I might just be missing something, but is there a way to make waypoints world-specific? The multiverse thing is awesome, but I'd like to not have the waypoints getting mixed up.
Waypoints you make after setting up the multiworld stuff will be world specific. Waypoints you made before setting up multiworld show in every world because when you made them there was no multiworld info so they weren't attached to a particular world. You can edit the .points file to associate them with a particular world, or re-create them
Sorry if this has been talked about before, but I have a question.
I play LAN games at home, my computer connects to another computer that is playing a single player game with LAN open. For whatever reason, my map data and waypoints are always cleared. I cant find much information about it, but I have found that the problem might be cause by the fact that LAN mode opens under a random port, and for whatever reason, voxel's map data is port specific?
Is there anything I can do to fix this? My computers already have static IPs, I also use tecknic launcher modpacks, so I dont think i can just add a custom port mod.
that shouldn't happen. Waypoints are port specific yes, except when connecting to a LAN world. Points files for LAN worlds are named after the user and the world name.
What you are seeing is probably a bug with detecting that the server is on the same LAN as you. Addresses are compared with your interface address and if they are on the same net it's assumed to be a LAN world. If you are connecting to the list that shows up under "scanning for games on your local network" I'd be interested to know the internal (LAN) addresses of your computer and the one you are connecting to.
Also, do you see anything like this in your console output? "Error resolving address as part of LAN check (will assume internet server)"? There's one additional place it can fail, next version will have diagnostic output there as well (current version just swallows it)
I have a suggestion for this mod. Can you please add tracks in the waypoints. Just like in GTA 5 when you put a waypoint in the map, A track will show in your minimap where you gonna follow it, So please add it in here too.
Trying to find some help for Biome Overlay. is it supposed to be showing the name of the biomes because it's not for me. How do I switch that feature on?
Is there a resource you can point me to that documents the available server-side codes to disable specific VoxelMap features for my players?
easiest way is with the clientpermissions plugin http://dev.bukkit.org/bukkit-plugins/clientpermissions/
there are also codes you can bump in a MOTD to clients when the first login, but that way is pretty clunky. they are
§3 §6 §3 §6 §3 §6 §d
and
§3 §6 §3 §6 §3 §6 §e
I have a suggestion for this mod. Can you please add tracks in the waypoints. Just like in GTA 5 when you put a waypoint in the map, A track will show in your minimap where you gonna follow it, So please add it in here too.
interesting idea. Would have to implement some sort of pathfinding. Maybe I could hijack the codepath mobs use or something.
Trying to fond some help for Biome Overlay. is it supposed to be showing the name of the biomes because it's not for me. How do I switch that feature on?
they show on the world map and the fullscreen (imgame) map. Not on the minimap, no room really. If you aren't seeing them, you're probably not on the latest version
Quote from MamiyaOtaru>>
they show on the world map and the fullscreen (imgame) map. Not on the minimap, no room really. If you aren't seeing them, you're probably not on the latest version
I have mod_voxelMap_1.5.15_for_1.7.10 as I'm playing FTB Infinity and love this Mini-Map over Journeyman's Map.
And just realized it's not the latest one for 1.7.10.
when i have the main map open and right click->Teleport to i get teleported to the destination 3 times.
i should only be teleported once.
has this been fixed yet?
Thank You.
voxelmap 1.5.15 /w liteloader and optifine (several other litemods added)
PS. why does voxel seem to almost never know what world i'm in? (sometimes it does, other times it doesn't) shouldn't it know what world you're in once you tell it the first time? (multi-world)
when i have the main map open and right click->Teleport to i get teleported to the destination 3 times.
i should only be teleported once.
has this been fixed yet?
Thank You.
voxelmap 1.5.15 /w liteloader and optifine (several other litemods added)
PS. why does voxel seem to almost never know what world i'm in? (sometimes it does, other times it doesn't) shouldn't it know what world you're in once you tell it the first time? (multi-world)
it could teleport you twice. It fires of a /tp and a /tppos command since some servers use one and some use the other and there's no real programmatic way to query which if any is supported. So you might get sent to the same place twice. Is that actually a problem?
Knowing which world you are in: it compares your surroundings to each world's stored data for your current coordinates. If you have warped to a part of a world you have never been to before, there is no stored data to compare to and it wouldn't know. OR if that part of the world has changed since the last time you were there, that could happen. OR, possibly, if it is taking an extraordinary amount of time to get chunks from the server, it might give up before it has something to compare to.
