I have a quick question for ya MamiyaOtaru, do you have a tool that we can run that will scan our world files and repopulate the explored areas?
I have a world that I have played for years and has large areas that I have explored. I have always used your map to know what areas have been explored and what hasn't so when there is new content released I know whats been explored and what hasn't. With this new Rift version I had to delete my old files and the mapper has not repopulated the world.
Or even if you could just shade the chunks that have been explored. I Understand they changed the data so I could go back and update those areas as long as I know where would be a HUGE help!
I do not think that Voxelmap itself has access to this kind of information, because it's client-sided. However Dynmap, which is server-sided, does have this info and this feature as well.
I think that any tool that would allow you to generate a Voxelmap from all generated "chunks" would basically teleport around the world.
You can find all regions that have generated chunks in them in your save file. And you could possibly use command blocks to teleport you around the regions that may have incomplete maps.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I do not think that Voxelmap itself has access to this kind of information, because it's client-sided. However Dynmap, which is server-sided, does have this info and this feature as well.
I think that any tool that would allow you to generate a Voxelmap from all generated "chunks" would basically teleport around the world.
You can find all regions that have generated chunks in them in your save file. And you could possibly use command blocks to teleport you around the regions that may have incomplete maps.
Thanks for the reply. I suppose I should have been more specific. I am talking about a singleplayer world stored locally not a server file. I already run Dynmap on my server. As for the teleporting around the world to the region files, I could obviously see what region files have been created but there is no way that I am aware of to know exactly which chunks in any specific region have been explored. Not to mention the time involved in doing this for a world that is years old and heavily explored. Unless I am misunderstanding what you are proposing of course.
Thanks for the reply. I suppose I should have been more specific. I am talking about a singleplayer world stored locally not a server file. I already run Dynmap on my server. As for the teleporting around the world to the region files, I could obviously see what region files have been created but there is no way that I am aware of to know exactly which chunks in any specific region have been explored. Not to mention the time involved in doing this for a world that is years old and heavily explored. Unless I am misunderstanding what you are proposing of course.
You really should not do that anyway becasue some things are placed ramdomly durring map generation and so not everything will be where it was in older games. Not to mention that the saves from older versions do not have as many things to load in and if you load an old save in a newer version the areas you explored previously will be missing the newer stuff since it was created/explored in a version that did not have them (this sounds to me like what you described as your problem). There is a way to recreate a world from a save file in the game which will keep the same seed that was used in a save but rebuild the map from scratch. That way allot of the things will be in the same spot in the recreated world but not everything since some things are completly random when the world is made. Most of it will be the same that way tho and you might even be able to move/rename the old map files into the place it stores the files for the new world so it shows all the areas you explored in the previous game as explored in the newly made world. However, when I tried it in an older version of the game with a similar mod (cant recall if it was this mod or 1 of the similar ones that was arround back then) the map would incorrectly show things that are not there and similar issues untill you got close enough to that area for the map to update itself. Anyway, point is its best to just restart the minimap instead of trying to import the old files when you make a new world or recreate an old one. Besides you can always use amidst to see where some things are located on a map/save. To recreate a world when you are in the game and do what you would normally do to laod/play your game but after you select your saved world instead of clicking play you click the Re-Create button at the bottom (the rest is obvious).
Is there a way to clear the worldmap? i'm testing my modpack and going through multiple worlds. However it always shows the previous world, would be nice to have a clean slate.
Maybe an option to clear worldmap? Or anyone tell me a way to do so?
Is there a way to clear the worldmap? i'm testing my modpack and going through multiple worlds. However it always shows the previous world, would be nice to have a clean slate.
Maybe an option to clear worldmap? Or anyone tell me a way to do so?
I believe if you delete or move the saved data from the mod it will reset the map making it completly black (as if you had just installed the mod or it was a new world). Plus if you moved the files instead of deleteing you could replace them again later if you want/need but you wouldnt be able to combine the new/old map files if you do that (so if you explore new areas on new map it wont show on old 1). First try moving the ones in the mods folder (where you placed the mod in to use it). In there you should see a folder named mamiyaotaru and you need to open that. Once you have opened that you should see a folder named voxelmap which you also need to open. If you followed correctly the address bar for the folder you are in should look something like
In that folder there should be a folder with the name of the world you want to reset the map in. Move/remove it then open the cache folder and move/remove the files named after your world in there as well. I suggest moving instead of deleting them in case I am incorrect about it (doubt I am but better safe then sorry). Also, keep in mind this will probaly delete the waypoints you have made.
unsure if this is a bug with voxelmap or something else, but im encountering a problem ive never experienced before
i recently joined a new realms server with some buddies, and for whatever reason, my waypoints and map progress do not persist between play time. im not exactly certain when exactly i keep losing my progress, because if i slap down a waypoint and then disconnect/reconnect, itll still be there, but if i were to shut off the game and then play it the next day, all my waypoints and map progress will again be gone. ive also lost them through accidental disconnect from afking.
i have never once had anything like this happen, at least in single player, but to be honest, i cant remember if ive ever used voxelmap on a realms server. its been a while since ive played on a server at all. the only other mod i have is optifine so i dont think that would conflict in any way. any help would be appreciated cause this is a real headscratcher.
