β¨οΈ Commands¶
The complete manual for every /routes command β the road network β and for /routesmap,
which changes how the map looks to you.
π€ = every player Β· π‘οΈ = operator (permission level 2)
Quick reference¶
| Command | Who | One-liner |
|---|---|---|
/routes status |
π€ | Network summary: towns, nodes, completed routes, queued edges. |
/routes list [cities\|routes] |
π€ | Every known town / completed route, with coordinates. |
/routes nearest |
π€ | Closest town and route, with distance and heading. |
/routes zone |
π€ | What the chunk you stand in is painted as. |
/routes scan [radius] |
π‘οΈ | Scan loaded chunks for city structures (1β100 chunks). |
/routes connect |
π‘οΈ | Queue a road between the two nearest cities. |
/routes structures |
π‘οΈ | Write every structure to a file, grouped into settlements, landmarks and the rest. |
/routes addcity [name] |
π‘οΈ | Register where you stand as a named city. |
/routes rename <name> |
π‘οΈ | Rename the nearest town. |
/routes tp <town> |
π‘οΈ | Teleport to a named town. |
/routes weave [loops] |
π‘οΈ | Force ring roads now (1β16). |
/routes repaint |
π‘οΈ | Re-broadcast the map paint to everyone online. |
/routes reset |
π‘οΈ | Wipe the roads and re-queue every connection. |
/routes zone override <kind> [force] |
π‘οΈ | Declare this chunk a different kind, and keep it that way. |
/routes zone clear [force] |
π‘οΈ | Hand this chunk back to the generated map. |
/routes zone info |
π‘οΈ | What the world generated here vs. what the override says. |
/routes zone create <kind> <from> <to> [name] |
π‘οΈ | Author a whole box as a named zone. |
/routes zone expand\|reduce <name> <from> <to> |
π‘οΈ | Grow or shrink it by a box. |
/routes zone delete\|rename <name> β¦ |
π‘οΈ | Remove it, or rename it. |
/routes zone list |
π‘οΈ | Every authored zone: kind, chunks, author. |
| Laburo (item) | π‘οΈ | The same zone authoring, by clicking two corners. No recipe β creative only. |
/routes settlement β¦ |
π‘οΈ | Your own towns and connections in the gen2 graph. |
/routes config β¦ |
π€/π‘οΈ | Read and change this world's settings from in game. |
/routes debug β¦ |
π‘οΈ | Thirteen read-only reports, for pasting into a bug report. |
/routesmap β¦ |
π€ | How the chunk paint looks on your own map. Never reaches the server. |
π€οΈ /routes β the road network¶
status β π€¶
Prints the network at a glance: how many towns are known (and how many have real names), how many route nodes were discovered, how many routes are completed, and how many candidate edges wait in the build queue β then the first 16 routes with their endpoints.
list [cities|routes] β π€¶
The full inventory. cities lists every known town β its name (or (unnamed town)) and its x, z
coordinates; routes lists every completed route with its two endpoints. With no argument you get
both. Long lists are capped at 24 lines with an "β¦ and N more" trailer.
nearest β π€¶
Where's civilization? Reports the closest town and the closest route to where you stand, each with the distance in blocks and a compass heading (N, NE, E, β¦). Great when you're lost in open wilderness.
scan [radiusChunks] β π‘οΈ¶
Scans the already-loaded chunks around you (default 8, up to 100 chunks radius) and registers any city structures it finds as route nodes. Use after exploring somewhere new when you don't want to wait for the automatic discovery.
connect β π‘οΈ¶
Locates the nearest connectable cities from your position (seed-based β no chunk loading) and queues a road between them. The road then builds incrementally.
structures β π‘οΈ¶
Writes every structure of this world to routes_structures.txt in three groups β settlements
(roads are planned to them), landmarks and neither β each with its tags, and says how many of
each there are. The first stop when a structure type isn't being connected; see
Which structures get roads for how each one is decided.
addcity [name] β π‘οΈ¶
Registers where you are standing as a city node (default name Gym) and queues its road
connections. The escape hatch for places without a structure tag β player builds, modded
structures, anything.
rename <name> β π‘οΈ¶
Renames the nearest town within 160 blocks. The new name shows in arrival banners and route endpoints; existing map waypoints refresh on rejoin.
