Thanks! Just make sure you're using a patched version Forge or Fabric. Some third party launchers also force fix any version, but that's for you to find out. My mods don't affect anything here.
Thank you for a quick reply!!
That's what I wanted to hear. I will make sure to use patched version Forge or Fabric.
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.18.7 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.11 is HIGHLY recommended.
* (1.18.1 - 1.15.2) Fixed crash when a world map texture is deleted at the wrong time (if using the world map textures on the minimap, which is the default).
* (1.18.1 - 1.18) Fixed the controls button on the world map not opening the key bindings screen.
* (1.18.1 - 1.17) Fixed crash when the root part of a hierarchical entity model is null.
* (1.18.1 - 1.14.4) Fixed the head of a HeadedModel (e.g. villagers) being ignored when the "main part" of the icon is redefined by a resource pack. Doesn't affect villagers in 1.17+ but can affect modded entities.
* (1.14.4 - 1.12.2) Fixed transparent blocks not rendering correctly in the inventory after ingame waypoints are rendered.
* (Fabric 1.18.1 - 1.18) Stopped using some deprecated Fabric API.
* (1.12.2 - 1.7.10) Fixed waypoints using the player head angle instead of the camera angle.
* Fixed minimap rotation using the player head angle instead of the camera angle.
* (1.18.1 - 1.12.2) Fixed the Y value being adjusted for liquid blocks as if they are carpetlike.
* (1.18.1 - 1.12.2) Fixed the waypoint teleportation being adjusted the wrong way when the destination Y is negative.
Hey, I play on a server that's in game version 1.16.5, so I have the minimap & worldmap mods that are for that version. Can you please tell me how to show slime chunks on the minimap using that version of the mod?
I tried to figure it out for myself but it's more confusing than it was in any other version I've done it in before. I press Y to open up settings, then I press the "Overlay Settings" putton, then I click the "Slime Chunks" button, then I toggle "Slime Chunks: OFF" to Slime Chunks: ON", then press Back until I'm out of the menus... but nothing has changed on the minimap. No chunks are highlighted. And slimes are still spawning relentlessly all around me.
Hey, I play on a server that's in game version 1.16.5, so I have the minimap & worldmap mods that are for that version. Can you please tell me how to show slime chunks on the minimap using that version of the mod?
I tried to figure it out for myself but it's more confusing than it was in any other version I've done it in before. I press Y to open up settings, then I press the "Overlay Settings" putton, then I click the "Slime Chunks" button, then I toggle "Slime Chunks: OFF" to Slime Chunks: ON", then press Back until I'm out of the menus... but nothing has changed on the minimap. No chunks are highlighted. And slimes are still spawning relentlessly all around me.
I haven't changed anything about it since it came out. It always required manual seed input in multiplayer. Is the field to input the seed not there for you? You need to be logged in to a server and then go to the slime chunk setting.
I haven't changed anything about it since it came out. It always required manual seed input in multiplayer. Is the field to input the seed not there for you? You need to be logged in to a server and then go to the slime chunk setting.
Oh. I saw the seed input field but didn't know what was up with it. I'll have to ask our server's owner what the seed is.
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.18.8 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.12 is HIGHLY recommended.
* (1.18.1 - 1.14.4) Fixed key press event not being cancelled when adding a new waypoint by pressing ENTER, having the potential to cause null pointer crashes (confirmed on 1.18 with JEI).
* (1.18.1 - 1.12.2) Fixed corrupt or invalid entity radar config file causing a crash on game start. Should now back up the broken file and continue with the default config.
* Moved the log error message when there are exceptions when converting block textures to colors. Should now help to pinpoint a specific block that causes crashes when handling such exceptions.
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.19.0 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.12 is HIGHLY recommended.
* (1.14.4 - 1.7.10) Fixed crash when an entity model on the radar has a non-null but still unusable texture, for some reason.
* (1.18.1 - 1.12.2) Reworked how the teleport command options work. You can now rearrange the waypoint coordinates in the command use the waypoint name.
* (1.18.1 - 1.12.2) Support for the improved world map waypoint creation introduced in the world map version 1.19.0.
