Floods all connected nodes of the same type starting at _pos1_ with <replace_node> (which defaults to `water_source`), in a sphere with a radius of <radius> (which defaults to 50).
```
//floodfill
//floodfill water_source 50
//floodfill glass 25
```
### `//overlay <node_name>`
Places <replace_node> in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with <replace_node>.
Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
Note that all-air columns are skipped - so if you experience issues with it not overlaying correctly, try `//expand down 1` to add an extra node's space to your defined region.
Creates a solid torus at position 1 with the specified major and minor radii. The major radius is the distance from the centre of the torus to the centre of the circle bit, and the minor radius is the radius of the circle bit.
Generates a maze using replace_node as the walls and air as the paths. Uses [an algorithm of my own devising](https://starbeamrainbowlabs.com/blog/article.php?article=posts/070-Language-Review-Lua.html). It is guaranteed that you can get from every point to every other point in generated mazes, and there are no loops.
The optional `path_length` and `path_width` arguments require additional explanation. When generating a maze, a multi-headed random walk is performed. When the generator decides to move forwards from a point, it does so `path_length` nodes at a time. `path_length` defaults to `2`.
Same as `//maze`, but adapted for 3d - has all the same properties. Note that currently there's no way to adjust the height of the passageways generated (you'll need to scale the generated maze afterwards).
Requires the currently selected area to be at least 3x3 on the x and z axes.
Requires the [`bonemeal`](https://content.minetest.net/packages/TenPlus1/bonemeal/) ([repo](https://notabug.org/TenPlus1/bonemeal/)) mod (otherwise _WorldEditAdditions_ will not register this command and outut a message to the server log).
Bonemeals all eligible nodes in the current region. An eligible node is one that has an air node directly above it - note that just because a node is eligible doesn't mean to say that something will actually happen when the `bonemeal` mod bonemeals it.
Optionally takes a strength value (that's passed to `bonemeal:on_use()`, the method in the `bonemeal` mod that is called to actually do the bonemealing). The strength value is a positive integer from 1 to 4 (i.e. 1, 2, 3, or 4) - the default is 1 (the lowest strength).
I observe that a higher strength value gives a higher chance that something will actually grow. In the case of soil or sand nodes, I observe that it increases the area of effect of a single bonemeal action (thus at higher strengths generally you'll probably want a higher chance number - see below). See the [`bonemeal` mod README](https://notabug.org/TenPlus1/bonemeal) for more information.
Also optionally takes a chance number. This is the chance that an eligible node will actually get bonemealed, and is a positive integer that defaults to 1. The chance number represents a 1-in-{number} chance to bonemeal any given eligible node, where {number} is the chance number. In other words, the higher the chance number the lower the chance that a node will be bonemealed.
For example, a chance number of 2 would mean a 50% chance that any given eligible node will get bonemealed. A chance number of 16 would be a 6.25% chance, and a chance number of 25 would be 2%.
Confirms the execution of a command if it could potentially affect a large number of nodes and take a while. This is a regular WorldEdit command.
<!-- Equivalent to_WorldEdit_'s `//y`, but because of security sandboxing issues it's not really possible to hook into WorldEdit's existing command. -->
Prevents the execution of a command if it could potentially affect a large number of nodes and take a while. This is a regular WorldEdit command.
<!-- Equivalent to_WorldEdit_'s `//y`, but because of security sandboxing issues it's not really possible to hook into WorldEdit's existing command. -->
If you're experiencing issues with this mod, try checking this FAQ before opening an issue.
### I get an error saying that worldedit isn't installed
WorldEditAdditions requires that the `worldedit` mod is installed as a dependency. Install it and then try launching Minetest (or the `minetest-server`) again.
### I get an error saying that `worldedit.register_command()` is not a function
This is probably because your version of `worldedit` is too old. Try updating it. Specifically the `worldedit.register_command()` function was only added to `worldedit` in December 2019.
Contributions are welcome! Please state in your pull request(s) that you release your contribution under the _Mozilla Public License 2.0_.
Please also make sure that the logic for every new command has it's own file. For example, the logic for `//floodfill` goes in `worldeditadditions/floodfill.lua`, the logic for `//overlay` goes in `worldeditadditions/overlay.lua`, etc.
This mod is licensed under the _Mozilla Public License 2.0_, a copy of which (along with a helpful summary as to what you can and can't do with it) can be found in the `LICENSE` file in this repository.
If you'd like to do something that the license prohibits, please get in touch as it's possible we can negotiate something.