โจ๏ธ Commands¶
The complete manual for every /routes command โ the road network.
๐ค = every player ยท ๐ก๏ธ = operator (permission level 2)
Quick reference¶
| Command | Who | One-liner |
|---|---|---|
/routes status |
๐ค | Network summary: towns, nodes, completed routes, queued edges. |
/routes list [cities\|routes] |
๐ค | Every known town / completed route, with coordinates. |
/routes nearest |
๐ค | Closest town and route, with distance and heading. |
/routes zone |
๐ค | What the chunk you stand in is painted as. |
/routes scan [radius] |
๐ก๏ธ | Scan loaded chunks for city structures (1โ100 chunks). |
/routes connect |
๐ก๏ธ | Queue a road between the two nearest cities. |
/routes structures |
๐ก๏ธ | Dump the structure-registry match report. |
/routes addcity [name] |
๐ก๏ธ | Register where you stand as a named city. |
/routes rename <name> |
๐ก๏ธ | Rename the nearest town. |
/routes tp <town> |
๐ก๏ธ | Teleport to a named town. |
/routes weave [loops] |
๐ก๏ธ | Force ring roads now (1โ16). |
/routes repaint |
๐ก๏ธ | Re-broadcast the map paint to everyone online. |
/routes reset |
๐ก๏ธ | Wipe the roads and re-queue every connection. |
๐ค๏ธ /routes โ the road network¶
status โ ๐ค¶
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 โ then the first 16 routes with their endpoints.
list [cities|routes] โ ๐ค¶
The full inventory. cities lists every known town โ 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 "โฆ and N more" trailer.
nearest โ ๐ค¶
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, โฆ). Great when you're lost in open wilderness.
zone โ ๐ค¶
The map-paint (and capture-zone) debugger: tells you what the chunk you are standing in is
painted as โ 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.
scan [radiusChunks] โ ๐ก๏ธ¶
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 โ ๐ก๏ธ¶
Locates the nearest connectable cities from your position (seed-based โ no chunk loading) and queues a road between them. The road then builds incrementally.
structures โ ๐ก๏ธ¶
Prints the structure-registry match report: which structure tags/ids from Cities include exist in this world and what matched. The first stop when a structure type isn't being connected.
addcity [name] โ ๐ก๏ธ¶
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 โ player builds, modded
structures, anything.
rename <name> โ ๐ก๏ธ¶
Renames the nearest town within 160 blocks. The new name shows in arrival banners, the Escape Rope message and route endpoints; existing map waypoints refresh on rejoin.
tp <town> โ ๐ก๏ธ¶
Teleports you to a named town (tab-completion suggests every real name), landing on the same
safe spot the Escape Rope uses. Wrong name? It points you at /routes list cities.
weave [loops] โ ๐ก๏ธ¶
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 โ this is the fastest way to grow your capture zones.
repaint โ ๐ก๏ธ¶
Re-broadcasts the chunk-paint geometry to every online player, forcing the Xaero overlays to refresh without relogging.
reset โ ๐ก๏ธ¶
โ ๏ธ 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.