Gfiti: "Everything but the active chunks seem to turn treen on the world map with me, whats up with that? Also, any way to export this map image?"
biome shading can be weird the more intricate a resource pack or forge mod gets. there are some fixes in the latest version (from today), try it out. For outputting images, see https://github.com/MamiyaOtaru/anvilmapper . It has instructions. You can just output them without running the code there, that's just for processing them into a google maps type webpage.
addlepated03: "Does the world map work with the 1.7.10 version?"
It does now
biggestnerd: "seem to be having an issue where it shows the map as a square even when I'm in circle map mode. This is causing weird visual errors where the corners of the map are blurring a lot and also extending outside the map area. Also not related to my issue but I've been wondering why you decided to change the map to the new style in 1.7.10. I know I and a lot of others preferred the older, more simple design and I was wondering if maybe that would make a comeback at some point"
what graphics card? That should mostly be licked, but it could also be happening if you are missing the circle.png from the assets/voxelmap/images folder. Speaking of that folder, it has the images used for the frames. If you have an old version of the mod, copy the roundmap.png image from it and put it in the new one. Delete the squaremap.png and it will use your resource pack's map item image
raxo2222: "World map doesn't support servers with multiple maps and server hubs sadly Can we add support for this? For example have multiple world maps, each tied to specific seed of map present on server. Can we add support for this? For example have multiple world maps, each tied to specific seed of map present on server."
HerrFawkes: "How does one reset the map? The server I'm on reset, and it still shows the old map on my map."
delete the cached data files at .minecraft/mods/VoxelMods/voxelMap/cache/WORLDNAME
Freyr05: "Anyone know how much mapping the world map will take before it resets? I was exploring a server then while searching for space in the unexplored sections, the rest of my map disappeared. Also, is there a way to stop that? Posted screenshot. Was coming from South-East."
due to memory concerns only 100 regions are held in memory. They are the most recently viewed regions. If you pan around really fast, you can queue up a large amount of region loads and outstrip the ability of the persistent map cache to serve them, and you can see areas unload to make room as areas you were earlier looking at but rapidly panned past try to load. It will eventually catch up with the area you are presently looking at.
addlepated03: "How do I get Voxelmap working with the Multiverse plugin? Is it possible? Thanks!
Edit - I should mention that I know your first post says it might be funky on multiverse servers, but I'm seeing several references to it working if the server has voxelPlugin installed. But 1) does this work, and 2) what is voxelPlugin and where do I get it?"
You will need help from whoever is running the server. See my reply to raxo2222 above. The alternative is a UI asking the player which world he is in each time he enters a new one. This would be a little intrusive IMHO, but the only option without server plugins to send info about the current world. The plugins mentioned are for the server. Nothing the client can do
amanwar12: "where can i find A 1.6.4 version of this mod?"
I will probably upload a slightly outdated 1.6.4 build soonish
Hydracarine_is_what_I_am: "Does this not work with forge? :("
It works fine with forge
superdextor: "Hey can i use your mod on my server and its mod pack it wold help me out a lot, thanks ;)"
the conditions are listed on the curse download page. they are pretty lenient, so probably
Thank you so much! World map working great in 1.7.10.
As for multiverse support - I am actually running the server, and I guess it's the VoxelModPack Plugin that I needed (not VoxelPlugin, I couldn't find that anywhere) - which won't really work on my 1.8 server. Back to square one.
I did try running it anyway and adding a regions.xml file with my world hashes in it, but it still didn't work, and there were so many errors on starting up the server that I don't think it's even possible. I'm no programmer, just a mom trying to make her kids happy!
You will need help from whoever is running the server. See my reply to raxo2222 above. The alternative is a UI asking the player which world he is in each time he enters a new one. This would be a little intrusive IMHO, but the only option without server plugins to send info about the current world. The plugins mentioned are for the server. Nothing the client can do
Thank you so much! World map working great in 1.7.10.
As for multiverse support - I am actually running the server, and I guess it's the VoxelModPack Plugin that I needed (not VoxelPlugin, I couldn't find that anywhere) - which won't really work on my 1.8 server. Back to square one.
