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FAQ & Troubleshooting
Open the 3D Viewport, press N to open the sidebar, and select the FireRat tab. If the tab is missing, ensure FireMaze is enabled in Edit → Preferences → Extensions.
Zip the FireMaze/ subdirectory, then in Blender go to Edit → Preferences → Get Extensions, click the dropdown arrow (▼) in the top-right corner, choose Install from Disk..., select the ZIP, and enable it.
No. FireMaze requires Blender 4.2+.
Rectangular grids require both dimensions ≥ 3. Increase Width and/or Depth in the Maze Settings panel.
Polar grids need at least 2 rings. Increase Rings (range 3–15) in the Maze Settings panel.
Cube mode with a polar grid requires an even number of rings. If you see this warning, adjust the Rings spinner to an even value (4, 6, 8, …).
Every cell was excluded — usually because an image mask left zero walkable cells. Check your Mask Image and Invert settings. Try clearing the mask and generating again.
The mask left no valid cells on the boundary to place the entrance or exit. Adjust the mask or disable it.
The maze has fewer boundary cells than the requested openings. Reduce Entrance/Exit Count or increase the grid size.
Masking is not supported on multilevel mazes. Set Floors to 1 to use image masking.
Check whether Random Seed is set to a fixed value in the Advanced section. Set it to 0 (auto) for a different maze on each generation.
- Ensure you have assigned a Custom Collection in the Custom Tiles panel.
- For polar grids, set Polar Custom Alignment to Trapezoidal Scaling or Polar Bending (Warp) — Procedural Only mode ignores custom tiles.
- Make sure the collection contains valid mesh objects centered at the origin.
Generate a maze before entering the interactive editor.
- Enter: Click Interactive Edit in the sidebar (or press the mapped key).
- Exit: Press Esc or Enter to exit edit mode.
Left-click on a wall to toggle it on/off. The wall reappears after the next rebuild.
Shift + Left-click on a cell face to cycle through the meshes in your custom tile collection.
Select the Toggle Stairs tool from the sidebar during edit mode (only shown when floors > 1). Left-click on a floor cell to place a stair or toggle an existing one. Shift+Left-click on an existing stair to rotate its orientation. Stairs cannot be placed on the top floor.
Entrances and exits are managed automatically — toggling a perimeter cell on floor 0 creates an entrance, toggling one on the top floor creates an exit. Switching to a different perimeter cell moves the entrance/exit. Toggling a perimeter cell back to wall removes it.
Stairs must lead to a floor above. Place stairs on floors ≤ (Floors − 1).
Entrances and exits are only valid on floor 0 (ground floor).
Ensure stair Style matches your wall mode — use Stair for Thin mode, Ramp for Cube mode. Check the Footprint setting: 1×1, 1×2, or 2×2. Polar grids only support 1×1.
| Mode | Behavior |
|---|---|
| Procedural Only | No custom tiles — uses native wedge/arc meshes |
| Trapezoidal Scaling | Stretches custom tiles into wedge shapes via bilinear interpolation |
| Polar Bending (Warp) | Warps custom tile vertices along circular arcs with subdivision for smooth curvature |
- 0.0 — tangential preference (corridors wrap around rings)
- 1.0 — radial preference (corridors run along spokes)
- 0.5 — balanced
Polar Bending and Trapezoidal Scaling both deform tile geometry. For best results, use a simple, axis-aligned mesh centered at the origin. Highly detailed meshes may perform poorly — subdivision cuts are automatically capped (max 2 for dense meshes) to prevent vertex explosion.
Check the Paint Mode:
| Mode | Formula |
|---|---|
| AO | 1 − (distance_to_closest_wall / max_dist) |
| Blend |
(rx + ry + rz + cx + cy + cz) / 6 where (rx, ry, rz) = distance to cell walls and (cx, cy, cz) = world center falloff |
| Path | Distance from cell to guide path, inverted |
| Distance | Raw distance to entrance cell |
Run Post-Processing after painting to apply merge, dissolve, and collider steps.
Colliders are generated as separate meshes with the _Collider suffix. Enable Viewport Display → Wireframe or Bounds on those objects. They are invisible in Solid/Viewport shading by default.
- Ensure the Prop Collection is assigned in the Prop Spawner panel.
- Check Spawn Chance — if set to
0, nothing spawns. - Regenerate or rebuild the maze after assigning the collection.
Rebuilding the maze clears all existing prop meshes (the prop sub-collection is deleted and recreated). Props are re-spawned from scratch using the seeded RNG, so the same seed will produce identical placements.
There is no recovery file to restore. This can happen if you already discarded it or if no maze was generated in the previous session.
- Open Blender and enable FireMaze.
- In the Session & Image Management panel, a yellow recovery box appears.
- Click Restore Session to recover the last generated maze.
- Click Discard to dismiss the recovery data permanently.
Yes — use Save Session to Disk to export a .json file, then Load Session from Disk in the other file. External mesh/collection/image references are matched by name — they must already exist in the target .blend.
The .json file was moved, renamed, or deleted. Check the file path.
Session files store references by name (not by pointer). If the custom collection or mesh objects have different names in the target .blend, they won't re-link. Rename them to match the original names, or ensure they exist before loading.
- Check the Invert toggle.
- Ensure you have a valid maze layout. Generate or load a maze before exporting.
The destination path may be read-only or the disk may be full. Choose a different directory.
- Verify the mask is assigned in the Masking & Image Export section.
- Masking only works with Floors = 1.
- Check Invert if the mask is using opposite luminance values.
- Masks use luminance threshold: pixels brighter than the threshold become walkable (or blocked when inverted).
| Message | Likely Cause | Solution |
|---|---|---|
Width and Depth must be at least 3 |
Grid too small | Increase Width/Depth to ≥ 3 |
Rings must be at least 2 |
Polar rings too low | Set Rings ≥ 2 |
Rings must be even when wall_mode='cube' |
Odd rings + Cube mode | Use an even ring count |
All cells are blocked |
Mask covers everything | Disable or adjust the mask |
No generated maze found |
Nothing to edit | Generate a maze first |
Cannot place stair on top floor |
Stair on last floor | Place on floor < Floors |
Cannot place entrance/exit on middle floors |
Multilevel restriction | Use floor 0 only |
No autosave file found |
No recovery data | Generate a new maze |
File not found |
Session/mask path invalid | Verify the file exists and path is correct |
Failed to save image file |
Disk/path issue | Use a different directory |
If your issue isn't listed here, open an issue on the GitHub tracker:
https://github.com/FireRat666/FireMaze/issues
Include:
- FireMaze version (from
__init__.py) - Blender version
- Steps to reproduce
- Full error message (from Blender's Window → Toggle System Console)
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