← CityWorld ReForged

Commands

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.

/cityinfo

Anyone

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%

/cityworld

Op

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

/cityschem <name>

Op

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

/cityfind <name>

Op

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'.

/cityfind lot <kind>

Op

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, 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.

/cityexport [name]

Op

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.

/cwlocate <biome> [tp]

Op

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'.

/citymap [on|off]

Anyone

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.