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).
Yeah, that would probably fix it!
It's a small issue that doesn't happen very often but if we could get rid of it, that would be great!
Really appreciate your work !
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VoxelMap, the best map mod! Link Removed
Colored Lights for Minecraft! Link Removed Ever wanted to be a blacksmith?
do you think voxelmap's creator could put in an option to select what method of TP is to be used for map teleportation? (i thought it used /tppos, and idk of any other way to tp to coordinates) i'd like to only be tp'd once so i at least have the option to /back. ya feel me?
as for the multiple worlds thing: /getpos will tell you what world your in. and most everyone has access to this. perhaps an option to select what command should be used to figure out what world you're in should be added as well (may take some scripting the client would have to re-write a bit).
Thanks for the answer. (so epicly long...)
PS. could you add the ability to use the map to TP to places not loaded on the map by automatically setting the y position to, for example, 108 where not much generates that high. if you have access to tppos, you're probably an admin/mod anyway. and i think safetp will move you otherwise.
do you think voxelmap's creator could put in an option to select what method of TP is to be used for map teleportation? (i thought it used /tppos, and idk of any other way to tp to coordinates) i'd like to only be tp'd once so i at least have the option to /back. ya feel me?
ah that is a good reason to only want to TP once heh Will have to consider if that is worth the complexity of adding more UI options.
as for the multiple worlds thing: /getpos will tell you what world your in. and most everyone has access to this. perhaps an option to select what command should be used to figure out what world you're in should be added as well (may take some scripting the client would have to re-write a bit).
that goes with what I said about there being no way to know what world you are in "unless the server is using a plugin meant to do so". getpos is not guaranteed to be there. With plugins like JourneyMap Server or WorldInfo I can ask behind the scenes without bothering the user (wish more servers would use one of them), but there is no way to know if /getpos is available without trying it, which would leave me in the same place as /tp and /tppos, having people complain about messages in their chat about a command not being there. Just checked two servers I test multiworld with. One had it, the other did not
PS. could you add the ability to use the map to TP to places not loaded on the map by automatically setting the y position to, for example, 108 where not much generates that high. if you have access to tppos, you're probably an admin/mod anyway. and i think safetp will move you otherwise.
I certainly could, but made a choice not to, simply due to the ease with which one can use the map to teleport. It would be far too easy to teleport to somewhere super far away from spawn or whatever, and generate a bunch of chunks in the middle of nowhere. It feels better to limit it to places people have already been. Keeps generated chunks more or less contiguous. You can work around it by creating a waypoint somewhere and teleporting to it in the waypoints screen. Also, on one of the servers I mentioned above I can teleport without being a mod/admin, those do exist
I wanted to say this mod is awesome and I could not see playing Minecraft without it. I installed it for MC 1.8 the second day I started playing MC and I could not imagine what the game was like without using it, or how one would navigate The Nether without using it. Thank you very much for this.
Is there some steps or a guide on how to combine forge with optifine and minimap? XP
It depends on what version of MC you are using, you have to get a version of Forge that plays well with Optifine on the Minecraft version you are using, and then get the Lite Loader for that version of Minecraft. For MC 1.8 it's Forge 1486 and Optifine 1.8 U_D5 with the Lite Loader beta. Then pick the profile on your MC launcher that says Forge with Liteloader, lite loader will make a special profile for the combination of the two.
Then just drop voxel map into your MC mods folder, but it did not work for me if I put voxel map into Mods>1.8 folder, just the top mods folder. But I did put the Optifine U_D5 into the Mods>1.8 folder. Good Luck.
Also, if you're using the shader mod, the beacon way points will not work correctly, but hey.. you can't have it all :-)
Why would you need a special guide for installing normal mods together?
