Players need none: a dungeon is found by walking into it, and everything inside is a block, a lever or a click. These are for operators - building a dungeon where you stand, seeing everything on every level, and firing any trap or event to see what it does.
Building and looking round
Builds a dungeon where you stand - the tower goes six blocks south of you - with that many levels and, if you give one, that seed, so the same number builds the same dungeon again. It replaces whatever is in its way; undo puts it back. Too close to the bottom of the world for even one level and it says so.
A dungeon with everything in it: every theme, feeling, trap, puzzle, vault and lock, so you can look round without hunting. The themes run one per level rather than by depth.
One level with every objective room and every job in a row off a single hall, first jobs to one side and second jobs to the other: the Fighting Pit, Firechasm, Fountain, Tomb and Idol, two each.
Teleports you into your last build: 0 is the tower, 1 the first level down. Name a corridor style (straight, angled, winding, curved) or a room (lair, hall, exit, shrine, puzzle...) to land in one of those.
Outside a doorway of the room that holds that thing, facing in and stood back out of its wake range where the corridor allows - for testing what happens as you enter.
Your last build's seed and where it is, and a line per level: theme, feeling, rooms, stairs down.
Everything on every level of the dungeon you are standing in: objective room and job, bosses (asleep, or waiting at an altar), prisoners, puzzles, vaults, survival rooms, cubes, levers, secret doors and traps. Click an entry to go there.
Puts back what your last build replaced.
Stops builds in progress. Blocks are placed twenty thousand a tick, so a big build takes a few seconds.
Writes the themes and entrance styles in force out as a datapack, to edit.
Testing what the dungeon does
Springs a trap of that kind on you, here: darts, gas, alarm, webs, rockfall, frost, fire or summon (the ambush).
Forces one of the dungeon clock's events, standing inside a dungeon: band (a wandering band you hear coming), spoor (a sound in the dark), dark (the light goes out), swarm, curse, knight (a ghostly warning), stranger (someone who will trade), rocks (falling rocks) or glint (something at your feet).
A champion as the dungeon would make one at that depth, where you stand.
A theme's boss - Crypt, "Sunken Halls", "Old Mines", Caverns or "Deep Halls" - and which of its bosses, where there is more than one.
Fills the dungeon you stand in again now, as if its hours had passed: its rooms will wake again, and chests refill as they are opened.
A survey of the chests on this level: which are plain, which are mimics, which are trapped. Add open <pos> to click one through the same handler a real click reaches, without aiming - not in creative.
A right-click on that block through the same handler a real one reaches - a lever, a secret wall, an altar - and whether the dungeon took it.
Uses what is in your hand through the same handler a real use reaches: a replay tablet, say.
Counts the dungeon's shell blocks that are not what the blueprint says - what a neighbouring chunk's features spilled in before the dungeon put itself right.
A testing override for the perception checks an RPG mod answers: always, never, half, or off to put the real mod back in charge.
Permissions
CrawlSpace defines no permission nodes. The whole
/crawlspace tree is gated on operator level 2, so op your staff and it follows.
Players never need a command: exploring, disarming, solving and sneaking are all done in the world.