Hey there,
Was looking at the main page on Curse and it still says 1.7.10 doesn't have a World Map so you might wanna change that
I was wondering... do I need LiteLoader for the 1.7.10 version of VoxelMap ? And if I do, which version should I use?
Thanks in advance !
Rollback Post to RevisionRollBack
VoxelMap, the best map mod! Link Removed
Colored Lights for Minecraft! Link Removed Ever wanted to be a blacksmith?
yeah. it sends info about the current world. IIRC it will work automatically with no setup. It has several modes you can specify in the config.yml file, name, uid, or file. Name is the default and will use the name of the folder the world is in, should work with no setup. Downside is world1 and world1_nether will have separate waypoints, when VoxelMap would otherwise separate those itself by dimension ID. I like to have some waypoints cross dimensions to help lining up nether portals and such, so I use file. For that, in the world folder, next to level.dat, place a text file called world.id whose contents is the name of the world. I copy that to the nether and end worlds' folders so overworld, nether and end can share a world name, but it isn't necessary if you aren't using cross dimension waypoints.
The plugin allows you to configure which channel it sends the data on in its config.yml, but that is such a dumb idea I wonder why they even implemented it. If someone changes the channel, how is the client supposed to know which channel to listen on? Just stick with the default (world_id). full contents of mine:
So yeah, with that setup, the world map and waypoints should stay separate between worlds. It's the simplest of that sort of plugin I have found, though the documentation is sparse (everything I figured out was from looking at the code). JourneyMap Server is a bit better documented, but is tied to specific versions of Forge/Bukkit, while WorldInfo seems to work nicely across bukkit versions
Quote from Murlockingqcjump
Hey there,
Was looking at the main page on Curse and it still says 1.7.10 doesn't have a World Map so you might wanna change that
I was wondering... do I need LiteLoader for the 1.7.10 version of VoxelMap ? And if I do, which version should I use?
Immallama22: "Love the mod, but I was wondering if there's any way to save the worldmap itself as an image or something."
yes. see the instructions here: https://github.com/MamiyaOtaru/anvilmapper Steps 1.4 is all you need to output images. The rest, involving compiling and running the image processor code is useful for turning them into a google maps like webpage, but if you are fine with just having some images, put the line mentioned in your config file and run minecraft. I may add a button to output everything at some point.
Carrot_Soup: "OK, after trial and error, and much keyboard destruction, i got this mod to work. i love the fact that there is a world map, minimap, etc... i have only one problem now. the map isnt persistent. i explored several thousand block in each direction, opened the map up. logged for a couple hours came back and no world map. is there a way to keep this from happening?"
Obviously should not happen. I'd need to know more details about what sort of server you are connecting to. Is it a LAN server? If so, it is possible it is not being recognized as such, and saving with the port (which changes).
ryanhansen2: Is there a way to see players on the worldmap the same way as you can on the minimap?
not at present
NotAlexNoyle: Is there any way to hide the map when F3 mode is open? It covers the data, and its annoying to have to go into settings and turn it off every time.
Not at present. Also instead of turning it off, you can move it to the bottom left or bottom right corner
Finzaz_TAU: "Can you teleport to waypoints on this?"
Yes. And anywhere else on the world map. Assuming you have permission (multiplayer) or a world with commands enabled (singleplayer)
One thing I keep forgetting to mention is that sometimes in the world map, scrolling in and scrolling out doesn't work. If I go to another dimension on the same server, like the End, it will work there, but in the overworld, it won't.
I found a BUG in mod_voxelMap_1.5.0_for_1.8
When the ShadersMod-v2.4.9mc1.8 is installed , the underlying square minimap shows through the round minimap and flickers on and off .
I also reported this bug in the Shaders posts . To reproduce just drop the new shaders into the mods Dir.
shaders mod is super invasive. I cannot guarantee compatibility with it
I actually need a full single image. Would it be possible to add a function to save the entire map into one big png image? (like journeymap can do)
Also, someone said earlier that the map resets after you explored too much, is this true or just a bug?
