

So even if i could build a stairway within a 3x3 section, it wouldnt be accessible from all of those directions, unless there's additional room around it, which isn't always the case, nor needed in DF. Now there's another problem to take into account: everything has to be accessible from all 6 directions. i prefer having a ceiling height of 3, so that leaves me with 4 blocks height including the floor.
DWARF FORTRESS TILESET ISSUES COLORED SQUARES PLUS
I honestly think that converting each DF maptile into a 5x5x4 or 5x5x5 MC section is the only acceptable way as every maptile has a walkable height(at least 2 blocks in MC) plus a floor. I'd generate a tiny or small world with maybe 100 years history and have a surrounding for MC so huge, i'd never be able to finish crawling all the dungeons or gazing at all the amazing sites the civilizations built. If one could actually export a world with all embark sites, where 1 maptile means 1 block, that'd be what i expected when i first read about this tool. So one square on the local map has to be multiplied by a factor to actually create a river and not a 1 block wide something. This tool converts the symbols from the local map (but for the whole world as it seems) into minecraft blocks. Of those symbols represents an area consisting of 48x48 "map tiles"Īnd each of those map tiles is almost equal to 1 MC block if ignoring "z-levels".Įach squareon the region map represents 16x16 symbols on the local map. On the left(marked as "local"), a 4x4 embark site is selected, while each A single world map tile would contain 768x768, or 589824 local


16x16 travel tiles, the maximum embark size, covers a world map There are 48x48 tiles in a a 1x1Įmbark this is also the scale of overland travel tiles in adventurer If you are willing to allow another access to the source code, I wouldn't mind helping / trying out these ideas? Less blocky generation due to scale differences, generate curves to bridge random blocky terrain borders. Toggleable Lava lakes at y-level 12? (for those who need lava in the overworld) Toggleable tunnels on top of caverns? (MC tunnel generation on top of the caverns) More cave generation functionality? Things like multiple cavern layers, where these layers begin and end, height, width and density of these layers, percentage of floor to be mycellium being set for each layer (with the possibility for 0% and 100%). Even if that isn't a possibility any more, work on the original utility would be much appreciated.īiome selection based on the biome, vegetation, temperature and evilness maps and support for custom biomes like those from ExtraBiomesXL or BIome 'O Plenty. It was also mentioned on the Bay12 that there was a possibility of generating the minecraft map on the fly to allow for 1:1 Minecraft block to in game DF tile? That sounds like an awesome idea to me that could sort out a lot of the complaints about ugly rivers or how DF forts couldn't be generated alongside the map itself due to scale differences. I would be very much interested in seeing progress in this utility. This is a brilliant idea! Has this project been abandoned in favor of other projects? (Your last post was on the mirrored thread in August, but my account is still awaiting authentication on that site) I'll try seeing if I can add features 'n stuff to it. EDIT: Thanks for the answer on the Bay12 Forums, this is pretty much a duplicate post of that one.
