Place Dungeon Command

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/placedungeon is an admin command that places a specified dungeon in a Starbound world. It will replace everything in the area with the dungeon so take extreme care with this command. This command is intended for testing and debugging dungeons. Players are not recommended to use it in normal gameplay.


The simplest form /placedungeon [dungeon type] places the specified dungeon at the player's cursor:

/placedungeon evilfortress

One can also specify world coordinates in 'X,Y' as an additional parameter in /placedungeon [dungeon type] [X],[Y]:

/placedungeon evilfortress 1280,1000


Dungeons in Starbound consist of one or more anchor pieces, and optional connector pieces. When the /placedungeon command is invoked, one of the anchor pieces is randomly chosen and placed with its top-left corner at the point specified by the command. Then, any viable connector pieces are randomly selected and placed according to the rules of the dungeon, until no more can be placed.

Unlike natural (random) generation, the /placedungeon command does not require any anchor rules to be obeyed. It will unconditionally place a dungeon at the specified location, even if that location is nonsensical, e.g., floating in mid-air. This will instantly destroy any existing blocks or objects in the way of the new dungeon.


It will permanently alter the world, and likely produces unwanted effects:

  • Any preexisting blocks or objects in the path of the new dungeon will be destroyed instantly, including player homebase.
  • Natural generation uses C++ functions to flatten terrain before placing a dungeon. The command won't use these functions, so the terrain around the placed dungeon may be nonsensical or very ugly.
  • Any preexisting players, vehicles, monsters and NPCs will continue to exist where they were, but may become trapped behind foreground blocks of the new dungeon. This also means that pre-existing hostile monsters may find themselves in a room full of tasty helpless villagers.
  • Unlike natural placement, the command does not allow the specification of the dungeonid. All dungeons spawned with the command will have dungeonid 1. Given that dungeonid is used to specify air, gravity, and shielding, a dungeon spawned with the command may not have the correct values for these settings, when compared with a naturally-generated dungeon of the same type.
  • Some dungeons, meant only for specific places, have special blocks. When these dungeons are spawned outside of their intended locations, these blocks may adversely affect the world. For example, underwater dungeons have blocks that spawn infinite water, which will flood land if placed outside an ocean. Likewise, many space dungeons are surrounded by special blocks that are shielded and zero-gravity, and will not play nicely if placed in a terrestrial world.
  • Some dungeons, such as space encounters, have objects that are intended to be unique in a world. Spawning two of these dungeons into the same world will corrupt the world permanently and crash.