Edit: I noticed that also in the latest version, stone slabs look a bit odd. Only if they are placed on the "bottom" though, alot lighter than normal "upper" slabs without biomes on, and with biomes on overlay alot darker.
Green stuff mostly gone, still see green stonebricks at certain regions though. (using the conquest tp, if it helps)
Another thing I have been wondering about, I get this weird bug on theserver I play on, and I already had this bug with Journeymap on the same server (not beeing the only one who has it) While exploring, north west of where i am every 8th chunk turns into blue/very dark blue (varies). They are normal when I visit them again, but everything as I go that is north west of me gets this pattern of "missing chunks" Screenshot: http://i.imgur.com/f1eX1Yg.png
yes, it creates tiles. One per 256x256 region. The code in the project linked can, as mentioned, process them to make a google maps like webpage. With it, you could zoom out as far as you wanted and take a picture. TBH assembling PNGs of potentially massive size is not a priority for me right now. The map should never reset. If it does it's a bug. Still waiting to hear back from him with details of the server or world he was using or anything else. Thanks for telling me which resource pack, I'll check it out. Is that with MCPatcher or Optifine?
missing chunks: if JourneyMap was showing the same thing, it's something with the server. VoxelMap does not save unloaded chunks. For some reason your client thinks those chunks are loaded, but also completely empty. The client would only think that if the server was telling it so. They've either got a weird bug, or are paranoid about World Downloader or something. I could decline to save empty chunks, but sometimes those happen legitimately on skyblock worlds, or in the End, or in the Aether or whatever. Perhaps I could not save an empty chunk's data if it had previously been filled. OTOH I'm probably not going to add additional code to deal with one wonky server
Edit: I noticed that also in the latest version, stone slabs look a bit odd. Only if they are placed on the "bottom" though, alot lighter than normal "upper" slabs without biomes on, and with biomes on overlay alot darker.
Green stuff mostly gone, still see green stonebricks at certain regions though
OK, so I've had a look at this pack and figured out what's up. Whoever is maintaining it really needs to give up on the idea of using invalid metadata values. They are gone.
For sand: the assets/minecraft/mcpatcher/ctm/sandrepeat/sand/grassysand/desert/block12.properties file defines a type of sand at the edge of grass, that uses metadata 2. That was fine in 1.7 and before when you could give a block any old metadata you want. In 1.8 though, which uses BlockStates everywhere, I take the block (sand) and apply the specified metadata ints to get a blockState. If it's an invalid metadata, it just returns the default blockstate. So trying to apply the sort of greenish color of sand with a grass border to block sand metadata 2 just applies it to the default sand blockstate, and hey presto green sand.
Worked around by checking that if the metadata int is not 0, the blockstate is not the same as the default blockstate. If it's the same, throw it out. It's annoying though, that value should not be in there anymore. It does nothing in 1.8.
Will upload a fixed version at some point, but I will be really glad when CTM is gone. It's a nightmare to support, especially when texture pack authors leave in cruft from old versions that doesn't even work in Minecraft anymore and I have to be careful not to process it.
