From "ClientPermissions plugin" it sounds like you wish to block this on a server. If this is 1.14, "ClientPermissions" may not work because Fabric is being used for this plugin and not LiteLoader. I believe ClientPermissions is based on LiteLoader, unfortunately. I'm rather fuzzy on the details, as I'm not a coder on any of this. But replying with what version your Spigot server is (if you are using Spigot), would help with your question.
Oh of course, that is why ClientPermissions don't work, because Voxelmap uses Fabric. And yeah, it's a server.
I am using Paper 1.14.4 and this is my motd with the color codes I found that should disable radar and cavemap, but maybe it is the wrong color codes?
Okay, I tried using commandbook MOTD to disable it instead as MamiyaOtaru suggests. I manage to disable the radar this way, but not cavemap.
§3 is dark_aqua which is `C in commandbook
§6 is gold which is `Y in commandbook
§e disables radar and is yellow which is `y in commandbook
§d disables cavemap and is light_purple which is `p in commandbook
So the following line should disable both radar and cavemap but it ends up only disableing radar, which is better than nothing of course, but what am I doing wrong for it to not disable cavemap?
Hopefully @MamiyaOtaru can respond in detail soon. wiki.sk89q.com appears to be down. There is 'MOTD' that appears when people attempt to connect to the server, that thing that shows the server list and which servers are up. And then there is the 'MOTD' message that is displayed when I just log in. Since left is down, I can't get the "definitive" statement on which kind of MOTD thing it is. I *suspect* it's the right one, I just can't prove it.
"send client a chat line including §3 §6 §3 §6 §3 §6 §e or §3 §6 §3 §6 §3 §6 §d to disable radar and cave mapping respectively"
I suspect you may be able to have a command block push those out as "raw .json" to *test*. Be sure to send a simple color message *first* to make sure the command block is behaving as you expect "just to send a color message using raw .json." Once you've verified you have that right, try the codes separately. If the one works, the other still does not, it sounds like a bug to be reported. But you can definitively say, "Command block with XXXX" fails, while command block with YYYY works as expected." That sucks out any issues with any plugins at all, and it makes it very easy for anyone to test and verify you are correct even if they are using the Vanilla server.
EDIT: Or, come to think of it, verify it's a problem on Spigot and NOT Vanilla, maybe. A command block removes any issues with plugins, and it's a great place to start.
I did see it, but I wanted to carefully confirm how CommandBook MOTD behaved. It is possible there is a bug with 1) CommandBook, 2) The VoxelMap Client, 3) a mistake in what you entered that is hard to spot, like mistaking a "9" for a "6", or 4) a Spigot bug. Until
left
drops in to verify one way or another, this would have to be tested without CommandBook to verify it is NOT a CommandBook problem, and/ or on Vanilla, in which case ONLY command blocks can be used, or looking in your client log files to ensure the correct sequence is being received by your client. There are different things that could be the problem, and sometimes making sure what *is* causing the problem is being sure what is *not* causing the problem.
Bug testing is serious bidness, and 'orribly expensive.
I'm glad you were able to get it working, @ragger! I do note one ongoing issue. I keep having "Unknown World" coming up. I'd love some way to make it clear to VoxelMap I'm using an ordinary "vanilla" world, nothing special. It seems to work properly on first use, but eventually it triggers the Unknown World and won't go away. Is there a way to tell VoxelMap explicitly "All the world you see is all I've got?"
Is there a fix for 1.14.4? The waypoints and teleport on the Map View aren't working properly. When you click highlight, it sets the red point WAY away from where you click. This happens with teleport too from the Map View.
Howdy! It's great to get VoxelMap back in 1.15.1. Thanks. But I have a question - why do most of my land biomes show gray, as if they were all the Mountain biome? The beaches do show up, and the trees, but the ground is all gray. Am I not doing some configuration correctly?
Howdy! It's great to get VoxelMap back in 1.15.1. Thanks. But I have a question - why do most of my land biomes show gray, as if they were all the Mountain biome? The beaches do show up, and the trees, but the ground is all gray. Am I not doing some configuration correctly?
