Temperest wrote:BenAmaranth wrote:Can we get half spheres or domes? Or is it possible to work something like that up? In fact, itd be cool to learn how to make WorldEdit commands.
-snip-
Enjoy! Please refer to the WorldEdit API reference for a guide on how to use the API. If you want to make your own commands, check out the worldedit_commands mod included in the download for examples.
-snip-
sfan5 wrote:What I'm working on right now: http://www.youtube.com/watch?v=-cZ5bXa1Ubk
Don't Panic: It will not be that slow
Warning: Will use some RAM
But it will be switchable off.
rcthomas93 wrote:sfan5 wrote:What I'm working on right now: http://www.youtube.com/watch?v=-cZ5bXa1Ubk
Don't Panic: It will not be that slow
Warning: Will use some RAM
But it will be switchable off.
Any ideas on when this is expected to be finished?
Vincentius_Maximus wrote:I'm trying to make a hollow sphere out of super glow glass (moreblocks). How do I do this? I know it's:
//hollowsphere [number] [block]
I just don't know what the name of the block is. More generally: How do you tell what the name of the block is in various mods?
VanessaE wrote:I've noticed an issue with Worldedit lately - whenever I //move something, it just copies the selected area, without erasing the old stuff, and the pos1/pos2 markers are not being properly moved to follow.
Jonni wrote:I have tried to use the WorldEdit, but I don't va sucess yet. I use the comand //set Cobblestone after put de positions 1 and 2, but doesn't work. Can anybody help me? It's only to say me some example "//set example"
Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
Users browsing this forum: No registered users and 8 guests