Adds new commands for advanced world editing.
Install on the admin client (modding guide).
Install also Server Devcommands.
- Basic usage + commands: https://youtu.be/Bwkb3XadSl0 (28 minutes, created by StonedProphet)
- Structure Tweaks commands: https://youtu.be/OaGO9Vis6uE (16 minutes, created by StonedProphet)
- Spawner Tweaks commands: https://youtu.be/mS59BMvR5vY (22 minutes, created by StonedProphet)
This mods add new commands. Most parameters are given as named parameters that have a "key=value" format (or just "key" if no value is needed). All of them are optional and can be put in any order. All keys and some values are case insensitive too.
Some parameters accept ranges with "key=min-max" format. This causes each affected object to randomly get a value within the range which allows creating some random variation.
Use the alias
command to create new simpler commands. This should significantly reduce the amount of typing.
Remember to bind undo
and redo
commands for easier undoing. Recommended also to read the manual of Server Devcommands mod.
Advanced command for saving and loading object data.
See data documentation.
Basic command for modifying objects.
The undo
/redo
system is supported by saving snapshots of the object.
Following parameters are available:
ammo=number
: Sets the amount of ammo for turrets.ammoType=item
: Sets the ammo type for turrets. Throwables, magic weapons and enemy weapons ranged weapons seem to work. Arrows work too but instantly fall to the ground.angle=degrees
: Direction of the rectangle when used withrect
.baby
: Prevents offspring from growing up.center
: Setsrotate
center point at player position.center=x,z,y
: Overrides the player position and setsrotate
center point.chance=number
: Randomly filters included objects. For example 0.5 includes about half of the objects (50%).creator=player id
: Sets the piece creator. Use 0 for no creator.circle=number
orcircle=min-max
: Radius for included objects. If not given, the hovered object is only affected.connect
: Includes entire structures.damage=number
: Sets damage multiplier.durability=number
orhealth=number
: Sets the current durability for items, the current health for structures and the maximum health for creatures. Very high values like 1E30 turn the target invulnerable (including gravity for structures).- Note: Invulnerable objects without structure support take continuous damage which causes network traffic.
durability=number%
orhealth=number%
: Sets the durabilty/health based on the max amount.field=component,field,value
: Sets arbitrary component field. When usingid=
or hovering an object, the autocompletion shows only components for that object.- Multiple
field=
can be used in the same command. - Component name doesn't have to be fully written (best match is used).
- Use
f=
as a shortcut forfield=
. - Create alias
alias sf spawn_object $$ f=$$ f=$$ f=$$ f=$$ f=$$
to quickly set multiple fields. - Note: This is vanilla compatible.
- False, zero and empty values are removed on world load, unless World Edit Commands is also installed on the server.
- Multiple
fuel=number
: Sets the fuel amount. Without number, prints the fuel amount.from=x,z,y
: Same as thecenter
.height
: Maximum height from thecenter
point (default is 1000 meters).id=id1,id2,...
: List of included ids. Supports starts with, ends with or contains by using "*". Default is*
that allows all objects which don't start with "_".- If
id=Player
is used, the command can target players. - However the player object ownership is not changed, so the changes may not affect other players.
- If
ignore=id1,id2,..
: List of ignored ids. Supports starts with, ends with or contains by using "*"info
: Prints information of objects.level=integer
: Sets levels for creatures (level = stars + 1).match=data
: Only selects objects with the given ZDO data.- See data documentation for more info.