Because it's a daunting task when you are first getting into Minecraft, which is by far the hardest game to mod that I've ever modded. You ask why you would need a guide to bet Optifine, Forge, and Liteloader all working together on a certain version of minecraft? Do you know how much reading and searching there is to figure that out, and if modding computer software is not an interest of the person doing it, it would be a nightmare. I just saw you rant at a person asking a question on the Shaders mod thread, only to have another person quickly and easily answer the question in one sentence. Good job.
1. Install Minecraft 1.7.10
2. Install the recommended Forge for 1.7.10
3. Install the recommended Liteloader for 1.7.10 (using the just created forge profile as base)
4. Paste Optifine HD and Voxelmap in the mods folder.
In MultiMC this is even simpler.
Forgot to mention that if the recommended version of forge fails, use the latest - I actually always do, I get less problems that way.
Anyway I came to ask: Is this a client-only mod? I'm not sure whether to stick it in the server or not.
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If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
What I like most about this mod is that it automatically generates the mob-radar icons from the mob's textures. There's just a few mobs of which it can not determine what the head is.
And for those mobs, you can create a custom texture. It's nice not to have to do it for all of them though Also in newer versions instead of a custom texture you can supply a text file listing which parts of the model to use (or just say "all", though obviously that won't limit it to the head), along with some optional things to show it from the side or top. Some examples are included in the mod (same place as the custom png icons). I'd document it a little better if anyone other than me showed any inclination to use it
Any 1.7.10 versions that don't require lite loader?
nope. Treat it like any other mod with a dependency. I don't hear people complaining when NEI requires CodeChickenCore. They just put both of them in the mods folder and deal with it. Same here. If you already have Forge installed put VoxelMap and LiteLoader in the mods folder and go.
hi, I've found a bug, when those halloween pumpkin zombies or pigmans are around I get this
It must be because of them because I've got this problem from yesterday and those squares are centered on pumpkin heads.
Edit: If I disable helmets in mini map the problem is gone
interesting. I know that worked fine last year. See the image in the first post (attached below*). And so apparently this thread is about a year old heh.
I'll check it out. Fix or no, the problem won't last too long at least. In the meantime, can you confirm you are using the latest version? That's 1.5.17. Sometime recently there was a fix for voxelmap FBO operations (like the one that makes a helmet image from a block) being a bit broken on nvidia cards - this could be related. See if 1.5.17 doesn't fix it.
Yeah, that would probably fix it!
It's a small issue that doesn't happen very often but if we could get rid of it, that would be great!
Really appreciate your work !
Colored Lights for Minecraft! Link Removed
do you think voxelmap's creator could put in an option to select what method of TP is to be used for map teleportation? (i thought it used /tppos, and idk of any other way to tp to coordinates) i'd like to only be tp'd once so i at least have the option to /back. ya feel me?
as for the multiple worlds thing: /getpos will tell you what world your in. and most everyone has access to this. perhaps an option to select what command should be used to figure out what world you're in should be added as well (may take some scripting the client would have to re-write a bit).
Thanks for the answer. (so epicly long...)
PS. could you add the ability to use the map to TP to places not loaded on the map by automatically setting the y position to, for example, 108 where not much generates that high. if you have access to tppos, you're probably an admin/mod anyway. and i think safetp will move you otherwise.
ah that is a good reason to only want to TP once heh Will have to consider if that is worth the complexity of adding more UI options.
that goes with what I said about there being no way to know what world you are in "unless the server is using a plugin meant to do so". getpos is not guaranteed to be there. With plugins like JourneyMap Server or WorldInfo I can ask behind the scenes without bothering the user (wish more servers would use one of them), but there is no way to know if /getpos is available without trying it, which would leave me in the same place as /tp and /tppos, having people complain about messages in their chat about a command not being there. Just checked two servers I test multiworld with. One had it, the other did not
I certainly could, but made a choice not to, simply due to the ease with which one can use the map to teleport. It would be far too easy to teleport to somewhere super far away from spawn or whatever, and generate a bunch of chunks in the middle of nowhere. It feels better to limit it to places people have already been. Keeps generated chunks more or less contiguous. You can work around it by creating a waypoint somewhere and teleporting to it in the waypoints screen. Also, on one of the servers I mentioned above I can teleport without being a mod/admin, those do exist
yes that's fine
Can i install this with forge not liteloader?