*EDIT*
1.5.1 is out with a bunch of CTM and colormap properties. Slowly getting all the corner cases out, except each new Minecraft version adds more. 1.5.1 should work a lot better with Conquest, among other packs probably
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Join Date:
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Posts:
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Member Details
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 27/02/15 1:16 AM
Description: Unexpected error
javax.management.RuntimeErrorException: Missing event handler method for event ontick, see crash report for details
at com.mumfrey.liteloader.core.event.EventProxy.onMissingHandler(EventProxy.java:117)
at com.mumfrey.liteloader.core.event.EventProxy.$event00005(EventProxy.java:216)
at bao.ak(SourceFile:801)
at bao.f(SourceFile:728)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: com.thevoxelbox.voxelmap.interfaces.AbstractVoxelMap.getNotifier()Lcom/thevoxelbox/voxelmap/interfaces/IObservableChunkChangeNotifier;
at wdl.ChunkChangeObserver.<init>(ChunkChangeObserver.java:12)
at wdl.WDL.<clinit>(WDL.java:171)
at wdl.litemod.LiteModWorldDownloader.onTick(LiteModWorldDownloader.java:75)
at com.mumfrey.liteloader.core.event.HandlerList$Tickable8.onTick(HandlerList$Tickable8.java:106)
at com.mumfrey.liteloader.client.ClientEvents.onTick(ClientEvents.java:416)
at com.mumfrey.liteloader.client.CallbackProxyClient.onTick(CallbackProxyClient.java:63)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:1035)
You are seeing this message because an event callback was injected by the Event
Injection Subsystem but the specified callback method was not defined. The
details of the missing callback are as follows:
If you are the mod author then in order to fix the error you must add a suitable
callback method in the above class. The method signature should be as follows:
public static void getNotifier()
{
// handler code here
}
This is an unrecoverable error, please report it to the mod author and remove
the offending mod.
Stacktrace:
at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:1035)
at h.<init>(SourceFile:78)
at b.h(SourceFile:78)
at b.<init>(SourceFile:31)
at bao.f(SourceFile:742)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 85614240 bytes (81 MB) / 365428736 bytes (348 MB) up to 954728448 bytes (910 MB)
Mod Pack: Unknown / None
LiteLoader Mods: 7 loaded mod(s)
- Uyjulian's X-ray Mod version 9
- WorldEditCUI version 1.7.10_00
- Presence Footsteps version r5 for 1.7.10
- MAtmos version r28 for 1.7.10
- VoxelMap version 1.5.1
- DaFlight version 2.1r2
- WorldDownloader version 1.0.0
LaunchWrapper: 11 active transformer(s)
- Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
- Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
- Transformer: com.uyjulian.minecraft.XrayMod.XrayModEventTransformer
- Transformer: me.dags.daflight.minecraft.transformers.MovementTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
- Transformer: me.dags.daflight.minecraft.transformers.ViewTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
- Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
- Transformer: com.thevoxelbox.voxelmap.litemod.VoxelMapTransformer
- Transformer: wdl.litemod.WDLTransformer
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7700 Series GL version 4.4.13372 Compatibility Profile Context 15.200.1006.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'LiteLoader'
Type: Client (map_client.txt)
Resource Packs: [PresenceFootstepsOfficial.zip, msi_conversion.zip, mat_breezeTEST_2014_03_14_a.zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
The new voxelmap 1.5.1 causes crash in 1.7.10 in conflict with , mod_worldDownloader-1.0.0_for_1.7.0.litemod . This is the code from your Port of WDL 1.7.10 litemod
I started using mod_WorldDownloader_Julialy_mc1.7.10.litemod which doesnt crash , but still has errors ( Is.Modified and spams chat in single player ). You may want to update your port of WDL 1.7.10 since it doesnt need to know what voxelmap is doing anymore . It may not be relevant anymore with move to 1.8 . just letting you know
Can you try to fix conflict in 1.8 voxelmap 1.5.1 round minimap still has under lying square minimap flicker on and off when shaders is installed. My guess is that when you overlay the round mask over the square minimap , shaders is randomly causing the mask to fail
Would it be possible to add the current biome the player is in to the minimap (either below it, or above the coordinates)?
It would be useful help for when I am configuring Minecraft... without having to keep the debug window open all the time.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
About the chunks, any way to make it so your mod only saves chunk that are actually in range of the loaded chunks? ie only the active area.
(Those chunks generate way out of that area)
the greenness should be fixed, as well as slab weirdness and a bunch of other stuff.
