So I've installed VoxelMap on 1.14.1 and loaded up an old world that had Voxelmap for 1.13 and I can't seem to get my existing waypoints for that world to transfer to the new version. I recall 1.12 to 1.13 being a pretty simple copy paste job, but when I copied the files from the 'VoxelMods' folder to the new 'mamiyaotaru' folder it didn't seem to work. Any idea what I'm doing wrong?
So I've installed VoxelMap on 1.14.1 and loaded up an old world that had Voxelmap for 1.13 and I can't seem to get my existing waypoints for that world to transfer to the new version. I recall 1.12 to 1.13 being a pretty simple copy paste job, but when I copied the files from the 'VoxelMods' folder to the new 'mamiyaotaru' folder it didn't seem to work. Any idea what I'm doing wrong?
hard to say. VoxelMap actually looks for waypoint files in the old location if it doesn't find them in the new one. Sounds like the world's name has changed somehow. I'd suggest making some new waypoints and seeing what file they get saved in then copying your old waypoints to it (.points files can be opened in any text editor)
hard to say. VoxelMap actually looks for waypoint files in the old location if it doesn't find them in the new one. Sounds like the world's name has changed somehow. I'd suggest making some new waypoints and seeing what file they get saved in then copying your old waypoints to it (.points files can be opened in any text editor)
I see, I had removed the 'VoxelMods' folder after copying the files to 'mamiyaotaru' - when I put that folder back it was able to load my overworld waypoints, but not my nether waypoints. I could easily redo those manually, but I'm wondering why they're not showing up. Trying something before I post...
OK, I made a few test waypoints that saved to a new file under 'mamiyaotaru' and comparing the two .points files, the only difference I saw was that dimensions are now listed as 'overworld' and 'the_nether' instead of '0' and '-1'. So I changed all instances of that in my old file and copied it to the new folder, and now they all show up properly!
EDIT: Now it's throwing up "Error Saving Waypoints" when I try to change or make a new waypoint.
EDIT #2: Tried restarting the game and it erased my .points file. One step forward, two steps back.
make sure you have write permission to whatever folder that is. And of course I'll check it out and make sure I haven't broken something obvious on my end. I can create and save new waypoints just fine, including in the nether. There's something different between your setup and mine, just need to figure out what
I checked permissions and ran it again and it still erased my .points file when I went to create a new waypoint (and then it wouldn't save that waypoint). I restarted it with just a blank .points file and it was able to save new WPs without issue, and then load those WPs and allow me to add new ones after restarting again. It just seems to take issue with WPs created by an older version?
Would it help if I sent you the .points file? Or the whole VoxelMods folder?
Once this forum goes read only, discuss the mod at Curse or PlanetMinecraft. PlanetMinecraft will continue to have an easy to view changelog, most support will be at Curse
Also some changes have been released.
1.9.2
extra size options for the minimap
Fix for nether in the world map showing junk and not correctly showing solid areas
1.9.3
allow mobs with spaces in the name to be disabled in the radar's mob list screen
move map down farther to make room for second line status icons. Also don't move map for status effects that don't show an icon
partial fix for mapping in The End
1.9.4
fix opengl error spam when minecraft window is minimized
fix minimap being black on some hardware (eg macbooks)
fix crash on rapidly disconnecting from a server after connecting
Hey I stumbled upon this post when I was having the same problem. I managed to get my old way-points transferred to the new update but now the world map is acting as though I have not explored further than the chunk I'm already in. My way-points are there but the world map is basically just black like when you first load into a new world with the mod.
if you are coming from 1.12 or lower to 1.13 or 1.14 no. Mojang changed the underlying IDs for a lot of blocks in the flattening. VoxelMap doesn't rely on numeric IDs, but handling the change from wool being one block with different metadatas to 16 different blocks (among many other changes) meant the world maps were reset.
in 1.13 you can regenerate the entire world map (for a singleplayer level) but in 1.14 loading anvil chunks changed so much that this isn't possible either, so world maps must be started over.
If you have an old world still in 1.12 format, you can load it up in 1.13, regenerate the world map, then open it in 1.14 and have everything, but that's the only possibility.
This also highlights the ups and downs of storing block data vs storing an image for the world map. Storing the data lets one display the map in such a way that it always matches the current texture pack, or time of day or whatever. Storing it as an image removes that flexibility, but it also wouldn't go away if Mojang changed the data out from under you. So maybe those other map mods have it right.
*EDIT* new version
1.9.5
Ensure world map data saves successfully when the client is closed without first leaving a world/server
Possibly my last post on these forums. It's been fun. I will miss it. Made some good friends here, and I already miss some of them who drifted away long before this.
