> For the complete documentation index, see [llms.txt](https://btehkmu.gitbook.io/btehkmu-zhi-nan-guide-book/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://btehkmu.gitbook.io/btehkmu-zhi-nan-guide-book/guide-book-en/magic-wooden-axe-we/worldedit/basic-knowledge.md).

# Basic Knowledge

{% tabs %}
{% tab title="Direction / Coordinate System" %}

## Direction Orientation / Coordinate System Coordinates

{% tabs %}
{% tab title="Direction Orientation" %}

## Explaining

> The default direction for WE commands is where the player is looking. If you want to specify a particular \[direction], you can enter the direction name/code. These are divided into absolute directions and personal (relative) directions:&#x20;

#### Absolute directions&#x20;

`Absolute directions are based on the Minecraft world coordinates. See [Coordinate System] for more:`&#x20;

<div align="left"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FI6knUrytQNam883pbYMo%2Fimage.png?alt=media&amp;token=05079a04-5cfb-4381-847b-9ee68ab5b6d6" alt="" width="163"><figcaption><p>F3 screen</p></figcaption></figure></div>

> East:`e` ,`east` West:`w` ,`west` South:`s` ,`south` North:`n` ,`north` Up:`u` ,`up` Down:`d` ,`down`
>
> Example: //stack 10 west (to the west)

<div align="left" data-with-frame="true"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FW9HvLuEXX41MaHt7jEJs%2Fimage.png?alt=media&amp;token=d4380f7c-2642-4434-9271-f7e8317f8453" alt="" width="563"><figcaption></figcaption></figure></div>

#### Personal directions&#x20;

Relative directions are relative to the direction the player is facing

> Front:`f` ,`front` ,`me`or omit Back:`b` ,`back` Left:`l` ,`left` Right:`r` ,`right`
>
> Example: //stack 5 back (to the back)

<div align="left" data-with-frame="true"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FzbYUCs7VsVNr2xHFr18M%2Fimage.png?alt=media&amp;token=e914ecac-6aaf-409d-bf0a-9c81d8721ddf" alt="" width="563"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Coordinate System Coordinates" %}

## Explaining

Minecraft world coordinates are a Cartesian coordinate system composed of three absolute coordinates (X, Y, Z).&#x20;

> The X axis runs east-west, positive is east. The Y axis runs up-down, positive is up. The Z axis runs south-north, positive is south.

Therefore, the three axes form a right-handed coordinate system: when you extend your arm forward, with your palm facing left that is the positive X direction (east), your thumb up is the positive Y direction (up), and your index finger forward is the positive Z direction (south). This makes it easier to remember the axes. Also, you can place sunflowers in Minecraft — their faces always point east, so they can be used to indicate direction.&#x20;

<figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FkxxWBBdoPwsQYDAn554A%2Fimage.png?alt=media&amp;token=ec9664fe-d227-4a1c-824f-1d5cf7f3705a" alt=""><figcaption></figcaption></figure>

Press F3 to view direction (blue box) and coordinates (red box).

<div align="left"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FZRNfvEUJ6gBgAH1yNU3b%2Fimage.png?alt=media&amp;token=82b8b96a-4ca4-453b-bc81-c64af3f7bd33" alt="" width="375"><figcaption></figcaption></figure></div>
{% endtab %}
{% endtabs %}
{% endtab %}

{% tab title="Label list Label" %}

## Explaining

* -a: =air. (ignore air blocks)
* -b : =biomes. (include biomes)
* -c: =center. (center
* -d: =default. (default value)
* -e: =entity. (include entities)
* -h: =horizontal, hollow. (hollow or horizontal)
* -o: =origin. (origin position)
* -r: =raw. (raw / not replaceable)
* -s: =selection. (based on selection)
* -v: =vertical. (vertical extension)
  {% endtab %}

{% tab title="Blocks" %}

### Minecraft ID list:

{% embed url="<https://minecraft-ids.grahamedgecombe.com/>" %}

{% tabs %}
{% tab title="Block data format" %}
`F3+H`Shows more detailed tooltips. When you hover over a block in your inventory you can see a format like this:

> Name (#numericID/data) minecraft:englishID However this information is still not detailed enough; below is a deeper explanation.

### Block data format

The block data format used by WE is:<kbd>BlockID:data</kbd>Where the ID may be in English (name) or numeric;

<div align="left" data-with-frame="true"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FtNBUdlqzcZgUm7RhjsY6%2Fimage.png?alt=media&amp;token=85c57b34-be95-48fb-8017-d31b712a1720" alt=""><figcaption></figcaption></figure></div>

IDs can be block IDs or item IDs — in short, when it’s in your hand it’s an item, when placed in the world it’s a block. WE operates on blocks, so you need to use block IDs.&#x20;

***

### Data value

The data value is an additional string for the ID that records a block’s color, state, orientation, etc. Many data values are not shown in the inventory, such as fluid thickness, plant growth stages, different block states, orientations, etc. When using WE, try changing different data values to see the effects. Values range from 0–15; when the value is 0 it can be`:`omitted together.

<div align="left" data-with-frame="true"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FhDxiEtETcoRd129b2Quz%2Fimage.png?alt=media&amp;token=84dc7103-25ac-40f9-a31e-aa97588bc9be" alt="" width="76"><figcaption></figcaption></figure></div>

In Minecraft every block also has additional "block states", such as direction, waterlogged, whether it connects to walls, etc. WorldEdit allows players to specify these by adding **`[property=value]`** in that format.

