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WorldEdit/Region operations

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Once you have selected a region, it's time for the real fun to begin.


Setting blocks

  • //set <block-type>

A list of block types can be found on the Minecraft wiki.



Example: Setting Percentages in the area
//set 25%Stone,50%ironore,25%coalore

Remember to include the , or it wont work

The simplest operation is to set all the blocks inside a region to another block type. The first argument specifies the block type; it is either the name of the block or a block's numeric ID number. Uses of this command include making cuboids, making foundations, or replacing a chunk of an area. To delete an area, use "air" (ID #0) as the block type. Note that if you plan to fill an area, //replace and especially //fill work better (to be explained).

Example: Setting the area to glass
//set glass
Example: Removing blocks in the area
//set 0

This command supports block patterns.

I'm not really sure what you mean, but you can make pieucrts for glass windows, mirrors, etc with glass paint. You trace an outline with liquid leading, let it dry and then fill in the colour with glass paints. When it is dry you can peel it off and it will stick to any glass surface. I do mine onto clearfile pockets or laminating pouches and they work fine. I have also painted lightbulbs and they came out really good, heat doesn't seem to have any bad effects on it.

Building walls

Sometimes you want to build the walls of your selection, including or excluding the ceiling. You have two commands at your disposal: //outline' and //walls.

Creating the walls of a cuboid

  • //walls <block-type>

The //walls command creates walls only around the sides of the region you have selected while omitting the floor and ceiling.


  • //overlay <block-type>

The //overlay command allows you to overlay blocks within the selection with another block. Only blocks at the top of the region will be overlaid; if your region includes a cave, it will not be affected unless it is open to the sky or your region doesn't stretch above the top of the cave. You could use this command to create snow, (although WorldEdit has a better command for that, that will take into account that snow doesn't belong on top of everything, like torches), and also to overlay fences or roads over an uneven area.

Example: Overlaying the region with grass
//overlay grass

Since v3.0 This command supports block patterns.


The bridge is "stacked" with WorldEdit.
  • //stack <count> [direction]

Let's say you built a fancy bridge section or a fancy railroad tunnel and now you want to repeatedly copy it in one direction. That's exactly the purpose of //stack'. To use them, first select the region containing everything you want to copy, then simply look in the direction to stack towards and give the command a number of times to paste the region.

Example: Stacking a region 50 times
//stack 50

You can also copy the area in directions other than the one you are looking in, including up or down. The last parameter is the direction, which can be a cardinal direction (north, south, west, east), "up", "down", as well as "me" to use the direction that you are looking in (note: looking up or down won't be detected yet). To abbreviate the direction, you can also just type the first letter of the direction.

Example: Stacking a region 5 times upwards
//stack 5 up

The stack command allows you to copy any blocks, regardless of WorldEdit's allowed blocks configuration option. On the upside, if you ever wanted a naturally looking but straight tunnel, carefully place just enough TNT and stack it many times in a direction. Be sure to build it in a way that allows the TNT to continually trigger the next TNT block and proceed to ignite the first TNT block. Be aware that you should walk away and look away as it will temporarily be detrimental to your game's performance! Also, don't make the TNT too dense; you only need some TNT for this trick to work.


  • //move <distance> [direction] [fillWith]

If you've built something, only to find out that you need to move it a little to the side, this command can be very helpful as it will shift the entire area like magic. The command takes a distance to move the area, an optional direction, and also a block to fill with the existing area now left void by the move. The direction parameter works like that of the //stack commands: you can use a cardinal direction (north, south, west, east), "up", "down", or "me" to use the direction that you are looking in. You don't have to provide a direction as "me" will be used by default.

Example: Moving the selection 2 blocks upwards
//move 2 up

By default, if you don't provide a block to fill with, the area left behind will be just air. You can use something else if you wish.

Example: Moving the selection 2 blocks in the direction that you are looking at, leaving smooth stone
//move 2 me stone
Example: Moving the selection 2 blocks downwards, copying air
//move 2 down

If you want to move an object around and don't want to redefine it each time then you can use //move -s amount direction

Example: Moving the selection 2 blocks downwards, copying air
//move -s 2 down

Copying is subject to WorldEdit's special block support. Be very aware of this because there is no way back — undoing is subject to the same rules.


  • //smooth [iterations]

If you need to smooth a rough formation (such as some rough mountains), this command will do it. Make sure you first select an area that covers the entire region and then use the command. An iteration count can be specified, allow you to run the smooth algorithm can several times in succession to result in a smoother surface.


  • //regen

Since v4.2 This command will regenerate the area within your selection to its state when the world was freshly generated. It will use your world's seed so regenerating multiple times will always generate the same terrain.

Warning: If you pre-generated your world with an external map generator, or if the area was generated before the terrain generator changed, this command will not work as intended.

Deforming regions

  • //deform <expression>

Since v4.8-SNAPSHOT Applies a user-defined transformation to a region:

  • Rotating
  • Turning your beloved cathedral into a Dali piece
  • Whatever else you can imagine


  • -r Use raw coordinates, as they appear on the debug screen (F3)
  • -o Use raw coordinate offsets with (0,0,0) at your position/pos1, depending on your settings
  • with neither of these flags, coordinates will be normalized to -1..1


  • x, y, z (input/output) - Coordinates
Example: Making the terrain bumpy
//deform y+=0.2*sin(x*10)

This command uses the expression parser.