Regions

;scale ;curve ;path ;biomeinfo ;setbiome ;revolve ;move

Complete documentation for WorldEdit region operations: scaling, curves, clipboard paths, biome inspection and changes, revolving selections, and moving regions.

This page documents:

Selection Requirements

CommandRequired input
;scale without -wClipboard
;scale -wcuboid or extend selection
;curveOrdered points from a convex selection
;pathClipboard and ordered convex points
;biomeinfoAny valid selection, or no selection with -p or -t
;setbiomeAny valid selection, or no selection with -p
;revolvecuboid or extend selection
;movecuboid or extend selection

Create a cuboid selection:

Cuboid Selection

;sel cuboid
;pos1
;pos2

Create ordered convex points:

Convex Point Sequence

;sel convex
;pos1
;pos2
;pos2
;pos2

In convex mode, ;pos1 starts a new point sequence and every ;pos2 adds another point.

Directions

move uses a direction as its destination offset. revolve can use a direction as its axis.

Absolute Directions

DirectionAliasVector
upuPositive Y
downdNegative Y
northnNegative Z
southsPositive Z
eastePositive X
westwNegative X

Relative Directions

DirectionAlias
forwardf, me, m
backb
leftl
rightr

Relative directions depend on the player’s view. When the camera points mainly upward or downward, forward can resolve vertically. Use an absolute direction for predictable results.

Scale

scale changes the dimensions of the clipboard or directly transforms a selected region.

Syntax

Uniform scale:

Uniform Scale Syntax

;scale [-ows] <scale>

Horizontal and vertical scale:

Horizontal and Vertical Scale Syntax

;scale [-ows] <scaleXZ> <scaleY>

Independent scale per axis:

Independent Axis Scale Syntax

;scale [-ows] <scaleX> <scaleY> <scaleZ>

Uniform Scaling

A single value is applied to X, Y, and Z.

Double Every Axis

;scale 2

Reduce Every Axis

;scale 0.5

Horizontal and Vertical Scaling

With two values, the first affects X and Z and the second affects Y.

Double Width and Length

;scale 2 1

Result:

Two-Value Scale Result

X × 2
Y × 1
Z × 2

Double only the height:

Double Height

;scale 1 2

Independent Axis Scaling

Scale Each Axis

;scale 2 1 0.5

Result:

Three-Value Scale Result

X × 2
Y × 1
Z × 0.5

Clipboard Mode

Without -w, scale requires a clipboard. The world is not changed until the clipboard is pasted.

Scale Clipboard Workflow

;copy -a
;scale 2
;paste

The pending scale is stored as part of the clipboard transformation.

If no clipboard exists, WorldEdit reports that the clipboard is empty.

Accumulated Scale

Clipboard scales multiply.

Multiply Scale Transformations

;scale 2
;scale 3

result = ×6

Return to Original Scale

;scale 2
;scale 0.5

result = ×1

Copying another region resets the pending clipboard transformation.

World Mode with -w

-w transforms the selected region directly in the world.

Scale the Selected Region

;scale -w 2

The implementation uses a temporary buffer, clears the original area, and places the transformed result.

This mode requires a cuboid or extend selection.

Origin with -o

With -w, -o uses the center of the selection as the scale origin.

Scale around Selection Center

;scale -wo 2

Without -o, the player’s block-centered position is the origin. The region can move considerably when the player is far from it.

Update Selection with -s

Select the Scaled Result

;scale -ws 2

Recommended world-mode combination:

Centered Scale and Updated Selection

;scale -wos 2

Without -w, -o and -s do not provide the same functional behavior. For clipboard scaling, use plain ;scale.

Decimal Scaling

Decimal values are mapped back onto the integer block grid.

Possible effects include:

  • Repeated blocks
  • Stepped edges
  • Small asymmetries
  • Lost detail when reducing
  • Decorative blocks disappearing

Decimal Scale

;scale 1.5

Negative and Zero Scale

Avoid zero:

Invalid Zero Scale

;scale 0

A zero scale collapses an axis and creates a non-invertible transformation.

Negative values can reflect an axis:

Negative Axis Scale

;scale -1 1 1

For normal reflections, ;flip is clearer and safer.

