All CityWorld commands tab-complete their arguments. /cityinfo
works for anyone; everything else needs op by default - or a specific
permission node,
if you would rather delegate one command without making somebody an operator.
Reports the plan under your feet: anyone can run it, read-only, no side effects. 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.
> /cityinfo
at: chunk -14, 22
context: NeighborhoodContext (URBAN)
lot: HouseLot (STRUCTURE)
shop: CORNER_SHOP · FLETCHER
schematic: Colonial Cottage
roads: 2
nature: 4%
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 an always-available CityWorld to demo/test in without touching the main map.
/cityworld # teleport in
/cityworld leave # back to the overworld
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/. The name argument tab-completes and is a greedy string, so multi-word names (Fire Station) work without quoting.
/cityschem list
> 67 classic schematics: Colonial Cottage, Tudor Manor, Fire Station, Lighthouse, ...
/cityschem Lighthouse
> Pasted 'Lighthouse' [MARITIME] (9x24x9) at 120, 71, -340
Hunt down the nearest instance of a specific schematic building by name (substring match, case insensitive). Add tp to jump straight there. The search runs off the main thread in an expanding ring around you, so the server keeps ticking while it looks - 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 lighthouse
> Searching for 'lighthouse'...
> Nearest 'Lighthouse' [MARITIME] at x=1520 z=-340 (1683 blocks NE)
/cityfind tp lighthouse
> Teleported to the nearest 'Lighthouse'.
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.
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.
In a world built with Land - Vanilla, cities apart, the cities are a long walk from each other. This finds the nearest one: where it is, the level its streets stand at, how far away, and how many districts across. In an ordinary CityWorld world the cities are everywhere, and it says so.
/cityfind city
> Searching for the nearest city...
> Nearest city at x=2048 z=-1024, streets at y=71 (2290 blocks away, 5 districts across)
/cityfind city tp
> Teleported to the nearest city.
The nearest river water on CityWorld's own land, with Rivers on - it says so if the world has them off, and gives up after 1536 blocks. Add tp to stand on its bank.
/cityfind river
> Searching for the nearest river...
> Nearest river at x=410 z=-96, water at y=62 (322 blocks away)
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. 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.
/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.
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. 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.
/cwlocate taiga
> Nearest 'taiga' at x=-560 z=880 (912 blocks SW)
/cwlocate desert tp
> Teleported to the nearest 'desert'.
The nearest vanilla or modded structure CityWorld is actually placing, with an optional teleport onto it. Vanilla's /locate structure lists every structure installed; this one only finds what the Structures page, the datapack tag or the world settings switched on - which is how to tell "the mod is loaded" from "the switch took". The id works with or without its namespace.
/cwlocate structure village_plains
> Searching for minecraft:village_plains...
/cwlocate structure tp minecraft:trial_chambers
With JourneyMap installed, CityWorld draws its own plan on the map - each district tinted by what it is, with the street grid over it, including cities nobody has explored yet. JourneyMap can only map what you have seen; CityWorld decided where the roads go before anyone arrived. On by default; the same switch is in JourneyMap's own options and on its fullscreen map. keep sets how much of the plan your client holds - the cost is entirely your client's, so the number is yours to pick.
/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).
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.