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Changing the x and y values of these files for each cell will move the entire cell to wherever you want it to be on the map, without breaking anything and without the need of any mapping tools.
Before continuing with the setup of dungeons, we need to set up the actual dungeon map itself.
Here is a visual representation of what the map will look like after dungeons are set.[imgur.com]
require "PZD_CONFIG"
PZD_CONFIG.RegisterDungeon("dungeon1", 1,1,1,80,80,4,4)
PZD_CONFIG.RegisterGate("dungeon1", "d1_entrance_gate", nil, 184,183,0)
require "Teleport/PZD_Teleport_Config"
PZD_Teleport.RegisterWorldGate({r=1,g=0,b=0}, "kentucky_dungeon1entrance", 11617, 9296,0)
PZD_Teleport.AddWorldToDungeonGate("kentucky_dungeon1entrance", "dungeon1", "d1_entrance_gate")
PZD_Teleport.AddDungeonToWorldGate("dungeon1", "d1_exit_gate", "kentucky_dungeonsexit")
Head over to your save folder and clear out the respective zpop_x_y.bin, chunkdata_x_y.bin, map_xxx_yyy.bin files and reset the server/save. You need to do some digging yourself as to which files to delete, as these depend on where you set the dungeon instances. You might be able to automate this with FTP if the server host provider allows it.
After that's done, run the server and execute the command with an admin and debug user: PZD_ResetInstances()