Classic Ultima Online on Godot 4 .NET
How to change the map in the GUO editor: find a spot, select what is there, place and move things, and take it back if you change your mind. This page is for a shard owner opening the editor for the first time. For how the editor is set up (profiles, the world project, the live tier), see Editor.
Nothing you do here touches your UO install. Every edit goes into a world project, a folder of its own that the editor lays over the install (see Where your edits go).
launchers\editor\open_project.bat.map0 to map5) in the top bar, type
x,y in the box beside it and press Go. You can also click a spot on
the minimap in the corner of the view, or use Show in UO World in the
Maps panel of UO Assets.[screenshot 1: the World tab, with the tool rail on the left, the Tools and UO Inspector panels, the brush library and the map]
The tab has four parts:
| Do this | To |
|---|---|
| Arrow keys (Shift: 8 cells at a time) | Step the view one cell |
| Right-drag or middle-drag | Pan |
| Hold Space and left-drag | Pan |
| Mouse wheel | Zoom in and out |
| Tab, or the Focus button | Hide the side panels (and the Godot docks) for more map; press again to bring the side panels back |
Keyboard shortcuts work while the map has focus. Click the map once first if a key does nothing.
| Tool | Key | A left click on the map… |
|---|---|---|
| Select | V | Shows what is under the pointer in the UO Inspector. Changes nothing. |
| Brush | B | Paints with the brush recipe while you drag; the edit applies when you let go (Esc cancels). |
| Stamp | S | Places the current static on the cell, on top of what you clicked. |
| Erase | E | Removes the static you clicked. |
| Raise | R | Raises the ground at the cell by 1 (Shift-click: 5). |
| Lower | F | Lowers the ground by 1 (Shift-click: 5). |
| Hue | H | Gives the static you clicked the current hue. |
| PlaceItem | Places the current static as a shard object (see below). | |
| PlaceSpawner | Places a spawner for the creature named in the spawns box. | |
| MoveObject | First click picks up one of the project’s objects, second click puts it down. | |
| DeleteObject | Deletes one of the project’s objects. | |
| Measure | M | First click starts, second click gives the distance in tiles. |
| Pick region | N | Selects the smallest region covering the cell, in the Regions dock. |
| Area | G | Two clicks set the corners of a rectangle; Area to multi (under Advanced > World & overlays) takes its items into the Multi Editor (see From an area to a building). |
The rail also has Route (the walking path between two clicks) and Pin. Hover over a rail button to see its name and key. The four object tools, Route and Pin have no key; click their buttons.
The Layers menu (a button beside the others) shows or hides Land, Statics, Multis, Roofs, Objects and the live layers. Your ticks stay for the whole editor session.
Two more keys: [ and ] shrink and grow the brush, and Q opens your quick favourites.
With Select (V), a left click on the map fills the UO Inspector tab on the left. It shows what you clicked (land or a static), its id and name, its map, position and height (z), its block and cell, and its hue if it has one.
[screenshot 2: a static selected, its details in the UO Inspector]
Three things trip people up:
To reach the things lower in a stack:
[screenshot 3: the Nearby tiles tab with a stack listed]
Selecting a piece of land or a static also makes it the current art, so you can select something already in the world and then Stamp more of it.
The current art is what Stamp, PlaceItem and the brush put down. Its picture and name show at the top of the Tools tab. To set it:
torch in its
search box), or in UO Assets > Art;0x0A0F) in the field at the top of the Tools tab;Stamp and PlaceItem need a static, not a land tile. If you picked land, the status line says so.
[screenshot 4: the brush library with a search, and the current art at the top of the Tools tab]
The brush library (left of the map) has four one-click recipes. Each sets the brush size, density and target in one go:
| Recipe | What it does |
|---|---|
| Single | One item per click: a 1-tile, 100% brush with the selected static. |
| Scatter | Many items over a 7-tile area at 35% density, spaced 2 tiles apart. |
| Terrain | Paints land over a 5-tile area. |
| Sculpt | Raises land over a 5-tile area. |
A recipe stays in force until you pick another. If you used Scatter and want one item again, click Single. Choosing art in the library does not change the recipe, so a recipe and the art are two separate choices.
