Pressing B prints details about the block you're pointing at and P prints
 info about the active block. L spits out the player position and light
-level there.
+level there. C dumps info about the chunk of the pointed at block.
 
                                PrintBlockInfo();
                        }
                        break;
+               case SDLK_c:
+                       if (event.state == SDL_PRESSED) {
+                               PrintChunkInfo();
+                       }
+                       break;
                case SDLK_l:
                        if (event.state == SDL_PRESSED) {
                                PrintLightInfo();
        Print(aim_chunk->BlockAt(aim_block));
 }
 
+void Interface::PrintChunkInfo() {
+       std::cout << std::endl;
+       if (!aim_chunk) {
+               std::cout << "not looking at any block" << std::endl;
+               return;
+       }
+       std::cout << "looking at chunk "
+               << aim_chunk->Position()
+               << std::endl;
+
+       std::cout << "  neighbors:";
+       if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+               std::cout << " left";
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+               std::cout << " right";
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+               std::cout << " up";
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+               std::cout << " down";
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+               std::cout << " front";
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+               std::cout << " back";
+       }
+       std::cout << std::endl;
+}
+
 void Interface::PrintLightInfo() {
        std::cout
                << "light level " << world.PlayerChunk().GetLight(world.Player().Position())