* (Fabric) Fixed entity icons compatibility with newer versions of Iris.
This mod is still going? That's absolutely amazing.
Rollback Post to RevisionRollBack
I got an account around 2020. I've played before long before that, however.
Very basic server hoster. I'm not providing servers any time soon, for now.
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.19.1 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.13 is HIGHLY recommended.
* (Fabric) Fixed rare crash when the GUI screen is set before the mod instance is constructed.
* (1.18.1 - 1.12.2) Replaced the "Leave without saving your changes?" screen when leaving entity radar categories settings by pressing Escape with a "Save changes before you exit?" screen. Pressing the Cancel button should be unchanged.
* Fixed latest deathpoints not being converted to old deathpoints in waypoint sets that aren't currently selected.
* (Forge 1.18.1 - 1.17) Fixed the mod UI being under the pumpkin and frostbite UI layers.
* Compatible with Xaero's World Map 1.11.0 or newer. Version 1.20.0 is HIGHLY recommended.
* Massive entity icon render optimization. On 1.15.2 and newer, should now be pretty much as fast as entity dots. Mostly affects lots of different entity icons being on the radar.
* Void will now have a dark color on the map instead of being completely black, except in cave mode. Requires updating the world map mod, if you're using it as well.
* Fixed height-based entity darkening not working as intended. Should now darken entities at 25% of the height limit at 75% brightness.
+ Added a new entity radar setting for configuring a custom Y distance requirement for the depth-based darkening.
+ (1.18.1 - 1.17) Added glow item frames to the default exclude list of the "Any" category like the regular ones.
* Improved some tooltips in the radar category settings screen.
* (1.12.2) Fixed lighting consistency with newer MC versions.
Hello, me again. I've got a new issue. After making some changes on my computer, all the minimap settings got reset, yet they seem to be totally different than they ever were by default before. I have multiple different Minecraft setups including 1.18.1 w/ Forge, 1.18.1 w/ Fabric, and 1.16.5 w/ Fabric, and it's the same with all of them.
The way it used to be, which I liked, was that the entity radar only showed players & mobs. Other players were green dots, non-hostile mobs were yellow dots, and hostile mobs were red dots. But now it shows all kinds different things, not just players & mobs but also dropped entities (which clutters the map with red dots whenever I'm mining/digging/farming), paintings, armor stands, and xp orbs, and all mobs are the same color regardless of whether or not they're hostile. Seeing all these other things is pointless to me, and since the entity radar no longer even does the one thing I most needed it for (warning me about nearby enemies & their locations), I've had to turn it off completely.
Is there any way to get it back to the way it was before?
I wish this worked more like Voxelmap in terms of map switching. On a server like Wildercraft, I've tried all the options but only manual works consistently, albeit frustrating to use.
The automatic settings seem to work for a while but eventually forget and start creating map 1, map 2, map 3.
Any thoughts?
The server has a lobby that people get sent to for restarts, and has multiple worlds.
Hello, me again. I've got a new issue. After making some changes on my computer, all the minimap settings got reset, yet they seem to be totally different than they ever were by default before. I have multiple different Minecraft setups including 1.18.1 w/ Forge, 1.18.1 w/ Fabric, and 1.16.5 w/ Fabric, and it's the same with all of them.
The way it used to be, which I liked, was that the entity radar only showed players & mobs. Other players were green dots, non-hostile mobs were yellow dots, and hostile mobs were red dots. But now it shows all kinds different things, not just players & mobs but also dropped entities (which clutters the map with red dots whenever I'm mining/digging/farming), paintings, armor stands, and xp orbs, and all mobs are the same color regardless of whether or not they're hostile. Seeing all these other things is pointless to me, and since the entity radar no longer even does the one thing I most needed it for (warning me about nearby enemies & their locations), I've had to turn it off completely.
Is there any way to get it back to the way it was before?
You're describing the default configuration that was always the default configuration, which can be changed in the minimap settings.
I wish this worked more like Voxelmap in terms of map switching. On a server like Wildercraft, I've tried all the options but only manual works consistently, albeit frustrating to use.
