/chunkCommands related to chunks
Syntax
/chunk [loaded] [tracker]Parameters
loadedOptionalstringDisplay loaded chunk information for a player
trackerOptionalstringDisplay chunk tracker information for a player
Subcommands
/chunk fixheightRegenerate chunk lighting
Parameters:
position- The chunk position (x, z)/chunk forcetickForce all blocks in a chunk to tick
Parameters:
position- The chunk position (x, z)/chunk infoGet information about a chunk
Parameters:
position- The chunk position (x, z)/chunk lightingDisplay lighting information for a chunk section
Parameters:
position- The chunk position (x, y, z)/chunk loadLoad a chunk in a world
Parameters:
markdirty- Mark the chunk as dirty after loadingposition- The chunk position (x, z)/chunk marksaveMark a chunk to be saved in a world
Parameters:
position- The chunk position (x, z)/chunk maxsendrateSet or view chunk send rate settings for a player
Parameters:
sec- Max chunks per second. Omit argument to set to default.tick- Max chunks per tick. Omit argument to set to default./chunk regenerateRegenerate chunk
Parameters:
position- The chunk position (x, z)/chunk resendForce resend all chunks to a player!
/chunk resend.clearcacheClear the chunk cache before resending
/chunk tintTint the chunk you're standing in
Parameters:
color- The color to tint the chunk (hex or integer)radius- The blur radiussigma- The blur sigma value/chunk tint.blurEnable blur effect
/chunk unloadUnload a chunk in a world
Parameters:
position- The chunk position (x, z)Server Messages
tint.getOpen the tint chunk UI page
tint.successSuccessfully tinted chunk at {chunkX}, {chunkZ}
tint.success.blurSuccessfully applied blurred tint to chunk at {chunkX}, {chunkZ} (affected {chunksAffected} chunks, radius: {radius}, sigma: {sigma})
resend.unloadedAllUnloaded all chunks
regenerate.successChunk at {chunkX}, {chunkZ} in world '{worldName}' has been regenerated!
marksave.markingAlreadyLoadedMarking chunk at {x}, {z} in '{worldName}' to be saved and was already loaded!
marksave.loadedMarking chunk at {x}, {z} in '{worldName}' to be saved and was loaded!
load.alreadyLoadedChunk at {chunkX}, {chunkZ} in '{worldName}' is already loaded!
load.loadingLoading chunk at {chunkX}, {chunkZ} in '{worldName}'!
load.loadedDone loading chunk at {chunkX}, {chunkZ} in '{worldName}'!
unload.alreadyUnloadedChunk at {chunkX}, {chunkZ} in '{worldName}' is already unloaded!
unload.successUnloaded chunk at {chunkX}, {chunkZ} in '{worldName}'!
maxsendrate.sec.setToDefaultSet max chunks per second to default
maxsendrate.sec.setSet max chunks per second: {value, number}
maxsendrate.tick.setToDefaultSet max chunks per tick to default
maxsendrate.tick.setSet max chunks per tick: {value, number}
maxsendrate.summaryMax chunk send rate:\n\
fixHeightMap.startedFixing height map...
fixHeightMap.doneDone!
fixHeightMap.invalidatingLightingInvalidating lighting...
fixHeightMap.waitingForLightingWaiting for lighting in chunk ({x, number}, {z, number}) to update
fixHeightMap.lightingFinishedChunk ({x, number}, {z, number}) lighting finished
fixHeightMap.lightingErrorChunk ({x, number}, {z, number}) taking too long, giving up!