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Commands

Sablednah edited this page Sep 23, 2026 · 1 revision

Every command and what it is for. Source: CURSEFORGE-COMMANDS.md.

Commands

All CityWorld commands tab-complete their arguments. /cityinfo works for anyone; everything else needs op (permission level 2 — "gamemaster").

/cityinfo

Reports the plan under your feet: anyone can run it, read-only, no side effects.

> /cityinfo
at: chunk -14, 22
context: NeighborhoodContext (URBAN)
lot: HouseLot (STRUCTURE)
shop: CORNER_SHOP · FLETCHER
schematic: Colonial Cottage
roads: 2
nature: 4%

shop/schematic only appear when relevant (a shop lot, or a pasted schematic building). Handy for figuring out why something generated the way it did, or confirming which world style/settings a server is actually running.

/cityworld / /cityworld leave

Teleport into (and back out of) the dedicated cityworld:city dimension — a separate, always-on CityWorld world independent of whatever your overworld generator is set to. Drops you on the surface at your current X/Z. Useful on a server whose main world uses a different generator, or for admins who want a always-available CityWorld to demo/test in without touching the main map.

/cityworld          # teleport in
/cityworld leave     # back to the overworld

/cityschem <name> / /cityschem list

Paste one of the bundled classic-building schematics directly, at your feet — independent of whether includeSchematics is on for natural generation. Good for hand-placing a specific building, or testing a schematic you just dropped into config/cityworld/schematics/.

/cityschem list
> 67 classic schematics: Colonial Cottage, Tudor Manor, Fire Station, Lighthouse, ...

/cityschem Lighthouse
> Pasted 'Lighthouse' [MARITIME] (9x24x9) at 120, 71, -340

The name argument tab-completes and is a greedy string, so multi-word names (Fire Station) work without quoting.

/cityfind <name> / /cityfind tp <name>

Hunt down the nearest instance of a specific schematic building by name (substring match, case insensitive). Add tp to jump straight there.

/cityfind lighthouse
> Searching for 'lighthouse'...
> Nearest 'Lighthouse' [MARITIME] at x=1520 z=-340  (1683 blocks NE)

/cityfind tp lighthouse
> Teleported to the nearest 'Lighthouse'.

The search runs off the main thread in an expanding ring around you (planning is cheap but not free), so the server keeps ticking while it looks. A search can take a little while for something rare or far away — it gives up after ~9,600 blocks or two minutes, whichever comes first, and tells you how far it actually got if it comes up empty. Repeated searches from the same area get faster, since plans are cached.

/cityfind lot <kind> / /cityfind lot tp <kind> / /cityfind lots

The same ring-search, but for procedurally-generated landmark lots rather than pasted schematics — the rare set-pieces that don't have a fixed "name" (a zoo isn't a schematic, it's a whole generated enclosure). Matches on the lot's type as a substring, so anything works (office, warehouse), but /cityfind lots lists the well-known, worth-hunting-for kinds:

/cityfind lots
> Findable lot kinds: zoo, biodome, saucer, airship, balloon, blimp, fishpond, cornershop, castle,
  oilplatform, radiotower, watertower, monument, library, museum, campground, mineentrance,
  bunker, farm, park

/cityfind lot tp castle
> Teleported to the nearest Old Castle.

/cityfind street <name> / /cityfind street tp <name>

Every road in a CityWorld city has a name — the one on its street signs, and on /cityinfo when you stand on it. This finds the nearest road on a street whose name contains what you type (case insensitive, and spaces are fine without quoting). Tab completion offers the streets around you.

/cityfind street cara samara
> Nearest East Lower Cara Samara Gardens at x=1224 z=88  (903 blocks E)

/cityfind street tp 5th
> Teleported to North 5th Street.

/cityexport [name]

Bottles the current world's actual effective settings — however you got there, whether that's a style preset, the Customize screen, or a hand-edited datapack — into a ready-to-use datapack:

/cityexport my-server-config
> Exported this world's settings to config/cityworld/exports/my-server-config
  — copy that folder into <world>/datapacks/ to use it.

This is the recommended way to move a world you like from single-player to a server: shape it with Customize, /cityexport it, then hand that folder to whoever manages the server. See the Configuration page for what's inside.

/cwlocate <biome> [tp]

CityWorld runs its own biome map (matched to the same terrain the city planner uses), so vanilla's /locate biome can't see it properly. /cwlocate is the CityWorld-aware equivalent — searches outward in chunk rings for the nearest matching biome, with an optional tp:

/cwlocate taiga
> Nearest 'taiga' at x=-560 z=880  (912 blocks SW)

/cwlocate desert tp
> Teleported to the nearest 'desert'.

Only works on worlds using CityWorld's own climate biome source (MODERN and related styles) — CLASSIC uses a fixed elevation palette instead and isn't searchable this way.

/citymap [on|off]

With JourneyMap installed, CityWorld draws its own plan on the map: each district tinted by what it is (highrise, municipal, industrial, park, farm...), and the street grid of the nearest few blocks, including cities nobody has explored yet. JourneyMap can only map what you have seen; CityWorld decided where those roads go before anyone arrived, so it can hand the map the shape of a city you are still walking towards.

It is on by default. /citymap off hides it, /citymap on its own reports the current state, and /citymap keep <n> sets how much of it your client holds:

/citymap
> City plan overlay is on — districts and streets are drawn on your map.

/citymap off
> City plan overlay is off — districts and streets are hidden.
/citymap keep 4000
> City plan will keep up to 4000 overlays on your map (about 2000 platmaps of ground).

What keep is for. The plan stays drawn over ground you have already crossed, so it builds up as you travel; past the ceiling, the overlays furthest from you are dropped (walking back redraws them). The cost of holding them is entirely your client's — the server never re-plans or re-sends one — so the right number depends on your machine. Lower it if the map feels heavy; raise it if you want a whole region's plan at once. With CityWorld installed client-side the same setting is in JourneyMap's own options screen, under CityWorld → Plan overlays kept, along with the City plan switch and a toggle button on the fullscreen map's toolbar.

The same integration puts a waypoint on rare landmarks as they generate (the ones on the world's announce list — see the Configuration page), and drops a marker on whatever /cityfind, /cityfind lot and /cwlocate find, so you can walk to it without writing the coordinates down. The two sorts land in separate waypoint groups — CityWorld Landmarks and CityWorld Finds — so they can be shown or hidden apart. Pointing at any chunk on the fullscreen map names what is planned there: district, lot kind, schematic, shop and interior, including places nobody has visited.

Without JourneyMap the command says so and nothing else changes; CityWorld does not require it.


Every search command (/cityfind, /cwlocate) plans chunks off-thread and caches results, so the server stays responsive even while hunting something genuinely rare or far away.