are you kidding me right now. They have been there for years and instead of seeing them you come here to ask me to do something (for free) that I have already done? I don't need this
In fairness to you, most of those are created automatically, using a framebuffer. If you have some ancient POS computer that doesn't support framebuffers, you won't see most of them. Mojang has talked about dropping support for computers without framebuffers, and I can't wait until they do and I never have to hear about some feature not working because someone has a computer with graphics hardware from 2004 (not kidding, that's when the geforce 6 family came out with framebuffer support).
If your computer won't make them automatically because of no framebuffer you can make some yourself. See the pngs included in assets/minecraft/textures/icons for examples
I plan to add support for this mod in my resource pack. Could you make a spoiler on the original post that contains a map of the folder structure for voxelmap? I have a forge mod that adds lots of mobs and my minimap is littered with blue ? boxes.
Does anyone know a way to prevent players from using the entity tracking and cave mode features on a bukkit/spigot non-forge server? The color codes that are supposed to disable them in MOTD do not work for me.
Um, I would like to know why liteloader is required for this. Every other mod I have ever seen uses forge. Why lightloader for this? I used to use this mod a while back but stopped when it became lightloader. Right now I just use journeymap as it's the next closest thing. How would one make this work with forge?
Look, I don't see people complaining when WAILA requires NEI, which requires CodeChickenLib (all of which of course require Forge). Liteloader is a library that is necessary for VoxelMap and it isn't going to change. Try bothering ProfMobius with stuff like "please just make a version of WAILA that only needs Forge!!1"; that makes just about as much sense as asking for a version of VoxelMap that doesn't need Liteloader.
Prof Mobius did make WAILA standalone about ~3 months ago. It has reduced functionality without NEI but it works.
The bolded section, right there, is why you really needn't have bothered.
Let's see if I can rephrase this to live up to your standards: You might as well go bother ProfMobius with "please make a version of WAILA that doesn't require NEI and doesn't give up any functionality!" The point is that VoxelMap will not be released without a Liteloader dependency because I am not interested in reducing functionality.
You install Liteloader along with Forge? It's seriously easy. I wonder about people complaining about Liteloader sometimes.
People mock and say bad things about what they don't understand, everyone does it. Liteloader doesn't really seem like that much of a hassle to me? It seems these forums are where people go when they don't know something, I mean just google "Liteloaded with forge 1.8" and the second result is a video tutorial on how to do it?
I apologize in advance for being a bit off-topic, however the recent posts in this thread remind me of a joke:
*URGENT* *NEED HELP ASAP* I can't run this on my LG Optimus L9
Hi VoxelMap Team,
I am trying to figure out how to use your product. It's JAVA right? I know that Android can run JAVA. Please provide clear instructions on how to install the .java files on my LG Optimus L9 so I can use VoxelMap while on business trips. Please use english terms that are easy for anyone to understand, I am not very technical.
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loaded regions use much less memory, which means, for the same usage, you can now
zoom out twice as far on the world map
world map loads much faster. If you scroll faster than it can load, it skips to your current location instead of making you wait for everything to catch up. Regions that have gone off the screen before they could render because you scrolled so fast are now removed from the queue
keyboard controls for the world map. up/right/left/down to pan, crouch/jump to zoom in/out. hold sprint key to pan faster
bugfix for zombie villager and spider jockey helmets rendering too large
keyboard controls might make life easier for gamepad people who I assume have their gamepad inputs mapped to keyboard keys or something