Interesting. I'll try to reproduce it the way you described it and fix this.
watabou
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Thank you!
- I have no plans to implement "dynamic" generation (for some reason, people ask about this a lot) - there are too many features that are incompatible with the idea. Not in this generator anyway.
- And no plans for an API - this is a fully client-side application, so implementing anything resembling an API would be very awkward.
From time to time, I build desktop versions (for Windows and macOS) of my most popular generators for my patrons. The last time I did this about a month ago. Unfortunately, using the same version doesn't guarantee that a map will be restored from its permalink exactly the same (at least for some of the generators). I know it undermines the whole idea - it's a bug to be fixed.
This glitch plagues all my generators, appearing out of nowhere. It is not related to anything specific in this update, not directly anyway. I've never encountered it myself, so it's yet to be fixed. For now, you can try the Arcana version.
Maybe one day I'll try to reimplement those arrows, but for now, the new way of displaying room names is the only one available (https://www.patreon.com/posts/dwellings-1-3-0-96522502).
Unlike Procgen Mansion, 1PDG and some of my other generators, there is no "intrinsic grid" here to which anything is aligned. For this reason, adding a grid overlay in this generator doesn't seem very important to me, although I get that it could be convenient in some cases.
You are probably talking about Azgaar's Fantasy Map Generator (made by Azgaar), there is some limited integration between this world generator and my city generator. The closest thing I've ever done is Perilous Shores.
These json files can only be opened in City Viewer, that's why this feature is called "export as JSON", not "save as JSON".
https://www.patreon.com/posts/plans-for-90033685
(short version: palisades are on my list)
So city maps suit your needs better, but you prefer the visual style of the village generator, right? What exactly are the options of the city generator that you are missing in the village generator? I will keep adding features to VG, but it's designed to generate rural maps and I'm not planning to change this. For example, in the future, I will implement palisades, but they are gonna look like palisades, not like city walls.
I have an idea to make an alternative "viewer" for city maps which would draw exported city maps in a nicer way, maybe in the style of VG. It's just an idea and I don't have an ETA for it at this moment. Please note, that somewhat similar results can be achieved using the existing City Viewer:
I never considered this (and never discussed with Azgaar), because I think the scopes of these two generators overlap too much. Yes, FMG produces whole worlds and PS generates "regions", but they both deal with dot-like cities, thread-like roads and rivers etc. However, I understand the appeal of idea. At the moment this seems too complicated to implement, but I'll think about it.
To actually change the size of the village you need to use the "Map parameters" dialog (choose "Tags..." in the context menu). You can change the size of your map (larger map = large village) and also you can request higher or lower population density by selecting the "dense" or "sparse" respectively.
Nope, sorry. Neither of these two generator can import anything. If you have your maps exported as JSON, you can try the "map view" in the City Viewer.
No changes made to a map are saved in its permalink and currently there are no plans to fix this (it's an intended behaviour). I'm going to implement embedded tooltips in maps exported as SVG, so this would sort of kind of replicate the way they look within the generator, but it still won't be possible to return to your changes and continue adding them.
Internally, these maps are made of hexes of specific fixed size, but when drawn they are scaled to maximize resolution. As a result, the size of hexes in pixels depends on the map. I'm planning to implement "precise export" similar to 1PDG, maybe this will help. Why do you need the exact value? Is it for using these map in some VTT?
In the next update of Dwellings I'm planning to implement something like elevations based on the code of Tiny Pubs.
There are a few projects on my GitHub (https://github.com/watabou), but most of them are pretty old (and also in Haxe).