Minecraft Prospect Map --------------------------------------------------------------------------- mcprospect is a tool for generating prospecting maps from minecraft worlds, it's primarily designed for diamond but it works with some other rare ores. MAP KEY --------------------------------------------------------------------------- The grey grid lines represent chunk boundaries, there numbers at alternate intersections are the X and Z coordinates, X above the line, Z below. The thicker axes represent the 0 in each direction. Black circles (with red dots) represent ore clusters, the area of the dot is proportional to the number of blocks in the cluster, and the red dots represent the location of the blocks themselves (along the X and Z axes). The number in red to the right of the circle is the Y level of the center of the cluster. The light red shaded areas represent those locations at which there's lava below a Y level of 24, since diamond is found at about those depths it serves as a reminders to use caution. The green shading areas represent "manmade" blocks, shaded according to density, this is intended to help orient the map relative to in world construction. USAGE --------------------------------------------------------------------------- Usage: java -jar [options...] Options: -ui -noui Control whether UI window appears (default no) -diamond -lapis -gold -redstone -none Select ore (default diamond) -scale Set image scale (integer, default 2) -mergedist Set clustering merge distance (default 3.0) -output Set output file name (default maps/map-.png) -o Shortcut for -output -help -? Display this text NOTE: May be quite memory hungry, consider adding -Xmx1024m to your java command line before the -jar. EXAMPLE COMMAND LINE --------------------------------------------------------------------------- java -Xmx1024m -jar mcprospect-0.1.jar -o diamonds.png ~/Games/Minecraft/var/world/region/ QUALITY NOTES --------------------------------------------------------------------------- I find the resulting file can be far more usable if it's large enough to clearly read the text, the default scale is the bare minimum at which that's possible, but I've found that you can get a larger image with about the same visual quality as follows: 1) Generate the map with -scale 3, this produces a somewhat large file 2) Quantize the map to use fewer colors (64 works well), then re-create the PNG. If you have the netpbm tools around then you can do this: pngtopnm original.png | pnmquant 64 | pnmtopng -compression=9 > smaller.png Running these with a test world I get the following sizes: Normal (Scale 2) 3.5 MB Larger (Scale 3) 10.5 MB Quantized Larger (Scale 3, 64 colors) 3.7 MB Huge (Scale 4) 17.9 MB Quantized Huge (Scale 4, 64 colors) 5.1 MB Eventually I might make this an automatic option.