Block Orientation

WorldEdit attempts to transform directional states for stairs, slabs, logs, doors, trapdoors, signs, torches, levers, repeaters, comparators, and other orientable blocks.

Custom blocks and future block states may not transform correctly.

History

Clipboard mode does not change the world and does not create a block-history action.

World mode can be undone and redone:

Undo World Scaling

;scale -wos 2
;undo
;redo

Curve

curve creates a smooth three-dimensional curve through ordered points.

Syntax

Curve Syntax

;curve <pattern> [thickness]

thickness is a positional argument. The command has no flags.

Create a Curve

Create Ordered Curve Points

;sel convex
;pos1 100 64 100
;pos2 110 66 105
;pos2 120 70 100
;pos2 130 72 110

Draw the curve:

Draw Curve

;curve stone

Two points produce a path similar to a line. Three or more points create a useful curve.

The point order is essential:

Point Order

A → B → C → D
is different from
A → C → B → D

Run ;pos1 again to begin a new sequence.

Thickness

Default:

Default Curve Thickness

thickness = 0

Examples:

Curve Thickness Examples

;curve stone
;curve stone 1
;curve stone 3

Thickness behaves like an approximate radius around the curve.

The maximum accepted thickness depends on the configured maximum brush radius.

Patterns

Curve Pattern Examples

;curve oak_log 2
;curve 70%stone,20%andesite,10%gravel 3
;curve #blob5(stone,andesite,cobblestone) 4
;curve $path.north 3
;curve $path.rad 3

A radial gradient can use the stroke points and thickness to transition from the center of the curve toward its outer edge.

Global Mask

curve has no direct mask argument, but it respects the global mask.

Curve Only in Air

;gmask air
;curve stone 3
;gmask

Curve over Existing Blocks

;gmask #existing
;curve moss_block 2
;gmask

Performance

The number of changed blocks grows with:

  • Curve length
  • Thickness
  • Number of points
  • Curve complexity

Test thick curves in a small area first.

History

A completed curve is normally stored as one history action and can also track its associated selection.

Path

path places copies of the current clipboard along a smooth curve defined by ordered convex points.

Syntax

Fixed orientation:

Path Syntax

;path [spacing]

Rotated along the curve:

Rotated Path Syntax

;path [spacing] rotated <offset>

rotated is a subcommand, not a flag.

Requirements

Create a clipboard:

Create Path Clipboard

;sel cuboid
;pos1
;pos2
;copy -a

Create path points:

Create Path Points

;sel convex
;pos1
;pos2
;pos2
;pos2

Place the path:

Place Path

;path 5

Spacing

Default and minimum:

Path Spacing Default

spacing = 1

Examples:

Path Spacing Examples

;path 1
;path 5
;path 10

Spacing is based on samples along the calculated block path. It is approximately measured along the route and may not be a perfectly exact Euclidean distance on every diagonal.

Fixed Orientation

Fixed-Orientation Copies

;path 5

Every copy keeps the same orientation.

Useful for:

  • Posts
  • Trees
  • Lamps
  • Vertical decorations
  • Symmetrical objects

Rotated Orientation

Copies Following the Curve

;path 5 rotated 0

WorldEdit calculates local pitch and horizontal rotation so each copy follows the curve.

Angular Offset

Path Rotation Offset

;path 5 rotated 90
;path 5 rotated -90

Use the offset when the copied structure’s front does not match the calculated direction.

Clipboard Centering

path centers the clipboard using approximately half of its dimensions.

It does not preserve the player’s relative copy point in the same way as ;paste.

A structure can align correctly with ;paste but appear offset when used in a path.

To improve alignment:

  • Adjust the selected box
  • Add temporary filler blocks to move its center
  • Recopy the structure
  • Test on a short path

Air

path has no -a flag. Air handling is decided when creating the clipboard.

Recommended:

Path without Air

;copy -a
;path 5

If air is included, repeated copies can erase blocks around the path.

Entities

path has no -e flag.

When the clipboard already contains entities from ;copy -e, repeated placement may duplicate them.

Masks

path has no direct -m argument.

