Updated Commands (markdown)

Jesse Boyd 2017-08-31 17:13:33 +10:00
parent 2c18b7bd73
commit 48f7f00d1b

@ -35,9 +35,9 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
- [`Brush Options Commands`](#brush-options-commands-edittop) (Tool commands)
- [`Tool Commands`](#tool-commands-edittop) (Bind functions to held items: [More Info](https://goo.gl/xPnPxj))
- [`Brush Commands`](#brush-commands-edittop) (Commands to build and draw from far away. [More Info](https://git.io/vSPYf))
- [`/Masks`](#/masks-edittop) (Help for the various masks. [More Info](https://git.io/v9r4K))
- [`/Patterns`](#/patterns-edittop) (Help for the various patterns. [More Info](https://git.io/vSPmA))
- [`/Transforms`](#/transforms-edittop) (Help for the various transforms. [More Info](https://git.io/v9KHO))
- [`/Masks`](#masks-edittop) (Help for the various masks. [More Info](https://git.io/v9r4K))
- [`/Patterns`](#patterns-edittop) (Help for the various patterns. [More Info](https://git.io/vSPmA))
- [`/Transforms`](#transforms-edittop) (Help for the various transforms. [More Info](https://git.io/v9KHO))
#### Uncategorized
| Aliases | Permission | flags | Usage |
@ -60,19 +60,19 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/we help [<command>]`
**Perm**: `worldedit.help`
**Desc**: Displays help for FAWE commands
#### `/we debugpaste `
**Perm**: `worldedit.debugpaste`
**Desc**: Upload debug information to hastebin.com
#### `/we changelog `
**Perm**: `worldedit.changelog`
**Desc**: View the FAWE changelog
#### `/we reload `
**Perm**: `worldedit.reload`
**Desc**: Reload configuration
#### `/we tz [timezone]`
**Desc**: Set your timezone for snapshots
#### `/we cui `
**Desc**: Complete CUI handshake (internal usage)
#### `/we debugpaste `
**Perm**: `worldedit.debugpaste`
**Desc**: Upload debug information to hastebin.com
#### `/we tz [timezone]`
**Desc**: Set your timezone for snapshots
---
@ -84,55 +84,61 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/remove <type> <radius>`
**Perm**: `worldedit.remove`
**Desc**: Remove all entities of a type
#### `//fill <block> <radius> [depth]`
#### `//fill <pattern> <radius> [depth]`
**Perm**: `worldedit.fill`
**Desc**: Fill a hole
#### `//help [<command>]`
**Desc**: Displays help for WorldEdit commands
#### `//drain <radius>`
**Perm**: `worldedit.drain`
**Desc**: Drain a pool
#### `//removenear <block> [size]`
**Perm**: `worldedit.removenear`
**Desc**: Remove blocks near you.
#### `//fillr <block> <radius> [depth]`
**Perm**: `worldedit.fill.recursive`
**Desc**: Fill a hole recursively
#### `//removeabove [size] [height]`
**Perm**: `worldedit.removeabove`
**Desc**: Remove blocks above your head.
#### `//fixlava <radius>`
**Perm**: `worldedit.fixlava`
**Desc**: Fix lava to be stationary
#### `//removebelow [size] [height]`
**Perm**: `worldedit.removebelow`
**Desc**: Remove blocks below you.
#### `//drain <radius>`
**Perm**: `worldedit.drain`
**Desc**: Drain a pool
#### `//fixwater <radius>`
**Perm**: `worldedit.fixwater`
**Desc**: Fix water to be stationary
#### `//green [radius] [-f]`
**Perm**: `worldedit.green`
**Desc**: Greens the area
#### `//fixlava <radius>`
**Perm**: `worldedit.fixlava`
**Desc**: Fix lava to be stationary
#### `/patterns [page=1|search|pattern]`
**Desc**: Patterns determine what blocks are placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br />e.g. #surfacespread[10][#existing],andesite<br />More Info: https://git.io/vSPmA
#### `//removenear <block> [size]`
**Perm**: `worldedit.removenear`
**Desc**: Remove blocks near you.
#### `/masks [page=1|search|mask]`
**Desc**: Masks determine if a block can be placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br /> - Use & to AND multiple<br />e.g. >[stone,dirt],#light[0][5],$jungle<br />More Info: https://git.io/v9r4K
#### `//replacenear <size> <from-id> <to-id> [-f]`
**Perm**: `worldedit.replacenear`
**Desc**: Replace nearby blocks
#### `//snow [radius]`
**Perm**: `worldedit.snow`
**Desc**: Simulates snow
#### `/transforms [page=1|search|transform]`
**Desc**: Transforms modify how a block is placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br /> - Use & to AND multiple<br />More Info: https://git.io/v9KHO
#### `//fillr <pattern> <radius> [depth]`
**Perm**: `worldedit.fill.recursive`
**Desc**: Fill a hole recursively
#### `//calc <expression>`
**Perm**: `worldedit.calc`
**Desc**: Evaluate a mathematical expression
#### `//green [radius] [-f]`
**Perm**: `worldedit.green`
**Desc**: Greens the area
#### `//confirm `
**Desc**: Confirm a command
#### `//thaw [radius]`
**Perm**: `worldedit.thaw`
**Desc**: Thaws the area
#### `/butcher [radius] [-p] [-l] [-a] [-n] [-g] [-b] [-t] [-f] [-r]`
**Perm**: `worldedit.butcher`
**Desc**: Kills nearby mobs, based on radius, if none is given uses default in configuration.<br />Flags:<br /> -p also kills pets.<br /> -n also kills NPCs.<br /> -g also kills Golems.<br /> -a also kills animals.<br /> -b also kills ambient mobs.<br /> -t also kills mobs with name tags.<br /> -f compounds all previous flags.<br /> -r also destroys armor stands.<br /> -l currently does nothing.
#### `//ex [radius]`
**Perm**: `worldedit.extinguish`
**Desc**: Extinguish nearby fire
#### `//thaw [radius]`
**Perm**: `worldedit.thaw`
**Desc**: Thaws the area
#### `//calc <expression>`
**Perm**: `worldedit.calc`
**Desc**: Evaluate a mathematical expression
#### `//confirm `
**Desc**: Confirm a command
#### `//snow [radius]`
**Perm**: `worldedit.snow`
**Desc**: Simulates snow
---
@ -150,66 +156,60 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//set [pattern]`
**Perm**: `worldedit.region.set`
**Desc**: Set all blocks within selection
#### `//center <pattern>`
**Perm**: `worldedit.region.center`
**Desc**: Set the center block(s)
#### `//faces <pattern>`
**Perm**: `worldedit.region.faces`
**Desc**: Build the walls, ceiling, and floor of a selection
#### `//fall [replace] [-m]`
**Perm**: `worldedit.region.fall`
**Desc**: Make the blocks in the selection fall<br />The -m flag will only fall within the vertical selection.
#### `//faces <block>`
**Perm**: `worldedit.region.faces`
**Desc**: Build the walls, ceiling, and floor of a selection
#### `//center <block>`
**Perm**: `worldedit.region.center`
**Desc**: Set the center block(s)
#### `//hollow [<thickness>[ <block>]]`
#### `//hollow [<thickness>[ <pattern>]]`
**Perm**: `worldedit.region.hollow`
**Desc**: Hollows out the object contained in this selection.<br />Optionally fills the hollowed out part with the given block.<br />Thickness is measured in manhattan distance.