The map always tells you what a click will do: the line at the top left of the
map names the tool and, for the brush, the recipe, for example
Brush · Single 1×1 100% or Brush · Scatter 7×7 35%. While you hover, it also
shows how many cells the stroke will change. If a click changes nothing and
a rule turned the cells away, the status line names that rule and what to
change. With Keep existing statics on (Advanced tab, Variation & rules), a
cell that already holds an item is left alone; the status line then says
Nothing placed: that cell already has an item. Keep existing statics is on;
untick it to place on top.
Rows in the Variation list, the saved presets, the favourites and the Nearby tiles stack show the name first and the number second, for example tree · 0x0CCA.
There are two kinds of thing you can put in the world, and they go to different places:
Horse, Tanner, …) in the spawns box
first; it is under Advanced > World & overlays. The spawner shows as a
hued spawner item.MoveObject and DeleteObject work only on shard objects (what PlaceItem and PlaceSpawner made). To move a map static, Erase it and Stamp it again where you want it.
0 for none). Stamp, PlaceItem and the brush use it, and the Hue tool
applies it to a static already in the world.View (Advanced > World & overlays) recolours the map to answer one question, without changing it. A box at the top left of the map names the view, says in one sentence what the colours mean, and lists each colour. Hover over a view in the menu to read that sentence before you choose it.
| View | What the colours mean |
|---|---|
| Height | How high the ground is: blue is low, red and white are high. |
| Walkability | Where a player can stand, and where they are stopped. |
| Reachability | Click a cell: where a player can walk to from it. |
| Types | What each cell holds: wall, floor, roof, water and so on. |
| IDs | Each kind of item gets its own colour, so the map looks like a patchwork. That is normal, not damage. |
| Land mesh | The ground’s shape; yellow tiles are stretched over a slope. |
| Problems | Only mistakes: holes in floors, two items in one spot at one height (they flicker), items on water. |
| Project diff | The parts of the map this project changed; the rest is your own install. |
Choose Off to see the plain map again.
With the Area tool, click two corners, then press Area to multi (Advanced > World & overlays). The items inside open in the Multis tab as a new building. A bar across the top of that tab says From the World: N items opened here as a new building; its Back to World button returns to the World tab, and × hides the bar. The World’s status line says where the items went.
Ctrl+Z undoes, Ctrl+Y (or Ctrl+Shift+Z) redoes, and the Undo and Redo buttons in the top bar do the same. The status line counts what is left to undo and redo, and the last 200 map edits can be undone. One brush stroke is one undo step.
Shard objects (PlaceItem, PlaceSpawner, MoveObject, DeleteObject) are not in undo. Take one back with DeleteObject or MoveObject.
Every edit is saved the moment you make it. There is no Save button and nothing to lose if the editor closes.
UO_WORLD_PROJECT setting, or build\world\default in your GUO folder if
that setting is empty.blocks folder. Shard objects go in its
shard\objects.json.launchers\pipeline\04_world_export.bat writes patched map files beside
the install, never into it (see Editor).[screenshot 5: the status line after an edit, showing the undo and redo count]
Read the status line under the map first; it says why. The usual answers:
| Status line | Meaning |
|---|---|
| nothing under the pointer | The pointer was not on drawn pixels. Click on the art itself. |
| Erase takes an item; that is the ground (or Hue takes…) | You clicked the ground. Use Alt + wheel or Nearby tiles to reach the item. |
| Stamp needs an item | The current art is a land tile. Pick an item. |
| Nothing placed: that cell already has an item… | Keep existing statics is on. Untick it to place on top. |
| Nothing placed: the brush is over water… | Avoid water is on. Untick it to paint there. |
| Nothing placed: Density and Spacing left these cells empty… | Raise Density, or move the brush. |
| Set Z / hue: first click an item’s row in Nearby tiles | Choose the row first, then press Set Z / hue. |
| Move object: click one of the project’s objects first | Move and Delete work only on shard objects, not on map statics. |
| Place spawner needs a creature name in the spawns box | Type a creature name under Advanced > World & overlays. |
| Terrain is locked | Untick Lock terrain in the Tools tab. |
| A key does nothing | Click the map once so it has focus. |
With Select, a click only fills the UO Inspector and never changes the map. To change something, pick a tool from the rail first.