Red dot
The red dot is the current room where the player should be or where any paths will start fromYellow dot
A marker on a highlighted pathBlue dot
The destination room for a highlighted pathGreen dot
The start room for highlighted path if current room has been changedRounded transparent rectangle
A room that is inside a transparent rounded rectangle is the currently selected room
Copy path
Copy the current highlighted path, if none highlighted copy from current room to selected roomCopy path as stacked
Same as copy path but in command stack formatCopy path as speedpath
Same as copy path but in speedpath compressed format
Arrow keys
scroll the map north, south, east, or westNumpad 1
scroll the map southwestNumpad 2
scroll the map southNumpad 3
scroll the map southeastNumpad 4
scroll the map westNumpad 5
scroll the map focus on current roomNumpad 6
scroll the map eastNumpad 7
scroll the map northwestNumpad 8
scroll the map northNumpad 9
scroll the map northeast/
go down one zone*
go up one zone-
go down one level+
go up one levelescape
cancel current dragdelete
remove current selected room
Double click
lock drag scrolling on with out the need to hold mouse button down
Enabled
whether mapper is enabled or not, it not enabled will not add new rooms as you moveFollow
whether the map follows you as you move around the mud and centers on your current roomShow legend
show the legend in the top right corner of the mapper windowShow room properties
show the room properties editor, allows you to edit or adjust rooms and mark down notesRefresh map
refresh the map areaCompact map
will compact the map database, will displays a busy progress dialog while compactingSplit areas
determines how the map will layout display, when enabled it will only draw rooms related to the current area, if disabled will attempt all rooms with the same z coordinate and matching zoneFill walls
will attempt to draw walls around areasFocus on current room
will center the map on the current roomArea navigator
Quick navigation to center map on selected areaLevel
The current Z-LevelZone
The current zoneRemove area/room
Remove selected room
remove the currently selected room from the mapRemove current room
remove the current room from the mapRemove current area
remove all rooms from the area selected from the area navigatorRemove all
remove all rooms from the map
Export/Import data
allows for the exporting or importing of dataExport as image
generate a map based on current settings and export as a png imageExport current view as image
generate a map based on current settings clipped to current view boxExport current area
export all rooms from currently selected area to a data fileExport all
export all rooms to data fileImport and merge
import mapper data and merge with existing mapImport and replace
clear all current data and import new
Set selected as current
will set currently selected room as current roomHighlight path
hight light a walkable path from current room to selected roomClear path
clear highlighted pathWalk path
walk the path from current room to selected room
The map allows you to navigate by using the cordial arrows provided to scroll around, you may click and hold to preform rapid scrolling. Aside from scrolling you can drag the map view around using mouse or supported touch devices.
Areas
areas are unique locations that group rooms togetherLevel
levels are Z-Plane coordinates based on a X,Y,Z generated systemZones
zones are sub areas that exist in an area by an unknown or unique travel path, or when transition you from one scale to another.
Name
The room short name, displayed at the top of the room propertiesBackground
a custom background color, supports standard hex, rgb, and rgba css formatting and color words, for example: #FF0000, rgb(255,0,0), rgba(255,0,0,255), red are all the same color and valid formatsTerrain
the rooms terrain typeIndoors
is the room indoors or outdoorsNotes
custom notes you may want to add about the selected room
Details are settings for a room that describe what the room has or what the npc offers as services
Dock
The room can dock shipsPier
The room can be fished fromBank
The room is a bankWaterSource
The room has a water source to drink, wash, or fill bottles from
None
The room has no NPC's that offer servicesShop
The room contains an NPC that sells or buys itemsHospital
The room contains a cleric that offers healing servicesBar
The room has an NPC that sells drinksRestaurant
The room has an NPC that sells foodTrainer
The room has an NPC trainer
The x, y, z, zone are generated when a room is first added to the map based on the room that was linked.
X
The room's x coordinateY
The room's y coordinateZ
The room's z coordinateZone
The room's zone, generated based on how enteredArea
The area the room is part of
Blurred or spacing between rooms
this is mostly caused by different zoom levels due to how the mapper handles anti alias rooms map blur or shift just a minor 0.5 pixel to throw it off just a tad, it mostly happens in zoom levels that are not 25% intervalsLaggy map
when speed walking or moving quickly the map may lag or slow, you can attempt to mitigate this by using Load in memory preference, compacting the map, or reloading the clientJumpy rooms or rooms in weird locations/only room displayed
This is mostly caused by the mapper losing track of internal coordinates or a non-standard exit, this is caused by multiple start locations when using multiple characters.The most common causes
Multiple characters
Each new start location is started as internal coordinates of 0,0,0 as it is a new "room" and does not know how it links to original map.Teleportation
When teleported to new locations may cause mapping coordinates to be thrown off.Portals
Magical or other portals that link two areas together as it will attempt to build coordinates off source room and since no standard it will generate a new zone and set the rooms x,y,z to source rooms coordinatesRemoving a room
will cause the coordinates to be lost and unless you go back to an already mapped room it will start over at 0,0,0 and possibly a new zone and will throw off mapper
Possible fixes
:- Map as one character as much as you can to try and avoid as much jumping as possible
- Manually edit each room's x,y,z,zone coordinates align them up to the previous mapped section
- Move to a known good room then remove the poorly mapped room or rooms and remap beginning from the good room so that the rooms will be generated with proper generated coordinates.
Mapper not loading
Possible corrupted map or error with mapper. You can determine the issue by loading jiMUD with the--debug
command line argument to force the mapper developer tools to be opened and display any errors in the console.Mapper not saving
check folder permissions and ensure the data folder existAuto walk out of order directions
Auto walk can sometimes get its directions out of order if computer is slow processing, fix by increasing the Delay between directions time until the problem is limited or disappears.Slow performance
Make sure you are not using --disable-gpu, with out the gpu it can cause the mapper to draw and perform slow
Corrupted map
if you be leave your map has been corrupted the only fix is to delete it and start over either from exported data, backed up data file, or from online backup. Map data file is located at:%APPDATA%\jiMUD\map.sqlite
on Windows$XDG_CONFIG_HOME/jiMUD/map.sqlite
or~/.config/jiMUD/map.sqlite
on Linux~/Library/Application Support/jiMUD/map.sqlite
on macOS
Note if using a character from the manager see character setting for map file name and location