#### `//smooth [iterations] [-n]`
**Perm**: `worldedit.region.smoothsnow`
**Desc**: Smooths the elevation in the selection.<br />The -n flag makes it only consider naturally occuring blocks.<br />The -s flag makes it only consider snow.
#### `//fixlighting `
**Perm**: `worldedit.light.fix`
**Desc**: Get the light at a position
#### `//overlay <pattern>`
**Perm**: `worldedit.region.overlay`
**Desc**: Set a block on top of blocks in the region
#### `//setblocklight `
**Perm**: `worldedit.light.set`
**Desc**: Set block lighting in a selection
#### `//walls <pattern>`
**Perm**: `worldedit.region.walls`
**Desc**: Build the four sides of the selection
#### `//lay <pattern>`
**Perm**: `worldedit.region.overlay`
**Desc**: Set the top block in the region
#### `//getlighting `
**Perm**: `worldedit.light.fix`
**Desc**: Get the light at a position
#### `//removelight `
**Perm**: `worldedit.light.remove`
**Desc**: Removing lighting in a selection
#### `//naturalize `
**Perm**: `worldedit.region.naturalize`
**Desc**: 3 layers of dirt on top then rock below
#### `//nbtinfo `
**Perm**: `worldedit.nbtinfo`
**Desc**: View nbt info for a block
#### `//setskylight `
**Perm**: `worldedit.light.set`
**Desc**: Set sky lighting in a selection
#### `//line <block> [thickness] [-h]`
#### `//line <pattern> [thickness] [-h]`
**Perm**: `worldedit.region.line`
**Desc**: Draws a line segment between cuboid selection corners.<br />Can only be used with cuboid selections.<br />Flags:<br /> -h generates only a shell
#### `//getlighting `
**Perm**: `worldedit.light.fix`
**Desc**: Get the light at a position
#### `//overlay <block>`
**Perm**: `worldedit.region.overlay`
**Desc**: Set a block on top of blocks in the region
#### `//wea `
**Perm**: `fawe.admin`
**Desc**: Bypass region restrictions
#### `//wer `
**Perm**: `fawe.worldeditregion`
**Desc**: Select your current allowed region
#### `//fixlighting `
**Perm**: `worldedit.light.fix`
**Desc**: Get the light at a position
#### `//removelight `
**Perm**: `worldedit.light.remove`
**Desc**: Removing lighting in a selection
#### `//curve <block> [thickness] [-h]`
#### `//smooth [iterations] [-n]`
**Perm**: `worldedit.region.smoothsnow`
**Desc**: Smooths the elevation in the selection.<br />The -n flag makes it only consider naturally occuring blocks.<br />The -s flag makes it only consider snow.
#### `//curve <pattern> [thickness] [-h]`
**Perm**: `worldedit.region.curve`
**Desc**: Draws a spline through selected points.<br />Can only be used with convex polyhedral selections.<br />Flags:<br /> -h generates only a shell
#### `//naturalize `
**Perm**: `worldedit.region.naturalize`
**Desc**: 3 layers of dirt on top then rock below
#### `//walls <block>`
**Perm**: `worldedit.region.walls`
**Desc**: Build the four sides of the selection
#### `//setblocklight `
**Perm**: `worldedit.light.set`
**Desc**: Set block lighting in a selection
#### `//lay <block>`
**Perm**: `worldedit.region.overlay`
**Desc**: Set the top block in the region
#### `//move [count] [direction] [leave-id] [-s]`
**Perm**: `worldedit.region.move`
**Desc**: Moves the contents of the selection.<br /> -s flag shifts the selection to the target location.<br /> -b also copies biomes<br /> -e ignores entities<br /> -a ignores air<br />Optionally fills the old location with <leave-id>.
#### `//regen [biome] [seed]`
**Perm**: `worldedit.regen`
**Desc**: Regenerates the contents of the current selection.<br />This command might affect things outside the selection,<br />if they are within the same chunk.
#### `//forest [type] [density]`
**Perm**: `worldedit.region.forest`
**Desc**: Make a forest within the region
@ -219,9 +219,15 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//deform <expression> [-r] [-o]`
**Perm**: `worldedit.region.deform`
**Desc**: Deforms a selected region with an expression<br />The expression is executed for each block and is expected<br />to modify the variables x, y and z to point to a new block<br />to fetch. See also tinyurl.com/wesyntax.
#### `//regen [biome] [seed]`
**Perm**: `worldedit.regen`
**Desc**: Regenerates the contents of the current selection.<br />This command might affect things outside the selection,<br />if they are within the same chunk.
#### `//move [count] [direction] [leave-id] [-s]`
**Perm**: `worldedit.region.move`
**Desc**: Moves the contents of the selection.<br /> -s flag shifts the selection to the target location.<br /> -b also copies biomes<br /> -e ignores entities<br /> -a ignores air<br />Optionally fills the old location with <leave-id>.
#### `//wer `
**Perm**: `fawe.worldeditregion`
**Desc**: Select your current allowed region
#### `//wea `
**Perm**: `fawe.admin`
**Desc**: Bypass region restrictions
---
@ -247,36 +253,36 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//contract <amount> [reverse-amount] [direction]`
**Perm**: `worldedit.selection.contract`
**Desc**: Contract the selection area
#### `//pos1 [coordinates]`
**Perm**: `worldedit.selection.pos`
**Desc**: Set position 1
#### `//pos2 [coordinates]`
**Perm**: `worldedit.selection.pos`
**Desc**: Set position 2
#### `//chunk [x,z coordinates] [-s] [-c]`
**Perm**: `worldedit.selection.chunk`
**Desc**: Set the selection to the chunk you are currently in.<br />With the -s flag, your current selection is expanded<br />to encompass all chunks that are part of it.<br /><br />Specifying coordinates will use those instead of your<br />current position. Use -c to specify chunk coordinates,<br />otherwise full coordinates will be implied.<br />(for example, the coordinates 5,5 are the same as -c 0,0)
#### `//hpos1 `
**Perm**: `worldedit.selection.hpos`
**Desc**: Set position 1 to targeted block
#### `//pos2 [coordinates]`
**Perm**: `worldedit.selection.pos`
**Desc**: Set position 2
#### `//pos1 [coordinates]`
**Perm**: `worldedit.selection.pos`
**Desc**: Set position 1
#### `//wand `
**Perm**: `worldedit.wand`
**Desc**: Get the wand object
#### `/toggleeditwand `
**Perm**: `worldedit.wand.toggle`
**Desc**: Toggle functionality of the edit wand
#### `//hpos2 `
**Perm**: `worldedit.selection.hpos`
**Desc**: Set position 2 to targeted block
#### `//outset <amount> [-h] [-v]`
**Perm**: `worldedit.selection.outset`
**Desc**: Expands the selection by the given amount in all directions.<br />Flags:<br /> -h only expand horizontally<br /> -v only expand vertically
#### `//distr [-c] [-d]`
**Perm**: `worldedit.analysis.distr`
**Desc**: Gets the distribution of blocks in the selection.<br />The -c flag gets the distribution of your clipboard.<br />The -d flag separates blocks by data
#### `//inset <amount> [-h] [-v]`
**Perm**: `worldedit.selection.inset`
**Desc**: Contracts the selection by the given amount in all directions.<br />Flags:<br /> -h only contract horizontally<br /> -v only contract vertically
#### `//distr [-c] [-d]`
**Perm**: `worldedit.analysis.distr`
**Desc**: Gets the distribution of blocks in the selection.<br />The -c flag gets the distribution of your clipboard.<br />The -d flag separates blocks by data
#### `//hpos1 `
**Perm**: `worldedit.selection.hpos`
**Desc**: Set position 1 to targeted block
#### `//hpos2 `
**Perm**: `worldedit.selection.hpos`
**Desc**: Set position 2 to targeted block
---
@ -285,15 +291,15 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
---
#### `//redo [times] [player]`
**Perm**: `worldedit.history.redo`
**Desc**: Redoes the last action (from history)
#### `//clearhistory `
**Perm**: `worldedit.history.clear`
**Desc**: Clear your history
#### `//undo [times] [player]`
**Perm**: `worldedit.history.undo`
**Desc**: Undoes the last action
#### `//redo [times] [player]`
**Perm**: `worldedit.history.redo`
**Desc**: Redoes the last action (from history)
#### `//frb <user=Empire92> <radius=5> <time=3d4h>`
**Perm**: `worldedit.history.rollback`
**Desc**: Undo a specific edit. - The time uses s, m, h, d, y.<br /> - Import from disk: /frb #import
@ -314,7 +320,7 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/schematic list [mine|<filter>] [page=1] [-d] [-n] [-p]`
**Perm**: `worldedit.schematic.list`
**Desc**: List all schematics in the schematics directory<br /> -p <page> prints the requested page<br /> -f <format> restricts by format
#### `/schematic save [<format>] <filename>`
#### `/schematic save [format] <filename>`
**Perm**: `worldedit.clipboard.save`, `worldedit.schematic.save`, `worldedit.schematic.save.other`
**Desc**: Save a schematic into your clipboard
#### `/schematic remap `
@ -346,12 +352,9 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//lazycopy [-e] [-m]`
**Perm**: `worldedit.clipboard.lazycopy`
**Desc**: Lazily copy the selection to the clipboard<br />Flags:<br /> -e skips copying entities<br /> -m sets a source mask so that excluded blocks become air<br /> -b copies biomes<br />WARNING: Pasting entities cannot yet be undone!
