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Suggestion: Co-ordinate sync with reality [OPT-IN] #29

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goteusz-maszyk opened this issue May 2, 2024 · 4 comments
Open

Suggestion: Co-ordinate sync with reality [OPT-IN] #29

goteusz-maszyk opened this issue May 2, 2024 · 4 comments
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feature Feature request

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@goteusz-maszyk
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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

@daniil2327
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daniil2327 commented Aug 14, 2024

Just generate the whole Earth!
it's a joke

@louis-e louis-e added the feature Feature request label Aug 16, 2024
@louis-e
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louis-e commented Aug 16, 2024

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?

@scd31
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scd31 commented Oct 19, 2024

What type of implementation would you prefer?

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)

@cherbert
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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.

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