I updated 1.7.10 version.
- updated the NEK api. should fix the gui looping
Yeah probably best to file a report with nek.
And best to add the forgelog with the report.
As a side note does it also break with only nek installed?
As for the compatibiliteit i will check it out later, maybe they changed something that i'm in awere of
Edit: i just checked the nek updates and it seems they did a API update and now mapwriter is incompatibel with nek, i will fix this somewhere this week.
Is MapWriter.config supposed to be empty? I'm using MapWriter-1.7.10-2.1.9 on x86 linux. I really want to disable cave mapping and other cheaty stuff because I just suck and can't help but cheat if given the opportunity. Really spoils the game for me when I do it.
Edit: Every time I press escape the big map comes up and I have no idea what is happening. I haven't mapped anything to that button. The M key just re-opens it. I can't use this, I can't even play.
Do you have other mods installed? If yes wich ones? What version of forge are you using? What version of Java are you using? As for te config it shouldnt be empty. Try deleting it and restart the game it shouldnt make it then. If it is still empty check thr logs for a error.
As for the people asking for player radar, i'm not ging to add it to this mod. As a side note i do have a addon that enables player radar but i'm not sure how to make sure pvp servers Can disabled this becouse it's cheaty
this is the continued version of mapwriter. oldThread
In game mini map mode (circular map mode enabled in map GUI -> options menu)
In game full screen GUI.
Zooming out to see the world.
The new newmarker dialog and the markerlist.
Inworld markers with colored beam
If you can't resist walking to every corner of the world in games for no other purpose than filling your map, then this is the mod for you.
It functions like the maps in many RPG's, not only showing your immediate surroundings, but also everywhere you've been before.
Another feature is that once you are done exploring for the day you can press 'm' then 'p' to create a PNG image of everywhere you have explored!
Source Code (GitHub)
In Game Key Bindings:
In game key bindings can be changed via the normal Minecraft controls menu:
Press Escape -> Options... -> Controls...
Map GUI Key Bindings:
Configuration file options:
Settings can be changed from ingame.
in the main menu > Mods > Select Mapwriter > config
ingame fullsceen map > options (not all options are availible here)
Information on files created and used:
As you explore your world MapWriter will write PNG images for each region to:
For singleplayer and multiplayer worlds respectively.
MapWriter will also save the chunk data in standard Anvil format to:
MapWriter stores map configuration options in the file:
Markers are stored in the 'mapwriter.cfg' file in the world directory of each world:
If you have a large number of markers to copy/convert it's probably
easiest to edit the config files rather than editing the markers in
Customizing Block Colours:
You can customize the colour displayed on the map for each block ID by adding an override entry in the MapWriterBlockColourOverrides.txt configuration file.
This file is found at (on Windows):
There will be lines like:
block minecraft:yellow_flower * 60ffff00 # make dandelions more yellow
block minecraft:red_flower 0 60ff0000 # make poppy more red
blocktype minecraft:grass * grass # grass block
blocktype minecraft:water * water # still water block
Lines beginning with "block" set the colour of a block. The second field
is the block name (normaly: modname:blockname) best way to get the names is to let mapwriter generate the block colours for you, the third the metadata value, and the fourth the
colour code in hex (ARGB format).
The wildcard "*" can be used for metadata fields to specify all possible meta values for a block ID.
Lines beginning with "blocktype" configure how a block is shaded.
Each biome has a separate shading colour for grass, foliage, and water.
Setting the block type makes MapWriter use that shading colour in addition to the texture colour when rendering the block.
Another blocktype is "leaves" which forces the block to be opaque. If
this is not set for leaf blocks then trees look weird and flattened.
There are example block colour overrides for some popular mods already
in the override file, but if you do add more then please post the
changes here and I will add them to the standard release.
2.1.2 - 2.1.10
i'm not updating this (yet?)
Both MapWriter and AnvilMapper are open-source. Use the code from each
in your own mods indiscriminately. You may also redistribute either in
your own Mod Packs. I don't care about credit
i did some updating to the 1.8 version.
some bug fixes but also a new addition:
in the fullscreen map if you type "L" you get a list with all the markers in the curently selected group.
left click on the marker in the list selects the marker
right click on the marker in the list opens the gui to edit the marker
double click on a marker in the list centers the map on the marker.
on the newmarkergui (can be enabled in the options) there is a color selector for the marker color.
you can scroll tru the pre difined colors by clicking on the outer arrows.
you can also insert a RGB color.
i added suport for version-checker-auto-update-mods-and-clean
if version checker is not installed a label will be added on the fullscreen map if there is a new version availible.
the awnser to that is laziness, but you migh be right...
You can post them here or on githhub, gith is easier to track for me becouse this thread gets poluted fast with other stuff
i already ported this to 1.8. to bad curse hides this a bit becouse the last files are for 1.7.10 link below brings you to the page with a 1.8 download
as for the waypoints ingame i already have it on my todo list but i'm kind of busy with work.
i dont know about the event, but the client isnt even aware of bungeecord, so unless it's sends some odd packet. the client will never know about bungeecord. and thus a client side mod doesnt know if server changed.
the only thing i can think of using lots of memory is if your explored area is huge.
but even then i cant reproduce the memory leak. i cant seem to get it over 900mb. when exploring in creative, and this gets taken care of by the garbage collector as soon as i stop moving.
did it start using lots of memory as soon as you started using the mod. or did it happen after some time of playing?
do you have the option to profile minecraft and send me the results of the memory heap?
it's called heightPercent.
first time i hear about this. any mod pack in particular that this happens in?
I knew it wouldn't be easy (with what very limited knowledge I do have on coding), I'd just hoped it wasn't something impossible.
I know things like WorldGuard and other mods use sets of ingame coordinates to create an area and to specify if certain things can happen inside an area, so I thought you could do the same for what MapWriter was writing to it's generated map. At it's most basic a "If ResourcePack A is loaded, allow map generation inside specified area and if it's anything other than ResourcePack A then disallow it."
The server already auto updates the resource packs when you go inside a certain area, what my idea would be for is to basically let you manually specify the boundaries so you don't get the overlaps like I showed in my example image. The mod would still be reading/generating the map but would only save/update the portions inside a specified area for a given resource pack, once you move to another area (or switch resource packs) it would then have another area where it would update and the original area would no longer update. You'd probably have to manually link a given area to a resource pack since you've said the mod isn't directly aware of what resource pack is in use at any given moment (though I wonder if since the server is what's changing the resource pack if it could be linked to that).
hmmm i will put it on the todo list, but dont expect much for it.