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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.
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:
/cslodis not "the multiplayer version of/cs". It is a different thing entirely --/csdrives generation on a server,/csloddrives 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.
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 |
| 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 |
| 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.
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.
/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.