I have the very same issue and it happens with everyone on my realms. If I try to disconnect and come back right away, the waypoints will be there.
But if I come back, say 12 hours later, now the waypoints are gone. I just can't figure out what cause this. I have tried the multiworld thing as well but it hasn't changed anything.
Going to actually run it today and see how many runtime errors there are. Once it actually starts up I'll need to find all the bugs, where things aren't behaving as expected. Then there's the matter of working around things that have been removed from Minecraft, like the built in height map, or the world listener interface. *EDIT* Oh and also update the mappings to the 1.14 release instead of a snapshot from a couple weeks ago
So something could happen at some point
*EDIT 2* updated to release version and mappings, back to 256 compile errors. The mapping churn is insane.
*EDIT 3* back to zero compile errors. I can see where there will be new ones once the mappings update though haha
*EDIT 4* in game now. Now to figure out why the minimap is all white!
*EDIT 5* getting colors. Now to find all the bugs in the menus and recreate the old heightmap info
menus are fully functional. Down to workarounds for heightmap and world update notifications.
So that's good in one way, but in another that means everything until now has been dealing busywork porting stuff like new mapping names or GUI refactoring. "All" that's left is dealing with the actual changes to Minecraft in 1.14 :-/
menus are fully functional. Down to workarounds for heightmap and world update notifications.
So that's good in one way, but in another that means everything until now has been dealing busywork porting stuff like new mapping names or GUI refactoring. "All" that's left is dealing with the actual changes to Minecraft in 1.14 :-/
We definitely appreciate all your hard work and dedication to my #1 must have mod of all time!
VoxelMap is running in game with Fabric, same .jar works for 1.14 and 1.14.1. I'll get it uploaded in a bit after some last minute checks. Can call it a beta or whatever. End of the road in sight!
VoxelMap is running in game with Fabric, same .jar works for 1.14 and 1.14.1. I'll get it uploaded in a bit after some last minute checks. Can call it a beta or whatever. End of the road in sight!
released for 1.14 and 1.14.1. Good chance it works with 1.14.2 snapshots too cause fabric is cool
initial release for 1.14, 1.14.1 and 1.14.2
removed blurriness from minimap and world map (will backport this to 1.13 and 1.12 probably)
I consider this an alpha release. Weird things can happen when changing from a multiworld server to a regular single world server. And who knows what else. 1.14 changed a ton under the hood. More than I think I've seen in any other release
I do not think that Voxelmap itself has access to this kind of information, because it's client-sided. However Dynmap, which is server-sided, does have this info and this feature as well.
I think that any tool that would allow you to generate a Voxelmap from all generated "chunks" would basically teleport around the world.
You can find all regions that have generated chunks in them in your save file. And you could possibly use command blocks to teleport you around the regions that may have incomplete maps.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Thanks for the reply. I suppose I should have been more specific. I am talking about a singleplayer world stored locally not a server file. I already run Dynmap on my server. As for the teleporting around the world to the region files, I could obviously see what region files have been created but there is no way that I am aware of to know exactly which chunks in any specific region have been explored. Not to mention the time involved in doing this for a world that is years old and heavily explored. Unless I am misunderstanding what you are proposing of course.
You really should not do that anyway becasue some things are placed ramdomly durring map generation and so not everything will be where it was in older games. Not to mention that the saves from older versions do not have as many things to load in and if you load an old save in a newer version the areas you explored previously will be missing the newer stuff since it was created/explored in a version that did not have them (this sounds to me like what you described as your problem). There is a way to recreate a world from a save file in the game which will keep the same seed that was used in a save but rebuild the map from scratch. That way allot of the things will be in the same spot in the recreated world but not everything since some things are completly random when the world is made. Most of it will be the same that way tho and you might even be able to move/rename the old map files into the place it stores the files for the new world so it shows all the areas you explored in the previous game as explored in the newly made world. However, when I tried it in an older version of the game with a similar mod (cant recall if it was this mod or 1 of the similar ones that was arround back then) the map would incorrectly show things that are not there and similar issues untill you got close enough to that area for the map to update itself. Anyway, point is its best to just restart the minimap instead of trying to import the old files when you make a new world or recreate an old one. Besides you can always use amidst to see where some things are located on a map/save. To recreate a world when you are in the game and do what you would normally do to laod/play your game but after you select your saved world instead of clicking play you click the Re-Create button at the bottom (the rest is obvious).