Cheers and thanks,
Chamisa22
nothing you're doing wrong, definitely a bug. One I thought I'd quashed several versions ago but it crops up from time to time. If it's the same one, restarting Minecraft usually fixes it. I'll see if I can kill it for good
Hey MamiyaOtaru, I'm sorry to bug you, just want to make sure you understand what I was referring when I mentioned the "1.12.2-Botania-compatibility issue", because you said you'll look into a it few months ago but I'm not sure whether there's any progress.
I wrote about it here, but basically the issue is that in 1.12.2 when Botania is installed alongside VoxelMap, and a player puts down some mana pools or altars from Botania, the game keeps crashing, making both mods incompatible with each other.
The bug was reported to Botania here, but if you read the thread they claim that this only happens when VoxelMap is installed, and caused directly because of it as "if you're using voxelmap it's causing unsafe access to the world" (mentioned here).
This is a big issue because many players and modpack makers for 1.12.2 (which is still the most popular version for modded Minecraft) switch out from using VoxelMap for other map mods due to this incompatibility with Botania.
I am an author of a new 1.12.2 modpack and I'd rather not switch out VoxelMap but instead report this bug to hopefully get it fixed, as VoxelMap is an old favorite for both me and a lot of other players.
nothing you're doing wrong, definitely a bug. One I thought I'd quashed several versions ago but it crops up from time to time. If it's the same one, restarting Minecraft usually fixes it. I'll see if I can kill it for good
I have this bug as well. I'm using BDCraft for 1.15 as my resource pack. A "Vanilla" map returns the correct "green" color, while the VoxelMap does not. Unloading all resource packs has VoxelMap show grass in the correct color. I can reply with a screenshot of that, if it's useful. I am also willing to try other resource packs besides BDCraft if it appears a problem peculiar to that brand. Thank you again for keeping up with VoxelMap.
More info regarding the crashes with Botania in 1.12.2: it happens whenever mana pools are placed in the world, with clear view of the sky.
If they are covered with block (so VoxelMap doesn't try to render them), VoxelMap will not crash the game.
Any code implemented to even just prevent the rendering of Botania's mana pools in the VoxelMap could prevent this crash and would be greatly appreciated!
I tried restarting MC to fix the gray grass glitch several times and it only worked as long as I didn't open the fullscreen map. As soon as I did that gray grass would start showing up in random spots on the map again as well as in any chunks I visited until the whole map was gray again. Considering restarting is very tedious and didn't really resolve the issue, I found pressing f3+t to be a suitable alternative that would achieve similar results ie very temporarily fixing 95% of the map.
Oh of course, that is why ClientPermissions don't work, because Voxelmap uses Fabric. And yeah, it's a server.
I am using Paper 1.14.4 and this is my motd with the color codes I found that should disable radar and cavemap, but maybe it is the wrong color codes?
I don't recall anything about color codes, but perhaps someone can clarify.
Written byMamiyaOtaru 6 years ago: https://www.reddit.com/r/feedthebeast/comments/1aavqe/disable_voxelmap_radar_for_pvp/c8vovv2/
Color codes for disableing radar has been a thing ever since Zan's and Rei's days.
Okay, I tried using commandbook MOTD to disable it instead as MamiyaOtaru suggests. I manage to disable the radar this way, but not cavemap.
§3 is dark_aqua which is `C in commandbook
§6 is gold which is `Y in commandbook
§e disables radar and is yellow which is `y in commandbook
§d disables cavemap and is light_purple which is `p in commandbook
So the following line should disable both radar and cavemap but it ends up only disableing radar, which is better than nothing of course, but what am I doing wrong for it to not disable cavemap?
"send client a chat line including §3 §6 §3 §6 §3 §6 §e or §3 §6 §3 §6 §3 §6 §d to disable radar and cave mapping respectively"
I suspect you may be able to have a command block push those out as "raw .json" to *test*. Be sure to send a simple color message *first* to make sure the command block is behaving as you expect "just to send a color message using raw .json." Once you've verified you have that right, try the codes separately. If the one works, the other still does not, it sounds like a bug to be reported. But you can definitively say, "Command block with XXXX" fails, while command block with YYYY works as expected." That sucks out any issues with any plugins at all, and it makes it very easy for anyone to test and verify you are correct even if they are using the Vanilla server.
EDIT: Or, come to think of it, verify it's a problem on Spigot and NOT Vanilla, maybe. A command block removes any issues with plugins, and it's a great place to start.