There is unfortunately no mechanism to ask a server what world you are in (since they stopped sending the world hash, years ago), unless the server is using a plugin meant to do so. I imagine the vast majority are not, so we are stuck comparing with saved data, which isn't always 100%. Which is why the option is there to manually select
Hello MamiyaOtaru, I'm having a small issue, not a big deal but my log is being spammed with this entry :
11:27:20] [Client thread/INFO] [STDOUT]: [com.thevoxelbox.voxelmap.t:goto:-1]: remaining old 2d
Do you know what It could be?
you shouldn't be seeing that unless you have been using VoxelMap for a very long time. Waypoints used to be 2d (X and Z only). Changed them to have a Y component a lot of years ago. It automatically attempts to convert 2d waypoints to 3d once in a while, and succeeds with any that are in range so the map knows how high the terrain is there. Meanwhile it will tell you how many are left ("remaining old 2d waypoints: 5" or something) You can either visit all of them, or edit your .points file to give them a Y component.
If none are that old, you could have fooled it by creating a waypoint with Y of 0 or less. Same thing applies, visit it or edit the .points file so its Y is greater than 0.
I don't imagine too many of those are hanging around anymore, eventually that bit of code will go away.
it could teleport you twice. It fires of a /tp and a /tppos command since some servers use one and some use the other and there's no real programmatic way to query which if any is supported. So you might get sent to the same place twice. Is that actually a problem?
Knowing which world you are in: it compares your surroundings to each world's stored data for your current coordinates. If you have warped to a part of a world you have never been to before, there is no stored data to compare to and it wouldn't know. OR if that part of the world has changed since the last time you were there, that could happen. OR, possibly, if it is taking an extraordinary amount of time to get chunks from the server, it might give up before it has something to compare to.
There is unfortunately no mechanism to ask a server what world you are in (since they stopped sending the world hash, years ago), unless the server is using a plugin meant to do so. I imagine the vast majority are not, so we are stuck comparing with saved data, which isn't always 100%. Which is why the option is there to manually select
you shouldn't be seeing that unless you have been using VoxelMap for a very long time. Waypoints used to be 2d (X and Z only). Changed them to have a Y component a lot of years ago. It automatically attempts to convert 2d waypoints to 3d once in a while, and succeeds with any that are in range so the map knows how high the terrain is there. Meanwhile it will tell you how many are left ("remaining old 2d waypoints: 5" or something) You can either visit all of them, or edit your .points file to give them a Y component.
If none are that old, you could have fooled it by creating a waypoint with Y of 0 or less. Same thing applies, visit it or edit the .points file so its Y is greater than 0.
I don't imagine too many of those are hanging around anymore, eventually that bit of code will go away.
I've been using VoxelMap since it's exist
I think I created that issue by falling off the End island, and my Gravestone (from OpenBlocks) was created there. After going back the End the error was gone.
Thanks for the reply I'll make sure to set the Y level over 0.
Rollback Post to RevisionRollBack
VoxelMap, the best map mod! Link Removed
Colored Lights for Minecraft! Link Removed Ever wanted to be a blacksmith?
oh that's a good point. falling into the void might create a death point at y=0 or something. until the code to handle ancient 2d waypoints goes away, I can at least make sure that doesn't happen. Or I could flag 2d waypoints internally some way other than assigning them y=-1 (until they get real height, after which they are no longer 2d of course).
Waypoints you make after setting up the multiworld stuff will be world specific. Waypoints you made before setting up multiworld show in every world because when you made them there was no multiworld info so they weren't attached to a particular world. You can edit the .points file to associate them with a particular world, or re-create them
Sorry if this has been talked about before, but I have a question.
I play LAN games at home, my computer connects to another computer that is playing a single player game with LAN open. For whatever reason, my map data and waypoints are always cleared. I cant find much information about it, but I have found that the problem might be cause by the fact that LAN mode opens under a random port, and for whatever reason, voxel's map data is port specific?
Is there anything I can do to fix this? My computers already have static IPs, I also use tecknic launcher modpacks, so I dont think i can just add a custom port mod.
that shouldn't happen. Waypoints are port specific yes, except when connecting to a LAN world. Points files for LAN worlds are named after the user and the world name.
What you are seeing is probably a bug with detecting that the server is on the same LAN as you. Addresses are compared with your interface address and if they are on the same net it's assumed to be a LAN world. If you are connecting to the list that shows up under "scanning for games on your local network" I'd be interested to know the internal (LAN) addresses of your computer and the one you are connecting to.
