Technically they are in order, but they're being processed in alphabetical order, though since the "1" in "10" comes numerically before "8" and "9", it decided that 1.10 versions should be placed to the left of the others. Unfortunately, it'll always continue to do this, so even when we're up to 1.15 or so, it'll read 1.10 1.10.2 1.11.X 1.12.X 1.13.X 1.14.X 1.15.X 1.8 and so on.
Wait, what?
Sorry this is off-topic but I don't understand why this would be. Jenkins is annoying and doesn't let you choose the order of the views, it's just alphabetical as you say. But I specifically put in some javascript which sneakily re-orders the tabs when the page loads, so you will only see them in the "wrong" order for a fraction of a second.
What browser are you guys running which is clearly not working with my javascript?
EDIT: I'm guessing it was Google Chrome? I think I fixed it now, Chrome is just annoying.
You shouldn't be getting any page at all. This is an in-game map mod, and can only be viewed in-game, not with a browser.
Rollback Post to RevisionRollBack
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so, dunno, don't try opening it? there should be no browser involved at all outside of downloading it. Put it in your mods folder, done. There should be no reason for an "open with what app?" dialog. If you see that dialog, close it. And maybe don't double click the .litemod file?
treat it like a forge mod with a .jar extension. You don't open those (with a browser or any other app) to use them in Minecraft, you just put them in your mods folder. Same with this.
In Windows 10 , if you double click on any file that does not have an app associated with the extension , ie .. in this case , *.litemod , Windows will by default open that window and ask to go to the internet to download a app to open it .
My game loads 13x13 chunk for map, but the map is 16x16 chunk at the zoom lvl I'm using. Any setting or mod/hack to adjust show only 12x12 map on voxel square minimap? I really don't want to see blank chunks on all 4 sides of square map, but I don't want to zoom in too much.
The next zoom lvl shows 8x8 chunks. I wanna see 12x12, where can I mod this zoom lvl?
not possible ATM, all zooms are a power of two. I've experimented with filling in the chunks on the minimap that are past your viewdistance with data from the persistent world map. Need to get some stuff sorted before adding something like that though
So I encountered this Voxelmap crash.
This happened after drowning in lava, then quitting the game before confirming my death and then re-opening that world-save.
Since I don't plan on including Voxelmap in that particular modpack, because Liteloader extends Minecraft's startup time by roughly half an hour, I don't personally care a lot about the problem being resolved, however reporting this may help you make your mod a little better.
Thanks for the report. Looks like it's trying to add a deathpoint before the in-world waypoint entity gets spawned. Can't reproduce on 1.10.2, will check it out on 1.7.10 later.
Also, if it succeeds (like it does in 1.10.2) you end up with two deathpoints (assuming you aren't set to save the latest one only), as it's gone from no death screen to a death screen being present twice (because of exiting the game before acknowledging). Interesting corner case.
then they are past the server's view distance. If his client was aware of those chunks, they'd be displayed. It's a distinction that doesn't make a difference to my post. I know he said "I can see far farther than the minimap shows it" but frankly I think he's mistaken. The minimap renders out to the client viewdistance or the server viewdistance, whichever is closer. There's absolutely no provision in the code for not showing chunks that are farther away (but are still within range of the current zoom level)
EDIT
can't reproduce your crash on 1.7.10 either. Are you exiting the game by hitting the [x] in the titlebar? Regardless, I can make sure the waypoint entity is never null
I don't get it.. You update to 1.10.2! and when I installed the only 1.10 version of liteloader, which is STILL just a 1.10 SNAPSHOT it says the VoxelMap version is not supported... like how do you even pass that off?
I absolutely love the VoxelMap mod and it is the best minimap mod out there. But things aren't working out and I don't know what else there is I can do.
You do realize there's a 1.10.2 version of LiteLoader out already, right? Granted, it's tucked away behind the "click here for development builds" link rather than being on the main download page of LiteLoader, but it's been out almost since 1.10.2 came out, since it's so similar to 1.10 as far as the actual obfuscation mappings. In fact, they're similar enough that most mods that are 1.10 can be run on 1.10.2 and vice versa, and you can adjust it to do so by opening the mod, then changing Minecraft version in the litemod.json file to say "1.10.r1" -- be careful when doing this though, since a few rely on things that are different between versions.
