` .we" as the current WorldEdit region.
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//allocate some random filename
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//allocate huge_base
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- ### //load <file >
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+ ### ` //load <file> `
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- Load nodes from "(world folder)/schems/<file >.we" with position 1 of the current WorldEdit region as the origin.
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+ Load nodes from "(world folder)/schems/` <file> ` .we" with position 1 of the current WorldEdit region as the origin.
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//load some random filename
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//load huge_base
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- ### //lua <code >
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+ ### ` //lua <code> `
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- Executes <code > as a Lua chunk in the global namespace.
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+ Executes ` <code> ` as a Lua chunk in the global namespace.
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//lua worldedit.pos1["singleplayer"] = {x=0, y=0, z=0}
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//lua worldedit.rotate(worldedit.pos1["singleplayer"], worldedit.pos2["singleplayer"], "y", 90)
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- ### //luatransform <code >
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+ ### ` //luatransform <code> `
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- 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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+ 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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//luatransform minetest.add_node(pos, {name="default:stone"})
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//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
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- ### //mtschemcreate <file >
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+ ### ` //mtschemcreate <file> `
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- Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file >.mts".
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+ Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/` <file> ` .mts".
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//mtschemcreate some random filename
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//mtschemcreate huge_base
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- ### //mtschemplace <file >
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+ ### ` //mtschemplace <file> `
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- Load nodes from "(world folder)/schems/<file >.mts" with position 1 of the current WorldEdit region as the origin.
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+ Load nodes from "(world folder)/schems/` <file> ` .mts" with position 1 of the current WorldEdit region as the origin.
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//mtschemplace some random filename
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//mtschemplace huge_base
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- ### //mtschemprob start/finish/get
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+ ### ` //mtschemprob start/finish/get `
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- After using //mtschemprob start all nodes punched will bring up a text field where a probablity can be entered.
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- This mode can be left with //mtschemprob finish. //mtschemprob get will display the probabilities saved for the nodes.
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+ After using ` //mtschemprob start ` all nodes punched will bring up a text field where a probablity can be entered.
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+ This mode can be left with ` //mtschemprob finish ` . ` //mtschemprob get ` will display the probabilities saved for the nodes.
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//mtschemprob get
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- ### //clearobjects
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+ ### ` //clearobjects `
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Clears all objects within the WorldEdit region.
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