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https://github.com/sbrl/Minetest-WorldEditAdditions.git
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84 lines
2.7 KiB
Markdown
84 lines
2.7 KiB
Markdown
# WorldEditAdditions Cookbook
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This file contains a number of useful commands that WorldEditAdditions users have discovered and found useful. They do not necessarily have to contain _WorldEditAdditions_ commands - pure _WorldEdit_ commands are fine too.
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See also:
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- [Quick Command Reference](https://github.com/sbrl/Minetest-WorldEditAdditions/tree/master#quick-command-reference)
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- [WorldEditAdditions Detailed Chat Command Explanations](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/master/Chat-Command-Reference.md)
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- [WorldEdit Chat Command Reference](https://github.com/Uberi/Minetest-WorldEdit/blob/master/ChatCommands.md)
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## Fix lighting
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```
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//multi //1 //2 //outset 50 //fixlight //y
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```
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As a brush:
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```
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//brush cubeapply 50 fixlight
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```
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## Terrain editing
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The following brushes together can make large-scale terrain sculpting easy:
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```
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//brush cubeapply 25 set stone
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//brush ellipsoid 11 9 11 stone
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//brush sphere 5 stone
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//brush cubeapply 50 fillcaves stone
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//brush cubeapply 30 50 30 conv
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//brush cubeapply 50 conv
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//brush sphere 5 air
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//brush cubeapply 50 fixlight
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//brush cubeapply 50 layers dirt_with_grass dirt 3 stone 10
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```
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## Preserve Air During Schematic Load
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`//load` only writes non-air blocks in a saved WorldEdit schematic. To get around this the `//allocate` command was created so that users could set the target area to air before the new nodes were written. The following command applies this work flow (replace `<file>` with the name of your schematic before using the command):
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```
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//multi //allocate <file> //set air //load <file>
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```
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## En-mass Foliage clearing
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Clearing large amounts of foliage is easy with the new `//subdivide` function!
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```
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//subdivide 20 20 20 //clearcut
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```
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Another good way to clear large chunk of land is with `//many`:
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```
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//many 25 //multi //clearcut //y //shift x 10
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```
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Adjust the numbers (and direction in the `//shift` command) to match your scenario.
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## Flower Field
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Make a flower field with no grass.
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```
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//overlay air 20 flowers:geranium 1
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```
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Adjust the air value to change flower density.
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```
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//overlay air 80 flowers:rose 1 flowers:tulip 1 flowers:dandelion_yellow 1 flowers:chrysanthemum_green 1 flowers:geranium 1 flowers:viola 1 flowers:dandelion_white 1 flowers:tulip_black 1
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```
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When working with many types of flowers the air values need to be higher to compensate. The best equation for the air value that I've found is `<desired spacing> * <sum of flower probabilities>`.
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## Grass Field
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Make a grass field
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```
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//overlay air 36 default:grass_2 2 default:grass_3 2 default:grass_4 1 default:grass_5 1
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```
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Adjust the air value to change grass density. As with flower field the best equation for the air value is `<desired spacing> * <sum of flower probabilities>`.
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