#### `//place [-s] [-a] [-o]`
**Perm**: `worldedit.clipboard.place`
**Desc**: Places the clipboard's contents without applying transformations (e.g. rotate).<br />Flags:<br /> -a skips air blocks<br /> -o pastes at the original position<br /> -s selects the region after pasting
#### `//cut [leave-id] [-e] [-m]`
**Perm**: `worldedit.clipboard.cut`
**Desc**: Copy the selection to the clipboard<br />Flags:<br /> -e skips entity copy<br /> -m sets a source mask so that excluded blocks become air<br /> -b copies biomes<br />WARNING: Cutting and pasting entities cannot yet be undone!
#### `//lazycut [-e] [-m]`
**Perm**: `worldedit.clipboard.lazycut`
**Desc**: Lazily cut the selection to the clipboard<br />Flags:<br /> -e skips entity copy<br /> -m sets a source mask so that excluded blocks become air<br /> -b copies biomes<br />WARNING: Pasting entities cannot yet be undone!
#### `/download `
**Perm**: `worldedit.clipboard.download`
**Desc**: Downloads your clipboard through the configured web interface
@ -361,9 +364,12 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//paste [-s] [-a] [-o]`
**Perm**: `worldedit.clipboard.paste`
**Desc**: Pastes the clipboard's contents.<br />Flags:<br /> -a skips air blocks<br /> -b skips pasting biomes<br /> -e skips pasting entities<br /> -o pastes at the original position<br /> -s selects the region after pasting
#### `//lazycut [-e] [-m]`
**Perm**: `worldedit.clipboard.lazycut`
**Desc**: Lazily cut the selection to the clipboard<br />Flags:<br /> -e skips entity copy<br /> -m sets a source mask so that excluded blocks become air<br /> -b copies biomes<br />WARNING: Pasting entities cannot yet be undone!
#### `//place [-s] [-a] [-o]`
**Perm**: `worldedit.clipboard.place`
**Desc**: Places the clipboard's contents without applying transformations (e.g. rotate).<br />Flags:<br /> -a skips air blocks<br /> -o pastes at the original position<br /> -s selects the region after pasting
#### `//cut [leave-id] [-e] [-m]`
**Perm**: `worldedit.clipboard.cut`
**Desc**: Copy the selection to the clipboard<br />Flags:<br /> -e skips entity copy<br /> -m sets a source mask so that excluded blocks become air<br /> -b copies biomes<br />WARNING: Cutting and pasting entities cannot yet be undone!
#### `/clearclipboard `
**Perm**: `worldedit.clipboard.clear`
**Desc**: Clear your clipboard
@ -378,42 +384,42 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `//image <imgur> [randomize=true] [complexity=100]`
**Perm**: `worldedit.generation.image`
**Desc**: Generate an image
#### `//generate <block> <expression> [-h] [-r] [-o] [-c]`
#### `//generate <pattern> <expression> [-h] [-r] [-o] [-c]`
**Perm**: `worldedit.generation.shape`
**Desc**: Generates a shape according to a formula that is expected to<br />return positive numbers (true) if the point is inside the shape<br />Optionally set type/data to the desired block.<br />Flags:<br /> -h to generate a hollow shape<br /> -r to use raw minecraft coordinates<br /> -o is like -r, except offset from placement.<br /> -c is like -r, except offset selection center.<br />If neither -r nor -o is given, the selection is mapped to -1..1<br />See also tinyurl.com/wesyntax.
#### `//cyl <block> <radius>[,<radius>] [height] [-h]`
#### `//cyl <pattern> <radius>[,<radius>] [height] [-h]`
**Perm**: `worldedit.generation.cylinder`
**Desc**: Generates a cylinder.<br />By specifying 2 radii, separated by a comma,<br />you can generate elliptical cylinders.<br />The 1st radius is north/south, the 2nd radius is east/west.
#### `//sphere <block> <radius>[,<radius>,<radius>] [raised?] [-h]`
#### `//sphere <pattern> <radius>[,<radius>,<radius>] [raised?] [-h]`
**Perm**: `worldedit.generation.sphere`
**Desc**: Generates a filled sphere.<br />By specifying 3 radii, separated by commas,<br />you can generate an ellipsoid. The order of the ellipsoid radii<br />is north/south, up/down, east/west.
#### `//ore <mask> <pattern> <size> <freq> <rarity> <minY> <maxY>`
**Perm**: `worldedit.generation.ore`
**Desc**: Generates ores
#### `//caves [size=8] [freq=40] [rarity=7] [minY=8] [maxY=127] [sysFreq=1] [sysRarity=25] [pocketRarity=0] [pocketMin=0] [pocketMax=3]`
**Perm**: `worldedit.generation.caves`
**Desc**: Generates a cave network
#### `//hcyl <pattern> <radius>[,<radius>] [height]`
**Perm**: `worldedit.generation.cylinder`
**Desc**: Generates a hollow cylinder.<br />By specifying 2 radii, separated by a comma,<br />you can generate elliptical cylinders.<br />The 1st radius is north/south, the 2nd radius is east/west.
#### `//ores `
**Perm**: `worldedit.generation.ore`
**Desc**: Generates ores
#### `//hsphere <block> <radius>[,<radius>,<radius>] [raised?]`
**Perm**: `worldedit.generation.sphere`
**Desc**: Generates a hollow sphere.<br />By specifying 3 radii, separated by commas,<br />you can generate an ellipsoid. The order of the ellipsoid radii<br />is north/south, up/down, east/west.
