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Commands

Kishku7 edited this page Sep 3, 2026 · 2 revisions

Commands

There are two command trees, and which one you can use depends on where you are. Get this right first; most confusion about Chunksmith's commands is really confusion about this.

What it controls Needs op? Where it runs
/cs Pre-generation, trimming, and every server setting Yes The server
/cslod Your own LOD client -- what your renderer gets No Your own game

Aliases for /cs: /chunksmith, /chunky, /cy.

Which of these are yours to use

Single-player. Both. Your game is the server -- Minecraft runs an integrated server inside your client -- so /cs works exactly as it would on a dedicated server, and you are automatically op. This is the case the rest of this wiki assumes unless it says otherwise.

You run a multiplayer server. Both, but in different places. /cs belongs to the server: type it in the server console, or in-game as an op. /cslod is a client command and does not exist on the server console at all -- it only exists in the game of a player who has Chunksmith installed.

You play on someone else's server. Only /cslod. Pre-generation is the server operator's job and /cs will not be available to you. What you can do is manage your own LOD download -- check whether the server is offering LOD, see whether your renderer was detected, and re-inject if your renderer lost its data. That is what /cslod is for.

A common misread: /cslod is not "the multiplayer version of /cs". It is a different thing entirely -- /cs drives generation on a server, /cslod drives what your own client does with LOD data it has been given. In single-player you use both, on your own machine, for different jobs.


/cs -- selecting an area

Chunksmith generates a shape, centred somewhere, out to a radius. Build the selection up, then start it.

Command What it does
/cs world <world> Which world to work in
/cs center <x> <z> Set the centre. /cs spawn centres on world spawn
/cs radius <r> / /cs radius <x> <z> One value for a square or circle, two for an ellipse or rectangle
/cs shape <shape> square, circle, rectangle, ellipse, diamond, triangle, pentagon, hexagon, star
/cs pattern <pattern> Visit order -- concentric, loop, spiral, region, csv
/cs corners <x1> <z1> <x2> <z2> Select by two corners instead of centre + radius
/cs selection Show what you have selected so far
/cs worldborder Use the world border as the selection

/cs -- running a task

Command What it does
/cs start Begin generating the current selection
/cs pause / /cs continue Pause and resume
/cs cancel Stop and discard. Asks for /cs confirm
/cs progress How far along, and the current rate
/cs status Task state plus the LOD backchannel's state
/cs quiet <seconds> Reduce progress spam for a while
/cs silent Toggle progress broadcasts

/cs -- everything else

Command What it does
/cs set <name> <value> Change any setting -- see Server settings
/cs reload Re-read the config file from disk
/cs trim Remove chunks rather than generate them -- see How to
/cs inhabited <ticks> Filter by how long a chunk has been inhabited (used with trim)
/cs border World border helpers
/cs help [page]
/cs debug Diagnostics

Every setting in the config file has a /cs set for it. That is a rule the project holds itself to, with a test that fails by name if a setting is added without one.


/cslod -- your own client

Present in any game with Chunksmith installed, single-player or multiplayer. No op required, because it changes nothing outside your own machine.

Command What it does Useful when
/cslod status What LOD your client has and can use: which renderer was detected, and on a server, the backchannel port and whether a store is available Always the first thing to run when LOD is not appearing
/cslod set <name> <value> The two client settings -- see Client LOD settings
/cslod inject Replay the whole store into voxy now You pregenerated before installing voxy, or your renderer lost its data
/cslod dhpush The Distant Horizons equivalent Same, for DH
/cslod token Show the backchannel credential state Multiplayer, when downloads are failing

In single-player, /cslod inject is the one to know. Pregenerate a world with nothing but Chunksmith installed, add voxy or Distant Horizons a month later, run /cslod inject, and the LODs are there immediately with no regeneration. The world never has to be touched again.

In multiplayer, /cslod status and /cslod token are the diagnostics. They answer "is the server offering me LOD, and can I reach it" -- which is a different question from anything /cs reports, and the one you usually need.


When something is not working

/cs status on the server and /cslod status on the client answer different halves of the same question, and comparing them is faster than reading logs. The server says which port it bound and what it advertised; the client says what it was told and whether it could reach it. A mismatch between those two is the answer most of the time.

In single-player you can run both, and they still mean different things: /cs status is about generation, /cslod status is about what your renderer has been given.

Renderer not detected at all? See Supported renderers.

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