Is there a way to clear the worldmap? i'm testing my modpack and going through multiple worlds. However it always shows the previous world, would be nice to have a clean slate.
Maybe an option to clear worldmap? Or anyone tell me a way to do so?
I believe if you delete or move the saved data from the mod it will reset the map making it completly black (as if you had just installed the mod or it was a new world). Plus if you moved the files instead of deleteing you could replace them again later if you want/need but you wouldnt be able to combine the new/old map files if you do that (so if you explore new areas on new map it wont show on old 1). First try moving the ones in the mods folder (where you placed the mod in to use it). In there you should see a folder named mamiyaotaru and you need to open that. Once you have opened that you should see a folder named voxelmap which you also need to open. If you followed correctly the address bar for the folder you are in should look something like
Users\User\AppData\Roaming\.minecraft\mods\mamiyaotaru\voxelmap
In that folder there should be a folder with the name of the world you want to reset the map in. Move/remove it then open the cache folder and move/remove the files named after your world in there as well. I suggest moving instead of deleting them in case I am incorrect about it (doubt I am but better safe then sorry). Also, keep in mind this will probaly delete the waypoints you have made.
I'm having the same problem.
If you delete title folder on the minecraft/mods ?
unsure if this is a bug with voxelmap or something else, but im encountering a problem ive never experienced before
i recently joined a new realms server with some buddies, and for whatever reason, my waypoints and map progress do not persist between play time. im not exactly certain when exactly i keep losing my progress, because if i slap down a waypoint and then disconnect/reconnect, itll still be there, but if i were to shut off the game and then play it the next day, all my waypoints and map progress will again be gone. ive also lost them through accidental disconnect from afking.
i have never once had anything like this happen, at least in single player, but to be honest, i cant remember if ive ever used voxelmap on a realms server. its been a while since ive played on a server at all. the only other mod i have is optifine so i dont think that would conflict in any way. any help would be appreciated cause this is a real headscratcher.
THIS BODY CANNOT BE KILLED!!
I have the very same issue and it happens with everyone on my realms. If I try to disconnect and come back right away, the waypoints will be there.
But if I come back, say 12 hours later, now the waypoints are gone. I just can't figure out what cause this. I have tried the multiworld thing as well but it hasn't changed anything.
Very happy to hear you're working on a Fabric version for 1.14. None of the other minimap authors are interested.
yesterday I got compile errors down to zero.
Going to actually run it today and see how many runtime errors there are. Once it actually starts up I'll need to find all the bugs, where things aren't behaving as expected. Then there's the matter of working around things that have been removed from Minecraft, like the built in height map, or the world listener interface. *EDIT* Oh and also update the mappings to the 1.14 release instead of a snapshot from a couple weeks ago
So something could happen at some point
*EDIT 2* updated to release version and mappings, back to 256 compile errors. The mapping churn is insane.
*EDIT 3* back to zero compile errors. I can see where there will be new ones once the mappings update though haha
*EDIT 4* in game now. Now to figure out why the minimap is all white!
*EDIT 5* getting colors. Now to find all the bugs in the menus and recreate the old heightmap info
Excellent news! Thank you for working on this.
menus are fully functional. Down to workarounds for heightmap and world update notifications.
So that's good in one way, but in another that means everything until now has been dealing busywork porting stuff like new mapping names or GUI refactoring. "All" that's left is dealing with the actual changes to Minecraft in 1.14 :-/
We definitely appreciate all your hard work and dedication to my #1 must have mod of all time!
Awesome stuff! Thank you for keeping us in the loop, and thanks for all the hard work. This really is one of the best mods available.
thanks for all the hard work. This really a good mods.
Thank you so much! I've poked at Fabric for 1.14 for AutoFishing, and it works. So I look forward to the release of this also.
VoxelMap is running in game with Fabric, same .jar works for 1.14 and 1.14.1. I'll get it uploaded in a bit after some last minute checks. Can call it a beta or whatever. End of the road in sight!
Thank you for your hard work.
released for 1.14 and 1.14.1. Good chance it works with 1.14.2 snapshots too cause fabric is cool
I consider this an alpha release. Weird things can happen when changing from a multiworld server to a regular single world server. And who knows what else. 1.14 changed a ton under the hood. More than I think I've seen in any other release