I do only save loaded chunks. Don't know why your client is thinking they are loaded, as before I am assuming the server is telling it so. I could add a sanity check to make sure they are in rendering range, but that's problematic, as data is saved right before a chunk unloads, and by that point it could be out of range. Do you have the server address I could check out? Might help to see what is going on
I just noticed that in 1.7.10 if you're zoomed way out on the minimap, it renders the whole thing. On 1.8, if you're zoomed way out, you only get a small square of visibility within the minimap.
you sure that's 1.5.1? looks like you still have that dark slab thing, which is definitely fixed for me in 1.8 and 1.7.10 with both optifine and mcpatcher
zoom: yeah I know. You must have a screen wider than 1600 pixels. The map only holds a certain amount of regions in memory, and if it displayed everything at 1 to 1 on super high res displays it would require more than the size of the region pool. The map shows at most basically Math.min(windowWidth, 1600) blocks
Headed out for a few hours, try it and tell me what I broke
"Everything but the active chunks seem to turn treen on the world map with me, whats up with that?
Also, any way to export this map image?"
biome shading can be weird the more intricate a resource pack or forge mod gets. there are some fixes in the latest version (from today), try it out. For outputting images, see https://github.com/MamiyaOtaru/anvilmapper . It has instructions. You can just output them without running the code there, that's just for processing them into a google maps type webpage.
addlepated03:
"Does the world map work with the 1.7.10 version?"
It does now
biggestnerd:
"seem to be having an issue where it shows the map as a square even when I'm in circle map mode. This is causing weird visual errors where the corners of the map are blurring a lot and also extending outside the map area. Also not related to my issue but I've been wondering why you decided to change the map to the new style in 1.7.10. I know I and a lot of others preferred the older, more simple design and I was wondering if maybe that would make a comeback at some point"
what graphics card? That should mostly be licked, but it could also be happening if you are missing the circle.png from the assets/voxelmap/images folder. Speaking of that folder, it has the images used for the frames. If you have an old version of the mod, copy the roundmap.png image from it and put it in the new one. Delete the squaremap.png and it will use your resource pack's map item image
raxo2222:
"World map doesn't support servers with multiple maps and server hubs sadly
Can we add support for this? For example have multiple world maps, each tied to specific seed of map present on server.
Can we add support for this? For example have multiple world maps, each tied to specific seed of map present on server."
This is known. Exceptions are servers where the different worlds report different dimension IDs (like westeroscraft), or servers that have installed JourneyMap Server plugin or WorldInfo plugin or the VoxelModPackPlugin (requires some extra setup and can be confusing). Complain about it to Mojang here: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/79149-world-uid-for-multi-world-servers and use one of those plugins in the meantime
HerrFawkes:
"How does one reset the map? The server I'm on reset, and it still shows the old map on my map."
delete the cached data files at .minecraft/mods/VoxelMods/voxelMap/cache/WORLDNAME
Freyr05:
"Anyone know how much mapping the world map will take before it resets? I was exploring a server then while searching for space in the unexplored sections, the rest of my map disappeared. Also, is there a way to stop that? Posted screenshot. Was coming from South-East."
due to memory concerns only 100 regions are held in memory. They are the most recently viewed regions. If you pan around really fast, you can queue up a large amount of region loads and outstrip the ability of the persistent map cache to serve them, and you can see areas unload to make room as areas you were earlier looking at but rapidly panned past try to load. It will eventually catch up with the area you are presently looking at.
addlepated03:
"How do I get Voxelmap working with the Multiverse plugin? Is it possible? Thanks!
Edit - I should mention that I know your first post says it might be funky on multiverse servers, but I'm seeing several references to it working if the server has voxelPlugin installed. But 1) does this work, and 2) what is voxelPlugin and where do I get it?"
You will need help from whoever is running the server. See my reply to raxo2222 above. The alternative is a UI asking the player which world he is in each time he enters a new one. This would be a little intrusive IMHO, but the only option without server plugins to send info about the current world. The plugins mentioned are for the server. Nothing the client can do
amanwar12:
"where can i find A 1.6.4 version of this mod?"
I will probably upload a slightly outdated 1.6.4 build soonish
Hydracarine_is_what_I_am:
"Does this not work with forge? :("
It works fine with forge
superdextor:
"Hey can i use your mod on my server and its mod pack it wold help me out a lot, thanks ;)"
the conditions are listed on the curse download page. they are pretty lenient, so probably
As for multiverse support - I am actually running the server, and I guess it's the VoxelModPack Plugin that I needed (not VoxelPlugin, I couldn't find that anywhere) - which won't really work on my 1.8 server. Back to square one.