Filter the source clipboard before creating the path:

Filtered Path Clipboard

;copy -a -m stone
;path 5

Clipboard Transformations

The current implementation uses the clipboard buffer directly and does not apply the pending clipboard transformation from:

Transformations Not Reused by Path

;rotate
;flip
;scale

Rotated path mode calculates its own orientation.

To use an already transformed structure:

  1. Paste the transformed clipboard.
  2. Select the result.
  3. Copy it again.
  4. Run ;path.

Count and History

The reported count is based on:

Path Count Formula

number of copies × full clipboard volume

It can be larger than the visible changed-block count when air is excluded or copies overlap.

The complete path is normally recorded as one history action.

Revolve

revolve creates copies of a cuboid or extend selection around the player’s position.

Syntax

Revolve Syntax

;revolve [-asr] <count> [start] [end] [heightDiff] [-d <direction>] [-m <mask>]

Center and Radius

The player is the center of revolution.

The distance between the player and the selection determines the orbit radius.

Revolve Geometry

player = center
selection = copied object
distance between them = radius

Move farther from the selected object to create a larger circle.

Count

count is required and must be at least 2.

The current implementation iterates from 0 through count, including both endpoints:

Revolve Position Count

placed positions = count + 1

Example:

Nine Calculated Positions

;revolve 8

This calculates nine positions.

Start and End Angles

Defaults:

Revolve Angle Defaults

start = 0
end   = 360

Half-circle:

Half Revolution

;revolve 8 0 180

Quarter-circle:

Quarter Revolution

;revolve 8 0 90

Because both endpoints are included, 0 and 360 produce geometrically equivalent first and last positions.

For twelve unique positions:

Twelve Unique Positions

;revolve 11 0 330

This produces angles 0, 30, 60, ... 330.

Angle Formula

For every position:

Revolve Angle Formula

t = i / count
angle = (1 - t) × start + t × end
i = 0, 1, 2, ... count

Both the start and end angles are included.

Axis Difference

heightDiff defaults to 0.

Vertical spiral:

Vertical Spiral

;revolve 15 0 360 20

The last copy is placed 20 blocks farther along the selected axis.

Axis with -d

Default axis:

Default Revolve Axis

direction = up

Examples:

Revolve Axis Examples

;revolve 11 0 330 0 -d up
;revolve 11 0 330 0 -d north
;revolve 11 0 330 0 -d east

With a non-vertical axis, heightDiff is applied along that axis.

North-Axis Spiral

;revolve 15 0 360 20 -d north

Copy Orientation

Without -r, copies rotate with the orbit.

This is useful for walls, arches, and pieces that should follow the circular direction.

Use -r to preserve the original orientation:

Preserve Original Orientation

;revolve -r 11 0 330

Useful for trees, statues, columns, and decorations that must face the same direction.

Exclude Air with -a

Revolve without Air

;revolve -a 11 0 330

This prevents surrounding air in the source box from erasing destination blocks.

Filter Source Blocks with -m

Filtered Revolve

;revolve -a 11 0 330 -m stone
;revolve -a 11 0 330 -m #existing

Use -a with -m. Without it, non-matching source positions can become air in the temporary buffer and erase destination blocks.

Update Selection with -s

Select Last Revolved Copy

;revolve -s 11 0 330

The current implementation selects the last calculated copy, not the full circular result.

Entities and Clipboard

The command has no -e flag and does not include entities through its current syntax.

It uses a temporary internal buffer and does not replace the player’s clipboard.

Overlap

Copies are placed in order.

When they overlap:

  • Later copies can overwrite earlier copies
  • Included air can erase previous blocks
  • The reported count can exceed the number of unique changed blocks

History

All copies are normally stored as one history action.

Move

move relocates a cuboid or extend selection.

Internally it:

  1. Copies the selection into a temporary buffer.
  2. Replaces the original positions.
  3. Pastes the buffer at the destination.
  4. Removes the temporary buffer.

Syntax

Move Syntax

;move [-aes] [amount] [offset] [replace] [-m <mask>]

Defaults:

Move Defaults

amount  = 1
offset  = forward
replace = air

Amount

amount must be at least 1.