#### `/forestgen [size] [type] [density]`
**Perm**: `worldedit.generation.forest`
**Desc**: Generate a forest
#### `//hpyramid <block> <size>`
#### `//hpyramid <pattern> <size>`
**Perm**: `worldedit.generation.pyramid`
**Desc**: Generate a hollow pyramid
#### `//hsphere <pattern> <radius>[,<radius>,<radius>] [raised?]`
**Perm**: `worldedit.generation.sphere`
**Desc**: Generates a hollow sphere.<br />By specifying 3 radii, separated by commas,<br />you can generate an ellipsoid. The order of the ellipsoid radii<br />is north/south, up/down, east/west.
#### `//pyramid <pattern> <size> [-h]`
**Perm**: `worldedit.generation.pyramid`
**Desc**: Generate a filled pyramid
#### `//caves [size=8] [freq=40] [rarity=7] [minY=8] [maxY=127] [sysFreq=1] [sysRarity=25] [pocketRarity=0] [pocketMin=0] [pocketMax=3]`
**Perm**: `worldedit.generation.caves`
**Desc**: Generates a cave network
#### `/forestgen [size] [tree-type] [density]`
**Perm**: `worldedit.generation.forest`
**Desc**: Generate a forest
#### `/pumpkins [size]`
**Perm**: `worldedit.generation.pumpkins`
**Desc**: Generate pumpkin patches
#### `//pyramid <block> <size> [-h]`
**Perm**: `worldedit.generation.pyramid`
**Desc**: Generate a filled pyramid
#### `//ores `
**Perm**: `worldedit.generation.ore`
**Desc**: Generates ores
#### `//ore <mask> <pattern> <size> <freq> <rarity> <minY> <maxY>`
**Perm**: `worldedit.generation.ore`
**Desc**: Generates ores
#### `//generatebiome <biome> <expression> [-h] [-r] [-o] [-c]`
**Perm**: `worldedit.generation.shape`, `worldedit.biome.set`
**Desc**: Generates a shape according to a formula that is expected to<br />return positive numbers (true) if the point is inside the shape<br />Sets the biome of blocks in that shape.<br />Flags:<br /> -h to generate a hollow shape<br /> -r to use raw minecraft coordinates<br /> -o is like -r, except offset from placement.<br /> -c is like -r, except offset selection center.<br />If neither -r nor -o is given, the selection is mapped to -1..1<br />See also tinyurl.com/wesyntax.
@ -454,12 +460,24 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/anvil copy `
**Perm**: `worldedit.anvil.copychunks`
**Desc**: Lazily copy chunks to your anvil clipboard
#### `/anvil deleteallunvisited <folder> <age-ticks> [file-age=60000]`
**Perm**: `worldedit.anvil.deleteallunvisited`
**Desc**: Delete all chunks which haven't been occupied for `age-ticks` (20t = 1s) and <br />Have not been accessed since `file-duration` (ms) after creation and<br />Have not been used in the past `chunk-inactivity` (ms)The auto-save interval is the recommended value for `file-duration` and `chunk-inactivity`
#### `/anvil deletealloldregions <folder> <time>`
**Perm**: `worldedit.anvil.deletealloldregions`
**Desc**: Delete regions which haven't been accessed in a certain amount of time<br />You can use seconds (s), minutes (m), hours (h), days (d), weeks (w), years (y)<br />(months are not a unit of time)<br />E.g. 8h5m12s
#### `/anvil replaceallpattern <folder> [from-block] <to-pattern> [-d] [-m]`
**Perm**: `worldedit.anvil.replaceall`
**Desc**: Replace all blocks in the selection with another
#### `/anvil paste [-c]`
**Perm**: `worldedit.anvil.pastechunks`
**Desc**: Paste the chunks from your anvil clipboard.<br />The -c flag will align the paste to the chunks.
#### `/anvil distr `
**Perm**: `worldedit.anvil.distr`
**Desc**: Replace all blocks in the selection with another
#### `/anvil remapall <folder>`
**Perm**: `worldedit.anvil.remapall`
**Desc**: Remap the world between MCPE/PC values
#### `/anvil trimallplots `
**Perm**: `worldedit.anvil.trimallplots`
**Desc**: Trim chunks in a Plot World<br />Unclaimed chunks will be deleted<br />Unmodified chunks will be deleted<br />Use -v to also delete unvisited chunks
@ -469,24 +487,15 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/anvil clear `
**Perm**: `worldedit.anvil.clear`
**Desc**: Clear the chunks in a selection (delete without defrag)
#### `/anvil removelayers <id>`
**Perm**: `worldedit.anvil.removelayer`
**Desc**: Remove if all the selected layers in a chunk match the provided id
#### `/anvil replacepattern [from-mask] <to-pattern>`
**Perm**: `worldedit.anvil.replace`
**Desc**: Replace all blocks in the selection with a pattern
#### `/anvil remapall <folder>`
**Perm**: `worldedit.anvil.remapall`
**Desc**: Remap the world between MCPE/PC values
#### `/anvil deletealloldregions <folder> <time>`
**Perm**: `worldedit.anvil.deletealloldregions`
**Desc**: Delete regions which haven't been accessed in a certain amount of time<br />You can use seconds (s), minutes (m), hours (h), days (d), weeks (w), years (y)<br />(months are not a unit of time)<br />E.g. 8h5m12s
#### `/anvil replaceallpattern <folder> [from-block] <to-pattern> [-d] [-m]`
**Perm**: `worldedit.anvil.replaceall`
**Desc**: Replace all blocks in the selection with another
#### `/anvil deleteallunvisited <folder> <age-ticks> [file-age=60000]`
**Perm**: `worldedit.anvil.deleteallunvisited`
**Desc**: Delete all chunks which haven't been occupied for `age-ticks` (20t = 1s) and <br />Have not been accessed since `file-duration` (ms) after creation and<br />Have not been used in the past `chunk-inactivity` (ms)The auto-save interval is the recommended value for `file-duration` and `chunk-inactivity`
#### `/anvil removelayers <id>`
**Perm**: `worldedit.anvil.removelayer`
**Desc**: Remove if all the selected layers in a chunk match the provided id
#### `/anvil trimallair `
**Perm**: `worldedit.anvil.trimallair`
**Desc**: Trim all air in the world
---
@ -512,27 +521,27 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
---
#### `/descend [# of floors]`
**Perm**: `worldedit.navigation.descend`
**Desc**: Go down a floor
#### `/ascend [# of levels]`
**Perm**: `worldedit.navigation.ascend`
**Desc**: Go up a floor
#### `/thru `
**Perm**: `worldedit.navigation.thru.command`
**Desc**: Passthrough walls
#### `/jumpto [world,x,y,z]`
**Perm**: `worldedit.navigation.jumpto.command`
**Desc**: Teleport to a location
#### `/ascend [# of levels]`
**Perm**: `worldedit.navigation.ascend`
**Desc**: Go up a floor
#### `/descend [# of floors]`
**Perm**: `worldedit.navigation.descend`
**Desc**: Go down a floor
#### `/ceil [clearance] [-f] [-g]`
**Perm**: `worldedit.navigation.ceiling`
**Desc**: Go to the celing
#### `/up <block> [-f] [-g]`
**Perm**: `worldedit.navigation.up`
**Desc**: Go upwards some distance
#### `/unstuck `
**Perm**: `worldedit.navigation.unstuck`
**Desc**: Escape from being stuck inside a block
#### `/up <number> [-f] [-g]`
**Perm**: `worldedit.navigation.up`
**Desc**: Go upwards some distance
#### `/jumpto [world,x,y,z]`
**Perm**: `worldedit.navigation.jumpto.command`
**Desc**: Teleport to a location
---
@ -589,15 +598,15 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
---
#### `/delchunks `
**Perm**: `worldedit.delchunks`
**Desc**: Deprecated, use anvil commands
#### `/chunkinfo `
**Perm**: `worldedit.chunkinfo`
**Desc**: Get information about the chunk that you are inside
#### `/listchunks `
**Perm**: `worldedit.listchunks`
**Desc**: List chunks that your selection includes
#### `/delchunks `
**Perm**: `worldedit.delchunks`
**Desc**: Deprecated, use anvil commands
---
@ -606,6 +615,9 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
---
#### `//gsmask [mask]`
**Perm**: `worldedit.global-mask`
**Desc**: The global source mask applies to all edits you do and masks based on the source blocks (e.g. the blocks in your clipboard)
#### `//searchitem <query> [-b] [-i]`
**Desc**: Searches for an item.<br />Flags:<br /> -b only search for blocks<br /> -i only search for items
#### `//gtransform [transform]`
@ -613,17 +625,14 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
**Desc**: Set the global transform
#### `//toggleplace `
**Desc**: Switch between your position and pos1 for placement
#### `//tips `
**Desc**: Toggle FAWE tips
#### `//gsmask [mask]`
**Perm**: `worldedit.global-mask`
**Desc**: The global source mask applies to all edits you do and masks based on the source blocks (e.g. the blocks in your clipboard)
#### `//gmask [mask]`
**Perm**: `worldedit.global-mask`
**Desc**: The global destination mask applies to all edits you do and masks based on the destination blocks (i.e. the blocks in the world).
