Monsters that appear in the minimap are sometimes not on the same level. I'll be walking around the surface, approach the monsters only to discover that the alert communication is false, and that the monsters are some levels beneath me.
Would it be possible to codify relative height to the player? Perhaps through transparency, greying, dimming, color wash out, or some similar method?
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My five-point rating system: Yay, kay, meh, erm, gleh
I had lag problems as well (64bit Win 7, MC1.7.10), even after switching off all the mob labels. A very nice mod, but that laaaaag...
The two mods that gave me terrible lag were the new version 11.1 of Mystcraft (dropping back to 11.0 fixed it) and Magic Crops (disabled it). They were so bad that blocks would pop back into place after mining them.
But I haven't experienced this problem from JourneyMap.
Rollback Post to RevisionRollBack
My five-point rating system: Yay, kay, meh, erm, gleh
this mod is betther than other maps mods... but the texture of the map is really bad. the shaders . this is not compatible with different textures. or i can change the texture of the map?
this might be a stupid idea, but how about adding a navigation option to journeymap?
I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.
I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.
but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.
now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.
it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.
perhaps you could also add another function of google maps where you're able to add photo's from locations. you could for example when taking a screenshot have an option show up to mark the screenshot onto your map, which you're able to view later on when you view your map. you could click on the location and you'd be able to view the screenshots.
A small bug: JM creates blank 2D icons for all GalacticraftCore's mobs except Alien Villagers. I created one (villager.png) and put in the right path (\2D\galacticraftcore\textures\model) and the mod still refuses to use it.
A suggestion: instead of having a key to switch day map and another to switch night map, there could be a key to toggle on and off "follow the day-night cycle", and another key to switch between day and night map.
Hello, I'm using this mod on V1.7.10 of Minecraft, and another mod with it (archemedes Ships) the issue I'm hitting is that both mods use the '=' and '\' keys. I NEVER use the zooming'+/-' or switch map '\' in JourneyMap, so I'm wondering if there is a way I can assign that to different keys? some configuration file or anything like that? thanks -Jambox5
Minecraft > Options > Controls... lets you change keybindings. Ones shown in red are conflicting with other mods.
Since forge is out for 1.8, what's the estimated time until you can complete updating this?
I've been waiting since around October, and it's taken forever.
Sorry, no date yet. I have a lot of work to do after 5.1.0 to prepare my codebase for 1.8... I need to support 1.7.10 for a long time in parallel. In the meantime I suggest VoxelMap for 1.8
Is there a way to add an icon for custom mobs? There's quite a few in my mod setup which don't have icons in Journeymap and I'd like to put in an icon for a few of them.
Hello. First of love your map it's the best I've seen. The one question I have is with the radar. It only shows when people are a couple blocks away from me. I increase the radar radius in the advanced files but nothing seems to have changed, I still see the players only from the same distance mentioned earlier.
The limit is your game setting's render distance. Players only show up because they're in chunks that the game has loaded from the server.
Love the mod, using it all the time. I have an issue that I have narrowed down to a particular resource pack. It causes all the maps to render black except the entities (trees, mobs etc...) So all land, sea and biome info is black. I have tried deleting the colorpalette.json, as suggested to others who have a similar problem, to no avail.
The Resource pack is a customised version of Sphax BDCraft that I have for a custom mod pack I have created. I am running the latest version of Journey Map and it only happens when I add or merge one particular patch. I have noticed that the background colours change depending on resource pack used so if I knew what element of a resource pack renders the land sea and biome info, maybe I could correct the issue?
Keep up the great work and thanks for such a cool mod.
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
Using 5.0.1 in FTB Infinity, when I walk under a roof or go into a cave the map goes dark, everything related to "cave" is disabled, clicking Day on the map doesn't do anything, it just goes back to Caves, when I move to a place that has sky the map goes to Day
Is this a pack issue or what?
I've seen some chunks not mapping underground in Infinity as well. That appears to be fixed in the alpha version of 5.1.0 I'm currently testing.
Was curious about the "World Time" displayed on the web map. It appears to set itself to 00:00 at 06:00, then count up to around 18:00. Is there a way to get it to reflect the actual in game time?
