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Commands

github-actions[bot] edited this page Oct 18, 2026 · 1 revision

Commands

Everything NeroEvents does from the chat box goes through /neroevents. list, status, vote, claim, rewards and privacy are open to every player; everything else needs operator permission (level 2, the same as /gamemode). Replies go only to the person who typed the command.

An <instance> is the short, 8-character id an event gets when it is scheduled (for example 3f9a2c1d). /neroevents status shows it, tab completion suggests it, and any unambiguous prefix works. It is a random id and says nothing about any player.

Command Who What it does
/neroevents list Everyone Lists every loaded event with its category, severity, whether it is enabled and its weight. Operators also see whether each one could fire right now, and how many definitions were skipped at load.
/neroevents status Everyone Shows the consent mode, the population band, the calm window, running events with their countdowns, and open vote counts. Operators also see when the next automatic roll is, cooldowns, weight overrides, engine timings and the health of every protection source.
/neroevents vote yes Everyone Votes yes on the one open vote. If more than one vote is open, add the event's id.
/neroevents vote no Everyone Votes no on the one open vote.
/neroevents vote yes <instance> Everyone Votes yes on that event. Voting again changes your vote.
/neroevents vote no <instance> Everyone Votes no on that event.
/neroevents claim Everyone Moves the items and XP waiting in your reward crate into your inventory. What does not fit stays in the crate for next time; nothing is ever dropped on the ground.
/neroevents rewards Everyone Your own recent event rewards (credits, XP and items, up to the last 10) and how many reward stacks are waiting in your crate. Nobody else's rewards are ever shown.
/neroevents privacy optout Everyone Stops NeroEvents storing reward history under your player id. You are still rewarded; see Privacy.
/neroevents privacy optin Everyone Turns stored reward history back on.
/neroevents privacy status Everyone Shows what NeroEvents keeps about you and for how long.
/neroevents privacy export Everyone Writes everything NeroEvents holds about you to a file in the world folder (ask the server operator for it). Once a minute at most.
/neroevents preview <definition> Operators A dry run: every scheduling rule with a tick or a cross, the dimensions it could use, a sample anchor (or which protection refused one), whether it would open a vote, and load warnings. Changes nothing.
/neroevents start <definition> Operators Starts an event now in your dimension (the overworld from the console). Skips the weight, cooldown, calm window, caps and conditions, never opens a vote, but still obeys the kill switches and protection.
/neroevents start <definition> <dimension> Operators The same, in that dimension.
/neroevents start <definition> <dimension> <anchor> Operators The same, at that position. The position is still protection-checked; a refusal names the protection that said no.
/neroevents cancel <instance> Operators Calls off an event in any phase and cleans up after it.
/neroevents skip Operators Calls off every event that has not started yet. Running events are left alone.
/neroevents skip <instance> Operators Calls off that event if it has not started yet (use cancel once it has).
/neroevents reweight <definition> <weight> Operators Overrides how often the scheduler picks that event (0 to 1000; 0 means only start can fire it). Saved with the world.
/neroevents reweight <definition> reset Operators Removes the override.
/neroevents zones add <name> <from> <to> Operators Adds an exclusion zone between two column positions in your dimension. Names use a-z, 0-9, _ and -.
/neroevents zones add <name> <from> <to> <dimension> Operators The same, in that dimension.
/neroevents zones remove <name> Operators Removes a zone added by command (zones from the config file are edited there).
/neroevents zones exclusions Operators Lists every exclusion zone; zones from the config file are marked (config).
/neroevents budget Operators Today's (UTC) event reward budget: the daily allowance, what has been spent, what is left and how many events have paid out today.
/neroevents gallery Operators Creative mode only, in a test world: builds the whole showcase north of you — every block and entity exhibit plus one station per event type showing it in action (a pod landing, a meteor striking a crater, debris crashing onto a wreck, a war beacon being captured, display-only raiders and a boss arena, four storm posts with a storm preview, a market board) and a demo HUD/console that cycles through every severity, for you only. Replaces the blocks in its footprint; removes loose dropped items within 64 blocks. Nothing it shows is a real event: nothing is paid, recorded or sent to another mod. The whole footprint is checked against the protection rules first; inside the spawn-protection radius or a claim it is refused and says which rule refused it, which is intended. See the gallery.
/neroevents gallery exhibits Operators Only the static exhibit rows (blocks, pods, war beacon, hanging meteors and debris).
/neroevents gallery events Operators Only the event stations, the wreck yard and the demo HUD/console.
/neroevents gallery stress Operators The showcase plus 40 meteors, 10 pods and an ion storm preview in view: the renderer-budget scene. Read the numbers with /nsevrender after ten seconds.
/neroevents gallery storm <storm> Operators Pins the storm preview (solar, dust, ion, cryo) or turns it off. A preview is sky, fog, particles and sound on your own screen only: no drain, no effects, no other player sees it.
/neroevents gallery cue <station> Operators Replays one station at its photo moment (supply_drop, meteor_shower, debris_crash, faction_war), pins a demo HUD scene (hud_info, hud_reward, hud_hazard, hud_combat, hud_war) or opens the demo console (console).
/neroevents gallery clear Operators Stand where you ran gallery: takes everything down (blocks to air, only the gallery's own entities) and ends the demo.

neroevents:debug_marker is a built-in test event for operators: it places nothing, changes nothing and simply runs through countdown, start and finish. /neroevents start neroevents:debug_marker is a quick way to check that events work on a server.

Client-only helpers

These are typed into your own game, not the server's command list. The capture sends ordinary operator commands for you (tp, gamerule, time, weather, kill, /neroevents gallery), so it needs operator permission and creative mode; /nsevrender needs neither.

  • /nsevgallery capture [time] — re-shoots the gallery: pins the time (day, noon, night, midnight or a tick count; default night) and stops the weather and the day cycle (advance_time and advance_weather off), rebuilds /neroevents gallery where you stand, removes the labels and loose items, then takes a fixed list of screenshots into screenshots/neroevents/: every exhibit, every station at its photo moment (it sends the gallery cue and gallery storm commands itself), the four storm previews, every demo HUD scene and every console tab. The HUD is hidden except in the HUD and storm shots. Because it changes game rules and replaces blocks, use a test world.

  • /nsevgallery capture stress [time] — the same over /neroevents gallery stress: a hero shot and the renderer-budget frame, after which the /nsevrender numbers go to chat and to screenshots/neroevents/stress_budget.txt.

  • /nsevgallery capture shot <name> — one screenshot of the current view, HUD hidden.

    The screenshots stay on your computer. Other players are not hidden: if anyone else is in the world, their name tag and skin can appear in a frame, and the capture says so in chat. A player's name is personal data, and a published image cannot be taken back, so look at every capture for other players' names before you add it to the repository's gallery (the gallery workflow publishes every tracked screenshot to Modrinth). Best of all, capture in a world where nobody else is online.

  • /nsevrender — how many meteors, pods, debris and war beacons were drawn per frame, how long their renderers took, the frame time and the effect particles spawned (averaged over the last 200 frames). /nsevrender reset starts the count again.

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