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FAQ
This page collects frequently asked questions about Arnis — covering project history, technical details, data sources, troubleshooting, and generation settings.
Yes! Arnis was initially developed in Python, which benefited from Python's open-source friendliness and ease of readability.
To improve performance and scalability, the project was later ported to Rust. The old Python implementation is still available in the python-legacy branch.
Geographic data is sourced from OpenStreetMap (OSM) — a free, collaborative mapping project.
Data is accessed via the Overpass API, which queries the OSM database.
Services like Google Maps do not provide equivalent open data, making OSM the ideal choice for this project.
Arnis uses the fastnbt Rust crate to interact with Minecraft world files.
The full Processing Pipeline is described in the README and at the Codebase Architecture & Workflow Wiki section, covering data fetching, parsing, sorting, block generation, and world saving.
The project is named after Arnis — the smallest city in Germany.
Its small size made it an ideal test case during early development.
When selecting a world, click on "Select existing world" and choose a directory. The world will be generated there.
- On Windows: install the Evergreen Bootstrapper from Microsoft.
- On Linux: install
webkit2gtk-4.1using your distro’s package manager.
Minecraft version 1.16.5 and below is currently not supported. For the best results, please use the newest Minecraft version.
- Teleport to the generation starting point:
/tp 0 0 0. - If still empty, try moving into the positive X and positive Z directions — the area may be offset.
This is because the application is not signed. Signatures are a way to confirm with a third party issuer that programs are not malicious. However, signing an application is quite expensive and not feasible for me since I work on this project for free. This is why Microsoft Defender automatically warns everyone with this screen. You can safely click on 'Run anyway' if you downloaded Arnis from this Github page and not from any other fake website.
- Terrain: Enable to include elevation data.
- Scale Factor: Determines the size of the generated world.
- Custom BBOX Input: Manually input bounding box coordinates.
- Floodfill-Timeout (Sec): Max allowed runtime for the floodfill algorithm (affects water areas).
- Ground Height: Sets the base Y-level of the generated world (controls terrain height).
If your question isn’t answered here, feel free to open a GitHub Issue!