The automatic settings seem to work for a while but eventually forget and start creating map 1, map 2, map 3.
Any thoughts?
The server has a lobby that people get sent to for restarts, and has multiple worlds.
What makes you think that Voxelmap would work flawlessly on that server? Have you tested it? This has been an issue without a real solution forever, and I doubt anything has changed. The "world spawn" mode works if the vanilla compass item points at the world spawn on all of the sub-servers. If that's not the case, then there is nothing that can be done. Very often the compass points at the player's respawn point, which is not vanilla behavior. That's what the Manual mode is for. And if you're using the key binding to confirm the map when going between dimensions, then it shouldn't be too bad.
With Voxel it would usually somehow figure out what server it should be on. Even if it wasn't sure and needed confirmation it would usually have a hunch you could just confirm. With Xaeros it just asks you every time even if you're just going to the nether and back and if you go to Lobby or someplace not reachable by a portal it will never try and suggest anywhere but the last place.
Voxelmap used to work flawlessly most of the time on Wilder, at least during 1.15 and part of 1.16. then it started being a lot more unstable and would ask for confirmation more often. But it handled things automatically and if it came up empty it would ask to confirm.
Xaeros could use a hybrid system kind of like that.
Of course, I'm sorry I'm not familiar with their methods.
With Voxel it would usually somehow figure out what server it should be on. Even if it wasn't sure and needed confirmation it would usually have a hunch you could just confirm. With Xaeros it just asks you every time even if you're just going to the nether and back and if you go to Lobby or someplace not reachable by a portal it will never try and suggest anywhere but the last place.
Voxelmap used to work flawlessly most of the time on Wilder, at least during 1.15 and part of 1.16. then it started being a lot more unstable and would ask for confirmation more often. But it handled things automatically and if it came up empty it would ask to confirm.
Xaeros could use a hybrid system kind of like that.
Of course, I'm sorry I'm not familiar with their methods.
Their "hunch" system is likely based on the world spawn too, because of the fact that there is no other information on the client side to use. So if I were to implement a hybrid system like theirs, it would not help in your case at all, if the world spawn mode doesn't work on the server. And I'm not sure how Voxelmap would be "sure" that it got the map right anyway. It probably just remembers what you've confirmed for a specific world spawn already, which is not that accurate. So it's basically just the world spawn mode but with a pretty unnecessary confirmation step, which again, doesn't work on the server you're playing. To get the same experience, you can just use the world spawn mode and switch to the correct map when the mod creates a new map by mistake. That is your hybrid system, which is mostly automatic but sometimes you need to confirm the map manually.
You're describing the default configuration that was always the default configuration, which can be changed in the minimap settings.
I'm not exactly sure what you mean; the way I used to have it for years & years, which was how I liked it, was how it was by default; I didn't change settings to make it that way. But the way it is by default now is totally different.
But what's more important now is HOW do I change it back to the old way? What are the settings? A fellow user of this mod on the server I play on figured out for me how I can go into Entity Radar Settings > Entity Category Settings > Settings > Exclude List, and add in the individual objects I want it to stop tracking (which I've never done before & never would have been able to figure out on my own), so I did that for armor stands, item frames, paintings, and experience orbs. Not sure what other objects it tracks other than EVERY DROPPED ENTITY (like broken blocks & laid eggs) which I assume are a different kind of category, & would take forever to put on the exclude list as I'd have to add literally every item in the game. How do I simply make the radar stop tracking items AT ALL? I only want it to track mobs & players.
Also, as far as mobs go, how do I make it display a different color for passive/neutral mobs than for hostile mobs? It used to show hostile mobs as red dots and non-hostile mobs as yellow dots, but now it just shows all mobs as yellow dots.
I'm not exactly sure what you mean; the way I used to have it for years & years, which was how I liked it, was how it was by default; I didn't change settings to make it that way. But the way it is by default now is totally different.
