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Command Reference

github-actions edited this page Jul 12, 2026 · 2 revisions

Command reference

Everything lives under a single /loominary command; type it and tab through the subcommands. Image editing is deliberately absent, since that's the web editor's job.

State & batches

Command Effect
/loominary or /loominary status Batch overview: source, grid, title, per-tile channels/bytes/progress
/loominary status donors [page] List mux donor tiles
/loominary save [name] Save the batch to loominary_saves/ (imports auto-save with a counter)
/loominary load <name> Load a saved batch (tab-completes; also clears any anvil halt)
/loominary clear [memory|disk] Clear the active batch (both, or just RAM / just the state file)

Importing

Command Effect
/loominary import <file> [cols rows] [dither] [allshades] [mux] Encode an image from loominary_data/ (carpet codec). Over-budget imports abort; use the web editor to shrink
/loominary import <file> banners [cols rows] [dither] [allshades] Same, banner-only codec
/loominary import steal [banners] Capture the framed map at your crosshair as a tile
/loominary import header <banner> <screenshot.png> Rebuild a payload from a map screenshot + its manifest banner string

Tiles & navigation

Command Effect
/loominary tile <n> / tile next / tile prev Switch the active tile
/loominary tile pos <col> <row> Switch by grid position
/loominary seek <n> Set the active tile's chunk index (resume banner work partway)

Preview

Command Effect
/loominary preview Paint the active tile (or the whole discovered grid) onto framed maps at your crosshair (client-side only)
/loominary revert [all] Restore previewed maps to their real colors

Placement & automation

Command Effect
/loominary click [stop] Auto-right-click your placed banners while holding the map
/loominary carpets balance Arrange inventory to match the Litematica material list
/loominary carpets fill [width] Restock carpet stacks from catalogued chests
/loominary carpets catalogue Scan and remember which chest holds which carpet color
/loominary walk Toggle duty-cycle auto-walk
/loominary walk <on> <off> Set walk/pause tick timings
/loominary walk print [width] / walk print stop Fully autonomous carpet printing (guide)
/loominary walk printer on|off Printer debug logging
/loominary stop Halt every automation immediately

Encoding & payload

Command Effect
/loominary codec [mode] Show or set the codec (carpet+banners+shade, carpet+shade, carpet+banners, carpet, banner); re-encodes all tiles
/loominary mux [undo] Append blank donor tiles to absorb overflow / remove them
/loominary title [text] Set (or clear) the embedded title; re-encodes tiles
/loominary author [name|clear] Set/show/clear the embedded author

Passwords

Command Effect
/loominary password add <pw> / remove <pw> / clear / list Manage stored decryption passwords
/loominary password encrypt <pw> / encrypt off Encrypt the current batch's payloads / stop encrypting

Export & misc

Command Effect
/loominary export [name] Write Litematica .litematic file(s) to loominary_exports/
/loominary export image Render the active tile back to PNG (or animated GIF)
/loominary whitelist [add|clear] Mark named banners in your inventory as reusable
/loominary dumppalette / dumpcarpet Debug dumps

Removed in v2.0.0 → where it went

The in-game editing commands were removed; the web editor does all of it better. The old names still respond with a pointer.

Removed command Do it in the web editor instead
edit the entire Edit step
reduce (+ undo/strategy/colors) palette panel → merge/requantize
dither import-step dither settings (or the dither brush)
filter smooth/median/sharpen/posterize import-step adjustments
requantize (+ metric/dither) import-step match metric & dither settings
palette palette panel with live counts
stride / skip editor frame strip → stride/skip
sparse export chooses frame packing automatically
resalt every export gets a fresh salt; re-export + /loominary load

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