WorldEdit for Bukkit

WorldEdit for Bukkit

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Add support for relative (~) coordinates for //pos

Josh65-2201 opened this issue ยท 4 comments

commented

The Problem

World edit doesnt follow the standard coodiante of allowing "~ ~ ~" which is annoying for me when I do a lot of changes where the axe doesnt work (having to use F3 to enter the coordinates and convert then or use setblock and building to the correct position)

A Solution

Change the syntax to use relative coordinates and not use , in between rather spaces

Alternatives

No response

Anything Else?

No response

commented
  1. worldedit has existed for years before mojang came up with their coordinate syntax. there is no "standard".
  2. you can just do //pos1 (and 2) and it will set that position to your current location. no need to even type in ~ ~ ~ or anything else. in the master branch (7.3 snapshots) you can even just use //pos.
  3. using spaces instead of commas just leads to far more ambiguity, especially when commands can take multiple different sets of arguments. (e.g. //somecmd [<pos>|<abc> <xyz>] are ambiguous if <pos> were somehow two arguments instead of just one). it's also far less readable. (//pos 1 2 3 4 5 6 vs //pos 1,2,3 4,5,6 or //pos 1,2 3,4 5,6 if we're doing 2d for some reason)
commented

Ive only seen mods/plugins use ~ for the relative coodinate so that why I said standard. Didn't know not putting anything in would do it so thank for the info.

commented

BTW I am terrible at explaining things, so use your imagination, assuming you have one. lol!

commented

//pos1 ~, 0, ~ this is very necessary for repetitive tasks. This just tells worldedit to use my current position plus the y level I just gave it instead of my current position y level. This way I do not have to fly up or dig down, I'll I have to do is walk around., assuming I know what Y level I need. :)
With this simple addition I can quickly select an area without flying to the exact location and having to type in the location I am already in or retyping commands.

Honestly I am surprised it is not added yet.