I'll check and see if there's a bug in the Javascript parser. The time passed to the web client is literally:
As I understand it, JM is a client side mod. So I have a question, why would a computer connecting to a lan game get an error from FML saying it is missing JourneyMap?
Background: I downloaded the Regrowth modpack and after trying the Atlas...I said screw that and downloaded JM. After a little my son also wanted to play so he got JM and installed it...but his computer is old and so the game started to grind to a halt when it did not befor installing JM. Cool, I disabled the mod. When he tried to connect again after JM was disabled on his computer FML would not let him into the lan game saying a mod was missing, Journey Map.
As a client side mod, it should not matter. So...is there a reason FML is saying JM is now a required mod for everyone playing?
Edit: After looking into this and talking with the forge people. It appears JM does not tell forge that it is not required by a client when run on a server like one stared by opening the computer to a lan.
Thanks for giving me a heads-up. I'll look into a way to tell Forge to behave in a LAN-server situation.
Have there been any optimization fixes planned for this mod? The last time I tried it it was crazy laggy and a massive resource hog. Maybe I'm using it wrong, but other minimap mods don't seem to cause the same issues.
JourneyMap 5.1.0 is almost completely focused on performance improvements for people with older/slower CPUs / CPUs with fewer cores. So far the alpha testing is very promising. I have a tester with a single core laptop that's gone from 5fps to >30fps.
Monsters that appear in the minimap are sometimes not on the same level. I'll be walking around the surface, approach the monsters only to discover that the alert communication is false, and that the monsters are some levels beneath me.
Would it be possible to codify relative height to the player? Perhaps through transparency, greying, dimming, color wash out, or some similar method?
I've had this request a few times - I'll put it on my list.
this mod is betther than other maps mods... but the texture of the map is really bad. the shaders . this is not compatible with different textures. or i can change the texture of the map?
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
this might be a stupid idea, but how about adding a navigation option to journeymap?
I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.
I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.
but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.
now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.
it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.
It's not a stupid idea at all. Please add a section for "Routes" to my Waypoint Wishlist so I can think on it some more.
this might be a stupid idea, but how about adding a navigation option to journeymap?
I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.
I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.
but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.
now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.
it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.
perhaps you could also add another function of google maps where you're able to add photo's from locations. you could for example when taking a screenshot have an option show up to mark the screenshot onto your map, which you're able to view later on when you view your map. you could click on the location and you'd be able to view the screenshots.
I just cut down any trees in my way and place chests along the newly cut road, and when I get to a gap, I just fill it in with the wood...
Monsters that appear in the minimap are sometimes not on the same
level. I'll be walking around the surface, approach the monsters only to
discover that the alert communication is false, and that the monsters
are some levels beneath me.
Would it be possible to codify relative height to the player? Perhaps
through transparency, greying, dimming, color wash out, or some similar
method?
this comment here ==> is not towards the quoted but to the Dev. A great idea to add is what other games add to their issue of this is to add a ▲ and ▼ or a - = + these are simple solutions.
by the way for the people who don't know, if you need special characters like that, search "Alt character codes"
JM uses the server name you provide in multiplayer settings to create the data folder. Special characters are replaced if they can't be used in folder names. If the names you're using all wind up being the same, what you describe could happen.
Look in .minecraft/journeymap/data/mp and you'll see the folders I'm talking about.
The Meaning of Life, the Universe, and Everything.
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One thing that I would love to see, is create-able waypoint catergories. Just like having deminsion seperated, having user defined categories that the user can add or remove waypoints would be nice. Especially for TC4 node tracking, or structure tracking, stuff I don't want taking up my waypoint list all the time.
During my time with this excellent mod, I fill the map with way-points that fall into groups
Interesting things that I want to revisit later
Building names in towns
Town names across a map
Biomes to visit for various resources
Mining markers for different levels and areas
Construction site markers
A feature that would help in managing the set of way-points could be an editable list of categories to which a way-point belongs.
The GUI representation of such a system would be a list of check-boxes for the sets that a given way-point belongs to. The player could then quickly filter what way-points are visible in the world by checking the filters in the way-points screen.
Does this seem useful?
Rollback Post to RevisionRollBack
My five-point rating system: Yay, kay, meh, erm, gleh
every once in a while I will have the issue of waypoints transferring from one world to a new world and me having to delete them, but never had the same world issue....
