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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