tp <town> β π‘οΈ¶
Teleports you to a named town (tab-completion suggests every real name), landing on a safe, dry
column β the same spot-finder that places a new world's spawn. Wrong name? It points you at
/routes list cities.
weave [loops] β π‘οΈ¶
Runs the ring-road pass right now: up to loops (default 4, max 16) direct connections are
queued between towns that are close on the map but far apart by road. Every loop that completes
encloses a new named AREA β this is the fastest way to fill your map with them.
repaint β π‘οΈ¶
Re-broadcasts the chunk-paint geometry to every online player, forcing the Xaero overlays to refresh without relogging.
reset β π‘οΈ¶
β οΈ Wipes the road records and re-queues every connection from the known cities. Already-paved blocks stay in the world; the network rebuilds its bookkeeping from scratch.
πΊοΈ zone β what the ground under you is¶
zone β π€¶
The map-paint (and capture-zone) debugger: tells you what the chunk you are standing in is
painted as β a CITY (with its name), a ROUTE (name and endpoints), an enclosed AREA
(its A#-Name, or unnamed until first entered), or open wilderness (unpainted until your
network encloses it). Always agrees with the map colours and the zone pop-ups.
zone override <kind> [force] β π‘οΈ¶
Declares the chunk you are standing in to be a different kind, and keeps it that way. The kinds
are the ones the map paints: city, route, area, wilderness. The map, the pop-ups and
/routes zone all follow the override from then on.
Overrides are a second layer over the generated map, not an edit of it: the underlying paint is untouched, so a chunk you clear falls back to whatever the world generated. Tab-completion offers the valid kinds.
force overrides a chunk that already carries one.
zone clear [force] β π‘οΈ¶
Removes the override on this chunk, handing it back to the generated map. force clears one you did
not author.
zone info β π‘οΈ¶
Prints both answers side by side for this chunk: what the world generated, and what the override says.
The first stop when the map and /routes zone disagree with each other.
zone create <kind> <from> <to> [name] [force] β π‘οΈ¶
Authors every chunk of a box as one kind, under a name you can manage it by afterwards. The two
corners are ordinary coordinates and accept ~ ~, so the usual way to draw one is to stand at a
corner and type ~ ~, walk to the opposite corner, and type ~ ~ again.
Leave the name out and it gets a generic one β Z1, Z2, β¦ β which you can change later with
zone rename.
The box is capped at 1024 chunks (32 Γ 32). A box over the cap does nothing at all rather
than half of it; build bigger zones in pieces with zone expand.
zone expand <name> <from> <to> [force] β π‘οΈ¶
Adds a box to a zone that already exists. The kind comes from the zone itself, not from you β a zone with two kinds in it would not be one zone.
zone reduce <name> <from> <to> β π‘οΈ¶
Takes a box back out of that zone. Only chunks of that zone are touched, so a box that overspills
onto a neighbour leaves the neighbour alone β which is why this one needs no force.
zone delete <name> [force] β π‘οΈ¶
Hands every chunk of the zone back to the generator. force is needed only for chunks somebody else
authored.
zone rename <name> <newName> β π‘οΈ¶
Renames it, and re-marks it under the new name. The old marker stays on the map until you rejoin β Xaero owns runtime waypoints and this mod cannot take one back off, so every zone is re-sent from its current name and centre when you join.
zone list β π‘οΈ¶
Every authored zone: name, kind, how many chunks, and who authored it. Also counts the one-off
overrides from zone override, which belong to no zone.
Authoring a zone does not build anything
These commands decide what ground counts as β for the map, for the zone pop-ups, and for the capture zones of Cobblemon Nuzlocke & Soul Link. They do not put a road in the ground: roads are drawn as terrain generates, so authoring a route across country you have already explored gives you a route on the map with no road under it.
Reassignment is refused on purpose
A chunk that already belongs to something is refused, and the report names what it would have
taken. That is not caution for its own sake: a chunk's zone is the capture zone, so moving one
from one zone to another can retroactively change whether a catch already made there was legal.
force goes through anyway, and the report tells you exactly what it overwrote.