Rollback Post to RevisionRollBack
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
All Your Base Are Belong To Us! Take off every Zig!
ok you remember there was some kind of scandal with people saying someone was trying to hack their computers through this mod? well I was thinking of something that might do the same thing, sorta... not in a bad way...
for people using this on a server (client side) have the ability to link all the explored areas linked through everyone using the map so as the map is constantly updated in areas you are not in...
Rollback Post to RevisionRollBack
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
All Your Base Are Belong To Us! Take off every Zig!
I tried that pack. All the other mods except Alien Villager (villager.png) are rendered.
As you can see in the attachments, from the left to the right, the villager (vanilla) and the Evolved Creeper (from the pack you recommended) get their headings and their icons rendered; the Alien Villager neither.
I used to have the map automatically switch from day to night and people complained bitterly. I intend to make it an option again.
Ouch, didn't they bite? Just kidding... The feature itself wasn't a problem for me, if I was caving I could know when it was safe to get out or not (if it's daytime or not). If I had any complaints, it would be the abrupt transition between day mode and night mode. For example, if it was 5:30AM, the environment was fairly bright but the minimap was still in night mode, it would then make the minimap "feel" out of sync.
I realize this totally goes against the whole point of this mod, but is there a way to stop the mod from saving a world map? So that you just have a minimap feature that shows the immediate area and nothing else?
I ask because I have an older laptop and the map saving seems to bog down my laptop a lot.
Anyway the large map view could be allowed to zoom out further?
Will there be an update for minecraft version 1.8.1?
Love this in-game map!
Suggestion for further improvement
Monsters that appear in the minimap are sometimes not on the same level. I'll be walking around the surface, approach the monsters only to discover that the alert communication is false, and that the monsters are some levels beneath me.
Would it be possible to codify relative height to the player? Perhaps through transparency, greying, dimming, color wash out, or some similar method?
My five-point rating system: Yay, kay, meh, erm, gleh
I had lag problems as well (64bit Win 7, MC1.7.10), even after switching off all the mob labels. A very nice mod, but that laaaaag...
The two mods that gave me terrible lag were the new version 11.1 of Mystcraft (dropping back to 11.0 fixed it) and Magic Crops (disabled it). They were so bad that blocks would pop back into place after mining them.
But I haven't experienced this problem from JourneyMap.
My five-point rating system: Yay, kay, meh, erm, gleh
this mod is betther than other maps mods... but the texture of the map is really bad. the shaders . this is not compatible with different textures. or i can change the texture of the map?
this might be a stupid idea, but how about adding a navigation option to journeymap?
I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.
I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.
but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.
now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.
it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.
perhaps you could also add another function of google maps where you're able to add photo's from locations. you could for example when taking a screenshot have an option show up to mark the screenshot onto your map, which you're able to view later on when you view your map. you could click on the location and you'd be able to view the screenshots.
Check out the mob icons created by another user for Galacticraft, linked on this page: http://journeymap.techbrew.net/help/wiki/Custom_Mob_Icon_Sets
I used to have the map automatically switch from day to night and people complained bitterly. I intend to make it an option again.
JourneyMap 5.1.0 will let you set the exact render distance desired for both surface and cave maps
Minecraft > Options > Controls... lets you change keybindings. Ones shown in red are conflicting with other mods.
Sorry, no date yet. I have a lot of work to do after 5.1.0 to prepare my codebase for 1.8... I need to support 1.7.10 for a long time in parallel. In the meantime I suggest VoxelMap for 1.8
http://journeymap.techbrew.net/help/wiki/Custom_Mob_Icon_Sets
The limit is your game setting's render distance. Players only show up because they're in chunks that the game has loaded from the server.
I have plans to do so, probably 5.2ish
Right now I'm supporting mobs that extend one of: EntityAnimal.class, EntityGolem.class, EntityWaterMob.class, EntityVillager.class, IMob.class
If your mob is one of those and still doesn't show up, PM me or talk to me on Espernet IRC #journeymap and we'll figure something out
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
I've seen some chunks not mapping underground in Infinity as well. That appears to be fixed in the alpha version of 5.1.0 I'm currently testing.
