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Regions <regions>

The regions element is used to store a collection of regions that can be referenced elsewhere by their ID.

Above <above>

The above region select any coordinates above the supplied x, y, or z values.


<above y="25" />

<!-- everything above y=25 -->

<above x="25" z="21" />

<!-- any block in below x=25, z=21 -->

Above Attributes
AttributeDescriptionType
xThe base block to select above on the X-axisNumber (Without Decimal)
yThe base block to select above on the Y-axisNumber (Without Decimal)
zThe base block to select above on the Z-axisNumber (Without Decimal)

Below <below>

The below region select any coordinates below the supplied x, y, or z values.


<below x="32" y="18" z="52" />

<!-- you get the idea -->

Below Attributes
AttributeDescriptionType
xThe base block to select below on the X-axisNumber (Without Decimal)
yThe base block to select below on the Y-axisNumber (Without Decimal)
zThe base block to select below on the Z-axisNumber (Without Decimal)

Block <block>

The block region represents a single block in the world.


<block>-138,32,87</block>

Element Text

DescriptionType
The location of the block.X,Y,Z Vector

Bounds <bounds>

The bounds region selects the area around the region specified. Similar to the WorldEdit //walls command.


<bounds id="bound" y-axis="false">
<region>
<cuboid min="11, 10, -13" max="2, 10, -5" />
</region>
</bounds>

Bounds Attributes
AttributeDescriptionTypeDefault
regionThe region that should be bounded This can either be in ID form, or as a nested XML tag in the syntax of a region.Region
x-axisIf the bounds on the X-axis should be selected.True/Falsetrue
y-axisIf the bounds on the Y-axis should be selected.True/Falsetrue
z-axisIf the bounds on the Z-axis should be selected.True/Falsetrue

Box <box>

A box is a helper region that will return a cuboid region based on supplied coordinate modifiers and a center.


<box center="4,3,1" x="4" y="5" z="11" />

<!-- A cuboid that centers at 4,3,1 spreads out above and below the supplied coordinates. -->

<!-- If x,y, or z isn't supplied, 0 will be used for the value -->

Box Attributes
AttributeDescriptionTypeDefault
centerThe center of the box.X,Y,Z Vector
xAmount of blocks to expand the box on the X-axisNumber (Without Decimal)0
yAmount of blocks to expand the box on the Y-axisNumber (Without Decimal)0
zAmount of blocks to expand the box on the Z-axisNumber (Without Decimal)0

Cuboid <cuboid>

A cuboid is a three-dimensional box.


<cuboid min="23, 50, 15" max="40, 62, 31" />

<cuboid min="50, 30, 30" max="25, 18, 25" />

<!-- min doesn't strictly require to be below max -->

Cuboid Attributes
AttributeDescriptionType
minThe minimum location of the region.X,Y,Z Vector
maxThe maximum location of the region.X,Y,Z Vector

Cylinder <cylinder>

A cylinder is a 3-dimensional circle region.


<cylinder base="23, 50, 15" radius="5" height="10" />

Cylinder Attributes
AttributeDescriptionType
baseThe base of the cylinder.X,Y,Z Vector
radiusThe height of the cylinder.Number (Without Decimal)

Everywhere <everywhere>

This represents every coordinate in the world.


<everywhere />

<!-- every block -->

Fill <fill>

The fill region represents the coordinates of each block matching the defined material within the bounds supplied.

SpecificationChanges
1.0.6Connected now defaults to false.

<fill bounds="a-cuboid" materials="dirt;grass" start="3,2,1" />

<!-- every block that is either dirt or grass within the bounds -->

Fill Attributes
AttributeDescriptionTypeDefault
boundsThe region that contains the blocks to search for. This can either be in ID form, or as a nested XML tag in the syntax of a region.Region
materialsThe blocks to search for. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration.Multi Material Matcher
startLocation to start the search from. (Defaults to center of boundary)X,Y,Z Vector
connectIf only connected blocks from the start should be matched. If false, all blocks, regardless of connection, inside of the region will be checked.True/Falsefalse

Intersect <intersect>

This region is comprised of points that are shared by all of the nested regions.


