Some suggestions for improving the seed map
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(Using a translator, forgive me) I am glad to see that seedmap has finally been added to Seedmaper, and I have some suggestions for improvement. Some seed map websites, such as www.chunkbase.com/apps/seed-map, support high range scaling (from 0.01x to 50.0x), coordinate jumps, more configurable options, clearer user interfaces, as well as biome highlighting and searching. I hope that you can add these features in Seedmapper. I think you might be able to get in touch with the developer of Xaero World Map? After installing Seedmapper, the seed map function can be displayed in Xaero World Map. This can not only optimizes performance, but also reduce your development burden, because you don't have to make the map yourself, you just need to add some functions. There are also some bugs... or functions that require enhancements? I can't turn off burried treasure. And when I slowly drag the map (very slowly), the map doesn't move, even the cursor have moved for a long distance. (When you zoom in on the map to make it very large, this can be very obvious) By the way, Seedmapper really needs a in game GUI, works with Mod Menu. I know these features are difficult to implement, but I sincerely hope to see it in the game. Thank you :D
for biome searching you can just use commands /sm:locate biome <biome> or from /sm:source to specify; seed, version, dimension, position, rotation, player/entity(in render dist or facing i think) when running the command,
biome highlighting would be a nice thing to have, but xaero is closed source and idk if it provides a good enough api to integrate with, so it might not be on the table to do, but in general the way the seed map and xaero work are very different so making them work as one could be a little difficult
the scale i think you mean like zooming out, and yes that is limited most likely because of how each "tile" for the biomes is calculated, to give a wider view of the map the biome resolution will have to be lowered form 4x4 (1 quart in cubiomes i think) to 8x8 or similar which cubiomes dose support but will need some work fo figure out as each tile might need to be expanded from its 40x40 to 80x80
for config options what do you want to configure? i have a few suggestions to xpple; biome colours/adding presets for those colours, threads for the map, form the code i think its limited to min(threadCountOfCpu, 5)
also for the end cities since cubiomes provides the simulated structure maybe making an icon for cities with end ship and the spawn island gateway links could also be useful
Also this is just a beta release, be sure to report your issues don't feels ashamed
For config options, you can take a look at MCSeedmap.net, where there are many options to adjust in map settings. I hope to be able to left click on a structure and right-click to open a menu with options such as copying coordinates, opening Biome Wiki, adding to waypoints, and teleportation. The Go to location feature is also very important. I don't know if this feature is available in the current version? Thank you, I just found out that Xaero is closed source. However, XaeroPlus works very well. I am not very familiar with mod development, but perhaps we can follow the example of XaeroPlus and add a separate interface in Xaero to display the seed map (similar to switching dimensions), or add it to waypoints. It's a pity if it can't be achieved. (Also using a translator, if there are any errors or seemingly malicious words, that's not my intention)
Thanks for the suggestions!
Some seed map websites, such as www.chunkbase.com/apps/seed-map, support high range scaling (from 0.01x to 50.0x)
Sounds good to me. I will postpone it for now in favour of some other suggestions.
coordinate jumps
The Go to location feature is also very important. I don't know if this feature is available in the current version?
I have just implemented that in cfcb382.
Regarding Xaero's minimap integration, I will probably not do this. I want SeedMapper to be standalone, and don't want it to depend on a third party (closed source) mod.
I can't turn off burried treasure
Can you see if this happens for you in the latest build of SeedMapper?
And when I slowly drag the map (very slowly), the map doesn't move
I am aware of this issue and I will fix it hopefully soon.
biome colours/adding presets for those colours
Would people actually use this? I feel like it sounds nice on the surface but not that useful.
threads for the map
Good idea.
also for the end cities since cubiomes provides the simulated structure maybe making an icon for cities with end ship and the spawn island gateway links could also be useful
I will look into this.
I hope to be able to left click on a structure and right-click to open a menu with options such as copying coordinates, opening Biome Wiki, adding to waypoints, and teleportation.
Note that you can right-click the map to copy the coordinates the mouse hovers over.
I will see what configurations from mcseedmap.net I will add. A grid was definitely planned.
Can you see if this happens for you in the latest build of SeedMapper?
The latest version no longer has this issue. Thanks.
I hope to be able to left click on a structure and right-click to open a menu with options such as copying coordinates, opening Biome Wiki, adding to waypoints, and teleportation.
I mean, the icons on the map are too large to replicate their exact coordinates. I hope to be able to left click to select and then right-click to copy, which is different from directly right clicking to copy. Right click to directly copy the coordinates at the cursor, left click to select the coordinates of the structure.
And also, I hope the name can be displayed below the icon, or when the cursor is hovering, the name will be displayed. I don't know what the 'S' in that icon means.
Some igloos have ladders, while others don't. I hope this can be displayed on the icon
Would people actually use this? I feel like it sounds nice on the surface but not that useful.
It's too difficult to distinguish what biomes are represented by different colors on the map. Providing biomes highlighting can effectively solve this problem.
Regarding Xaero's minimap integration, I will probably not do this. I want SeedMapper to be standalone, and don't want it to depend on a third party (closed source) mod.
I completely understand, but I hope the seed map can be further optimized for user interaction, such as full screen display, switching dimension and show slime chunks.
I mean, the icons on the map are too large to replicate their exact coordinates.
To what extent are the exact coordinates useful though? If you want to add a waypoint for example, it does not matter where exactly the waypoint is placed, as long as it's reasonably close to the structure.
I don't know what the 'S' in that icon means.
It's the world spawn point. Maybe I can replace it with a different texture that is more clear.
Some igloos have ladders, while others don't. I hope this can be displayed on the icon.
I will start working on this.
It's too difficult to distinguish what biomes are represented by different colors on the map. Providing biomes highlighting can effectively solve this problem.
I will postpone this for now. You can always use the /sm:locate biome command.
full screen display
Interesting, perhaps I should make it so that the seed map can be resized by the user.
switching dimension
You can use the /sm:source command for this: /sm:source in the_end run sm:seedmap.
show slime chunks.
They have been added now.