Move Ten Blocks

;move 10 east

Negative amounts are not accepted by the current parser. Use the opposite direction instead.

Opposite Direction

;move 10 west

Direction

Absolute direction:

Absolute Move Direction

;move 10 north

Relative direction:

Relative Move Direction

;move 10 left

When omitted, the direction defaults to forward.

Replacement Pattern

The optional replace pattern is placed in the original region, not at the destination.

Leave air:

Move and Leave Air

;move 10 east

Leave stone:

Move and Leave Stone

;move 10 east stone

Leave water:

Move and Leave Water

;move 10 up water

Leave a mixed pattern:

Move and Leave a Mix

;move 10 east 70%stone,30%andesite

Leave a gradient:

Move and Leave a Gradient

;move 10 east $floor.rad

Exclude Air with -a

Move without Air

;move -a 10 east

This prevents source air from overwriting destination blocks.

The origin is still filled with the replacement pattern.

Include Entities with -e

Move with Entities

;move -e 10 east

Entities are copied, removed from the origin, and placed at the destination. Players are excluded.

Do not rely on history as a complete backup for moved entities.

Update Selection with -s

Move Selection to Destination

;move -s 10 east

Without -s, the world blocks move but the selection remains at the original position.

Recommended:

Move without Air and Select Result

;move -as 10 east

Filter Source Blocks with -m

Filtered Move Examples

;move -a 10 east -m stone
;move -as 10 north -m #existing
;move -a 5 up -m "stone #surface"

Use -a with -m so non-matching positions do not become air in the temporary buffer.

Filtered Move with Replacement

Move Stone and Leave Dirt

;move -a 10 east dirt -m stone

Result:

  • Stone is moved
  • Original stone positions receive dirt
  • Non-matching source blocks remain
  • Only matching copied blocks are pasted at the destination

Complete Flag Combination

Complete Move Example

;move -aes 20 north water -m #existing

Meaning:

Move Flag Breakdown

-a = exclude air
-e = include entities
-s = select the destination
20 = distance
north = direction
water = replacement pattern at the origin
-m #existing = move non-air blocks

Move Compared with Shift

Move World Blocks

;move 10 east

changes world blocks.

Shift Selection Boundaries

;shift 10 east

moves only the selection.

Clipboard

move uses a temporary buffer and does not replace the player’s clipboard.

Overlapping Movement

A region can move a distance smaller than its own size:

Overlapping Move

;move 1 east

Because the source is buffered before being pasted, overlapping movement is generally handled consistently.

However:

  • Replacement patterns can affect overlapping positions
  • Air can overwrite blocks
  • Entities can behave differently

Test complex overlapping moves on a copy of the world.

Count and History

The reported count uses the temporary buffer volume and can differ from visible changed blocks when air or masks are excluded.

The original region, destination region, and updated selection with -s are normally recorded as one history action.

Common Errors

Using Java-Style Prefixes

WorldEdit-BE normally uses semicolons:

Correct Command Prefix

;move 10 east

not double slashes.

Scaling without a Clipboard

Plain ;scale requires a clipboard. Use ;copy first or add -w to transform a selected world region.

Scaling around the Player Accidentally

Use -o with -w to scale around the selection center:

Centered World Scale

;scale -wo 2

Using -o or -s without -w

For clipboard mode, use plain ;scale.

Using Zero Scale

Avoid ;scale 0.

Creating a Curve with a Cuboid Selection

Use ;sel convex and mark the points in route order.

Running Path without a Clipboard

Create the clipboard before switching to convex mode.

Expecting Path to Preserve the Copy Point

path centers the clipboard by its dimensions instead of using the relative player offset saved by ;copy.

Expecting Path to Use Pending Transformations

path does not apply pending clipboard rotate, flip, or scale transformations.

Air Erasing a Path

Create the clipboard with ;copy -a.

Missing a Small Biome

Large selections are sampled. Inspect a smaller area or use -p or -t.

Biome Changes Not Appearing Immediately

setbiome records changes for external processing.

Trying to Undo Biomes

The current setbiome implementation does not use normal block history.

Extra Revolve Position

The current implementation places count + 1 calculated positions.