<intersect>
<cuboid min="0, 5, 0" max="5, 10, 5" />
<cuboid min="0, 5, 0" max="5, 7, 5" />
</intersect>

Invert <invert>

The invert region takes the inverse of the regions provided within the element. For example, if a single point is provided, the inverted version of that region would be every point in the world excluding that point.


<invert>
<cuboid min="32, 112, 52" max="52, 12, 5" />
<translate offset="-25, -10, 0">
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</translate>
</invert>

Join <join>

Provide any number of regions within this region type to create a region that combines all the points of the nested regions.


<join>
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</join>

Nowhere <nowhere>

This represents no coordinate in the world.


<nowhere />

<!-- no blocks at any location -->

Point <point>

A point represents a location in the world.


<point>24, 15.5, 60</point>

Element Text

DescriptionType
The location.X,Y,Z Vector

Rectangle <rectangle>

A rectangle is a cuboid region that encompasses all y coordinates.

SpecificationChanges
1.0.6Rectangles now require min/max values.

<rectangle min="50, 40" max="-50, -40" />

Rectangle Attributes
AttributeDescriptionType
minMin location of the rectangle.Number (Without Decimal)
maxMax location of the rectangle.Number (Without Decimal)

Region Reference <region>

You may use the <region> type to reference regions that are listed in the <regions> element by their id.

SpecificationChanges
1.0.6All vectors now support decimals.

<point id="a-point">24, 15, 60</point>

<join id="reference-example">
<region id="a-point" />
</join>

Region Reference Attributes
AttributeDescriptionType
idThe id of the region for reference.Region ID

Sector <sector>

The sector region represents a sector of a circle that covers all Y values.


<sector x="11" z="22" start="120.0" end="130.0" />

<!-- everything between angle 120 and 130 in a circle that has a base at the supplied coords. -->

Sector Attributes
AttributeDescriptionType
xThe base of the circle on the X-axisNumber (Without Decimal)
zThe base of the circle on the Z-axisNumber (Without Decimal)
startThe angle that the sector should begin.Number (With Decimal)
endThe angle that the sector should end.Number (With Decimal)

Sphere <sphere>

A sphere is a perfectly round geometrical object in three-dimensional space that is the surface of a completely round ball


<sphere origin="50, 18, 30" radius="12" />

Sphere Attributes
AttributeDescriptionType
originThe origin of the sphere.X,Y,Z Vector
radiusThe radius of the sphere.Number (Without Decimal)

Subtract <subtract>

The subtract region takes the first listed region and for each successive region listed, removes points from it.


<subtract>
<!-- these region includes all points in the cuboid, except 60, 40, 60 -->
<cuboid min="45, 32, 45" max="90, 64, 90" />
<point>60, 40, 60</point>
</subtract>

Translate <translate>

This translates all the regions nested within it by an offset.


<translate offset="-25, -10, 0">
<cuboid min="-5, 90, -5" max="5, 100, 5" />
<sphere origin="0, 100, 0" radius="5" />
</translate>

Translate Attributes
AttributeDescriptionType
offsetAmount of blocks to offset the nested regions by.X,Y,Z Vector

Void <void>

The void region selects all blocks that have only air under it.

SpecificationChanges
1.0.4Void regions now have configurable min/max/ignored-blocks

<void />

<!-- everything that has void under it. -->

Void Attributes
AttributeDescriptionTypeDefault
minThe y-coordinate to start looking for air atNumber (Without Decimal)0
maxThe y-coordinate to stop looking for air atNumber (Without Decimal)5
ignored-blocksBlocks which should be counted as air. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration.Multi Material Matcher

circle <circle>

A circle is essentially a cylinder with a height of 1.


<circle center="23, 50, 15" radius="5" />

circle Attributes
AttributeDescriptionType
centerThe center of the circle.X,Y,Z Vector
radiusThe radius of the circle.Number (Without Decimal)