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Room management

In a given puzzle room, you may want to change the location of the exit portals or the location of the player's spawn point. This is why the plugin allows you to move these elements around.

Room createRootRoom command​

  • Type /. room createRootRoom <minX> <minY> <minZ> <maxX> <maxY> <maxZ> <spawnX> <spawnY> <spawnZ>.

This creates the unique root room of the navigation tree (the spawn, with the fixed description Lobby) from explicit min/max corners and a spawn point. The root room has no entrance portal and tolerates having no exit portal. It is the very first step when bootstrapping the tree.

Room info command​

  • Stand in the room where you want to create the exit portal.
  • Type /. room info.

Room exit portal create command​

  • Stand in the room where you want to create the exit portal.
  • Type /. room exitportal CREATE.

Note: If the block under your feet doesn't fill the normal block space, i.e. if its height isn't 1, you'll need to fly over the block to get your gate at the right height.

Note: If the block under you is sometimes you will have to fly

Room exit portal delete command​

  • Stand in the room next to the exit portal you want to delete.
  • Type /. room exitportal DELETE.

Room spawnpoint command​

  • Stand in the room where you want to set the spawn point.
  • Type /. room setSpawnPoint SET.

Room Rename command​

  • Stand in the room where you want to set the spawn point OR in the lobby near to the room's portal.
  • Type /. room rename "<new room description>".

The solution page on the wiki is renamed with it. The wiki is written first: if it cannot be reached, or if a page already exists under the new name, nothing is renamed at all — the level keeps its old name and the two never drift apart. In the narrow case where the wiki page moves but the level cannot be saved, the page is renamed back, and if even that fails you are told both names so it can be fixed by hand.

⚠️ Renaming leaves no redirect behind, so links already published to the old solution URL stop working immediately.

Room set difficulty command​

  • Stand in the lobby near to an activated portal.
  • Type /. room setDifficulty <difficulty between 0.0 and 1.0 >.

Currently difficulty will be displayed using the following conditions (but this may change in the futur):

  • Easy (if 0.0 <= difficulty <= 0.2)
  • Medium (if 0.2 < difficulty <= 0.4)
  • Hard (if 0.4 < difficulty <= 0.6)
  • Legendary (if 0.6 < difficulty <= 0.8)
  • Mythic (if 0.8 < difficulty <= 1.0)

Room resize command​

Even if there is a lot of space around your room, building outside of the original room space would be an issue. Indeed, players will not be able to get the whole puzzle if they use the puzzle download command. This is why you may have to resize your room.

Type /. room resize <minCorner x> <minCorner y> <minCorner z> <maxCorner x> <maxCorner y> <maxCorner z> to change the room space.

Room author command​

You can add/replace/delete room author(s) using the following commands.

⚠️ You must already be one of the room's authors. Until version 1.29.2 anyone with build rights could walk into any room and make themselves its sole author. Administrators are exempt, which also makes them the only ones who can hand over a room that has no author — authorship is given, never seized.

To change the displayed name of an author, see Player command.

Room add author command​

Add a player to the authors of this room

  • Stand in a room.
  • Type /. room author add <player>

Room delete author command​

Remove a player from the authors of this room

  • Stand in a room.
  • Type /. room author delete <player>

Room set author command​

Replace the authors of this room with the chosen player

  • Stand in a room.
  • Type /. room author set <player>

Room tag command​

You can add/remove tags in a part using the following commands.

To create or delete tags in general, see Tag command.

Room add tag command​

Add a tag to this room

  • Stand in a room.
  • Type /. room tag add <tag name>

Room delete tag command​

Remove a tag from this room

  • Stand in a room.
  • Type /. room tag delete <tag name>

Room color wheel command​

  • Type /. room colorWheel.
  • Right click with the provided item to place the 4 maps on indestructible item frames on the wall in front of you.
  • The item is used up when a wheel is placed, and only then — a refused attempt keeps it, so you can try again one block to the left.
  • Asking for one while you still have it tells you so instead of handing you a second.
  • It only works for a builder standing in a room they authored. Holding the item proves nothing: it survives being dropped, traded and picked up.