But what's more important now is HOW do I change it back to the old way? What are the settings? A fellow user of this mod on the server I play on figured out for me how I can go into Entity Radar Settings > Entity Category Settings > Settings > Exclude List, and add in the individual objects I want it to stop tracking (which I've never done before & never would have been able to figure out on my own), so I did that for armor stands, item frames, paintings, and experience orbs. Not sure what other objects it tracks other than EVERY DROPPED ENTITY (like broken blocks & laid eggs) which I assume are a different kind of category, & would take forever to put on the exclude list as I'd have to add literally every item in the game. How do I simply make the radar stop tracking items AT ALL? I only want it to track mobs & players.
Also, as far as mobs go, how do I make it display a different color for passive/neutral mobs than for hostile mobs? It used to show hostile mobs as red dots and non-hostile mobs as yellow dots, but now it just shows all mobs as yellow dots.
What you had for years and years was not the default config. I don't know why you would argue with me about that. The current default config was the default config on the very first version of the mod. What has recently changed is the config screen, which now lets you configure everything per category, instead of just basic things like color, and even create your own categories with custom settings. Not that you have to do any of it.
Also, dropped items are all the same entity, so you would not have to add each item to the exclude list, it's all "minecraft:item".
Either way, you don't have to do this. To disable items, go to the "Item" category -> Settings -> Display: OFF. Same for the "Other" category for the rest of non-living entities. To display a different color for hostile mobs, go in the Living -> Hostile category -> Settings -> Dot Color.
Thank you for a quick reply!!
That's what I wanted to hear. I will make sure to use patched version Forge or Fabric.
Thanks again!!
Update 21.22.5/21.10.15 (MC 1.18.x, 1.17.x, 1.16.5 - 1.16.2, 1.15.2, 1.14.4, 1.12.2, 1.8.9, 1.7.10):
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.18.7 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.11 is HIGHLY recommended.
* (1.18.1 - 1.15.2) Fixed crash when a world map texture is deleted at the wrong time (if using the world map textures on the minimap, which is the default).
* (1.18.1 - 1.18) Fixed the controls button on the world map not opening the key bindings screen.
* (1.18.1 - 1.17) Fixed crash when the root part of a hierarchical entity model is null.
* (1.18.1 - 1.14.4) Fixed the head of a HeadedModel (e.g. villagers) being ignored when the "main part" of the icon is redefined by a resource pack. Doesn't affect villagers in 1.17+ but can affect modded entities.
* (1.14.4 - 1.12.2) Fixed transparent blocks not rendering correctly in the inventory after ingame waypoints are rendered.
* (Fabric 1.18.1 - 1.18) Stopped using some deprecated Fabric API.
* (1.12.2 - 1.7.10) Fixed waypoints using the player head angle instead of the camera angle.
* Fixed minimap rotation using the player head angle instead of the camera angle.
* (1.18.1 - 1.12.2) Fixed the Y value being adjusted for liquid blocks as if they are carpetlike.
* (1.18.1 - 1.12.2) Fixed the waypoint teleportation being adjusted the wrong way when the destination Y is negative.
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Hey, I play on a server that's in game version 1.16.5, so I have the minimap & worldmap mods that are for that version. Can you please tell me how to show slime chunks on the minimap using that version of the mod?
I tried to figure it out for myself but it's more confusing than it was in any other version I've done it in before. I press Y to open up settings, then I press the "Overlay Settings" putton, then I click the "Slime Chunks" button, then I toggle "Slime Chunks: OFF" to Slime Chunks: ON", then press Back until I'm out of the menus... but nothing has changed on the minimap. No chunks are highlighted. And slimes are still spawning relentlessly all around me.
I haven't changed anything about it since it came out. It always required manual seed input in multiplayer. Is the field to input the seed not there for you? You need to be logged in to a server and then go to the slime chunk setting.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Oh. I saw the seed input field but didn't know what was up with it. I'll have to ask our server's owner what the seed is.
Update 21.22.6/21.10.16 (MC 1.18.x, 1.17.x, 1.16.5 - 1.16.2, 1.15.2, 1.14.4, 1.12.2, 1.8.9, 1.7.10):
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.18.8 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.12 is HIGHLY recommended.
* (1.18.1 - 1.14.4) Fixed key press event not being cancelled when adding a new waypoint by pressing ENTER, having the potential to cause null pointer crashes (confirmed on 1.18 with JEI).
