BitCraft Road Planner

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Pick a live region and two N/E coordinates. The daemon snapshots terrain, paving, and claim tiles, then pathfinds a shortest-path or least-effort corridor (your choice) that reuses existing roads when possible (or ignore them if you ask), ford water up to the allowed depth only as a last resort, and (by default) avoid foreign claims. Neutral game areas such as Sentinel Dungeon stay blocked even when other claims are allowed.

Region

Endpoints

Use F4 small-hex x,z

Grade & paving

Road width is fixed at 1 tile while super-hex planning is being improved.

Fords up to this depth as a last resort. Counts toward length but cannot be paved. Land banks may be lowered to the water surface; the remaining drop onto the bed must still fit the max height delta. 0 is land-only.

Least effort (follow terrain)
Flatten to:
Use existing height
Set to:
Use existing height
Set to:

Flatten holds one height along the road: it ramps from the start height to the flat height as soon as possible and drops to the end height as late as possible — expect much more terraform than least effort. Start/end height pins the road to a chosen height where it meets existing terrain ("Use existing" keeps the terrain height). Water is never terraformed; banks still meet the water surface.

None follows the Euclidean walking line and can wiggle. 6 hex axes uses 60° corners. 12 dirs also allows the odd-r in-between headings (including north/south F4 roads).

Ignore existing roads
Block other claims
Shortest path (default)
Least effort
Least effort (experimental)

Shortest path is the default and minimizes travel distance. Least effort prefers flatter grades and less terraform, and may take a longer route. The experimental variant starts from the shortest path and re-routes its most expensive digs with a strict cost cap — usually much faster than least effort.

Pick a live region and endpoints, then Plan road.
Plan a road
Pick a live region and start/end coordinates, then click Plan road.

Effort

No plan yet.