Once you have selected a region, it's time for the real fun to begin.
A list of block types can be found on the Minecraft wiki.
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).
This command supports block patterns.
//replace <list-of-blocks-to-replace> <block-to-replace-with>
While setting blocks is useful, sometimes you want to replace existing blocks based on some criteria. WorldEdit can replace blocks in three ways:
- Replace all occupied blocks (non-air blocks) with another type of block
- Replace all blocks of a certain type with another type of block
- Replace all blocks of a list with another type of block
The //replace command does all three, as we will see.
If you want to pick which blocks to replace, put it before the last parameter.
//replace stone cloth
Now, if you want to replace a list of blocks, you simply put commas between the blocks.
//replace grass,dirt diamondore
Try it yourself! Remember that you can also replace air blocks, allowing you to fill an area (although there is another command for that, to be explained later).
//replace 0 redstoneore
Note that "0" was used for air, but you can also type in "air" if you wish. You can use this command to fill an area by replacing air with water or lava, but the //fill command is better suited for such a task.
This command supports block patterns.
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
The //walls command creates walls only around the sides of the region you have selected while omitting the floor and ceiling.
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.
Since v3.0 This command supports block patterns.
//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.
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.
//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.
//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.
//move 2 me stone
//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
//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.
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.
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.
Since v4.8-SNAPSHOT Applies a user-defined transformation to a region:
- 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
This command uses the expression parser.