#### `//fast [on|off]`
**Perm**: `worldedit.fast`
**Desc**: Toggles FAWE undo
#### `//tips `
**Desc**: Toggle FAWE tips
---
@ -652,36 +661,32 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/mat [pattern]`
**Perm**: `worldedit.brush.options.material`
**Desc**: Set the brush material
#### `/patterns [page=1|search|pattern]`
**Desc**: Patterns determine what blocks are placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br />e.g. #surfacespread[10][#existing],andesite<br />More Info: https://git.io/vSPmA
#### `/savebrush [name]`
**Perm**: `worldedit.brush.save`
**Desc**: Save your current brush<br />use the -g flag to save globally
#### `/loadbrush [name]`
**Perm**: `worldedit.brush.load`
**Desc**: load a brush
#### `/transforms [page=1|search|transform]`
**Desc**: Transforms modify how a block is placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br /> - Use & to AND multiple<br />More Info: https://git.io/v9KHO
#### `/primary [brush arguments]`
#### `/primary [brush-arguments]`
**Desc**: Set the right click brush
#### `// [on|off]`
**Perm**: `worldedit.superpickaxe`
**Desc**: Toggle the super pickaxe function
#### `/scroll [none|clipboard|mask|pattern|range|size|visual|target]`
**Desc**: Toggle between different target modes
#### `/smask [mask]`
**Perm**: `worldedit.brush.options.mask`
**Desc**: Set the brush source mask
#### `/targetmask [mask]`
**Desc**: Set the targeting mask
#### `/none `
**Desc**: Unbind a bound tool from your current item
#### `/loadbrush [name]`
**Perm**: `worldedit.brush.load`
**Desc**: load a brush
#### `/targetoffset [mask]`
**Desc**: Set the targeting mask
#### `/visualize [mode=0]`
**Desc**: Toggle between different visualization modes<br />0 = No visualization<br />1 = Single block at target position<br />2 = Glass showing what blocks will be changed
#### `/scroll [none|clipboard|mask|pattern|range|size|visual|target]`
**Desc**: Toggle between different target modes
#### `/secondary [brush arguments]`
#### `/savebrush [name]`
**Perm**: `worldedit.brush.save`
**Desc**: Save your current brush<br />use the -g flag to save globally
#### `// [on|off]`
**Perm**: `worldedit.superpickaxe`
**Desc**: Toggle the super pickaxe function
#### `/secondary [brush-arguments]`
**Desc**: Set the left click brush
#### `/smask [mask]`
**Perm**: `worldedit.brush.options.mask`
**Desc**: Set the brush source mask
#### `/masks [page=1|search|mask]`
**Desc**: Masks determine if a block can be placed<br /> - Use [brackets] for arguments<br /> - Use , to OR multiple<br /> - Use & to AND multiple<br />e.g. >[stone,dirt],#light[0][5],$jungle<br />More Info: https://git.io/v9r4K
---
@ -702,21 +707,21 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/tool lrbuild <leftclick block> <rightclick block>`
**Perm**: `worldedit.tool.lrbuild`
**Desc**: Long-range building tool
#### `/tool cycler `
**Perm**: `worldedit.tool.data-cycler`
**Desc**: Block data cycler tool
#### `/tool deltree `
**Perm**: `worldedit.tool.deltree`
**Desc**: Floating tree remover tool
#### `/tool inspect `
**Perm**: `worldedit.tool.inspect`
**Desc**: Chooses the inspect brush
#### `/tool floodfill <pattern> <range>`
**Perm**: `worldedit.tool.flood-fill`
**Desc**: Flood fill tool
#### `/tool farwand `
**Perm**: `worldedit.tool.farwand`
**Desc**: Wand at a distance tool
#### `/tool cycler `
**Perm**: `worldedit.tool.data-cycler`
**Desc**: Block data cycler tool
#### `/tool floodfill <pattern> <range>`
**Perm**: `worldedit.tool.flood-fill`
**Desc**: Flood fill tool
#### `/tool inspect `
**Perm**: `worldedit.tool.inspect`
**Desc**: Chooses the inspect brush
#### `/tool deltree `
**Perm**: `worldedit.tool.deltree`
**Desc**: Floating tree remover tool
---
@ -727,88 +732,94 @@ Click on a category to go to the list of commands, or `More Info` for detailed d
#### `/brush copypaste [depth=5]`
**Perm**: `worldedit.brush.copy`
**Desc**: Left click the base of an object to copy.<br />Right click to paste<br />The -r flag Will apply random rotation on paste<br />Note: Works well with the clipboard scroll action<br />Video: https://www.youtube.com/watch?v=RPZIaTbqoZw
**Desc**: Left click the base of an object to copy.<br />Right click to paste<br />The -r flag Will apply random rotation on paste<br />The -a flag Will apply auto view based rotation on paste<br />Note: Works well with the clipboard scroll action<br />Video: https://www.youtube.com/watch?v=RPZIaTbqoZw
#### `/brush command <radius> [cmd1;cmd2...]`
**Perm**: `worldedit.brush.command`
**Desc**: Run the commands at the clicked position.<br /> - Your selection will be expanded to the specified size around each point<br /> - Placeholders: {x}, {y}, {z}, {world}, {size}
#### `/brush populateschematic <mask> <file|folder|url> [radius=30] [points=5] [-r]`
**Perm**: `worldedit.brush.populateschematic`
**Desc**: Chooses the scatter schematic brush.<br />The -r flag will apply random rotation
#### `/brush scmd <scatter-radius> <points> <cmd-radius=1> <cmd1;cmd2...>`
**Perm**: `worldedit.brush.scattercommand`
**Desc**: Run commands at random points on a surface<br /> - The scatter radius is the min distance between each point<br /> - Your selection will be expanded to the specified size around each point<br /> - Placeholders: {x}, {y}, {z}, {world}, {size}
#### `/brush erode [radius=5]`
**Perm**: `worldedit.brush.erode`
**Desc**: Erodes terrain
#### `/brush pull [radius=5]`
**Perm**: `worldedit.brush.pull`
**Desc**: Pull terrain towards you
#### `/brush blendball [radius=5]`
**Perm**: `worldedit.brush.blendball`
**Desc**: Smooths and blends terrain<br />Pic: https://i.imgur.com/cNUQUkj.png -> https://i.imgur.com/hFOFsNf.png
#### `/brush stencil <pattern> [radius=5] [file|#clipboard|imgur=null] [rotation=360] [yscale=1.0]`
**Perm**: `worldedit.brush.stencil`
**Desc**: Use a height map to paint any surface.<br />The -w flag will only apply at maximum saturation<br />The -r flag will apply random rotation
#### `/brush splatter <pattern> [radius=5] [seeds=1] [recursion=5] [solid=true]`
**Perm**: `worldedit.brush.splatter`
**Desc**: Sets a bunch of blocks randomly on a surface.<br />Pic: https://i.imgur.com/hMD29oO.png<br />Example: /br splatter stone,dirt 30 15<br />Note: The seeds define how many splotches there are, recursion defines how large, solid defines whether the pattern is applied per seed, else per block.