So, there is now a Forge version of VoxelMap for 1.12.2 and 1.13.2 available at Curse. Installs like any Forge mod. Missing some small features (mostly 1.13.2) due to lack of Mixin. 1.14.2 compiles and runs but lacks a way to keep track of world changes, and barring some changes from Forge or an updated Mixin library made to work with Forge, it will probably never be released.
But there is an update for the Fabric version as well, which will for the time being remain the primary branch.
1.9.6
Much better at picking up surrounding chunks for the world map (on par with pre-1.14 releases)
Possibly my last post on these forums. It's been fun. I will miss it. Made some good friends here, and I already miss some of them who drifted away long before this.
So, there is now a Forge version of VoxelMap for 1.12.2 and 1.13.2 available at Curse. Installs like any Forge mod. Missing some small features (mostly 1.13.2) due to lack of Mixin. 1.14.2 compiles and runs but lacks a way to keep track of world changes, and barring some changes from Forge or an updated Mixin library made to work with Forge, it will probably never be released.
But there is an update for the Fabric version as well, which will for the time being remain the primary branch.
1.9.6
Much better at picking up surrounding chunks for the world map (on par with pre-1.14 releases)
indeed they did! and with that, I'll post about a new version
1.9.7
fixed being unable to save waypoints in the end
fix for importing old waypoints from the nether and the end
1.9.8
updated Chinese translation
fix bug where farmland and paths weren't registering for the opacity based heightmap. This allows wheat, carrots, etc. to show on the map again. Huge thanks to Barteks2x
Also released a Forge version for 1.14.2, and fixed a crash in the 1.12.2 version caused by insufficient precision when fed extremely large (or small) coordinate values, like Valkyrien Warfare does
1.9.9
fixed the unicode language files
Worldmap less likely to store data for incompletely loaded chunks
Worldmap more responsive to settings changes
Fix for redstone losing color in non-live sections of the worldmap
1.9.10
fix bug that prevented connecting to Forge servers (Forge versions 1.13.2+)
minimap size settings greater than 'Large' now restored on restart
Is it possible to have VoxelMap's fullscreen map display all loaded chunks on my server? Similar to JourneyMap's auto-map feature? I don't want to have to explore my entire 12,000 x 12,000 block world all over again to have it show up on my map. Is this possible?
Is it possible to have VoxelMap's fullscreen map display all loaded chunks on my server? Similar to JourneyMap's auto-map feature? I don't want to have to explore my entire 12,000 x 12,000 block world all over again to have it show up on my map. Is this possible?
currently VoxelMap does nothing when installed server side. That might be possible someday. I am just starting to mod with Forge.
In the meantime, if you can transfer the world to singleplayer (temporarily) the latest version of VoxelMap for 1.14 (and all versions for 1.13.2 and lower, if your server is on those versions) can read all created chunks from the anvil save file and create a map that you could then use in MP if you copy the VoxelMap cache to the folder where VoxelMap stores its cache for your server.
Reading from Anvil is mega slow, but it will cache the results and be faster on every load after that.
I absolutely love the ability for VoxelMap to read and load the Anvil maps! I can see what areas of my worlds have been explored and what regions have not! I do have a couple of questions regarding this.
1) I have some worlds that have been heavily explored so I was wondering if once I open the map and it starts rending my explored world, when I close the map does the rendering continue in the background or will I have to sit and wait with the map open (and move around the map screen) for it to finish mapping the explored areas.
2) Since reading the Anvil files is so slow is there any indication when it is done rending?
1) with the possible exception of areas that were already actively calculating when you closed the screen, no. you need to leave the screen open and move the map around.
2) not really. When the edges of the rendered maps aren't straight lines corresponding to voxelmap cached regions :-/
Those are good questions though. Might be a good idea to put in a button that says "render the whole thing until done, even if no GUI is open." One of the really frustrating things for me in 1.14 is that the "optimize world" button in the level selection screen updates chunks, but doesn't update their lighting (same for --forceUpgrade when launching a server). When you visit old areas there is still a delay as the lighting is recalculated, and no way to have it all done at once ahead of time (see https://bugs.mojang.com/browse/MC-152866 or https://www.reddit.com/r/Minecraft/comments/bslu6o/dear_mojang_please_hear_my_plea_for_1142_servers/ )
VoxelMap actually forces the lighting to update. Which makes it even slower than just reading from anvil if calculating a world without the new lighting done. But it actually updates the light, which forceUpgrade does not. I've been copying worlds from my server and using VoxelMap to update the lighting then putting them back haha. Could be something that's useful for someone
1) with the possible exception of areas that were already actively calculating when you closed the screen, no. you need to leave the screen open and move the map around.