mirror
: Mirrors the position and rotation based on the player position. Always mirrors the x-axis.move=forward,right,up
: Moves objects (meters). Static objects only update their position for other players when they leave the area.origin=player|object|world
: Base direction formove
androtate
. Default valueplayer
uses the player's rotation,object
uses the objects rotation andworld
uses the global coordinate system (x=north/south,y=up/down,z=west/east).prefab=id
: Replaces the object with the given id.radius=number
orradius=min-max
: Radius for included objects. If not given, the hovered object is only affected.rect=width,depth
orrect=min-max,min-max
: Area for included objects. If not given, the hovered object is only affected.remove
: Removes objects. Can't be used with other operations.respawn
: Resets loot chests, pickables and spawn points.rotate=yaw,roll,pitch
: Rotates objects (degrees). Static objects only update their rotation for other players when they leave the area.rotate=reset
: Resets object rotation. Static objects only update their rotation for other players when they leave the area.scale=x,z,y
: Scales objects (which support it). A single value sets all of the scales.sleep
: Makes creatures fall asleep (that support it).stars=integer
: Sets stars for creatures (stars = level - 1).status=name,duration,intensity
: Adds a status effect. Note: These are not stored to the save file.type=type1,type2,...
: Only selects objects with any of the given types.- Keywords
creature
(Humanoid) andstructure
(WearNTear) can be used instead of the actual type names.
- Keywords
unmatch=data
: Only selects objects without the given ZDO data.- See data documentation for more info.
wild
: Untames creatures.
Additional style parameters:
chest=item id,variant
: Sets creatures to have this item as their chest (if supported).helmet=item id,variant
: Sets creatures to have this item as their helmet (if supported).left_hand=item id,variant
: Sets creatures to have this item on their left hand (if supported).legs=item id,variant
: Sets creatures to have this item as their legs (if supported).right_hand=item id,variant
: Sets creatures to have this item on their right hand (if supported).shoulders=item id,variant
: Sets creatures to have this item as their shoulders (if supported).utility=item id,variant
: Sets creatures to have this item as their utility (if supported).visual=item id,variant
: Sets item stands to have this item (including enemy weapons). Not all items work without Item Stand All Items mod.
Note: Creatures reset their style when attacking.
object radius=50 move=-5-5,-5,5
: Randomly moves all objects within 50 meters.object move=5
: Moves the targeted object 5 meters away from you.object move=0,5 origin=world
: Moves the targeted object 5 meters towards east.object prefab=Wolf
: Changes the targeted object to a wolf.object rotate=90 center radius=10
: Rotates nearby objects around the player.alias remove object remove id=$$
: Adds a commandremove [object id]
that removes the targeted object if it matches the given object id.alias remove object remove id=*
: Adds a commandremove
that removes the targeted object without having to specify the id.alias remove50 object remove radius=50 id=$$
: Adds a commandremove50 [object id]
that removes the given objects within 50 meters.alias essential object tame health=1E30 radius=$$ id=$$
: Adds a commandessential [radius] [object id]
that tames and turns objects invulnerable within a given radius and with a given id. If radius and id is not given, then affects the hovered object.
See tweaks documentation.
The spawn_object [object id] [...args]
spawns objects to the world. The undo
/redo
system is supported by saving snapshots of the created objects.
Following parameters are available:
ammo=number
: Sets the amount of ammo for turrets.ammoType=item
: Sets the ammo type for turrets. Throwables, magic weapons and enemy weapons ranged weapons seem to work. Arrows work too but instantly fall to the ground.amount=integer
: Amount of spawned objects within a random radius. Items are autostacked.baby
: Prevents offspring from growing up.crafter=value
orname=value
: Name of the crafter for items or name for tamed creatures (that support naming). Character _ is replaced with a space bar.damage=number
: Sets the damage multiplier.data=data1,data2,...
: Sets data from data entries or base64 encoded strings.durability=number
orhealth=number
: Overrides the current durability for items, the current health for structures and the maximum health for creatures. Very high values like 1E30 turn the target invulnerable (including gravity for structures).field=component,field,value
: Sets arbitrary component field. The autocompletion shows only components for the spawned object.- Multiple
field=
can be used in the same command. - Component name doesn't have to be fully written (best match is used).
- Use
f=
as a shortcut forfield=
. - Create alias
alias sf spawn_object $$ f=$$ f=$$ f=$$ f=$$ f=$$
to quickly set multiple fields. - Note: This is vanilla compatible.
- False, zero and empty values are removed on world load, unless World Edit Commands is also installed on the server.