#### `/brush cylinder <block> [radius=2] [height=1] [-h]`
**Perm**: `worldedit.brush.cylinder`
**Desc**: Creates a cylinder.<br />The -h flag creates hollow cylinders instead.
#### `/brush shatter <pattern> [radius=10] [count=10]`
**Perm**: `worldedit.brush.shatter`
**Desc**: Creates uneven lines separating terrain into multiple pieces<br />Pic: https://i.imgur.com/2xKsZf2.png
#### `/brush circle <pattern> [radius=5]`
**Perm**: `worldedit.brush.sphere`
**Desc**: Creates a circle which revolves around your facing direction.<br />Note: Decrease brush radius, and enabled visualization to assist with placement mid-air
#### `/brush smooth [size=2] [iterations=4] [-n]`
**Perm**: `worldedit.brush.smooth`
**Desc**: Chooses the terrain softener brush.<br />The -n flag makes it only consider naturally occurring blocks.
#### `/brush height [radius=5] [file|#clipboard|imgur=null] [rotation=0] [yscale=1.00] [-h]`
**Perm**: `worldedit.brush.height`
**Desc**: This brush raises and lowers land.<br /> - The `-r` flag enables random off-axis rotation<br /> - The `-l` flag will work on snow layers<br /> - The `-s` flag disables smoothing<br />Note: Use a negative yscale to reduce height<br />Snow Pic: https://i.imgur.com/Hrzn0I4.png
#### `/brush ex [radius=5]`
**Perm**: `worldedit.brush.ex`
**Desc**: Shortcut fire extinguisher brush
#### `/brush gravity [radius=5] [-h]`
**Perm**: `worldedit.brush.gravity`
**Desc**: This brush simulates the affect of gravity.<br />The -h flag makes it affect blocks starting at the world's max y, instead of the clicked block's y + radius.
#### `/brush sspl <pattern> [size=0] [tension=0] [bias=0] [continuity=0] [quality=10]`
**Perm**: `worldedit.brush.surfacespline`
**Desc**: Create a spline on the surface<br />Video: https://www.youtube.com/watch?v=zSN-2jJxXlM
#### `/brush spline <pattern>`
**Perm**: `worldedit.brush.spline`
**Desc**: Click to select some objects,click the same block twice to connect the objects.<br />Insufficient brush radius, or clicking the the wrong spot will result in undesired shapes. The shapes must be simple lines or loops.<br />Pic1: http://i.imgur.com/CeRYAoV.jpg -> http://i.imgur.com/jtM0jA4.png<br />Pic2: http://i.imgur.com/bUeyc72.png -> http://i.imgur.com/tg6MkcF.png
#### `/brush surface <pattern> [radius=5]`
**Perm**: `worldedit.brush.surface`
**Desc**: Use a height map to paint any surface.<br />The -w flag will only apply at maximum saturation<br />The -r flag will apply random rotation
#### `/brush layer <radius> [color|<pattern1> <patern2>...]`
**Perm**: `worldedit.brush.layer`
**Desc**: Replaces terrain with a layer.<br />Example: /br layer 5 95:1 95:2 35:15 - Places several layers on a surface<br />Pic: https://i.imgur.com/XV0vYoX.png
#### `/brush sphere <pattern> [radius=2] [-h]`
**Perm**: `worldedit.brush.sphere`
**Desc**: Creates a sphere.<br />The -h flag creates hollow spheres instead.
#### `/brush clipboard `
**Perm**: `worldedit.brush.clipboard`
**Desc**: Chooses the clipboard brush.<br />The -a flag makes it not paste air.<br />Without the -p flag, the paste will appear centered at the target location. With the flag, then the paste will appear relative to where you had stood relative to the copied area when you copied it.
#### `/brush recursive <pattern-to> [radius=5]`
**Perm**: `worldedit.brush.recursive`
**Desc**: Set all connected blocks<br />The -d flag Will apply in depth first order<br />Note: Set a mask to recurse along specific blocks
#### `/brush scatter <pattern> [radius=5] [points=5] [distance=1] [-o]`
**Perm**: `worldedit.brush.scatter`
**Desc**: Set a number of blocks randomly on a surface each a certain distance apart.<br /> The -o flag will overlay the block<br />Video: https://youtu.be/RPZIaTbqoZw?t=34s
#### `/brush line <pattern> [radius=0] [-h] [-s] [-f]`
**Perm**: `worldedit.brush.line`
**Desc**: Create lines.<br />The -h flag creates only a shell<br />The -s flag selects the clicked point after drawing<br />The -f flag creates a flat line
#### `/brush height [radius=5] [file|#clipboard|imgur=null] [rotation=0] [yscale=1.00] [-h]`
**Perm**: `worldedit.brush.height`
**Desc**: This brush raises and lowers land.<br /> - The `-r` flag enables random off-axis rotation<br /> - The `-l` flag will work on snow layers<br /> - The `-s` flag disables smoothing<br />Note: Note: Use a negative yscale to reduce height<br />Snow Pic: https://i.imgur.com/Hrzn0I4.png
#### `/brush butcher [radius=5] [-p] [-l] [-a] [-n] [-g] [-b] [-t] [-f] [-r]`
**Perm**: `worldedit.brush.butcher`
**Desc**: Kills nearby mobs within the specified radius.<br />Flags:<br /> -p also kills pets.<br /> -n also kills NPCs.<br /> -g also kills Golems.<br /> -a also kills animals.<br /> -b also kills ambient mobs.<br /> -t also kills mobs with name tags.<br /> -f compounds all previous flags.<br /> -r also destroys armor stands.<br /> -l currently does nothing.
#### `/brush flatten [radius=5] [file|#clipboard|imgur=null] [rotation=0] [yscale=1.00] [-h]`
**Perm**: `worldedit.brush.height`
**Desc**: Flatten brush flattens terrain<br /> - The `-r` flag enables random off-axis rotation<br /> - The `-l` flag will work on snow layers<br /> - The `-s` flag disables smoothing
#### `/brush cliff [radius=5] [file|#clipboard|imgur=null] [rotation=0] [yscale=1.00] [-h]`
**Perm**: `worldedit.brush.height`
**Desc**: This brush flattens terrain and creates cliffs.<br /> - The `-r` flag enables random off-axis rotation<br /> - The `-l` flag will work on snow layers<br /> - The `-s` flag disables smoothing
#### `/brush splatter <pattern> [radius=5] [seeds=1] [recursion=5] [solid=true]`
**Perm**: `worldedit.brush.splatter`
**Desc**: Sets a bunch of blocks randomly on a surface.<br />Pic: https://i.imgur.com/hMD29oO.png<br />Example: /br splatter stone,dirt 30 15<br />Note: The seeds define how many splotches there are, recursion defines how large, solid defines whether the pattern is applied per seed, else per block.
