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WorldEdit is an extremely powerful instrument for changing entire worlds inside Minecraft, that may be utilized as either a mod to the own budding worlds or as a plugin to your own Bukkit servers.

This control manual was written for Minecraft 1.12.1, variant 6.1.7.3, but if work for newer versions also. All WorldEdit commands can be used with a double slash (//) so they don't conlict with built-in commands. As a consequence, that you may find a listing of commands with //help. Let us explore various categories!

Regions

Basics

Running within a Whole area is really significant, and the very first thing that you want to work smoothly together is really a tool to create decisions. The default option wooden-axe tool is available with //wand, however you have to be close to the cubes to pick. It's possible to use another instrument, such as a gold strand, to utilize as the “far wand" (wand usable over space). Once you have one in your hand type //farwand to use it as your "far wand". It's possible to pick the 2 corners of your area with right and left click. In case you've chosen the incorrect instrument, use //none to clean it.

If there are no cubes but you need to use your current position as a corner, use //pos1 or 2.

If you left a region too little, you can enlarge it with //expand 10 up, or //expand vert for the entire vertical range, etc., or make it smaller with //contract 10 up etc., or //inset it to contract in both directions. You can use short-names for the cardinal directions (NSEW).

Ultimately, if you would like to transfer your Choice, you can // shift 1 round it to where you want.

Information

You can Find the // size of the choice or //count flashlight in certain place. If you would like to count all cubes, obtain their supply //distr.

Filling

Having a region chosen, you can //set it To be some block! As an example, you may use //set air to clean it completely. It is possible to use more than 1 block evenly by dividing them using a comma //set stone,dirt, or using a custom made opportunity //set 20%stone,80%dirt.

You can use //replace from to instead In the event you do not wish to reevaluate all cubes on your choice.

You can make a hollow set together with //faces, and in the event that you simply need the walls, then use //walls

Cleaning

If someone ruined your lovely snow landscape, fear not, you can use //overlay snow over it (although for this you actually have //snow N and its opposite //thaw).

If you place some demanding area, you may consistently //smooth that, more than 1 time together with //smooth 3. It's possible to get your dirt and rock back together with //naturalize and put several plants //flora or //forest, each of which encourage a density or perhaps the kind for the trees. If you currently have the dirt usage //green instead. If you want some pumpkins, with //pumpkins.

Moving

You can replicate a Whole selection Many times by piling them //stack N DIR. This is exceedingly beneficial to create things such as corridors or elevators. As an example, you may produce a little section of this corridor, pick it completely, and then repeat it 10 times with //stack 10 north. Or you may make the elevator then //stack 10 up. Should you want to also replicate the atmosphere usage //stackair.

Ultimately, in case you do not have to replicate It and only move it only a little towards the ideal path, you can use //move N. The default management is “me" (towards in which you're confronting) however you can place one with //move up 1 for instance

Selecting

You cannot only pick cuboids. You can also select unique shapes, or perhaps merely points

• //sel cuboid is the default. • //sel extend expands the default. • //sel poly first point with left click and right click to add new points. • //sel ellipsoid first point to select the center and right click to select the different radius. • //sel sphere first point to select the center and one more right click for the radius. • //sel cyl for cylinders, first click being the center. • //sel convex for convex shapes. This one is extremely useful for //curve.

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