- Multiple
from=x,z,y
: Allows overriding the player's position for the command. Used byredo
and can be useful for some advanced usage.hunt=true/false
: Spawned creatures are in the hunt mode.level=integer
: Spawned creatures have this amount of level (level = stars + 1).pos=forward,right,up
: Relative position (meters) from the player. If not given, the objects are spawned 2 meters front of the player. If y coordinate is not given, the objects snaps to the ground.radius=number
: Maximum spawn distance when spawning multiple objects. Default is 0.5 meters.refPlayer=name
: Allows overriding the player's position with another player's position.refRot=yaw,roll,pick
: Allows overriding the player's rotation for the command. Used byredo
and can be useful for some advanced usage.rot=yaw,roll,pick
: Relative rotation (degrees) from the player's rotation.scale=x,z,y
: Scale for the spawned objects (which support it). A single value sets all of the scales.stars=integer
: Spawned creatures have this amount of stars (stars = level - 1).tame=true/false
: Spawned creatures are tamed.to=x,z,y
: Distributes the objects between the player and target position.variant=integer
: Style/variant for some spawned items.
Additional style parameters:
chest=item id,variant
: Spawned creatures have this item as their chest (if supported).helmet=item id,variant
: Spawned creatures have this item as their helmet (if supported).left_hand=item id,variant
: Spawned creatures have this item on their left hand (if supported).legs=item id,variant
: Spawned creatures have this item as their legs (if supported).right_hand=item id,variant
: Spawned creatures have this item on their right hand (if supported).shoulders=item id,variant
: Spawned creatures have this item as their shoulders (if supported).utility=item id,variant
: Spawned creatures have this item as their utility (if supported).
Note: Creatures reset their style when attacking.
spawn_object StatueCorqi rot=0-360 amount=10 radius=10
: Spawns 10 corqi status within 10 meters that have a random rotation. Undo/redo can be used to reroll the positions and rotations.spawn_object Rock_4 scale=0.5-5 rot=0-360 amount=200 radius=100
: Spawns 200 rocks with a random rotation and a random scale.spawn_object Wolf star=0-2 amount=5 radius=20
: Spawns 5 wolves with random stars from 0 to 2.spawn_object PickaxeIron refPlayer=Jay
: Spawns an iron pickaxe at the position of a player called Jay.alias spawn spawn_object $$ amount=$$ level=$$
: Upgrades the defaultspawn
command with undo/redo.
The spawn_location [location id] [...args]
spawns Point of Interests to the world. The main difference to the location
command is that the game saving doesn't get disabled and all parameters can be set. The undo
/redo
system is supported by saving snapshots of the created objects.
Following parameters are available:
seed=number
: Sets the result of randomized locations. If not given, the result is random.dungeonSeed=number
: Sets the result of next dungeon generation. If not given, the result is random. If the location is not a dungeon, this will carry over to the next dungeon generation. Forcing dungeon seed randomize the dungeon room seeds (instead of being based on the room position).from=x,z,y
: Allows overriding the player's position for the command. Used byredo
and can be useful for some advanced usage.pos=forward,right,up
: Relative position (meters) from the player. If not given, the location will be placed at the player. If y coordinate is not given, the location snaps to the ground.rot=degrees
: Relative rotation (degrees) from the player's rotation.refRot=degrees
: Allows overriding the player's rotation for the command. Used byredo
and can be useful for some advanced usage.
spawn_location DevHouse1
: Spawns a location at your position (snaps to the ground).spawn_location DevHouse1 pos=10 seed=1
: Spawns a location 10 meters in front of you with a specific random outcome.alias location spawn_location
: Upgrades the default command with undo/redo, no save breaking and support for extra parameters.
The terrain [...args]
command can create different shapes on top of the usual flattening and resetting. The undo
/redo
system is supported by saving snapshots of the terrain.
Note: The granularity of the terrain system is 0.5 meters.
Note: Terrain is only affected in loaded areas. You can use Render Limits mod to increase this area.