π΄ The Laburo β the same thing, by hand¶
A red-bladed shovel for map makers. It does the same write the commands above do, but you point at the corners instead of typing them.
It has no recipe. Take it from the Tools tab of the creative inventory, or /give it. It does
nothing at all without operator permission, so a crafting recipe would only put it in a survival
player's hands and teach them it is broken.
| Do this | And it |
|---|---|
| Right-click a block | sets one corner β then the opposite corner, which creates the zone |
| Sneak + right-click | changes what the next zone will be: town β road β nothing |
| Right-click the air | tells you the mode, and forgets a corner you left pending |
The new zone gets a generic name (Z1, Z2, β¦) β rename it with
/routes zone rename <name> <newName>.
An authored zone gets its own marker
A town or a road that the world generated is named from the road network, so its marker comes from
there. A zone you drew is not in that network β it is named after itself. Its marker carries the
zone's own name (Z1, or whatever you renamed it to), sits at the middle of it, and comes back
every time you rejoin.
Why there is no area mode
An area is not something you paint. It is the enclosed space the mod finds between the painted chunks, so the way to make one is to author the roads that enclose it.
The tool never forces
Where the box crosses ground that already belongs to something, those chunks are left alone and
the tool names what stood in the way. There is no gesture for overriding that on purpose β
/routes zone expand <name> <from> <to> force is, and it stays typed.
π© Areas close themselves¶
You never draw an area. An area is the space left between the roads, so the way to make one is to enclose it β and the moment an authoring edit closes a pocket, that pocket is named and marked, and whatever you used to close it tells you how many appeared.
That works the same whether you closed the ring with /routes zone create, with expand, or with the
Laburo. Areas that close the ordinary way, as the world generates its own roads, are unchanged.
A pocket has to be a reasonable size to count: too small and it is a road curving back on itself, too large and it is simply open country.
An area is not un-named if you open it again
Take away the roads that enclosed an area and the ground opens up, but the area keeps its name and its marker. That is deliberate and it is the same rule every other record here follows: it is the register of what somebody has already seen, and in a Nuzlocke world catches are counted against it. Quietly retiring one would move a capture zone out from under a catch already made.
ποΈ settlement β your own towns and connections¶
A separate subtree from addcity and connect, and the distinction matters: those two feed the
classic route network, while these feed gen2's settlement graph β the one that draws roads during
worldgen. The two are not the same network.
Declared settlements and connections, and everything removed or withdrawn, are remembered with the world and survive a restart. Every removal here only affects chunks generated from now on: ground already generated keeps what was built on it.
remove β π‘οΈ¶
Removes whatever you are standing on. In a town it removes the town, exactly as
settlement remove does. On a road it withdraws that road, and names it β Route 7: Ashvale β
Mirefield. The road is the one actually drawn through your chunk, so standing in the middle of a route
is enough, with neither of its towns in sight. If two roads run through the chunk, it lists them and
removes nothing; walk to where only one does. Right after loading, the roads nearby may still be
planning; it says so, and asking again a moment later works. settlement reconnect puts a road back.
settlement add [name] β π‘οΈ¶
Registers where you are standing as a settlement in the gen2 graph, optionally named. Roads plan to it as if the world had generated a town there.
settlement remove β π‘οΈ¶
Removes the settlement nearest to you. One you declared is deleted. One the world generated is taken out of the network, along with every road it carried.
settlement restore β π‘οΈ¶
Puts back the nearest generated town you removed, exactly as it was: its name and its roads.
settlement list β π‘οΈ¶
Every settlement and connection you have declared in this world, with coordinates.
settlement connect <x> <z> β π‘οΈ¶
Declares a road between the settlement nearest to you and the one nearest to x, z. A declared
connection is the one edge nothing is allowed to re-route: it exists because you said those two places
are joined.
settlement disconnect <x> <z> β π‘οΈ¶
Takes the road between the town you stand at and the one nearest x, z out of the network. A road you
declared is deleted. A road the world generated is withdrawn, and both towns keep their other roads.
settlement reconnect [<x> <z>] β π‘οΈ¶
Puts a withdrawn road back. With no position, it restores the road withdrawn most recently, which is
the only way to bring back a branch that starts at a fork. With a position, it restores the road between
the town you stand at and the one nearest x, z.