I did try running it anyway and adding a regions.xml file with my world hashes in it, but it still didn't work, and there were so many errors on starting up the server that I don't think it's even possible. I'm no programmer, just a mom trying to make her kids happy!
http://dev.bukkit.org/bukkit-plugins/worldinfo/ should work for you. I've had that up and running on 1.8
Hey there,
Was looking at the main page on Curse and it still says 1.7.10 doesn't have a World Map so you might wanna change that
I was wondering... do I need LiteLoader for the 1.7.10 version of VoxelMap ? And if I do, which version should I use?
Thanks in advance !
Colored Lights for Minecraft! Link Removed
Ever wanted to be a blacksmith?
Okay, thank you - and that should pass on the world ID to VoxelMap?
The plugin allows you to configure which channel it sends the data on in its config.yml, but that is such a dumb idea I wonder why they even implemented it. If someone changes the channel, how is the client supposed to know which channel to listen on? Just stick with the default (world_id). full contents of mine:
plugin-channel: world_id
inform-player: true
encoding: UTF-8
mode: FILE
So yeah, with that setup, the world map and waypoints should stay separate between worlds. It's the simplest of that sort of plugin I have found, though the documentation is sparse (everything I figured out was from looking at the code). JourneyMap Server is a bit better documented, but is tied to specific versions of Forge/Bukkit, while WorldInfo seems to work nicely across bukkit versions
thanks, fixed description. Yes, 1.7.10 requires liteloader. Latest stable version should be fine: http://www.liteloader.com/download
"Love the mod, but I was wondering if there's any way to save the worldmap itself as an image or something."
yes. see the instructions here: https://github.com/MamiyaOtaru/anvilmapper Steps 1.4 is all you need to output images. The rest, involving compiling and running the image processor code is useful for turning them into a google maps like webpage, but if you are fine with just having some images, put the line mentioned in your config file and run minecraft. I may add a button to output everything at some point.
Carrot_Soup:
"OK, after trial and error, and much keyboard destruction, i got this mod to work.
i love the fact that there is a world map, minimap, etc... i have only one problem now.
the map isnt persistent.
i explored several thousand block in each direction, opened the map up. logged for a couple hours came back and no world map. is there a way to keep this from happening?"
Obviously should not happen. I'd need to know more details about what sort of server you are connecting to. Is it a LAN server? If so, it is possible it is not being recognized as such, and saving with the port (which changes).
ryanhansen2:
Is there a way to see players on the worldmap the same way as you can on the minimap?
not at present
NotAlexNoyle:
Is there any way to hide the map when F3 mode is open? It covers the data, and its annoying to have to go into settings and turn it off every time.
Not at present. Also instead of turning it off, you can move it to the bottom left or bottom right corner
Finzaz_TAU:
"Can you teleport to waypoints on this?"
Yes. And anywhere else on the world map. Assuming you have permission (multiplayer) or a world with commands enabled (singleplayer)
One thing I keep forgetting to mention is that sometimes in the world map, scrolling in and scrolling out doesn't work. If I go to another dimension on the same server, like the End, it will work there, but in the overworld, it won't.
and i recently installed the aether mod
I found a BUG in mod_voxelMap_1.5.0_for_1.8
When the ShadersMod-v2.4.9mc1.8 is installed , the underlying square minimap shows through the round minimap and flickers on and off .