Following parameters are available:
angle=degrees
: Determines the direction. Cardinal directions like n, ne, e, se, s, sw, w and nw work as a value too. Uses the player's direction if not given (45 degrees precision).blockcheck
: Excludes terrain that is under structures or other objects. This can be used to create specific shapes.blockcheck=on/off/inverse
:- on: Excludes terrain that is under structures or other objects.
- off: All terrain is affected (default).
- inverse: Only includes terrain that is under structures or other objects.
chance=number
: Randomly filters included terrain nodes. For example 0.5 includes half of the nodes (50%).- Range can be used to randomize the chance. For example 0.5-0.8 includes 50% to 80% of the nodes.
circle=number
orcircle=min-max
: Determines the radius of the affected terrain.delta=meters
: Sets the difference from the original elevation. Without the parameter, resets terrain altitude changes.from=x,z,y
: Overwrites the player's position. Allows fixing the current position for more precise editing. The y coordinate can be used to override the current ground altitude.id=id1,id2,...
: List of included ids. Supports starts with, ends with or contains by using "*". Default is*
that allows all objects which don't start with "_".ignore=id1,id2,..
: List of ignored ids. Supports starts with, ends with or contains by using "*"level=altitude
: Sets terrain height to the given altitude. If not given, uses the ground altitude below the player.lower=meters
: Lowers terrain by X meters. Same asraise
when a negative value is used.max=altitude
: Lowers terrain above the given altitude to the altitude.min=altitude
: Raises terrain below the given altitude to the altitude.offset=forward,right,up
: Moves the targeted position while still using the altitude of the player's position.smooth=number
: Determines how gradually the changes are applied (from 0.0 to 1.0).- 1.0: All of the terrain gets reduced changes (except the very center).
- 0.5: Half of the terrain gets reduced changes.
- 0.0: No reduction (default).
paint=value
: Sets the terrain material (cultivated, grass, grass_dark,dirt, patches, paved, paved_dark, paved_dirt or paved_moss).paint=dirt,cultivated,paved,vegetation
: Sets custom terrain material (values from 0.0 to 1.0).raise=meters
: Raises terrain by X meters. Same aslower
when a negative value is used.rect=width,depth
orrect=min-max,min-max
: Determines the size of the affected terrain.reset
: Resets terrain height and paint changes. Ignoressmooth
parameter.slope=meters,angle
: Creates a slope centered at current position with a given height.step=forward,right,up
: Calculates offset based on the radius (and slope height if given).to=x,z,y
: Moves the affected terrain between the current position and this position. Determines angle, slope and circle/rect size automatically.void
: Removes the terrain surface. Ignoressmooth
parameter.within=min-max
: Only includes terrain that is within the given altitude range.
terrain level circle=10
: Sets terrain height within 10 meters (20 meters diameter) to the same level as below you.terrain level terrain raise=4 rect=4 smooth=1 paint=paved
: Creates a pyramid.terrain level raise=4 rect=4;terrain lower=4 rect=4 smooth=1 paint=paved
: Creates a pyramid shaped hole.terrain slope rect=5 from=10,10 to=10,20
: Creates a slope between two positions (10 meters width).terrain slope=5 rect=5 from=10,10 to=10,20
: Creates a 5 meter slope between two positions (10 meters width).terrain level from=300,40,-500 rect=5,10000
: Creates a long leveled path. Walk along the path to load new areas and then use the command again to extend the path.terrain from=-23,23 angle=e rect=5 slope=4
: Creates a slope rising towards east.terrain from=-23,23 angle=e rect=5 slope=4 step=1 level
: Creates a level at the end of the slope.terrain from=-23,23 angle=e rect=5 slope=4,e step=1,1
: Creates a slope at right side of the level rising towards south (east of east).terrain from=-23,23 angle=e rect=5 slope=4 step=1,2,1 level
: Creates a level at the end of the slope. The last parameter of step is needed because the slope is not going to the original direction so it won't be raised automatically.alias level terrain level circle=$$
: New commandlevel [value]
for easier leveling.alias level terrain level rect=$$
: New commandlevel_sq [value]
for easier leveling.
