.. _command_line_reference: ====================== Command Line Reference ====================== Interactive Subcommand ====================== .. option:: --skip-relight Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct. .. option:: -t FLOOR, --term FLOOR Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color. .. option:: --html HTMLPATH Output html maps of the dungeon levels to the specified path. You can include the optional __DUNGEON__ keyword and it will be replaced with the dungeon name. Handy for maps with multiple dungeons. .. option:: --debug Provide additional debug info. .. option:: --force Force overwriting of html output files. .. option:: -s SEED, --seed SEED Provide a seed for this dungeon that can be used to recreate the same dungeons later. This can be any string. .. option:: -o X Y Z, --offset X Y Z Provide a location offset in blocks for the NW corner of the dungeon. If set, the dungeon will not be buried, but will be rendered at the coordinates you specify. .. option:: --force-bury Attempt to calculate Y when using --offset. .. option:: -e X Z, --entrance X Z Provide an offset for the entrance in chunks. This is the position of the entrance chunk from the NW corner of the dungeon. .. option:: --spawn X Z Override spawn point. Normally all distances are measured from the spawn point origin. Use this to specify a different origin in your world. .. option:: --dir SAVEDIR Override the default map directory. .. cssclass:: table-bordered ======== ============= Platform Default map directory ======== ============= Windows %AppData%\\.minecraft\\saves OS X ~/Library/Application Support/minecraft/saves Linux ~/.minecraft/saves ======== ============= .. option:: --mapstore PATH Mapstore will provide an alternate world in which to store your dungeon maps. If you're playing vanilla, don't worry about this. If you're using Bukkit with multiple worlds (like multiverse) set this to the name of your primary world. This can also be set on the command line, or in interactive mode. .. option:: --regionfile PATH This allows you to specify the location of the regions.yml regions file used by WorldGuard to the genregions subcommand. .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. Add Subcommand ============== .. option:: -c CFGFILE, --config CFGFILE Specify a configuration file. Defaults to ``default.cfg`` .. option:: --write Write the dungeon to disk. Leaving this option out will do a "dry run" on your world but not save any changes. .. option:: --skip-relight Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct. .. option:: -t FLOOR, --term FLOOR Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color. .. option:: --html BASENAME Output html maps of the dungeon levels. This produces one file per level of the form BASENAME-(level number).html .. option:: --debug Provide additional debug info. .. option:: --force Force overwriting of html output files. .. option:: -s SEED, --seed SEED Provide a seed for this dungeon that can be used to recreate the same dungeons later. This can be any string. .. option:: -o X Y Z, --offset X Y Z Provide a location offset in blocks for the NW corner of the dungeon. If set, the dungeon will not be buried, but will be rendered at the coordinates you specify. .. option:: --force-bury Attempt to calculate Y when using --offset. .. option:: -e X Z, --entrance X Z Provide an offset for the entrance in chunks. This is the position of the entrance chunk from the NW corner of the dungeon. .. option:: --spawn X Z Override spawn point. Normally all distances are measured from the spawn point origin. Use this to specify a different origin in your world. .. option:: -n NUM, --number NUM Number of dungeons to generate. -1 will create as many as possible given X, Z, and LEVEL settings. .. option:: --mapstore PATH .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. AddTH Subcommand ================ .. versionadded:: 0.14.0 .. option:: -c CFGFILE, --config CFGFILE Specify a configuration file. Defaults to ``default.cfg`` .. option:: --write Write the treasure hunts to disk. Leaving this option out will do a "dry run" on your world but not save any changes. .. option:: --skip-relight Skip relighting the level. This will generate hunts faster, but at the cost of lighting not being correct. .. option:: --debug Provide additional debug info. .. option:: -s SEED, --seed SEED Provide a seed for this treasure hunt that can be used to recreate the same hunts later. This can be any string. .. option:: -o X Y Z, --offset X Y Z Provide a location offset in blocks for the start of a hunt. .. option:: --spawn X Z Override spawn point. Normally all distances are measured from the spawn point origin. Use this to specify a different origin in your world. .. option:: -n NUM, --number NUM Number of treasure hunts to generate. -1 will create as many as possible given X, Z, and STEPS settings. .. option:: --mapstore PATH .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. Regenerate Subcommand ===================== .. option:: -d X Z, --dungeon X Z The X Z coordinates of a dungeon to regenerate. .. note:: These will be rounded to the nearest chunk. Multiple -d flags can be specified. .. option:: -a, --all Regenerate all known dungeons. Overrides -d. .. option:: -c CFGFILE, --config CFGFILE Specify a configuration file. Defaults to ``default.cfg`` .. option:: --skip-relight Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct. .. option:: -t FLOOR, --term FLOOR Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color. .. option:: --html BASENAME Output html maps of the dungeon levels. This produces one file per level of the form BASENAME-(level number).html .. option:: --debug Provide additional debug info. .. option:: --force Force overwriting of html output files. .. option:: --mapstore PATH mapstore will provide an alternate world in which to store your dungeon maps. If you're playing vanilla, don't worry about this. If you're using Bukkit with multiple worlds (like multiverse) set this to the name of your primary world. This can also be set in config files. .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. Delete Subcommand ================= .. option:: -d X Z, --dungeon X Z The X Z coordinates of a dungeon to delete. .. note:: These will be rounded to the nearest chunk. Multiple -d flags can be specified. .. option:: -a, --all Delete all known dungeons. Overrides -d. .. option:: --mapstore PATH mapstore will provide an alternate world in which to store your dungeon maps. If you're playing vanilla, don't worry about this. If you're using Bukkit with multiple worlds (like multiverse) set this to the name of your primary world. This can also be set in config files. .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. GenPOI Subcommand ================= .. versionadded:: 0.14.0 .. option:: --outputdir Provide the location for the OverViewer generated map. .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8. GenRegions Subcommand ===================== .. versionadded:: 0.14.2 .. option:: --regionfile PATH Provide the location for the WorldGuard regions.yml file. If this does not exist, then it is created. If it does exist, then any existing regions will be preserved, unless they start with mcd_ and there is no corresponding MCDungeon in the world. All MCDungeon regions will be named mcd_ followed by the name of the dungeon with all spaces replaced by underscores and punctuation removed. EG: "Eric's Castle" will have a region called "mcd_erics_castle" .. note:: If there is an existing global region called "__mcd_default__" then this will be used as a default for newly created regions. .. option:: --workers WORKERS This will set the number of worker processes used for chunk scanning tasks. The default is whatever your OS reports as the number of processors. For example, on a quad core CPU with hyperthreading turned on, this defaults to 8.