Updated Cediner map

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Ganhart
Posts: 255
Joined: Sat Dec 04, 2010 9:44 pm

Updated Cediner map

Post by Ganhart »

As the original online map is barely updated over past 2 years or so I decided to vibe code some features (some of them I just stole from Davis map) original map is missing and also make it a bit nicer from UI perspective
Just in case someone finds it helpful I decided to share it

Code & Changelog - https://github.com/Aritain/hnh-map-updated

I'm not sure if it's fully compatible with the original version (in case you want to slap it on existing map DB), but feel free to try

If you have any suggestions on further features/improvements - please share
Last edited by Ganhart on Sat Aug 22, 2026 11:55 am, edited 1 time in total.
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Nightdawg
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Re: Updated Cediner map

Post by Nightdawg »

Ganhart is based for doing this and sharing it with everyone
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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Ganhart
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Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

Did a few updates:
  • * "Wipe all data" option now correctly removes custom markers and roads
    * Player names no longer disappear when changing map layers (e.g. entering/existing a house)
    * Map refresh (via F5 or such) should correctly reload the map instead of black screen
All changes are compatible with the old map DBs
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Ganhart
Posts: 255
Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

Did a few updates:

* "Rewrite tile coords" now displayed properly (probably got broken during darktheme switch) and overall UI of that function is now nicer
* Re-arranged some buttons on map UI for better UX
* Added "Hide burrows" button (self-explanatory)

All changes are compatible with the old map DBs
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Ganhart
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Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

* Renamed "Hide burrows" to "Hide clutter" which now hides all unimportant stuff (e.g. spawnbeds or clam reefs). This option is enabled by default
* Custom marker navigation now works properly

All changes are compatible with the old map DBs
Utility2
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Joined: Sat Aug 15, 2026 8:58 pm

Re: Updated Cediner map

Post by Utility2 »

Ganhart wrote:Did a few updates:

* "Rewrite tile coords" now displayed properly (probably got broken during darktheme switch) and overall UI of that function is now nicer
* Re-arranged some buttons on map UI for better UX
* Added "Hide burrows" button (self-explanatory)

All changes are compatible with the old map DBs

pretty much just did the same thing, i stole alot of inspiration from Hearthworld. Honestly didnt snap to just how powerful ClaudeCode actually is; this is a fun little thing to make it tinker on.
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Ganhart
Posts: 255
Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

Utility2 wrote:
Ganhart wrote:Did a few updates:

* "Rewrite tile coords" now displayed properly (probably got broken during darktheme switch) and overall UI of that function is now nicer
* Re-arranged some buttons on map UI for better UX
* Added "Hide burrows" button (self-explanatory)

All changes are compatible with the old map DBs

pretty much just did the same thing, i stole alot of inspiration from Hearthworld. Honestly didnt snap to just how powerful ClaudeCode actually is; this is a fun little thing to make it tinker on.
Yeah surprisingly Claude works with it pretty well and luckily understands who whole concept of Client<>Map communication
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Ganhart
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Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

* Marker navigation should now zoom in more so it's easier to see the actual marker
* Hide character names by default (only show live map configured name)

All changes are compatible with the old map DBs
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Ganhart
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Joined: Sat Dec 04, 2010 9:44 pm

Re: Updated Cediner map

Post by Ganhart »

Updated map navigation bar so it looks nicer

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evilnekr
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Joined: Tue Jun 04, 2013 9:46 pm

Re: Updated Cediner map

Post by evilnekr »

Rewrite tile cord not work (

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