2) not really. When the edges of the rendered maps aren't straight lines corresponding to voxelmap cached regions :-/
Those are good questions though. Might be a good idea to put in a button that says "render the whole thing until done, even if no GUI is open." One of the really frustrating things for me in 1.14 is that the "optimize world" button in the level selection screen updates chunks, but doesn't update their lighting (same for --forceUpgrade when launching a server). When you visit old areas there is still a delay as the lighting is recalculated, and no way to have it all done at once ahead of time (see https://bugs.mojang.com/browse/MC-152866 or https://www.reddit.com/r/Minecraft/comments/bslu6o/dear_mojang_please_hear_my_plea_for_1142_servers/ )
VoxelMap actually forces the lighting to update. Which makes it even slower than just reading from anvil if calculating a world without the new lighting done. But it actually updates the light, which forceUpgrade does not. I've been copying worlds from my server and using VoxelMap to update the lighting then putting them back haha. Could be something that's useful for someone
Fix for rare issue where a block (most commonly grass, sand, snow) would show as the wrong color until restarting Minecraft
Much more efficient and safe loading of areas that had been previously explored, but not recorded by VoxelMap (Singleplayer only - loading the info from Minecraft's save format)
(Forge) Fix for movement keys on the world map being unresponsive
the map loads previously unrecorded (by VoxelMap) areas much faster now and in a much more safe manner. As a side effect, leaving a world (or closing the client) can take a bit longer as all the extra chunks being processed are unloaded. Just give it a bit if this happens. Once VoxelMap has them all loaded, they will be cached and subsequent loads will be much faster (they won't need to be read from Minecraft storage again)
So I've installed VoxelMap on 1.14.1 and loaded up an old world that had Voxelmap for 1.13 and I can't seem to get my existing waypoints for that world to transfer to the new version. I recall 1.12 to 1.13 being a pretty simple copy paste job, but when I copied the files from the 'VoxelMods' folder to the new 'mamiyaotaru' folder it didn't seem to work. Any idea what I'm doing wrong?
update 1.9.1
hard to say. VoxelMap actually looks for waypoint files in the old location if it doesn't find them in the new one. Sounds like the world's name has changed somehow. I'd suggest making some new waypoints and seeing what file they get saved in then copying your old waypoints to it (.points files can be opened in any text editor)
I see, I had removed the 'VoxelMods' folder after copying the files to 'mamiyaotaru' - when I put that folder back it was able to load my overworld waypoints, but not my nether waypoints. I could easily redo those manually, but I'm wondering why they're not showing up. Trying something before I post...
OK, I made a few test waypoints that saved to a new file under 'mamiyaotaru' and comparing the two .points files, the only difference I saw was that dimensions are now listed as 'overworld' and 'the_nether' instead of '0' and '-1'. So I changed all instances of that in my old file and copied it to the new folder, and now they all show up properly!
EDIT: Now it's throwing up "Error Saving Waypoints" when I try to change or make a new waypoint.
EDIT #2: Tried restarting the game and it erased my .points file. One step forward, two steps back.
make sure you have write permission to whatever folder that is. And of course I'll check it out and make sure I haven't broken something obvious on my end. I can create and save new waypoints just fine, including in the nether. There's something different between your setup and mine, just need to figure out what
I checked permissions and ran it again and it still erased my .points file when I went to create a new waypoint (and then it wouldn't save that waypoint). I restarted it with just a blank .points file and it was able to save new WPs without issue, and then load those WPs and allow me to add new ones after restarting again. It just seems to take issue with WPs created by an older version?
Would it help if I sent you the .points file? Or the whole VoxelMods folder?
yeah I wouldn't mind seeing that points file. Could be some issue with the logic of loading the old ones.
with the upcoming archived mode being established on the 16th, is there any way to get updates on voxel besides this site?
I second this question. Perhaps a Github or CurseForge /dev.bukkit.org etc?
Once this forum goes read only, discuss the mod at Curse or PlanetMinecraft. PlanetMinecraft will continue to have an easy to view changelog, most support will be at Curse
Also some changes have been released.
1.9.2
1.9.3
1.9.4
Hey I stumbled upon this post when I was having the same problem. I managed to get my old way-points transferred to the new update but now the world map is acting as though I have not explored further than the chunk I'm already in. My way-points are there but the world map is basically just black like when you first load into a new world with the mod.