#### 🛠️ Usage format:

```
BlockName[property1=value,property2=value,...]
```

✔ You can set multiple properties at once\
✔ If omitted, the game’s default values are used\
✔ Common properties include:

* `facing`(direction, e.g. north, south, east, west, up, down)
* `type`(upper/lower/double, e.g. bottom, double, top)
* `waterlogged`(whether waterlogged) True or False
* `powered`(whether redstone is powered) True or False
* `open`(whether a door is open) True or False
* `age`(crop maturity, 0–7)
* `level`(fluid flow level, 0–15)

<div align="left" data-with-frame="true"><figure><img src="https://2481641337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiCsqZvQt6N8bYG3CEYIb%2Fuploads%2FkOM4L7vu9T1FFyRfoquq%2Fimage.png?alt=media&amp;token=d53d3150-94ad-4f26-8e56-54e30092aa36" alt="" width="563"><figcaption></figcaption></figure></div>

### Sign text syntax

If you want to set the text on a sign as well, the syntax is:`BlockID:data|[line1 text]|[line2 text]|[line3 text]|[line4 text]`Where each line can be left blank, but the separators`|`must be kept. Also, if the text contains spaces, the whole syntax above must be wrapped with`" "`quotation marks.
{% endtab %}

{% tab title="Special block IDs " %}

### Wood blocks / Wood

* Oak Wood: 17:12
* Spruce Wood: 17:13
* Birch Wood: 17:14
* Jungle Wood: 17:15
* Acacia Wood: 162:12
* Dark Oak Wood: 162:13

### Smooth Stone

* Smooth Stone: 43:8
* Smooth Sandstone: 43:9
* Smooth Red Sandstone: 181:9

### Leaves that don’t decay

* Oak Leaves: 18:4
* Spruce Leaves: 18:5
* Birch Leaves: 18:6
* Jungle Leaves: 18:7
* Acacia Leaves: 261:4
* Dark Oak Leaves: 261:5

### Mushroom Block

* Mushroom Stem: 99:15 / 100:15
* Brown Mushroom Block: 99:14
* Red Mushroom Block: 100:14
* Stripped Mushroom Block: 99:0 / 99:11~~99:13/100:0/100:11~~100:13
* Other Mushroom Block: 99:1~~99:10/100:1~~100:10

### Other

* Wheat: 59:0\~59:7
* Carrot: 141:0\~141:7
* Potato: 142:0\~142:7
* Beetroot: 207:0\~207:3
* Upright Iron Trapdoors: 167:4\~167:7
  {% endtab %}
  {% endtabs %}
  {% endtab %}

{% tab title="Masks / Patterns" %}
"Masks" and "patterns" are both commonly used in WE commands. Unlike "patterns", masks determine which blocks will be affected by commands, brushes, etc. Below are the forms of masks:

{% tabs %}
{% tab title="Pattern pattern" %}
A "pattern" is a parameter used by many WE commands. It can be a single block or a complex combination. Patterns determine which blocks will be placed into the world when using commands, tools, etc. Below are the forms of patterns:

### Single block

The most basic pattern is a single block, i.e.`BlockID:data`If no data value is entered, the default block is used, i.e. data value = 0.

### Random pattern

A pattern that can set any number of patterns randomly. Separate patterns with`,`and they will be randomly and evenly distributed. You can also use`<number>%<pattern>`to specify the proportion for each pattern. Note:`%`The numbers before do not have to add up to 100; they only represent relative proportions.

### Clipboard pattern

Use`#copy`or`#clipboard`lets you use the clipboard’s blocks as a pattern. You can also add`@[x,y,z]`afterward to offset the pattern, i.e.`#clipboard@[x,y,z]`.
{% endtab %}

{% tab title="Masks" %}

### Block masks

This is the simplest form of mask. Like patterns it can be a single block or multiple blocks; if multiple, separate them with`,`and the difference is that when a block’s data value is omitted it refers to all states of that block.

### Inverse mask

An exclamation mark`!`indicates negation of the following content, i.e.`![mask]`can be understood as protecting the settings within \[mask], affecting only blocks outside the \[mask].

### Combined masks

You can combine various \[masks] separated by spaces and then group them with`" "`quotes, for example`"[maskA] [maskB]"`This mask then represents the intersection of the \[masks]. Usage is similar to using the or symbol (`||`) to separate, for example`[maskA]||[maskB]`## Offset masks Adding`>` ,`<`before a \[mask] indicates offset upward or downward respectively, meaning it affects blocks above or below that mask. Note: offset symbols can be chained, for example`>>>[mask]`means affecting the blocks 3 blocks above that mask.

### Expression masks

If a mask requires more complex conditions, you can`=`use it as the beginning and add mathematical expressions. See:<https://worldedit.enginehub.org/en/latest/usage/other/expressions/> Example:`//gmask =queryRel(x,y,z,BlockID,data)`which means only affecting blocks at positions relative to that block by x, y, z. You can also chain multiple conditions with the and symbol (`&&` ) or the or symbol (`||` ). Coordinate system reference: <https://discord.com/channels/692753403742388285/1125656953784377424>.

### Special masks

* `#existing`: applies to any non-air block, but is slightly different from`!0`#solid
* `#solid`: applies to blocks considered "solid".
* `#surface or #exposed`: applies to the surface of objects, i.e. any block with at least one face exposed to air.
* `#region, #sel or #selection`: mainly used for brushes, affecting only the region selected before using this mask. To change the affected area you must reselect and enter the mask command again.
  {% endtab %}
  {% endtabs %}
  {% endtab %}
  {% endtabs %}
