Masks
Introduction
This page is currently being revised.
Masks
To learn about basic masks that WorldEdit offers please click here.
A mask is a restriction on an edit for when blocks are placed e.g. only replace blocks below stone. Global masks apply to all edits, brush masks apply to just the current brush.
Syntax
Blocks
Use the name or id of a block (e.g. stone
).
Multiple masks
Use ,
(OR) or &
(AND) to separate multiple masks. e.g. grass_block,$desert
Arguments
Mask arguments should be inside square brackets e.g. #offset[0][5][3]
Setting a mask
Perm: worldedit.global-mask
Desc: This command applies a mask(s) to all your WorldEdit actions globally. This command masks based on the destination blocks (i.e. the blocks in the world).
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)
Perm: worldedit.brush.options.mask
Desc: Set the brush destination mask
Perm: worldedit.brush.options.mask
Desc: Set the brush source mask
Mask list
#offset <dx> <dy> <dz> <mask>
Desc: Offset a mask
% <chance>
Desc: percentage chance
#id
Desc: Restrict to initial id
#existing
Desc: If there is a non air block
#data
Desc: Restrict to initial data
{ <min> <max>
Desc: Restricts blocks to within a specific radius range of the initial block
#surface
Desc: Restrict to surfaces (any solid block touching air)
= <expression>
Desc: expression mask
! <mask>
Desc: Negate another mask
$ <biome>
Desc: in a specific biome. For a list of biomes use //biomelist
#region
Desc: inside the provided selection
~ <mask> [min=1] [max=8]
Desc: Adjacent to a specific number of other blocks
/ <min> <max>
Desc: Restrict to specific terrain angle The -o flag will only overlayExample: /[0d][45d] Explanation: Allows any block where the adjacent block is between 0 and 45 degrees. Example: /[3][20] 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
#liquid
Desc: If there is a solid block
true
Desc: Always true
false
Desc: Always false
> <mask>
Desc: above a specific block
#wall
Desc: Restrict to walls (any block n,e,s,w of air)
#zaxis
Desc: Restrict to initial z axis
#yaxis
Desc: Restrict to initial y axis
< <mask>
Desc: below a specific block
#simplex <scale=10> <min=0> <max=100>`
Desc: Use simplex noise as the mask
#solid
Desc: If there is a solid block
#surfaceangle[min][max][depth] (material)
Desc: Replace the surface of blocks
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