--bgcolorcolor
Background color of image, e.g. "--bgcolor #ffffff"
--scalecolorcolor
Color of scale, e.g. "--scalecolor #000000"
--playercolorcolor
Color of player indicators, e.g. "--playercolor #ff0000"
--origincolorcolor
Color of origin indicator, e.g. "--origincolor #ff0000"
--drawscale
Draw tick marks
--drawplayers
Draw player indicators
--draworigin
Draw origin indicator
--drawalpha
Allow nodes to be drawn with transparency
--noshading
Don't draw shading on nodes
--noemptyimage
Don't output anything when the image would be empty.
--min-ynumber
Don't draw nodes below this y value, e.g. "--min-y -25"
--max-ynumber
Don't draw nodes above this y value, e.g. "--max-y 75"
--backendbackend
Use specific map backend; supported: sqlite3, leveldb, redis, postgresql, e.g. "--backend leveldb"
--geometrygeometry
Limit area to specific geometry (x:y+w+h where x and y specify the lower left corner), e.g.
"--geometry -800:-800+1600+1600"
--extent
Don't render the image, just print the extent of the map that would be generated, in the same
format as the geometry above.
--zoomfactor
Zoom the image by using more than one pixel per node, e.g. "--zoom 4"
--colorspath
Forcefully set path to colors.txt file (autodetected otherwise), e.g. "--colors
../world/mycolors.txt"
--scalesedges
Draw scales on specified image edges (letters tblr meaning top, bottom, left and right), e.g.
"--scales tbr"
--exhaustivemode
Select if database should be traversed exhaustively or using range queries, available: never, y,
full, auto
Defaults to auto. You shouldn't need to change this, but doing so can improve rendering times on
large maps. For these optimizations to work it is important that you set min-y and max-y when you
don't care about the world below e.g. -60 and above 1000 nodes.
--dumpblockpos
Instead of rendering anything try to load the block at the given position (x,y,z) and print its
raw data as hexadecimal.