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Suggestion: Co-ordinate sync with reality [OPT-IN] #29
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Just generate the whole Earth! |
I like the idea of mapping the real coordinates to Minecraft coordinates, I already added it to the README ToDo section. What type of implementation would you prefer? A hosted website for an easy coordinate conversion (including an easy bbox finder) or extending the command line tool with a conversion feature? |
I've been thinking about this a bit and I think the best way would be to encode metadata in the level.dat file, via some additional NBT tags. Then a CLI could read that metadata when doing scaling. It would eliminate the need to have the user input world details manually into the CLI (or into a web utility). Semi-related, but eventually I'd like to write a tile server, similar to Dynmap, but optimized for Arnis. One of the things I'd like for it to be able to do is read this same metadata and present it in the web UI (possibly with a converter from real lat/lon to MC coords) |
As great as this tool is it's pretty useless without this feature being a priority right now. Every time you go back and generate a new area it renders it at 0,0,0. It makes it impossible to generate large worlds. |
i would like to add, that you can use journeymap mod to render all the chunks (i think it calls it "automap" or something like that) and then if you are in creative mode you can just right click anywhere on the map and teleport. this can serve as a temporary solution for when you need to get to somewhere specific and you dont know where it is |
Not sure how this is relevant to this conversation? |
OP is asking about coordinate sync i.e a way to convert IRL coordinates into minecraft ones. im just saying if you need to get somewhere specific in the map (which is the use case) you can use journeymap. that is all |
OP didn't ask that at all. The issue raised is that you can't create new areas next to each other because the world gen always starts at 0,0,0 |
Instead of starting at 0,0 the generator would start at the position that would allow generating a few tows next to each other, in correct geographical positions. As many places would end up far away, It would log the position when finished
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