Installation
Goal — Launch World Generator and check that it works.
Duration — 2 minutes.
Prerequisites — Windows 10 or 11, 64-bit.
World Generator ships as a self-contained ZIP. No installer, no registry entry, nothing to uninstall.
Prerequisites
| Item | Detail |
|---|---|
| Operating system | Windows 10 or 11, 64-bit |
| Graphics | OpenGL 3.3 — effectively anything since 2010 |
| Memory | 4 GB for a 1080p world; see the memory budget for larger ones |
| Disk | ~5 MB for the application, plus your exports |
Nothing else. The Visual C++ and OpenMP runtimes are in the archive, so a machine that has never seen Visual Studio still starts the application.
1. Extract the archive
Unzip ArchwayWorldGenerator-<version>-win64.zip into a folder you can write to — a folder in Documents, a project directory, a USB stick.
ArchwayWorldGenerator/
├── ArchwayWorldGenerator.exe ← run this
├── msvcp140.dll ← Visual C++ runtime
├── vcruntime140.dll
├── vcruntime140_1.dll
├── vcomp140.dll ← OpenMP runtime, for parallel generation
├── concrt140.dll
└── resources/
C:\Program FilesThe application writes its saves, exports and preferences next to its executable, and that folder is read-only for a normal user. Everything will fail.
2. Run it
Double-click ArchwayWorldGenerator.exe. The window opens immediately and the first world generates in the background — you see a progress bar, not a black window.
3. Set the interface size
On a high-density display the application follows the system scaling. If the interface is too large or too small, open Settings → Interface size and pick a preset, or press Ctrl + / Ctrl -.
The choice is saved to ui_scale.cfg and restored at the next start.
Verifying the installation
Four points, if you want to be sure before trusting a copy with real work:
- The title bar is dark and blends into the toolbar below it — the window reads as one surface, with no white strip on top.
- No console window appears behind it.
- The map finishes generating within a few seconds and fills the view.
F12drops ascreenshot_001.pngnext to the executable.
If any of these fail, see Troubleshooting.
Where files go
Everything the application writes lands next to the executable:
| Path | Contents |
|---|---|
saves/*.wgen | Your saved worlds |
Export/ | Everything Export all maps writes |
Export/Masks/ | Everything Export all masks writes |
seeds.txt | Your seed shelf — plain text, editable by hand |
ui_scale.cfg | The chosen interface size |
debug_log.txt | Appended on every run; the first thing to attach to a bug report |
screenshot_*.png | Written by F12 |
None of these exist before they are needed, and deleting any of them is safe — you lose that data, not the application.
Memory budget
Map resolution is independent of window size. The generator needs roughly 25 bytes per pixel, and the Resolution group in the Terrain panel shows the figure for the size you chose.
| Resolution | Approximate memory |
|---|---|
| 1920 × 1080 (1080p preset) | ~50 MB |
| 3840 × 2160 (4K preset) | ~200 MB |
| 8129 × 4065 (Archway preset) | ~790 MB |
| 16384 × 16384 | ~6.3 GB |
Above 2 GB the application asks for confirmation before generating: that is the point where it stops being something you start by accident.
If a generation cannot allocate what it needs, it fails cleanly and leaves the world you had open intact.
Uninstalling
Delete the folder. That is the whole procedure.