Hi Ethan and uNetti,
I am still pretty nooby but i will do my best to share any knowledge i have with Ineisis.
1) World Size
in Share/Constants you will find this code which sets the world size. From everything I have seen in the code, scaling this up uniformly should* work. As to why they are there, i would say that they were added so he would not have to create an infinite dynamic heightmap.
Code:
const int Areas=6, AreaSize=64, HmRes=32, BlocksDim=64, BlocksBorder=2, ViewRange=100,
AreaUpdateDist=32; // distance in meters after which transfer areas from server to client
const flt HeightmapScale=1.0/8;
const UID MainWorldID(123, 456, 789, 123);
const RectI WorldBoundsAreas (-Areas, -Areas, Areas-1, Areas-1),
WorldBoundsHeightmap( WorldBoundsAreas.min.x *HmRes , WorldBoundsAreas.min.y *HmRes ,
(WorldBoundsAreas.max.x+1)*HmRes , (WorldBoundsAreas.max.y+1)*HmRes );
const BoxI WorldBoundsBlocks (VecI( WorldBoundsAreas.min.x *AreaSize , -32, WorldBoundsAreas.min.y *AreaSize ),
VecI((WorldBoundsAreas.max.x+1)*AreaSize-1, 32, (WorldBoundsAreas.max.y+1)*AreaSize-1));
const Box WorldBounds (Vec ( WorldBoundsAreas.min.x *AreaSize , -32, WorldBoundsAreas.min.y *AreaSize ),
Vec ((WorldBoundsAreas.max.x+1)*AreaSize , 32, (WorldBoundsAreas.max.y+1)*AreaSize ));
2) Importing Worlds created with editor.
The problem here is that the world and hightmap (shared/heightmap) functions are modified in Ineisis.
in Server/World, a custom World class is loaded
Code:
Net.Worlds.replaceClass<World>();
Also, the heightmap is created dynamically in Server/World::InitWorld()
I am sure there is a way to re-write this to somehow work with worlds created in the editor but I am not sure that you are going to get that answer in a post here (although, i could be wrong).
I know this does not answer all of your questions (not my intention) but i thought I would share the things i have learned about the Ineisis source. Feel free to ignore if you already knew it.