#### `/brush cylinder <pattern> [radius=2] [height=1] [-h]`
**Perm**: `worldedit.brush.cylinder`
**Desc**: Creates a cylinder.<br />The -h flag creates hollow cylinders instead.
#### `/brush butcher [radius=5] [-p] [-l] [-a] [-n] [-g] [-b] [-t] [-f] [-r]`
**Perm**: `worldedit.brush.butcher`
**Desc**: Kills nearby mobs within the specified radius.<br />Flags:<br /> -p also kills pets.<br /> -n also kills NPCs.<br /> -g also kills Golems.<br /> -a also kills animals.<br /> -b also kills ambient mobs.<br /> -t also kills mobs with name tags.<br /> -f compounds all previous flags.<br /> -r also destroys armor stands.<br /> -l currently does nothing.
#### `/brush layer <radius> [color|<pattern1> <patern2>...]`
**Perm**: `worldedit.brush.layer`
**Desc**: Replaces terrain with a layer.<br />Example: /br layer 5 95:1 95:2 35:15 - Places several layers on a surface<br />Pic: https://i.imgur.com/XV0vYoX.png
#### `/brush clipboard `
**Perm**: `worldedit.brush.clipboard`
**Desc**: Chooses the clipboard brush.<br />The -a flag makes it not paste air.<br />Without the -p flag, the paste will appear centered at the target location. With the flag, then the paste will appear relative to where you had stood relative to the copied area when you copied it.
#### `/brush smooth [size=2] [iterations=4] [-n]`
**Perm**: `worldedit.brush.smooth`
**Desc**: Chooses the terrain softener brush.<br />The -n flag makes it only consider naturally occurring blocks.
#### `/brush gravity [radius=5] [-h]`
**Perm**: `worldedit.brush.gravity`
**Desc**: This brush simulates the affect of gravity.<br />The -h flag makes it affect blocks starting at the world's max y, instead of the clicked block's y + radius.
#### `/brush sspl <pattern> [size=0] [tension=0] [bias=0] [continuity=0] [quality=10]`
**Perm**: `worldedit.brush.surfacespline`
**Desc**: Create a spline on the surface<br />Video: https://www.youtube.com/watch?v=zSN-2jJxXlM
#### `/brush blendball [radius=5]`
**Perm**: `worldedit.brush.blendball`
**Desc**: Smooths and blends terrain<br />Pic: https://i.imgur.com/cNUQUkj.png -> https://i.imgur.com/hFOFsNf.png
#### `/brush sphere <pattern> [radius=2] [-h]`
**Perm**: `worldedit.brush.sphere`
**Desc**: Creates a sphere.<br />The -h flag creates hollow spheres instead.
#### `/brush scatter <pattern> [radius=5] [points=5] [distance=1] [-o]`
**Perm**: `worldedit.brush.scatter`
**Desc**: Set a number of blocks randomly on a surface each a certain distance apart.<br /> The -o flag will overlay the block<br />Video: https://youtu.be/RPZIaTbqoZw?t=34s
#### `/brush recursive <pattern-to> [radius=5]`
**Perm**: `worldedit.brush.recursive`
**Desc**: Set all connected blocks<br />The -d flag Will apply in depth first order<br />Note: Set a mask to recurse along specific blocks
#### `/brush line <pattern> [radius=0] [-h] [-s] [-f]`
**Perm**: `worldedit.brush.line`
**Desc**: Create lines.<br />The -h flag creates only a shell<br />The -s flag selects the clicked point after drawing<br />The -f flag creates a flat line
#### `/brush surface <pattern> [radius=5]`
**Perm**: `worldedit.brush.surface`
**Desc**: Use a height map to paint any surface.<br />The -w flag will only apply at maximum saturation<br />The -r flag will apply random rotation
#### `/brush pull [radius=5]`
**Perm**: `worldedit.brush.pull`
**Desc**: Pull terrain towards you
#### `/brush erode [radius=5]`
**Perm**: `worldedit.brush.erode`
**Desc**: Erodes terrain
#### `/brush blob <pattern> [radius=10] [frequency=30] [amplitude=50] [-h]`
**Perm**: `worldedit.brush.blob`
**Desc**: Creates a distorted sphere
#### `/brush stencil <pattern> [radius=5] [file|#clipboard|imgur=null] [rotation=360] [yscale=1.0]`
**Perm**: `worldedit.brush.stencil`
**Desc**: Use a height map to paint any surface.<br />The -w flag will only apply at maximum saturation<br />The -r flag will apply random rotation
#### `/brush spline <pattern>`
**Perm**: `worldedit.brush.spline`
**Desc**: Click to select some objects,click the same block twice to connect the objects.<br />Insufficient brush radius, or clicking the the wrong spot will result in undesired shapes. The shapes must be simple lines or loops.<br />Pic1: http://i.imgur.com/CeRYAoV.jpg -> http://i.imgur.com/jtM0jA4.png<br />Pic2: http://i.imgur.com/bUeyc72.png -> http://i.imgur.com/tg6MkcF.png
#### `/brush shatter <pattern> [radius=10] [count=10]`
**Perm**: `worldedit.brush.shatter`
**Desc**: Creates uneven lines separating terrain into multiple pieces<br />Pic: https://i.imgur.com/2xKsZf2.png
#### `/brush circle <pattern> [radius=5]`
**Perm**: `worldedit.brush.sphere`
**Desc**: Creates a circle which revolves around your facing direction.<br />Note: Decrease brush radius, and enabled visualization to assist with placement mid-air
#### `/brush catenary <pattern> [lengthFactor=1.2] [size=0]`
**Perm**: `worldedit.brush.spline`
**Desc**: Create a hanging line between two points.<br />The lengthFactor controls how long the line is<br />The -h flag creates only a shell<br />The -s flag selects the clicked point after drawing
#### `/brush scmd <scatter-radius> <points> <cmd-radius=1> <cmd1;cmd2...>`
**Perm**: `worldedit.brush.scattercommand`
**Desc**: Run commands at random points on a surface<br /> - The scatter radius is the min distance between each point<br /> - Your selection will be expanded to the specified size around each point<br /> - Placeholders: {x}, {y}, {z}, {world}, {size}
---
@ -829,62 +840,62 @@ More Info: https://git.io/v9r4K
**Desc**: percentage chance
#### `#id `
**Desc**: Restrict to initial id
#### `#data `
**Desc**: Restrict to initial data
#### `{ <min> <max>`
**Desc**: Restricts blocks to within a specific radius range of the initial block
#### `#existing `
**Desc**: If there is a non air block
#### `$ <biome>`
**Desc**: in a specific biome. For a list of biomes use //biomelist
#### `#surface `
**Desc**: Restrict to surfaces (any solid block touching air)
#### `! <mask>`
**Desc**: Negate another mask
#### `= <expression>`
**Desc**: expression mask
#### `#data `
**Desc**: Restrict to initial data
#### `#existing `
**Desc**: If there is a non air block
#### `#surface `
**Desc**: Restrict to surfaces (any solid block touching air)
#### `$ <biome>`
**Desc**: in a specific biome. For a list of biomes use //biomelist
#### `#region `
**Desc**: inside the provided selection
#### `\ <min> <max>`
**Desc**: Restrict to specific terrain angle<br />The -o flag will only overlayExample: /[0d][45d]<br />Explanation: Allows any block where the adjacent block is between 0 and 45 degrees.