I have used something like this in the past, but this one's reliance on liteloader kind of scares me... Will this conflict with Forge?
No and you can use MultiMC to easily install both.
Colored Lights for Minecraft! Link Removed
Sorry if this is a dumb question but is Voxelmap compatible with forge and optifine together?
Sure why not? Optifine only has a few issues with some complicated blocks/liquids rendering and sometimes the lightning.
MamiyaOtaru already fixed all known issue with Optifine
The Dynamic Lightning on the map render fine!
Colored Lights for Minecraft! Link Removed
Is there some steps or a guide on how to combine forge with optifine and minimap? XP
*removed because i checked previous pages*
I can't teleport to waypoints in survival. Is there a setting for this or something? Btw I'm using VoxelMap No Radar.
I wanted to say this mod is awesome and I could not see playing Minecraft without it. I installed it for MC 1.8 the second day I started playing MC and I could not imagine what the game was like without using it, or how one would navigate The Nether without using it. Thank you very much for this.
Klaatu Barada Nikto
It depends on what version of MC you are using, you have to get a version of Forge that plays well with Optifine on the Minecraft version you are using, and then get the Lite Loader for that version of Minecraft. For MC 1.8 it's Forge 1486 and Optifine 1.8 U_D5 with the Lite Loader beta. Then pick the profile on your MC launcher that says Forge with Liteloader, lite loader will make a special profile for the combination of the two.
Then just drop voxel map into your MC mods folder, but it did not work for me if I put voxel map into Mods>1.8 folder, just the top mods folder. But I did put the Optifine U_D5 into the Mods>1.8 folder. Good Luck.
Also, if you're using the shader mod, the beacon way points will not work correctly, but hey.. you can't have it all :-)
Klaatu Barada Nikto
Sorry if I missed it, but is there a method to set the minimap to not rotate? IE - always have North pointed to the top of the screen?
Thanks in advance.
Quote from grimallq >>
Why would you need a special guide for installing normal mods together?
Because it's a daunting task when you are first getting into Minecraft, which is by far the hardest game to mod that I've ever modded. You ask why you would need a guide to bet Optifine, Forge, and Liteloader all working together on a certain version of minecraft? Do you know how much reading and searching there is to figure that out, and if modding computer software is not an interest of the person doing it, it would be a nightmare. I just saw you rant at a person asking a question on the Shaders mod thread, only to have another person quickly and easily answer the question in one sentence. Good job.
Klaatu Barada Nikto
Forgot to mention that if the recommended version of forge fails, use the latest - I actually always do, I get less problems that way.
Anyway I came to ask: Is this a client-only mod? I'm not sure whether to stick it in the server or not.
Any 1.7.10 versions that don't require lite loader?
satsuki kiRYUIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNN
And for those mobs, you can create a custom texture. It's nice not to have to do it for all of them though
nope. Treat it like any other mod with a dependency. I don't hear people complaining when NEI requires CodeChickenCore. They just put both of them in the mods folder and deal with it. Same here. If you already have Forge installed put VoxelMap and LiteLoader in the mods folder and go.
interesting. I know that worked fine last year. See the image in the first post (attached below*). And so apparently this thread is about a year old heh.
I'll check it out. Fix or no, the problem won't last too long at least. In the meantime, can you confirm you are using the latest version? That's 1.5.17. Sometime recently there was a fix for voxelmap FBO operations (like the one that makes a helmet image from a block) being a bit broken on nvidia cards - this could be related. See if 1.5.17 doesn't fix it.

*
Hey MamiyaOtaru! Ever thought of including dropped items in your entity radar system?