BitCraft Road Planner

← Calculator Settlement Planner Open in BitCraftMap

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.

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

Shortest path is the default and minimizes travel distance. Least effort prefers flatter grades and less terraform, and may take a longer route.

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

Hover

Move the cursor over the corridor.

Effort

No plan yet.

CSV is one row per super-hex along the selected road, start to end: N/E, xz, current height, planned height, and fill/cut.

Resources to clear

No plan yet.

Trees, ore, and clay/sand on terraformed super-hexes (7 tiles + 6 fillers) and on new paving tiles. Expand a row for hex coordinates (large trees and veins occupy several). Click a coordinate to pan the map.

Green = start · Red = end · Planned road: paving fill with cyan outline
Colored corridors = saved roads in the network · Dashed line = alternate draft route
Hatched area = outside the planned tile window
Existing paving is colored by tile type · Unpaved = vegetation · Blue = water · Teal = unpaved water crossing · Tan = claim tiles
Brick on the planned road = terraform that super-hex · hover shows current → planned height
Red on the planned road = no terraform planned, but live terrain doesn't match the saved height
Zoom in further for per-hex tiles and super-hex outlines
Right-drag or Shift-drag to pan, scroll to zoom · Reset view fits the corridor again.