I also reported this bug in the Shaders posts . To reproduce just drop the new shaders into the mods Dir.
old frame image snuck in. probably fixed, download again
shaders mod is super invasive. I cannot guarantee compatibility with it
yes, it creates tiles. One per 256x256 region. The code in the project linked can, as mentioned, process them to make a google maps like webpage. With it, you could zoom out as far as you wanted and take a picture. TBH assembling PNGs of potentially massive size is not a priority for me right now. The map should never reset. If it does it's a bug. Still waiting to hear back from him with details of the server or world he was using or anything else. Thanks for telling me which resource pack, I'll check it out. Is that with MCPatcher or Optifine?
missing chunks: if JourneyMap was showing the same thing, it's something with the server. VoxelMap does not save unloaded chunks. For some reason your client thinks those chunks are loaded, but also completely empty. The client would only think that if the server was telling it so. They've either got a weird bug, or are paranoid about World Downloader or something. I could decline to save empty chunks, but sometimes those happen legitimately on skyblock worlds, or in the End, or in the Aether or whatever. Perhaps I could not save an empty chunk's data if it had previously been filled. OTOH I'm probably not going to add additional code to deal with one wonky server
OK, so I've had a look at this pack and figured out what's up. Whoever is maintaining it really needs to give up on the idea of using invalid metadata values. They are gone.
For sand: the assets/minecraft/mcpatcher/ctm/sandrepeat/sand/grassysand/desert/block12.properties file defines a type of sand at the edge of grass, that uses metadata 2. That was fine in 1.7 and before when you could give a block any old metadata you want. In 1.8 though, which uses BlockStates everywhere, I take the block (sand) and apply the specified metadata ints to get a blockState. If it's an invalid metadata, it just returns the default blockstate. So trying to apply the sort of greenish color of sand with a grass border to block sand metadata 2 just applies it to the default sand blockstate, and hey presto green sand.
Worked around by checking that if the metadata int is not 0, the blockstate is not the same as the default blockstate. If it's the same, throw it out. It's annoying though, that value should not be in there anymore. It does nothing in 1.8.
Will upload a fixed version at some point, but I will be really glad when CTM is gone. It's a nightmare to support, especially when texture pack authors leave in cruft from old versions that doesn't even work in Minecraft anymore and I have to be careful not to process it.
*EDIT*
1.5.1 is out with a bunch of CTM and colormap properties. Slowly getting all the corner cases out, except each new Minecraft version adds more. 1.5.1 should work a lot better with Conquest, among other packs probably
// Would you like a cupcake?
Time: 27/02/15 1:16 AM
Description: Unexpected error
javax.management.RuntimeErrorException: Missing event handler method for event ontick, see crash report for details
at com.mumfrey.liteloader.core.event.EventProxy.onMissingHandler(EventProxy.java:117)
at com.mumfrey.liteloader.core.event.EventProxy.$event00005(EventProxy.java:216)
at bao.ak(SourceFile:801)
at bao.f(SourceFile:728)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: com.thevoxelbox.voxelmap.interfaces.AbstractVoxelMap.getNotifier()Lcom/thevoxelbox/voxelmap/interfaces/IObservableChunkChangeNotifier;
at wdl.ChunkChangeObserver.<init>(ChunkChangeObserver.java:12)
at wdl.WDL.<clinit>(WDL.java:171)
at wdl.litemod.LiteModWorldDownloader.onTick(LiteModWorldDownloader.java:75)
at com.mumfrey.liteloader.core.event.HandlerList$Tickable8.onTick(HandlerList$Tickable8.java:106)
at com.mumfrey.liteloader.client.ClientEvents.onTick(ClientEvents.java:416)
at com.mumfrey.liteloader.client.CallbackProxyClient.onTick(CallbackProxyClient.java:63)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:1035)
-- Event Handler Error --
Details:
Missing Event Handler Method!:
You are seeing this message because an event callback was injected by the Event
Injection Subsystem but the specified callback method was not defined. The
details of the missing callback are as follows:
Event Name: ontick
Cancellable: false
Callback class: com.thevoxelbox.voxelmap.interfaces.AbstractVoxelMap
Callback method: getNotifier
If you are the mod author then in order to fix the error you must add a suitable
callback method in the above class. The method signature should be as follows:
public static void getNotifier()
{
// handler code here
}
This is an unrecoverable error, please report it to the mod author and remove
the offending mod.