Wondering if there is someway to fix this?
if you are coming from 1.12 or lower to 1.13 or 1.14 no. Mojang changed the underlying IDs for a lot of blocks in the flattening. VoxelMap doesn't rely on numeric IDs, but handling the change from wool being one block with different metadatas to 16 different blocks (among many other changes) meant the world maps were reset.
in 1.13 you can regenerate the entire world map (for a singleplayer level) but in 1.14 loading anvil chunks changed so much that this isn't possible either, so world maps must be started over.
If you have an old world still in 1.12 format, you can load it up in 1.13, regenerate the world map, then open it in 1.14 and have everything, but that's the only possibility.
This also highlights the ups and downs of storing block data vs storing an image for the world map. Storing the data lets one display the map in such a way that it always matches the current texture pack, or time of day or whatever. Storing it as an image removes that flexibility, but it also wouldn't go away if Mojang changed the data out from under you. So maybe those other map mods have it right.
*EDIT* new version
1.9.5
Possibly my last post on these forums. It's been fun. I will miss it. Made some good friends here, and I already miss some of them who drifted away long before this.
So, there is now a Forge version of VoxelMap for 1.12.2 and 1.13.2 available at Curse. Installs like any Forge mod. Missing some small features (mostly 1.13.2) due to lack of Mixin. 1.14.2 compiles and runs but lacks a way to keep track of world changes, and barring some changes from Forge or an updated Mixin library made to work with Forge, it will probably never be released.
But there is an update for the Fabric version as well, which will for the time being remain the primary branch.
1.9.6
Farewell everyone, and I hope to see you at PlanetMinecraft or at Curse.
They announced they will continue
indeed they did! and with that, I'll post about a new version
1.9.7
1.9.8
Also released a Forge version for 1.14.2, and fixed a crash in the 1.12.2 version caused by insufficient precision when fed extremely large (or small) coordinate values, like Valkyrien Warfare does
1.9.9
1.9.10
Is it possible to have VoxelMap's fullscreen map display all loaded chunks on my server? Similar to JourneyMap's auto-map feature? I don't want to have to explore my entire 12,000 x 12,000 block world all over again to have it show up on my map. Is this possible?
new version 1.9.11
currently VoxelMap does nothing when installed server side. That might be possible someday. I am just starting to mod with Forge.
In the meantime, if you can transfer the world to singleplayer (temporarily) the latest version of VoxelMap for 1.14 (and all versions for 1.13.2 and lower, if your server is on those versions) can read all created chunks from the anvil save file and create a map that you could then use in MP if you copy the VoxelMap cache to the folder where VoxelMap stores its cache for your server.
Reading from Anvil is mega slow, but it will cache the results and be faster on every load after that.
I absolutely love the ability for VoxelMap to read and load the Anvil maps! I can see what areas of my worlds have been explored and what regions have not! I do have a couple of questions regarding this.
1) I have some worlds that have been heavily explored so I was wondering if once I open the map and it starts rending my explored world, when I close the map does the rendering continue in the background or will I have to sit and wait with the map open (and move around the map screen) for it to finish mapping the explored areas.
2) Since reading the Anvil files is so slow is there any indication when it is done rending?
1) with the possible exception of areas that were already actively calculating when you closed the screen, no. you need to leave the screen open and move the map around.
2) not really. When the edges of the rendered maps aren't straight lines corresponding to voxelmap cached regions :-/
Those are good questions though. Might be a good idea to put in a button that says "render the whole thing until done, even if no GUI is open." One of the really frustrating things for me in 1.14 is that the "optimize world" button in the level selection screen updates chunks, but doesn't update their lighting (same for --forceUpgrade when launching a server). When you visit old areas there is still a delay as the lighting is recalculated, and no way to have it all done at once ahead of time (see https://bugs.mojang.com/browse/MC-152866 or https://www.reddit.com/r/Minecraft/comments/bslu6o/dear_mojang_please_hear_my_plea_for_1142_servers/ )
VoxelMap actually forces the lighting to update. Which makes it even slower than just reading from anvil if calculating a world without the new lighting done. But it actually updates the light, which forceUpgrade does not. I've been copying worlds from my server and using VoxelMap to update the lighting then putting them back haha. Could be something that's useful for someone
Thanks that does explain it a bit more
new version
1.9.12
the map loads previously unrecorded (by VoxelMap) areas much faster now and in a much more safe manner. As a side effect, leaving a world (or closing the client) can take a bit longer as all the extra chunks being processed are unloaded. Just give it a bit if this happens. Once VoxelMap has them all loaded, they will be cached and subsequent loads will be much faster (they won't need to be read from Minecraft storage again)