Also, do you see anything like this in your console output? "Error resolving address as part of LAN check (will assume internet server)"? There's one additional place it can fail, next version will have diagnostic output there as well (current version just swallows it)
aside: chatbubbles hosted at curse now, along with the rather old but heretofore unreleased 1.8 version http://minecraft.curseforge.com/mc-mods/235520-chat-bubbles/files
Is there a resource you can point me to that documents the available server-side codes to disable specific VoxelMap features for my players?
Oh, that makes sense. Thanks
Do you have a version that works on screenshot 15w36c?
Hello
I have a suggestion for this mod. Can you please add tracks in the waypoints. Just like in GTA 5 when you put a waypoint in the map, A track will show in your minimap where you gonna follow it, So please add it in here too.
Trying to find some help for Biome Overlay. is it supposed to be showing the name of the biomes because it's not for me. How do I switch that feature on?
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
easiest way is with the clientpermissions plugin http://dev.bukkit.org/bukkit-plugins/clientpermissions/
there are also codes you can bump in a MOTD to clients when the first login, but that way is pretty clunky. they are
§3 §6 §3 §6 §3 §6 §d
and
§3 §6 §3 §6 §3 §6 §e
for caves and radar respectively
interesting idea. Would have to implement some sort of pathfinding. Maybe I could hijack the codepath mobs use or something.
they show on the world map and the fullscreen (imgame) map. Not on the minimap, no room really. If you aren't seeing them, you're probably not on the latest version
I have mod_voxelMap_1.5.15_for_1.7.10 as I'm playing FTB Infinity and love this Mini-Map over Journeyman's Map.
And just realized it's not the latest one for 1.7.10.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Thank you VERY MUCH, Sir!
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
yeah that would do it
in 1.5.15 the biome labels only show on the fullscreen (ingame) map, not the world map. That was added in 1.5.16.
When I download the 1.7.10 mod from curse, it comes out as a .zip and not .litemod so liteloader doesn't load it... How can I fix this?
change the extension back to .litemod
some browsers are too "helpful" for their own good
not sure if this has been addressed yet:
when i have the main map open and right click->Teleport to i get teleported to the destination 3 times.
i should only be teleported once.
has this been fixed yet?
Thank You.
voxelmap 1.5.15 /w liteloader and optifine (several other litemods added)
PS. why does voxel seem to almost never know what world i'm in? (sometimes it does, other times it doesn't) shouldn't it know what world you're in once you tell it the first time? (multi-world)
Hello MamiyaOtaru, I'm having a small issue, not a big deal but my log is being spammed with this entry :
11:27:20] [Client thread/INFO] [STDOUT]: [com.thevoxelbox.voxelmap.t:goto:-1]: remaining old 2d
Do you know what It could be?
Colored Lights for Minecraft! Link Removed
it could teleport you twice. It fires of a /tp and a /tppos command since some servers use one and some use the other and there's no real programmatic way to query which if any is supported. So you might get sent to the same place twice. Is that actually a problem?
Knowing which world you are in: it compares your surroundings to each world's stored data for your current coordinates. If you have warped to a part of a world you have never been to before, there is no stored data to compare to and it wouldn't know. OR if that part of the world has changed since the last time you were there, that could happen. OR, possibly, if it is taking an extraordinary amount of time to get chunks from the server, it might give up before it has something to compare to.
There is unfortunately no mechanism to ask a server what world you are in (since they stopped sending the world hash, years ago), unless the server is using a plugin meant to do so. I imagine the vast majority are not, so we are stuck comparing with saved data, which isn't always 100%. Which is why the option is there to manually select
you shouldn't be seeing that unless you have been using VoxelMap for a very long time. Waypoints used to be 2d (X and Z only). Changed them to have a Y component a lot of years ago. It automatically attempts to convert 2d waypoints to 3d once in a while, and succeeds with any that are in range so the map knows how high the terrain is there. Meanwhile it will tell you how many are left ("remaining old 2d waypoints: 5" or something) You can either visit all of them, or edit your .points file to give them a Y component.
If none are that old, you could have fooled it by creating a waypoint with Y of 0 or less. Same thing applies, visit it or edit the .points file so its Y is greater than 0.
I don't imagine too many of those are hanging around anymore, eventually that bit of code will go away.
I've been using VoxelMap since it's exist
I think I created that issue by falling off the End island, and my Gravestone (from OpenBlocks) was created there. After going back the End the error was gone.
Thanks for the reply
Colored Lights for Minecraft! Link Removed
oh that's a good point. falling into the void might create a death point at y=0 or something. until the code to handle ancient 2d waypoints goes away, I can at least make sure that doesn't happen. Or I could flag 2d waypoints internally some way other than assigning them y=-1 (until they get real height, after which they are no longer 2d of course).