* (1.18.1 - 1.12.2) Fixed corrupt or invalid entity radar config file causing a crash on game start. Should now back up the broken file and continue with the default config.
* Moved the log error message when there are exceptions when converting block textures to colors. Should now help to pinpoint a specific block that causes crashes when handling such exceptions.
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Update 21.23.0/21.10.17 (MC 1.18.x, 1.17.x, 1.16.5 - 1.16.2, 1.15.2, 1.14.4, 1.12.2, 1.8.9, 1.7.10):
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.19.0 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.12 is HIGHLY recommended.
* (1.14.4 - 1.7.10) Fixed crash when an entity model on the radar has a non-null but still unusable texture, for some reason.
* (1.18.1 - 1.12.2) Reworked how the teleport command options work. You can now rearrange the waypoint coordinates in the command use the waypoint name.
* (1.18.1 - 1.12.2) Support for the improved world map waypoint creation introduced in the world map version 1.19.0.
* (Fabric) Fixed entity icons compatibility with newer versions of Iris.
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
This mod is still going? That's absolutely amazing.
I got an account around 2020. I've played before long before that, however.
Very basic server hoster. I'm not providing servers any time soon, for now.
Thanks
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
The fair-play version of the mod is now also updated to 21.23.0 (see previous changelog)!
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Update 21.23.1/21.10.18 (MC 1.18.x, 1.17.x, 1.16.5 - 1.16.2, 1.15.2, 1.14.4, 1.12.2, 1.8.9, 1.7.10):
* (1.18.1 - 1.12.2) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.19.1 is HIGHLY recommended.
* (1.8.9 - 1.7.10) Compatible with Xaero's World Map 1.11.0 or newer. Version 1.14.1.13 is HIGHLY recommended.
* (Fabric) Fixed rare crash when the GUI screen is set before the mod instance is constructed.
* (1.18.1 - 1.12.2) Replaced the "Leave without saving your changes?" screen when leaving entity radar categories settings by pressing Escape with a "Save changes before you exit?" screen. Pressing the Cancel button should be unchanged.
* Fixed latest deathpoints not being converted to old deathpoints in waypoint sets that aren't currently selected.
* (Forge 1.18.1 - 1.17) Fixed the mod UI being under the pumpkin and frostbite UI layers.
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
The fair-play version of the mod is now also updated to 21.23.1 (see previous changelog)!
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Update 22.1.0 (MC 1.18.x, 1.17.x, 1.16.5 - 1.16.2, 1.15.2, 1.14.4, 1.12.2):
* Compatible with Xaero's World Map 1.11.0 or newer. Version 1.20.0 is HIGHLY recommended.
* Massive entity icon render optimization. On 1.15.2 and newer, should now be pretty much as fast as entity dots. Mostly affects lots of different entity icons being on the radar.
* Void will now have a dark color on the map instead of being completely black, except in cave mode. Requires updating the world map mod, if you're using it as well.
* Fixed height-based entity darkening not working as intended. Should now darken entities at 25% of the height limit at 75% brightness.
+ Added a new entity radar setting for configuring a custom Y distance requirement for the depth-based darkening.
+ (1.18.1 - 1.17) Added glow item frames to the default exclude list of the "Any" category like the regular ones.
* Improved some tooltips in the radar category settings screen.
* (1.12.2) Fixed lighting consistency with newer MC versions.
DOWNLOAD
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Hello, me again. I've got a new issue. After making some changes on my computer, all the minimap settings got reset, yet they seem to be totally different than they ever were by default before. I have multiple different Minecraft setups including 1.18.1 w/ Forge, 1.18.1 w/ Fabric, and 1.16.5 w/ Fabric, and it's the same with all of them.
The way it used to be, which I liked, was that the entity radar only showed players & mobs. Other players were green dots, non-hostile mobs were yellow dots, and hostile mobs were red dots. But now it shows all kinds different things, not just players & mobs but also dropped entities (which clutters the map with red dots whenever I'm mining/digging/farming), paintings, armor stands, and xp orbs, and all mobs are the same color regardless of whether or not they're hostile. Seeing all these other things is pointless to me, and since the entity radar no longer even does the one thing I most needed it for (warning me about nearby enemies & their locations), I've had to turn it off completely.