Any changes made by the mod are compatible with unmodded clients which adds some significant restrictions to some commands.
Creatures overwrite their style when they try to attack. So altering their style has mainly three uses:
- Decorating the training dummy since it never attacks.
- Decorating tamed creatures while ensuring they are safe.
- Initially decorating aggresive creatures (as long as it's ok that their style resets during the fight).
Creatures reset their maximum health if their current health equals the maximum health. To prevent this, the mod sets creature health slightly higer than the max health.
However this means that if the creature is damaged and let to heal back to full, its health may reset when the area is loaded.
- When creating combat scenarios, manually set enemy health if the scenario is not finished.
- When creating stronger tamed creatures, manually set their health after the combat is over (recommended to bind a key for this).
Setting a very high health like 1E30 will make objects invulnerable. This is because the float variable type has a limited precision so small amounts of damage is rounded down to nothing. This may cause following:
- Lack of support doesn't break structures so build limits can be ignored (since lack of support only causes damage equal to the default max health).
killall
command doesn't kill some creatures (since it only deals very high damage to them).
This mod doesn't unlock the terrain dig limit so all changes will still be capped by the limit (default is +- 8 meters). However the terrain
command should be compatible with any mods affecting the dig limit.
The command however supports going over the limit which can lead to unexpected results. For example if you lower terrain by 20 meters and then raise by 10 meters, the second command probably won't do anything because the result is still below the dig limit.
Static objects only synchronize their position and rotation when loaded. This means that object move
and object rotate
commands won't instantly show for other clients. Instead they have to leave the area.
This shouldn't cause any issues unless objects are moved long distances (which might cause issues anyways).
Most should be self-explanatory. More explanation will be added later.
addedDefaultItems
:ammo
: object ammoalive_time
:AmmoType
:crafterID
:crafterName
:creator
:durability
:fuel
:health
:huntplayer
:item
:items
:level
:location
:PlantTime
:pose
:quality
:RandomSkillFactor
scale
:seed
:sleeping
:spawntime
:spawnpoint
:stack
:tag
:tamed
:TamedName
:text
:variant
:
The field system adds HasFields
to any object with custom fields.
The field system adds HasFieldsXXX
for each component with custom fields. The XXX is the component name.
The field system adds XXX.m_YYY
for each field where XXX is the component name and YYY is the field name.
CL&LC effect
:override_amount
:override_attacks
:override_biome
:override_boss
:override_collision
:override_compendium
:override_component
:override_conversion
:override_cover_offset
:override_data
:override_delay
:override_destroy
:override_discover
:override_dungeon_enter_hover
:override_dungeon_enter_text
:override_dungeon_exit_hover
:override_dungeon_exit_text
:override_dungeon_weather
:override_effect
:override_event
:override_faction
:override_fall
:override_fuel
:override_fall
:override_fuel_effect
:override_globalkey
:override_growth
:override_health
:override_input_effect
:override_interact
:override_item
:override_item_offset
:override_item_stand_prefix
:override_item_stand_range
:override_items
:override_level_chance
:override_maximum_amount
:override_maximum_cover
:override_maximum_fuel
:override_maximum_level
:override_max_near
:override_max_total
:override_minimum_amount
:override_minimum_level
:override_name
:override_near_radius
:override_output_effect
:override_pickable_spawn
:override_pickable_respawn
:override_render
:override_resistances
:override_respawn
:override_restrict
:override_smoke
:override_spawn
:override_spawn_condition
:override_spawn_effect
:override_spawn_max_y
:override_spawn_offset
:override_spawn_radius
:override_spawnarea_spawn
:override_spawnarea_respawn
:override_spawn_item
:override_start_effect
:override_text
:override_text_biome
:override_text_check
:override_text_extract
:override_text_happy
:override_text_sleep
:override_text_space
:override_topic
:override_trigger_distance
:override_trigger_distance
:override_trigger_noise
:override_unlock
:override_use_effect
:override_water
:override_wear
:override_weather
:
Thanks for Azumatt for creating the mod icon!
Sources: GitHub
Donations: Buy me a computer