Save as scene
The Save as scene… button in the top bar turns the current preview
into a real world_map scene — same pin / path / region / fog tools
as a hand-made map.
Opening the dialog
Section titled “Opening the dialog”-
Click Save as scene… in the top right.
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Pick a world (optional — leaving it blank attaches the scene to no world; you can move it later).
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Give the scene a name. Default is “Generated map”.
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Pick which features to convert into editable map objects (see below).
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Click Save scene.
Conversion toggles
Section titled “Conversion toggles”The “convert generated features into editable map objects” section is the heart of the dialog. Eight independent toggles bucketed into three cards plus a fourth for world-data side effects.
Natural
Section titled “Natural”Terrain features baked into the world.
- Rivers → paths — every river becomes an editable path layer you can adjust, name, or stylise post-export.
- Forests → regions — forest polygons become editable region shapes.
- Mountains → regions — mountain polygons become editable region shapes.
Settlements
Section titled “Settlements”People and the places they built.
- Settlements → pins — every city / town / village / hamlet becomes a pin you can rename, move, or attach to a wiki entry.
- Landmarks → pins — same for ruins, towers, temples.
- Labels → text — region / world-scale callouts become editable text objects. Settlement names live inside the basemap PNG and surface as pin titles, so they’re not duplicated here.
- Roads → paths — the procedurally placed road network becomes editable paths styled by tier (royal, major, local).
Political
Section titled “Political”Borders and territories.
- Kingdoms → regions — every kingdom polygon becomes an editable region using the same auto-palette colours as the live preview.
World data
Section titled “World data”Creates database rows in the selected world.
- Create entity stubs for settlements + landmarks — each pin gets a matching entity row in your world. Disabled until you pick a world.
- Also create wiki stubs (hidden by default) — wraps each entity with a draft wiki page. Disabled until entity stubs are on.
Select all / Clear all
Section titled “Select all / Clear all”The header has a Select all / Clear all link that toggles every feature key (not the world-data toggles, since those have database side effects).
Remembering your choice
Section titled “Remembering your choice”The Foundry stores your selection per-world in your browser. Re-open the dialog on the same world and your last choice is restored. Switch worlds in the picker and the choice swaps to match that world’s remembered settings.
The “no world” slot has its own separate memory.
What happens during save
Section titled “What happens during save”The save runs in three phases:
- Rendering — the server re-renders your map at full resolution (2048px long edge). This takes a few seconds depending on mesh detail and the number of features.
- Uploading decorations (only if you have any) — the Decorate tool’s canvas is flattened and uploaded so it can be composited onto the basemap.
- Committing — the server creates the scene row, runs conversions, optionally creates entity / wiki stubs.
The dialog shows the current step. After committing, you’re redirected to the new scene in the editor.
After saving
Section titled “After saving”The resulting scene:
- Has the basemap as its image (with decorations baked on top).
- Has each enabled conversion as its own toggleable layer in the layers panel.
- Records the seed, generator version, kind, and style in the basemap’s metadata so you can reproduce or regenerate later.
Related
Section titled “Related”- Build tab — the choices that shape what gets saved.
- Decorate tab — decorations carry through into the baked basemap.
- Seeds & history — how to reproduce a saved map later.