Anything you type starting with . is handled by VellumFE instead of being
sent to the game. Command names are case-insensitive; Tab completes them.
.help prints an abbreviated version of this list in-game. Unknown commands
print a hint.
Everything else you type goes to the game unchanged. (Typing the game
command quit also saves your settings on the way out.)
Reload config from disk: highlights, keybinds, hotbars, settings, colors, layout, or everything
.room
Show how the current room resolved against the map database (stream ids, mapdb room/location, routable exits, tags) — for debugging the map and pathing
.mapdb [download|remove|repo <r>]
Manage downloaded map data from any frontend (no args = status). On phones this is the way to fetch the map — there’s no Settings > Map panel there
.go2 <target>
Native map travel: room id, uid (u7150105), tag (bank), saved name, or text search — see the Travel chapter
.go2 stop / .go2 status
Cancel / show the active trip
.go2 save <name> [id]
Save a travel target (.go2 targets lists them, .go2 back returns to the trip start)
.portal [n|word]
Walk the room’s non-compass exit (go door, climb stair, …) from the map data (room objects as fallback). One candidate walks it; several open a picker menu (keyboard/pad navigable) — or pick by number or word. Controller d-pad left by default
.foreach ... in <bag>; cmd; cmd
Run commands over matching container items (native ;foreach). No commands = dry-run list. See Inventory Tools
.sorter [on|off]
Categorize “look in container” output by item type (native ;sorter). No arg toggles
.stop
Stop whatever automation is driving — a .go2 trip or a .foreach run
.data [status|reload]
Inspect / refresh the shared item database used by .foreach and .sorter (Lich folder → local → bundled)
Save the current layout under a name in the shared ~/.vellum-fe/layouts/ folder, loadable by any character (each frontend has its own format: TUI .toml grids, GUI .json checkpoints)
.loadlayout <name>
Load a saved layout; in the GUI it applies live to the running session
.layouts
List saved layouts for this frontend
.resize
Refit layout to the current terminal size (TUI)
.nexttab / .prevtab
Switch tabs in a tabbed window
.gonew
.nextunread
Jump to the next tab with unread messages
.streams
Open the stream routing editor: every known stream and where it goes (a window, main, or discard)
Open the pack editor panel (TUI and GUI): pick parts with checkboxes, export to a folder of your choice, and import from ~/.vellum-fe/imports/ (a dropdown lists any .vellumpack you drop there) or a pasted path, with a preview and per-part install selection.
.uiexport <name> [parts...]
Bundle the files that make your UI into ~/.vellum-fe/exports/<name>.vellumpack — a single shareable file. Parts: layout (TUI grid + the GUI’s live arrangement when exported from the GUI), highlights, keybinds, controller, hotbars, colors, macros, skin (the active skin’s whole folder), theme (the active theme, including its file for custom themes), sounds (the shared sound folder), quickbars, and settings (general settings: UI options, sound/TTS prefs, stream routes — never connection or account data). Default: all. Connection settings and passwords are never included.
.uiimport <name|file>
Preview a pack: its parts, skin, theme, and file count. Names resolve from ~/.vellum-fe/imports/ and exports/.
.uiimport <name|file> apply [parts...]
Install a pack (optionally only the listed parts): replaced files are backed up to ~/.vellum-fe/backups/, everything hot-reloads, and layouts land as named checkpoints (.loadlayout <packname>). Skins and themes activate; quickbars and settings merge into your config without touching connection data. Unknown or unsafe entries in a pack are skipped, never written.
Post packs in the community Discord — favorites can become shipped
default layouts.
Force-reload the active skin (after editing images)
.colors
.colorpalette
Browse the color palette
.addcolor
.createcolor
Add a palette color
.uicolors
Edit UI element colors
.spellcolors
Edit spell-circle colors
.addspellcolor
.newspellcolor
Add a spell color entry
.setpalette
Load palette into terminal slots (TUI, 256-color mode)
.resetpalette
Reset the terminal palette (TUI)
.harmony [scheme]
Generate the game-text preset colors from the active theme (.harmony schemes lists the schemes; the GUI Colors editor’s Generate tab adds seed swatches, pins, and a live preview)
.harmony skin <name>
Write a matching skin — panel backgrounds and nine-slice frames rendered from the same harmony — to global/skins/<name>/; activate with .setskin <name> (GUI)
.tts with no subcommand shows status. Settings changes save immediately.
The GUI has the same controls in Settings > Speech; per-window speech is
the “speak new lines” checkbox in the window’s right-click menu
(tts_speak in layout.toml).
Command
Description
.tts on / .tts off
Enable / disable text-to-speech
.tts mute
Toggle mute without turning TTS off
.tts rate <0.5-3.0>
Speech rate (1.0 = normal)
.tts volume <0.0-1.0>
Speech volume
.tts voice <name|default>
Pick a voice by name, or return to the engine default
.tts voices
List available voices
.tts test
Speak a sample line
.tts clear
Clear the pending speech queue
.tts status
Show enabled/muted state, rate, volume, voice, and queue depth