I've done some testing of this script on FlavouredGames server(UK). It's definitely a big chore to make terrain with my script.
The last print used isn't inherited on the control bricks being placed. Painting is a nightmare without the new duplicator to speed things up. Coloring different levels of terrain looks terrible if it's not built in layers. It is incompatible with the new duplicator's duplication system. Which is a bummer. And the fillPrinter kicks out all sorts of errors into the console. It lags for a large chunk of time when changes are made on a big piece of terrain. And ghosting takes forever with large terrain as well. Especially w/travel time.
I can fix the last print thing, easy peasy. I planned to do it while making it, but I forgot amidst all of the other things. DoneI should make the quickloadTerray() function load the terrain with the modTer/BrickTOP texture. DoneI could modify the fillcan to work as if the terrain was a 2D plane, that would make painting much easier. Done [I also fixed painting undos]I could try to make a patched version of the fillPrinter. It shouldn't be spitting out errors like this.
I could try to fix the large change lag by making it take longer to fill out the megamap, but... that's not a good solution. Get used to it, I say.
For ghosting, I will make a command to teleport a camera around underneath the map, just as an easy way to load the map without having to fly around. The best solution for the ghosting problem, I have already outlined in this thread, but that is not being pursued in this current build. Found port's GhostUtils(Download) and modified Server_BrickTerrain to work with it. $Pref::Server::GhostAllAdmin = 0; & /ghostallbricksIt would also be nice to have a starting command. It would load in a tiny bit of terrain, and place you next to the minimap. In this way... it would not be required to find "0 0 0" and then figure out which direction is North-East so you can start building a minimap.
I would also like to modify the 1x1fControl bricks to be more recognizable. It is easy to confuse them for regular 1x1f bricks. However, I do not want to impact performance by doing this. If I can get away with it, I would change the brick shape a little bit, give it a custom icon, and change the top texture to a modTer print. Done (omg it's so cute)Coloring lines will still look super weird on improperly built terrain.
While could be possible to fix the new duplicator to work with the control bricks, I do not want to pursue this.
Currently, the best use of this mod, is to load in a heightmap, and then modify it via the minimap to fit your needs.
It is not advisable at all to build a map from scratch.
I definitely want to do some documentation. I usually include an "info.txt" in the zip file with my add-ons.
But for this, a youtube video, and a screenshot tutorial would be very helpful for some people.
I wonder what the load time difference between a BRICK and a SPECIALBRICK is.
I can already tell you that the difference between a SPECIALBRICK and a SPECIAL is... a long time. SPECIAL takes a long time to load.
...
For those of you who don't know:
BRICK is two lines, the brick size, and the fact that it is a BRICK type of brick. All other data is automatically generated. Most of the default bricks are made in this way.
SPECIALBRICK has the brick size, a collision box definition section, and then various sections for defining visual faces and whatnot.
SPECIAL is the same as the previous, except it also has a section for defining brick grid collision. This is used on a brick like the 2x2 corner brick, so an additional 1x1f brick can be placed in the empty portion of the corner, even though it would technically be placed inside of the 2x2 corner brick's space.