

It doesn't show everything we know, just what's nearby. Player-centric picks the knight's current room as the "center" of our grouping and shows all nearby rooms, up to a certain number of transitions away.Areas (Cornifer) groups based on the coloring of each room in Cornifer's maps and/or what makes sense in-game.Areas (Randomizer) groups based on what the Randomizer considers an "area" for area randomization.This is a good choice for seeing a general world overview. Dirtmouth has 9 different transitions in/out of it and will often get picked.) Then, we group all the remaining rooms in the island they are "closest" to with "closest" being defined as the number of room transitions it takes to get there. Islands (hubs & distance) picks the visible rooms with the most doorways leading in/out and as the main island "centers".In theory it sounds useful, in practice I'm not so sure. Islands (cluster) uses a clustering algorithm to try to determine "groups" of rooms that don't connect to other rooms as much.

To help visualize the room arrangement a few different view options are provided:

(I even had a save file where the bottom exit of a room connected to the top of the same room!) Rooms can connect to other rooms in ways that are physically impossible or illogical. Unlike the original game, the room arrangement with room randomization doesn't cleanly fit on a nice 2D map view.

The map is blank when you make a new save, start exploring to fill it out.If the map updating/animating hurts game performance, enable "FPS Saver" in the options so it does less when not focused.You can put the map in the background, on another monitor, or even open it on another device on your LAN if you know how.You can get a build from here or build TangledMapView.sln.
Hollow knight map not updating mods#
Copy TangledMapView.dll and websocket-sharp.dll to your Hollow Knight mods folder.
Hollow knight map not updating install#