Generally, most versions of LiteLoader are only snapshots until Mumfrey's had an extended period of time to make sure that there are absolutely no issueswith that version, at which point he'll release stable versions. That's why 1.8.9 through 1.10.2 are all still snapshots.
Rollback Post to RevisionRollBack
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I downloaded "LiteLoader 1.10.2" and "VoxelMap for 1.10.2". I installed LiteLoader and ran Minecraft, and LiteLoader appeared to be running normally. I exited Minecraft, then put "mod_voxelMap_1.6.15_for_1.10.2.zip" into my 'mods' folder in .minecraft. I then ran Minecraft, but there's no mods listed in the LiteLoader list, and no minimap in Minecraft... Is there something else I need to do to get the VoxelMap to load?
Ah OK. So I needed to change the extension of the mod from .zip to .litemod... Clear as mud. Maybe need to change the download's file extension .litemod? Anyway it works now, pretty cool stuff!
Ah OK. So I needed to change the extension of the mod from .zip to .litemod... Clear as mud. Maybe need to change the download's file extension .litemod? Anyway it works now, pretty cool stuff!
the download IS a .litemod file. Certain browsers change it to .zip on downloading. I'll get around to mentioning that in the instructions eventually. Glad you got it working!
it will show things you can see. If you have a massive draw distance the world map will show things a ways off from you. Nothing you couldn't see by building a tower and just looking though
Draw distance of 18? that's really huge haha. Robijn is probably right, displaying that in 3d is impossible for your computer, but the chunks are generated (and thus show up on the world map). Easiest fix is to decrease that. I use 12 and it's almost too much.
"when I move I can see the FOW on other side of the world map being removed." - I'm not sure what you mean by this (FOW in particular). If you are talking about some regions disappearing after panning the map around that's normal and nothing to do with the distance at which data is recorded. A small cache size means some regions will be removed from the (display) cache if they are far enough away from where you are looking at. That doesn't mean data is being recorded. It means your display cache is too small (though it should not be possible to have it too small to display everything within view of your current zoom level)
So yeah it is impossible to write stuff farther than you can see. It is at least technically possible to limit writes to a closer distance than you can see (though there is currently no option to do so). Currently data is stored as it is received. Adding in another condition (is distance < maxRecordDistance) would add complexity so I'm not in a huge rush to do it but it is possible. Really though lowering your view distance will have the same effect, without changing anything in game (sounds like your computer can't even render that far in a timely manner, since the world map is seeing farther than you do), other than increasing framerate and sparing your CPU. I'd recommend it regardless, since you are generating chunks super far away from you that you might not ever see, increasing your storage usage, and also preventing those chunks from being filled with new features (from new MC versions) if you ever do get to them.
Wait, what?
Sorry this is off-topic but I don't understand why this would be. Jenkins is annoying and doesn't let you choose the order of the views, it's just alphabetical as you say. But I specifically put in some javascript which sneakily re-orders the tabs when the page loads, so you will only see them in the "wrong" order for a fraction of a second.
What browser are you guys running which is clearly not working with my javascript?EDIT: I'm guessing it was Google Chrome? I think I fixed it now, Chrome is just annoying.
When I try your map I get a Blank Page
I did this - I still get a Blank page
I run with Liteloader profile
You shouldn't be getting any page at all. This is an in-game map mod, and can only be viewed in-game, not with a browser.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Tell me about it...
so, dunno, don't try opening it? there should be no browser involved at all outside of downloading it. Put it in your mods folder, done. There should be no reason for an "open with what app?" dialog. If you see that dialog, close it. And maybe don't double click the .litemod file?
treat it like a forge mod with a .jar extension. You don't open those (with a browser or any other app) to use them in Minecraft, you just put them in your mods folder. Same with this.
In Windows 10 , if you double click on any file that does not have an app associated with the extension , ie .. in this case , *.litemod , Windows will by default open that window and ask to go to the internet to download a app to open it .
not possible ATM, all zooms are a power of two. I've experimented with filling in the chunks on the minimap that are past your viewdistance with data from the persistent world map. Need to get some stuff sorted before adding something like that though
Thanks for the report. Looks like it's trying to add a deathpoint before the in-world waypoint entity gets spawned. Can't reproduce on 1.10.2, will check it out on 1.7.10 later.