I'll check and see if there's a bug in the Javascript parser. The time passed to the web client is literally:
time = mc.theWorld.getWorldTime() % 24000L;
Thanks for giving me a heads-up. I'll look into a way to tell Forge to behave in a LAN-server situation.
JourneyMap 5.1.0 is almost completely focused on performance improvements for people with older/slower CPUs / CPUs with fewer cores. So far the alpha testing is very promising. I have a tester with a single core laptop that's gone from 5fps to >30fps.
I'll put it on my todo list
It's planned for 5.2ish
I've had this request a few times - I'll put it on my list.
Please add your waypoint suggestions to my Waypoint Wishlist .
See my comment above starting with "JourneyMap 5.1.0 is almost completely focused on performance improvements"
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
It's not a stupid idea at all. Please add a section for "Routes" to my Waypoint Wishlist so I can think on it some more.
Get news and updates on Twitter: Follow @JourneyMapMod
alright, I've added the suggestions to your google doc. thank you for taking the time to read them.
I just cut down any trees in my way and place chests along the newly cut road, and when I get to a gap, I just fill it in with the wood...
this comment here ==> is not towards the quoted but to the Dev. A great idea to add is what other games add to their issue of this is to add a ▲ and ▼ or a - = + these are simple solutions.
by the way for the people who don't know, if you need special characters like that, search "Alt character codes"
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
JM uses the server name you provide in multiplayer settings to create the data folder. Special characters are replaced if they can't be used in folder names. If the names you're using all wind up being the same, what you describe could happen.
Look in .minecraft/journeymap/data/mp and you'll see the folders I'm talking about.
Get news and updates on Twitter: Follow @JourneyMapMod
One thing that I would love to see, is create-able waypoint catergories. Just like having deminsion seperated, having user defined categories that the user can add or remove waypoints would be nice. Especially for TC4 node tracking, or structure tracking, stuff I don't want taking up my waypoint list all the time.
Feature Suggestion : Waypoint filter sets
During my time with this excellent mod, I fill the map with way-points that fall into groups
A feature that would help in managing the set of way-points could be an editable list of categories to which a way-point belongs.
The GUI representation of such a system would be a list of check-boxes for the sets that a given way-point belongs to. The player could then quickly filter what way-points are visible in the world by checking the filters in the way-points screen.
Does this seem useful?
My five-point rating system: Yay, kay, meh, erm, gleh
every once in a while I will have the issue of waypoints transferring from one world to a new world and me having to delete them, but never had the same world issue....
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
Heya, Just letting you know I will be using your mod in my FTB pack DarkAbyss
I just thought of a sweet idea for an add-on
ok you remember there was some kind of scandal with people saying someone was trying to hack their computers through this mod? well I was thinking of something that might do the same thing, sorta... not in a bad way...
for people using this on a server (client side) have the ability to link all the explored areas linked through everyone using the map so as the map is constantly updated in areas you are not in...
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
This looks like it'll become the standard edition minimap for modpacks of all types. Nice job with the mod!
I would like to include this mod in my tech-based modpack, Pepperture Mesa. It's currently private, but hopefully it'll be public soon!
As requested, I'm posting that info here before including it. Thanks for the great mod!
I tried that pack. All the other mods except Alien Villager (villager.png) are rendered.
As you can see in the attachments, from the left to the right, the villager (vanilla) and the Evolved Creeper (from the pack you recommended) get their headings and their icons rendered; the Alien Villager neither.
Ouch, didn't they bite? Just kidding... The feature itself wasn't a problem for me, if I was caving I could know when it was safe to get out or not (if it's daytime or not). If I had any complaints, it would be the abrupt transition between day mode and night mode. For example, if it was 5:30AM, the environment was fairly bright but the minimap was still in night mode, it would then make the minimap "feel" out of sync.
Thanks for replying.
.
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RE: Turning off map saving
I realize this totally goes against the whole point of this mod, but is there a way to stop the mod from saving a world map? So that you just have a minimap feature that shows the immediate area and nothing else?
I ask because I have an older laptop and the map saving seems to bog down my laptop a lot.
Hey!
Just gonna let you know that I intend to use this mod in my modpack Sockertoppar Sad Pack