Room check command​

The check command starts a semi-automated workflow that guides you through the main finalization and configuration steps of your puzzle (area configuration, door opening, difficulty, authors, tags, scoreboards & native tags naming, repeat command blocks convention, etc.).

Eight steps are shown to administrators only, and a puzzle creator's checklist skips them — the step counter counts only the steps you actually see. They are the four command-block steps (structure blocks, scoreboards & tags conventions, repeat command blocks, relative coordinates — a creator cannot place command blocks), the concrete convention and the holograms (their only actionable instructions are op-only commands), the portal order (placing a level in the lobby tree is an administrator's decision), and the solution page (editing the wiki needs a GitLab account creators do not have).

Start the check workflow​

  • Stand in the room you want to check.
  • Type /. room check.

The plugin will walk you through each verification step one by one.

Continue to the next step​

  • Type /. room check continue to validate the current step and move on to the next one.

Cancel the check workflow​

  • Type /. room check cancel to abort the workflow at any time.

Room hint command​

You can add/delete/set/clear room hint(s) using the following commands.

Room hint add command​

This command add a new hint to the room.

  • Stand in a room.
  • Type /. room hint add "<hint text>"

Room hint set command​

This command replace the text of the hint having the given index in this room.

  • Stand in a room.
  • Type /. room hint set <hint index> "<hint text>"

Room hint delete command​

This command deletes the hint having the given index from the room.

  • Stand in a room.
  • Type /. room hint delete <hint index>

Room hint clear command​

This command deletes every hint from the room.

  • Stand in a room.
  • Type /. room hint clear

Room hint list command​

This command lists every hint of the room with its index.

  • Stand in a room.
  • Type /. room hint list

Room checkAll command​

⚠️ Administrator only.

  • Type /. room checkAll.

The server-wide health pass. The same pass runs by itself at every server startup — the command re-runs it on demand with a full chat report, each finding a click away. It also runs from the server console (lpu room checkAll), where the report comes as plain text in the default language.

Two halves, in order:

  • Safe auto-fixes. Every level is aligned with its Lasers-Enigma area: where one strictly contains the other, the pair is grown to their union — through the same checks a normal resize goes through, so a growth that would swallow a foreign portal or collide with another level is refused and reported instead. Every matched level lacking a checkpoint receives one at its spawn (what a brand-new level gets at creation), so old levels can be reset too — centered on the spawn block and facing the puzzle, exactly where entering through the portal puts you. A checkpoint written by an earlier pass in the old raw form (block corner, facing south) is straightened out the same way; one an author placed by hand through the Lasers-Enigma menu is left alone. Everything else that disagrees (partial overlaps, areas that came out of a merge, levels with no area at all) is listed, never touched. Each section header states the problem it lists. Running it again is harmless.
  • Quality sweep. Every published level (not tagged "Under construction") goes through the automated checks of /. room check — checkpoint, area, matching bounds, victory conditions, area permissions, authors, difficulty, hints, spawn point, tags — and the failures are listed per check. Levels still under construction are skipped: their creator runs the full checklist at publication.

Room / area anomaly surfacing​

There is no command to run: the plugin watches the agreement between its rooms and Lasers-Enigma's areas on its own. A room lives in this plugin's database while its area lives in Lasers-Enigma's own store, and no transaction spans the two — creating and deleting a room can only be made compensating, never atomic. When a compensation itself fails, this is how the survivor is found again.

What is safe to repair is repaired at startup by the checkAll pass — alignments and missing checkpoints, every correction logged. What is not safe is only surfaced, never touched: creating or deleting on a guess could resurrect a half-created level an administrator meant to clean. The surfaced anomalies are:

  • rooms whose area is missing entirely — a level with no lasers, no components and no victory;
  • areas claimed by more than one room;
  • everything the auto-fix had to leave alone (partial overlaps, refused growths, refused checkpoints), plus a one-line summary of the quality failures found by the last checkAll.

They reach you through two channels: the server log at startup, and a chat message when an administrator joins, each line with a click to teleport to the spot. Ten are shown in chat per section; anything beyond that is in the server log, and the message says how much it left there. A clean server says nothing.