<br />Example: /[3][20]<br />Explanation: Allows any block where the adjacent block is between 3 and 20 blocks below
#### `#dregion `
**Desc**: inside the player's selection
#### `#xaxis `
**Desc**: Restrict to initial x axis
#### `#yaxis `
**Desc**: Restrict to initial y axis
#### `#opacity <min> <max>`
**Desc**: Restrict to specific opacity levels
#### `#solid `
**Desc**: If there is a solid block
#### `~ <mask> [min=1] [max=8]`
**Desc**: Adjacent to a specific number of other blocks
#### `#simplex <scale=10> <min=0> <max=100>`
**Desc**: Use simplex noise as the mask
#### `#light <min> <max>`
**Desc**: Restrict to specific light levels
#### `#blocklight <min> <max>`
**Desc**: Restrict to specific block light levels
#### `#haslight `
**Desc**: Restricts to blocks with light (sky or emitted)
#### `~ <mask> [min=1] [max=8]`
**Desc**: Adjacent to a specific number of other blocks
#### `#brightness <min> <max>`
**Desc**: Restrict to specific block brightness
#### `#nolight `
**Desc**: Restrict to blocks without light (sky or emitted)
#### `#skylight <min> <max>`
**Desc**: Restrict to specific sky light levels
#### `#simplex <scale=10> <min=0> <max=100>`
**Desc**: Use simplex noise as the mask
#### `#dregion `
**Desc**: inside the player's selection
#### `#zaxis `
**Desc**: Restrict to initial z axis
#### `> <mask>`
**Desc**: above a specific block
#### `#wall `
**Desc**: Restrict to walls (any block n,e,s,w of air)
#### `| <mask> <min> <max>`
**Desc**: sides with a specific number of other blocks
#### `#iddata `
**Desc**: Restrict to initial block id and data
#### `#haslight `
**Desc**: Restricts to blocks with light (sky or emitted)
#### `#yaxis `
**Desc**: Restrict to initial y axis
#### `#brightness <min> <max>`
**Desc**: Restrict to specific block brightness
#### `#nolight `
**Desc**: Restrict to blocks without light (sky or emitted)
#### `> <mask>`
**Desc**: above a specific block
#### `#opacity <min> <max>`
**Desc**: Restrict to specific opacity levels
#### `#skylight <min> <max>`
**Desc**: Restrict to specific sky light levels
#### `< <mask>`
**Desc**: below a specific block
#### `#solid `
**Desc**: If there is a solid block
#### `#xaxis `
**Desc**: Restrict to initial x axis
---
@ -906,56 +917,58 @@ More Info: https://git.io/vSPmA
**Desc**: Only change the block id
#### `#spread <dx> <dy> <dz> <pattern>`
**Desc**: Randomly spread blocks
#### `#buffer <pattern>`
**Desc**: Only place a block once while a pattern is in use<br />Use with a brush when you don't want to apply to the same spot twice
#### `#clipboard `
**Desc**: Use the blocks in your clipboard as the pattern
#### `#relative <pattern>`
**Desc**: Offset the pattern to where you click
#### `#buffer <pattern>`
**Desc**: Only place a block once while a pattern is in use<br />Use with a brush when you don't want to apply to the same spot twice
#### `= <expression>`
**Desc**: Expression pattern: http://wiki.sk89q.com/wiki/WorldEdit/Expression_syntax
#### `#data <pattern>`
**Desc**: Only change the block data
#### `#biome <biome>`
**Desc**: Set the biome
#### `#existing `
**Desc**: Use the block that is already there
#### `= <expression>`
**Desc**: Expression pattern: http://wiki.sk89q.com/wiki/WorldEdit/Expression_syntax
#### `#simplex <scale=10> <pattern>`
**Desc**: Use simplex noise to randomize blocks
#### `#averagecolor <color> [randomize=true] [max-complexity=100]`
**Desc**: Average between the existing block and a color
#### `#desaturate [percent=100] [randomize=true] [max-complexity=100]`
**Desc**: Desaturated color of the existing block
#### `#darken [randomize=true] [max-complexity=100]`
**Desc**: Darken the existing block
#### `#fullcopy [schem|folder|url=#copy] [rotate=false] [flip=false]`
**Desc**: Places your full clipboard at each block
#### `#buffer2d <pattern>`
**Desc**: Only place a block once in a column while a pattern is in use
#### `#lighten [randomize=true] [max-complexity=100]`
**Desc**: Lighten the existing block
#### `#saturate <color> [randomize=true] [max-complexity=100]`
**Desc**: Saturate the existing block with a color
#### `#anglecolor [randomize=true] [max-complexity=100]`
**Desc**: A darker block based on the existing terrain angle
#### `#iddatamask <bitmask=15> <pattern>`
**Desc**: Use the pattern's id and the existing blocks data with the provided mask<br /> - Use to replace slabs or where the data values needs to be shifted instead of set
#### `#relative <pattern>`
**Desc**: Offset the pattern to where you click
#### `#!z <pattern>`
**Desc**: The pattern will not be provided the z axis info
#### `#angledata `
**Desc**: Block data based on the existing terrain angle
#### `#surfacespread <distance> <pattern>`
**Desc**: Randomly change the position to another block on the surface
#### `#solidspread <dx> <dy> <dz> <pattern>`
**Desc**: Randomly spread solid blocks
#### `#linear <pattern>`
**Desc**: Sequentially set blocks from a list of patterns
#### `#linear2d <pattern>`
**Desc**: Use the x,z coordinate to pick a block from the list
#### `#lighten [randomize=true] [max-complexity=100]`
**Desc**: Lighten the existing block
#### `#averagecolor <color> [randomize=true] [max-complexity=100]`
**Desc**: Average between the existing block and a color
#### `#buffer2d <pattern>`
**Desc**: Only place a block once in a column while a pattern is in use
#### `#fullcopy [schem|folder|url=#copy] [rotate=false] [flip=false]`
**Desc**: Places your full clipboard at each block
#### `#saturate <color> [randomize=true] [max-complexity=100]`
**Desc**: Saturate the existing block with a color
#### `#linear3d <pattern>`
**Desc**: Use the x,y,z coordinate to pick a block from the list
#### `#desaturate [percent=100] [randomize=true] [max-complexity=100]`
**Desc**: Desaturated color of the existing block
#### `#iddatamask <bitmask=15> <pattern>`
**Desc**: Use the pattern's id and the existing blocks data with the provided mask<br /> - Use to replace slabs or where the data values needs to be shifted instead of set
#### `#darken [randomize=true] [max-complexity=100]`
**Desc**: Darken the existing block
#### `#!x <pattern>`
**Desc**: The pattern will not be provided the z axis info.<br />Example: #!x[#!z[#~[#l3d[pattern]]]]
#### `#!y <pattern>`
**Desc**: The pattern will not be provided the y axis info
#### `#linear <pattern>`
**Desc**: Sequentially set blocks from a list of patterns
#### `#!z <pattern>`
**Desc**: The pattern will not be provided the z axis info
#### `#surfacespread <distance> <pattern>`
**Desc**: Randomly change the position to another block on the surface
#### `#linear3d <pattern>`
**Desc**: Use the x,y,z coordinate to pick a block from the list
#### `#solidspread <dx> <dy> <dz> <pattern>`
**Desc**: Randomly spread solid blocks
#### `#simplex <scale=10> <pattern>`
**Desc**: Use simplex noise to randomize blocks
#### `#anglecolor [randomize=true] [max-complexity=100]`
**Desc**: A darker block based on the existing terrain angle
#### `#color <color>`
**Desc**: Use the block closest to a specific color