--skip-relight
¶Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct.
-t
FLOOR
,
--term
FLOOR
¶Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color.
--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.
--debug
¶Provide additional debug info.
--force
¶Force overwriting of html output files.
-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.
-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.
--force-bury
¶Attempt to calculate Y when using –offset.
-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.
--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.
--dir
SAVEDIR
¶Override the default map directory.
Platform | Default map directory |
---|---|
Windows | %AppData%\.minecraft\saves |
OS X | ~/Library/Application Support/minecraft/saves |
Linux | ~/.minecraft/saves |
--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.
--regionfile
PATH
¶This allows you to specify the location of the regions.yml regions file used by WorldGuard to the genregions subcommand.
--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.
-c
CFGFILE
,
--config
CFGFILE
¶Specify a configuration file. Defaults to default.cfg
--write
¶Write the dungeon to disk. Leaving this option out will do a “dry run” on your world but not save any changes.
--skip-relight
¶Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct.
-t
FLOOR
,
--term
FLOOR
¶Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color.
--html
BASENAME
¶Output html maps of the dungeon levels. This produces one file per level of the form BASENAME-(level number).html
--debug
¶Provide additional debug info.
--force
¶Force overwriting of html output files.
-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.
-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.
--force-bury
¶Attempt to calculate Y when using –offset.
-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.
--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.
-n
NUM
,
--number
NUM
¶Number of dungeons to generate. -1 will create as many as possible given X, Z, and LEVEL settings.
--mapstore
PATH
¶--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.
New in version 0.14.0.
-c
CFGFILE
,
--config
CFGFILE
¶Specify a configuration file. Defaults to default.cfg
--write
¶Write the treasure hunts to disk. Leaving this option out will do a “dry run” on your world but not save any changes.
--skip-relight
¶Skip relighting the level. This will generate hunts faster, but at the cost of lighting not being correct.
--debug
¶Provide additional debug info.
-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.
-o
X Y Z
,
--offset
X Y Z
¶Provide a location offset in blocks for the start of a hunt.
--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.
-n
NUM
,
--number
NUM
¶Number of treasure hunts to generate. -1 will create as many as possible given X, Z, and STEPS settings.
--mapstore
PATH
¶--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.
-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.
-a
,
--all
¶Regenerate all known dungeons. Overrides -d.
-c
CFGFILE
,
--config
CFGFILE
¶Specify a configuration file. Defaults to default.cfg
--skip-relight
¶Skip relighting the level. This will generate dungeons faster, but at the cost of lighting not being correct.
-t
FLOOR
,
--term
FLOOR
¶Print a text version of a given floor to the terminal screen. On ANSI systems this will be in color.
--html
BASENAME
¶Output html maps of the dungeon levels. This produces one file per level of the form BASENAME-(level number).html
--debug
¶Provide additional debug info.
--force
¶Force overwriting of html output files.
--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.
--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.
-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.
-a
,
--all
¶Delete all known dungeons. Overrides -d.
--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.
--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.
New in version 0.14.0.
--outputdir
¶Provide the location for the OverViewer generated map.
--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.
New in version 0.14.2.
--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.
--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.