Not sure if you read my last post, but I managed to use CommandBook MOTD to disable radar. But I've not been able to disable cavemapping still.
The wiki is down but it's archived here https://web.archive.org/web/20190109182655/http://wiki.sk89q.com/wiki/CommandBook/Configuration
I did see it, but I wanted to carefully confirm how CommandBook MOTD behaved. It is possible there is a bug with 1) CommandBook, 2) The VoxelMap Client, 3) a mistake in what you entered that is hard to spot, like mistaking a "9" for a "6", or 4) a Spigot bug. Until
Bug testing is serious bidness, and 'orribly expensive.
After lots of trial and error I figured out that this will disable radar and cavemapping using CommandBook MOTD:
The last `x resets formatting, the equillavant of §r
I'm glad you were able to get it working, @ragger! I do note one ongoing issue. I keep having "Unknown World" coming up. I'd love some way to make it clear to VoxelMap I'm using an ordinary "vanilla" world, nothing special. It seems to work properly on first use, but eventually it triggers the Unknown World and won't go away. Is there a way to tell VoxelMap explicitly "All the world you see is all I've got?"
Any news regarding the VoxelMap-Botania incompatibility? Thanks!
Is there a fix for 1.14.4? The waypoints and teleport on the Map View aren't working properly. When you click highlight, it sets the red point WAY away from where you click. This happens with teleport too from the Map View.
Any updates? Thanks!
I'd love to hear if there's any update regarding the 1.12.2-Botania-compatibility issue, as this affects thousands of players.
Thank you!
1.15.1 version released for Fabric
will look at Botania if I get some time
Howdy! It's great to get VoxelMap back in 1.15.1. Thanks. But I have a question - why do most of my land biomes show gray, as if they were all the Mountain biome? The beaches do show up, and the trees, but the ground is all gray. Am I not doing some configuration correctly?
Cheers and thanks,
Chamisa22
"Specialization is for insects."
--Robert A. Heinlein See complete quote here.
nothing you're doing wrong, definitely a bug. One I thought I'd quashed several versions ago but it crops up from time to time. If it's the same one, restarting Minecraft usually fixes it. I'll see if I can kill it for good
Hey MamiyaOtaru, I'm sorry to bug you, just want to make sure you understand what I was referring when I mentioned the "1.12.2-Botania-compatibility issue", because you said you'll look into a it few months ago but I'm not sure whether there's any progress.
I wrote about it here, but basically the issue is that in 1.12.2 when Botania is installed alongside VoxelMap, and a player puts down some mana pools or altars from Botania, the game keeps crashing, making both mods incompatible with each other.
The bug was reported to Botania here, but if you read the thread they claim that this only happens when VoxelMap is installed, and caused directly because of it as "if you're using voxelmap it's causing unsafe access to the world" (mentioned here).
This is a big issue because many players and modpack makers for 1.12.2 (which is still the most popular version for modded Minecraft) switch out from using VoxelMap for other map mods due to this incompatibility with Botania.
I am an author of a new 1.12.2 modpack and I'd rather not switch out VoxelMap but instead report this bug to hopefully get it fixed, as VoxelMap is an old favorite for both me and a lot of other players.
Thank you!
I have this bug as well. I'm using BDCraft for 1.15 as my resource pack. A "Vanilla" map returns the correct "green" color, while the VoxelMap does not. Unloading all resource packs has VoxelMap show grass in the correct color. I can reply with a screenshot of that, if it's useful. I am also willing to try other resource packs besides BDCraft if it appears a problem peculiar to that brand. Thank you again for keeping up with VoxelMap.
More info regarding the crashes with Botania in 1.12.2: it happens whenever mana pools are placed in the world, with clear view of the sky.
If they are covered with block (so VoxelMap doesn't try to render them), VoxelMap will not crash the game.
Any code implemented to even just prevent the rendering of Botania's mana pools in the VoxelMap could prevent this crash and would be greatly appreciated!
I tried restarting MC to fix the gray grass glitch several times and it only worked as long as I didn't open the fullscreen map. As soon as I did that gray grass would start showing up in random spots on the map again as well as in any chunks I visited until the whole map was gray again. Considering restarting is very tedious and didn't really resolve the issue, I found pressing f3+t to be a suitable alternative that would achieve similar results ie very temporarily fixing 95% of the map.