The idea is simple, it is an extension of the building editor focussed on digging out dungeons. It gives you the mining tools beyond the ones already in the harvest menu, and it works the same way as the building editor, templates for dungeon segments, designing, removing and rebuilding parts and not the whole thing, relocating and reusing templates etc. The x-ray vision mode could be used to show what will be carved away in the template.
I am no programmer, so I am aware that it might be lots of coding work. But in my opinion, because of the functionality written above, it would be worth it.
Here are some tools I think would be useful in a dungeon editor:
Big and small mining tools:
-the same tools as those in the harvest menu. consider this the “slab” (as in unspecialized) tool of the building editor, but then in mining.
-Similar to the big mining tool in the harvest menu, but this one doesn’t snap to a grid, and only has the four voxel thing in the height direction, the other two it works in single voxels. This is similar to the “floor” in the building editor.
-carves out stairs
-adds a pillar of a certain width
-used to make tunnels, especially diagonal tunnels
-makes platforms of a certain height and size
Edit: this is the wrong word, the correct word is “slab” (not the slabs of the building editor, but like a cuboid of stone on top of a floor, if that makes sense).
Edit: Basic tools
Furniture, windows, doors, decorations etc. are also available. Maybe it could be made in two tabs (building and cave/dungeon) in the building editor, so you could switch between the two and have both sets of tools available at all times.
Edit: all things here are carved out, not really build. pillars and platforms are basically parts that aren’t cut out.
What do you think?