Regions
;scale ;curve ;path ;biomeinfo ;setbiome ;revolve ;moveComplete documentation for WorldEdit region operations: scaling, curves, clipboard paths, biome inspection and changes, revolving selections, and moving regions.
This page documents:
Selection Requirements
| Command | Required input |
|---|---|
;scale without -w | Clipboard |
;scale -w | cuboid or extend selection |
;curve | Ordered points from a convex selection |
;path | Clipboard and ordered convex points |
;biomeinfo | Any valid selection, or no selection with -p or -t |
;setbiome | Any valid selection, or no selection with -p |
;revolve | cuboid or extend selection |
;move | cuboid 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
| Direction | Alias | Vector |
|---|---|---|
up | u | Positive Y |
down | d | Negative Y |
north | n | Negative Z |
south | s | Positive Z |
east | e | Positive X |
west | w | Negative X |
Relative Directions
| Direction | Alias |
|---|---|
forward | f, me, m |
back | b |
left | l |
right | r |
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:
- Paste the transformed clipboard.
- Select the result.
- Copy it again.
- 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:
- Copies the selection into a temporary buffer.
- Replaces the original positions.
- Pastes the buffer at the destination.
- 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
| Flag | Command | Purpose |
|---|---|---|
-w | scale | Transform the selected region in the world |
-o | scale -w | Use the selection center as the origin |
-s | scale, revolve, move | Update the selection |
-p | biomeinfo, setbiome | Use the player’s position |
-t | biomeinfo | Use the targeted block |
-r | revolve | Preserve the original copy orientation |
-a | revolve, move | Exclude air |
-e | move | Include entities |
-d | revolve | Set the revolution axis |
-m | revolve, move | Filter source blocks |