βοΈ config β read and change this world's settings¶
The whole tree is generated from the same option catalog the world-creation tabs are built from, so every setting on the ROUTES tab is reachable here under the same name, and neither surface can drift from the other. See World Creation & Config for what each one does.
A change is written twice: onto the settings the game is reading right now, and into the rules stored with the world β so it takes effect immediately and survives the next load.
config list β π€¶
Every option and its current value, grouped under the same six headings the ROUTES tab uses.
config get <option> β π€¶
One option and its current value.
config set <option> <value> β π‘οΈ¶
Changes it. The value is typed: a number option only accepts a number within its own limits, a
toggle only accepts true/false, and an option with a fixed set of choices tab-completes them. A list
option is typed as a, b, c.
config reset <option> β π‘οΈ¶
Back to the mod's own default for that option.
Some settings only affect ground that has not generated yet
Anything about the shape of the road network β how many roads leave a town, how long they may be, how steep, how wide β decides what gets built. Changing it does not rebuild what is already there. See the note on each option in Configuration.
π¨ /routesmap β how your map looks¶
A separate command from /routes, because it answers a different question: not what the world is,
but how the chunk paint looks on your map. It runs entirely in your own
game β it never reaches the server β so every player can use it, with no operator rights, on any
server, including one that has never heard of Routes.
Changes show on the minimap and the world map the moment you press Enter, and are still yours after rejoining.
| Command | What it does |
|---|---|
/routesmap |
opens a small screen with every setting below β changes apply as you make them, with the map still in view |
/routesmap list |
prints every setting at once |
/routesmap paint on\|off |
the chunk paint on both maps |
/routesmap opacity city\|route\|area <0-100> |
how strong that category's tint is; 0 hides it |
/routesmap colour city\|route\|area <colour> |
that category's colour: magenta, orange, teal, red, green, blue, yellow or white |
/routesmap waypoints per_category\|all_in_one |
one waypoint set per category, so each can be hidden on its own β or one set for the whole mod, so a single switch hides them all |
A colour drives the tint and the matching waypoints together, so the map and its markers always agree; the waypoints take it on your next join. A new grouping re-files each waypoint as you rediscover it.
π¬ debug β measure it instead of guessing¶
Operator tooling, and it prints raw English rather than translated text: it exists to be pasted into a bug report. Every one of these is read-only β none of them changes the world.
Most take a radius in chunks and default to something sensible, so /routes debug gaps on its own is
usually what you want.
| Command | Radius | What it reports |
|---|---|---|
debug structures |
β | every structure of this world, written to routes_structures.txt in three groups β settlements, landmarks, neither β with its tags. The first stop when a structure type is not being connected |
debug towns [r] |
8β512, def. 128 | every settlement the seed puts in range, as the road network sees them |
debug settlements [r] |
8β256, def. 64 | the settlement graph with a census: how many roads each rule contributed, and how many were folded into shared trunks. The answer to "why does this world have so many roads" |
debug graph [r] |
8β512, def. 128 | the graph's nodes and how they cluster |
debug edges [r] |
8β512, def. 128 | every planned road in range, with its endpoints |
debug paint [r] |
1β32, def. 8 | what the map layer thinks each chunk around you is |
debug areas [r] |
1β48, def. 16 | the enclosed areas in range and what bounds them |
debug verify [r] |
8β512, def. 128 | walks the roads in range and reports anything that does not add up |
debug gaps [r] |
8β512, def. 128 | every place a road, a tunnel or a bridge hands over to the next, and the size of the step there. Where a "the road has a hole in it" report starts |
debug bridge [r] |
8β512, def. 128 | walks each bridge span and reports cells with no deck, with coordinates |
debug spawn |
β | what the spawn finder decided for this world, and why |
debug bench [columns] |
16β10000, def. 400 | times the road drawer over that many columns |
debug chunks [count] [away] |
4β4096, def. 64 | times whole chunk generation, optionally away blocks from you so it measures cold ground |
What to paste into a report
For a road that looks wrong: debug gaps and, if a bridge is involved, debug bridge. For a
town that should be connected and is not: debug structures and debug settlements. For
anything slow: debug chunks.