Is there any way to get it back to the way it was before?
I wish this worked more like Voxelmap in terms of map switching. On a server like Wildercraft, I've tried all the options but only manual works consistently, albeit frustrating to use.
The automatic settings seem to work for a while but eventually forget and start creating map 1, map 2, map 3.
Any thoughts?
The server has a lobby that people get sent to for restarts, and has multiple worlds.
You're describing the default configuration that was always the default configuration, which can be changed in the minimap settings.
What makes you think that Voxelmap would work flawlessly on that server? Have you tested it? This has been an issue without a real solution forever, and I doubt anything has changed. The "world spawn" mode works if the vanilla compass item points at the world spawn on all of the sub-servers. If that's not the case, then there is nothing that can be done. Very often the compass points at the player's respawn point, which is not vanilla behavior. That's what the Manual mode is for. And if you're using the key binding to confirm the map when going between dimensions, then it shouldn't be too bad.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
With Voxel it would usually somehow figure out what server it should be on. Even if it wasn't sure and needed confirmation it would usually have a hunch you could just confirm. With Xaeros it just asks you every time even if you're just going to the nether and back and if you go to Lobby or someplace not reachable by a portal it will never try and suggest anywhere but the last place.
Voxelmap used to work flawlessly most of the time on Wilder, at least during 1.15 and part of 1.16. then it started being a lot more unstable and would ask for confirmation more often. But it handled things automatically and if it came up empty it would ask to confirm.
Xaeros could use a hybrid system kind of like that.
Of course, I'm sorry I'm not familiar with their methods.
Their "hunch" system is likely based on the world spawn too, because of the fact that there is no other information on the client side to use. So if I were to implement a hybrid system like theirs, it would not help in your case at all, if the world spawn mode doesn't work on the server. And I'm not sure how Voxelmap would be "sure" that it got the map right anyway. It probably just remembers what you've confirmed for a specific world spawn already, which is not that accurate. So it's basically just the world spawn mode but with a pretty unnecessary confirmation step, which again, doesn't work on the server you're playing. To get the same experience, you can just use the world spawn mode and switch to the correct map when the mod creates a new map by mistake. That is your hybrid system, which is mostly automatic but sometimes you need to confirm the map manually.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
I'm not exactly sure what you mean; the way I used to have it for years & years, which was how I liked it, was how it was by default; I didn't change settings to make it that way. But the way it is by default now is totally different.
But what's more important now is HOW do I change it back to the old way? What are the settings? A fellow user of this mod on the server I play on figured out for me how I can go into Entity Radar Settings > Entity Category Settings > Settings > Exclude List, and add in the individual objects I want it to stop tracking (which I've never done before & never would have been able to figure out on my own), so I did that for armor stands, item frames, paintings, and experience orbs. Not sure what other objects it tracks other than EVERY DROPPED ENTITY (like broken blocks & laid eggs) which I assume are a different kind of category, & would take forever to put on the exclude list as I'd have to add literally every item in the game. How do I simply make the radar stop tracking items AT ALL? I only want it to track mobs & players.
Also, as far as mobs go, how do I make it display a different color for passive/neutral mobs than for hostile mobs? It used to show hostile mobs as red dots and non-hostile mobs as yellow dots, but now it just shows all mobs as yellow dots.
What you had for years and years was not the default config. I don't know why you would argue with me about that. The current default config was the default config on the very first version of the mod. What has recently changed is the config screen, which now lets you configure everything per category, instead of just basic things like color, and even create your own categories with custom settings. Not that you have to do any of it.
Also, dropped items are all the same entity, so you would not have to add each item to the exclude list, it's all "minecraft:item".
Either way, you don't have to do this. To disable items, go to the "Item" category -> Settings -> Display: OFF. Same for the "Other" category for the rest of non-living entities. To display a different color for hostile mobs, go in the Living -> Hostile category -> Settings -> Dot Color.
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