Also, if it succeeds (like it does in 1.10.2) you end up with two deathpoints (assuming you aren't set to save the latest one only), as it's gone from no death screen to a death screen being present twice (because of exiting the game before acknowledging). Interesting corner case.
then they are past the server's view distance. If his client was aware of those chunks, they'd be displayed. It's a distinction that doesn't make a difference to my post. I know he said "I can see far farther than the minimap shows it" but frankly I think he's mistaken. The minimap renders out to the client viewdistance or the server viewdistance, whichever is closer. There's absolutely no provision in the code for not showing chunks that are farther away (but are still within range of the current zoom level)
EDIT
can't reproduce your crash on 1.7.10 either. Are you exiting the game by hitting the [x] in the titlebar? Regardless, I can make sure the waypoint entity is never null
the 1.10 version doesnt work with the current 1.10 version of liteloader
I don't get it.. You update to 1.10.2! and when I installed the only 1.10 version of liteloader, which is STILL just a 1.10 SNAPSHOT it says the VoxelMap version is not supported... like how do you even pass that off?
I absolutely love the VoxelMap mod and it is the best minimap mod out there. But things aren't working out and I don't know what else there is I can do.
You do realize there's a 1.10.2 version of LiteLoader out already, right? Granted, it's tucked away behind the "click here for development builds" link rather than being on the main download page of LiteLoader, but it's been out almost since 1.10.2 came out, since it's so similar to 1.10 as far as the actual obfuscation mappings. In fact, they're similar enough that most mods that are 1.10 can be run on 1.10.2 and vice versa, and you can adjust it to do so by opening the mod, then changing Minecraft version in the litemod.json file to say "1.10.r1" -- be careful when doing this though, since a few rely on things that are different between versions.
Generally, most versions of LiteLoader are only snapshots until Mumfrey's had an extended period of time to make sure that there are absolutely no issueswith that version, at which point he'll release stable versions. That's why 1.8.9 through 1.10.2 are all still snapshots.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
This doesn't work for me on 1.10.2...
I downloaded "LiteLoader 1.10.2" and "VoxelMap for 1.10.2". I installed LiteLoader and ran Minecraft, and LiteLoader appeared to be running normally. I exited Minecraft, then put "mod_voxelMap_1.6.15_for_1.10.2.zip" into my 'mods' folder in .minecraft. I then ran Minecraft, but there's no mods listed in the LiteLoader list, and no minimap in Minecraft... Is there something else I need to do to get the VoxelMap to load?
Thanks in advance for the info!
Ah OK. So I needed to change the extension of the mod from .zip to .litemod... Clear as mud. Maybe need to change the download's file extension .litemod? Anyway it works now, pretty cool stuff!
the download IS a .litemod file. Certain browsers change it to .zip on downloading. I'll get around to mentioning that in the instructions eventually. Glad you got it working!
The curse download won't work for me
i found over 10 dungeons and 0 creeper village ;-;
it will show things you can see. If you have a massive draw distance the world map will show things a ways off from you. Nothing you couldn't see by building a tower and just looking though
Draw distance of 18? that's really huge haha. Robijn is probably right, displaying that in 3d is impossible for your computer, but the chunks are generated (and thus show up on the world map). Easiest fix is to decrease that. I use 12 and it's almost too much.
"when I move I can see the FOW on other side of the world map being removed." - I'm not sure what you mean by this (FOW in particular). If you are talking about some regions disappearing after panning the map around that's normal and nothing to do with the distance at which data is recorded. A small cache size means some regions will be removed from the (display) cache if they are far enough away from where you are looking at. That doesn't mean data is being recorded. It means your display cache is too small (though it should not be possible to have it too small to display everything within view of your current zoom level)
So yeah it is impossible to write stuff farther than you can see. It is at least technically possible to limit writes to a closer distance than you can see (though there is currently no option to do so). Currently data is stored as it is received. Adding in another condition (is distance < maxRecordDistance) would add complexity so I'm not in a huge rush to do it but it is possible. Really though lowering your view distance will have the same effect, without changing anything in game (sounds like your computer can't even render that far in a timely manner, since the world map is seeing farther than you do), other than increasing framerate and sparing your CPU. I'd recommend it regardless, since you are generating chunks super far away from you that you might not ever see, increasing your storage usage, and also preventing those chunks from being filled with new features (from new MC versions) if you ever do get to them.
1.10.2 of this version im looking for help how to get this to show my head on the minimap