Duplicate First and Last Revolve Copies

Avoid using both 0 and 360 when unique positions are required.

Expecting revolve -s to Select the Whole Circle

It selects only the last calculated copy.

Using a Mask without -a

For move and revolve, combine -m with -a to avoid destructive air.

Confusing Move with Shift

move changes blocks. shift changes only selection boundaries.

Confusing the Move Replacement Pattern

The replace argument fills the origin, not the destination.

Biome Info

biomeinfo reports biome identifiers from a selection, the player’s position, or a targeted block.

Syntax

Biome Info Syntax

;biomeinfo [-p] [-t]

Inspect a Selection

Inspect Selection Biomes

;biomeinfo

Without flags, an active selection is required.

It works with cuboid and non-cuboid selection shapes.

Inspect the Player Position

Inspect Current Biome

;biomeinfo -p

No selection is required.

Inspect a Targeted Block

Inspect Targeted Biome

;biomeinfo -t

No selection is required, but a valid targeted block must be found.

Combining -p and -t

The current implementation checks -p before -t.

Ambiguous Combined Flags

;biomeinfo -pt

Use only one of the two flags to avoid ambiguity.

Large Selection Sampling

Small selections are inspected directly.

Large selections are sampled to reduce processing cost. A small biome inside a very large selection may be missed.

For more precise inspection:

  • Reduce the selection
  • Use -p
  • Use -t
  • Divide the area into smaller selections

Three-Dimensional Biomes

Biome data is queried using X, Y, and Z. Two positions with the same X and Z but different Y values can return different biome data.

History

biomeinfo is informational and does not create a history action.

Set Biome

setbiome registers a biome change for a selection or the player’s current position.

Syntax

Set Biome Syntax

;setbiome <biome> [-p]

Valid Biome Identifiers

The biome must be registered by the Minecraft API.

Biome Identifier Examples

;setbiome minecraft:plains
;setbiome minecraft:desert

Use these commands to inspect identifiers:

Inspect Biome Identifiers

;biomeinfo -p
;biomeinfo -t

Change a Selection

Set Selection Biome

;setbiome minecraft:plains

Without -p, a selection is required.

Both cuboid and non-cuboid selections are supported.

Change the Player Position

Set Current Position Biome

;setbiome minecraft:desert -p

There is no -t flag for setbiome.

Masks

The current syntax has no direct mask argument and no replacebiome command.

To limit the affected shape, create a more specific selection.

External Processing

The current implementation records biome changes in internal data for later processing rather than directly writing the final biome through the game API.

Use:

Open Biome Processing Application

;worldedit app

The application information can differ between installed versions.

The reported amount represents registered positions and may not produce an immediate visual change.

History

setbiome does not use the normal block-history system.

Do not rely on ;undo to revert registered biome changes.

Work on a copy of the world before processing biome edits externally.

Visual Effects

Changing a biome can affect:

  • Grass color
  • Leaf color
  • Water color
  • Weather
  • Snow and rain
  • Ambient sounds
  • Biome-dependent spawning

It does not replace existing blocks. Setting a desert biome does not automatically turn dirt into sand.

Quick Reference

Scale Commands

;scale [-ows] <scale>
;scale [-ows] <scaleXZ> <scaleY>
;scale [-ows] <scaleX> <scaleY> <scaleZ>

Curve Command

;curve <pattern> [thickness]

Path Commands

;path [spacing]
;path [spacing] rotated <offset>

Biome Commands

;biomeinfo [-p] [-t]
;setbiome <biome> [-p]

Revolve Command

;revolve [-asr] <count> [start] [end] [heightDiff] [-d <direction>] [-m <mask>]

Move Command

;move [-aes] [amount] [offset] [replace] [-m <mask>]

Flags

FlagCommandPurpose
-wscaleTransform the selected region in the world
-oscale -wUse the selection center as the origin
-sscale, revolve, moveUpdate the selection
-pbiomeinfo, setbiomeUse the player’s position
-tbiomeinfoUse the targeted block
-rrevolvePreserve the original copy orientation
-arevolve, moveExclude air
-emoveInclude entities
-drevolveSet the revolution axis
-mrevolve, moveFilter source blocks