Stacktrace:
1) wdl.ChunkChangeObserver.<init>(ChunkChangeObserver.java:12)
2) wdl.WDL.<clinit>(WDL.java:171)
3) wdl.litemod.LiteModWorldDownloader.onTick(LiteModWorldDownloader.java:75)
4) com.mumfrey.liteloader.core.event.HandlerList$Tickable8.onTick(HandlerList$Tickable8.java:106)
5) com.mumfrey.liteloader.client.ClientEvents.onTick(ClientEvents.java:416)
6) com.mumfrey.liteloader.client.CallbackProxyClient.onTick(CallbackProxyClient.java:63)
7) com.mumfrey.liteloader.core.event.EventProxy.$event00005(EventProxy.java:216)
8) bao.ak(SourceFile:801)
9) bao.f(SourceFile:728)
10) net.minecraft.client.main.Main.main(SourceFile:148)
11) sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
12) sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
13) sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
14) java.lang.reflect.Method.invoke(Method.java:483)
15) net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
16) net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Stacktrace:
at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:1035)
at h.<init>(SourceFile:78)
at b.h(SourceFile:78)
at b.<init>(SourceFile:31)
at bao.f(SourceFile:742)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 85614240 bytes (81 MB) / 365428736 bytes (348 MB) up to 954728448 bytes (910 MB)
Mod Pack: Unknown / None
LiteLoader Mods: 7 loaded mod(s)
- Uyjulian's X-ray Mod version 9
- WorldEditCUI version 1.7.10_00
- Presence Footsteps version r5 for 1.7.10
- MAtmos version r28 for 1.7.10
- VoxelMap version 1.5.1
- DaFlight version 2.1r2
- WorldDownloader version 1.0.0
LaunchWrapper: 11 active transformer(s)
- Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
- Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
- Transformer: com.uyjulian.minecraft.XrayMod.XrayModEventTransformer
- Transformer: me.dags.daflight.minecraft.transformers.MovementTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
- Transformer: me.dags.daflight.minecraft.transformers.ViewTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
- Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
- Transformer: com.thevoxelbox.voxelmap.litemod.VoxelMapTransformer
- Transformer: wdl.litemod.WDLTransformer
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7700 Series GL version 4.4.13372 Compatibility Profile Context 15.200.1006.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'LiteLoader'
Type: Client (map_client.txt)
Resource Packs: [PresenceFootstepsOfficial.zip, msi_conversion.zip, mat_breezeTEST_2014_03_14_a.zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
The new voxelmap 1.5.1 causes crash in 1.7.10 in conflict with , mod_worldDownloader-1.0.0_for_1.7.0.litemod . This is the code from your Port of WDL 1.7.10 litemod
https://github.com/MamiyaOtaru/WorldDownloader
I started using mod_WorldDownloader_Julialy_mc1.7.10.litemod which doesnt crash , but still has errors ( Is.Modified and spams chat in single player ). You may want to update your port of WDL 1.7.10 since it doesnt need to know what voxelmap is doing anymore . It may not be relevant anymore with move to 1.8 . just letting you know
Can you try to fix conflict in 1.8 voxelmap 1.5.1 round minimap still has under lying square minimap flicker on and off when shaders is installed. My guess is that when you overlay the round mask over the square minimap , shaders is randomly causing the mask to fail
Here is link to Shaders Source http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286604-shaders-mod-updated-by-karyonix?comment=10330
It would be useful help for when I am configuring Minecraft... without having to keep the debug window open all the time.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
the greenness should be fixed, as well as slab weirdness and a bunch of other stuff.
I do only save loaded chunks. Don't know why your client is thinking they are loaded, as before I am assuming the server is telling it so. I could add a sanity check to make sure they are in rendering range, but that's problematic, as data is saved right before a chunk unloads, and by that point it could be out of range. Do you have the server address I could check out? Might help to see what is going on
zoom: yeah I know. You must have a screen wider than 1600 pixels. The map only holds a certain amount of regions in memory, and if it displayed everything at 1 to 1 on super high res displays it would require more than the size of the region pool. The map shows at most basically Math.min(windowWidth, 1600) blocks