Well to be fair, he did need help.
Also, worlds do have a UID. This is why, in a Minecraft server with Multiverse, importing a copy of a world won't work unless you delete the UID in the copy, resulting in it creating a new one when you import it.
Unless the suggestion is asking for an improvement for UIDs.
I think this suggestion should probably be locked.
No, vanilla Minecraft servers do not have a UID. The uid.dat file isn't a vanilla thing, it's a Multiverse thing. Please don't toss misinformation on this topic and muddy the waters.
And a Multiverse-enabled server doesn't tell the client a world UID. The whole point of this topic is *telling the client* a UID.
If you don't want to read a topic carefully enough to understand, fine. Don't call for it to be locked, just move along.
JourneyMap 5.1.3 for Minecraft 1.7.10 / 1.8 / 1.8.8 has been released.
See http://journeymap.info/ for information about how to install and use this mod, complete release notes, rules about inclusion in modpacks, translation, technical support, etc..
NO TECHNICAL SUPPORT WILL BE PROVIDED ON THIS THREAD. DON'T POST LOGS OR BUGS HERE.
Please read: http://journeymap.info/Support
NO TECHNICAL SUPPORT WILL BE PROVIDED ON THIS THREAD. DON'T POST LOGS OR BUGS HERE.
Bugs and feedback should be reported on the Espernet IRC channel #journeymap.
If you don't have an IRC client, you can use your web browser to join #journeymap, but use of a proper IRC client like HexChat or IrcCloud is recommended.
Stay connected and be patient. The pace of IRC depends on who is available. Sometimes it's more like waiting for an email, sometimes it's more like a chat room.
Great mod, but would it be possible to maybe add an option to increase the distance you can zoom out in the fullscreen map? I have a big world, and would like to see it in it's entirety.
I have plans to do so, but it will take a change in architecture that I haven't gotten to yet.
Before to upgrading the mod to 1.8, can you add a confirmation warning to prevent waypoints to being deleted by accident? For example you clic on the "remove" button and there is no confrmation, and if you miss double clic, you lost another waypoint that is maybe ultra important. Thanhttps://docs.google.com/document/d/1bxCC0uqVoq25N2SOv5jy8ib1IYdMLtmXuHd_w8C4SCk/mobilebasick you in advance.
You can also make that press the remove button acts like a kind of checkbox and that you have to press on a global remove button to remove all "checked" waypoints together, with a warning confirmation. And why not a simple button to remove all death waypoints as well? With a warning confirmation of course.
I did, does the sudden extreme lag have to do with anything?
Ok I have updated the mod to the latest version. now it says (JourneyMap requires Java 7 or Java 8. Update your launcher profile to use a newer version of Java.)
My launcher should be java 7 or 8 soo
Bugs and issues should be reported on the Espernet IRC channel #journeymap.
i must say that every release after "JourneyMap5.0.1_Unlimited_MC1.7.10" is mere desaster on my minecraft/pc system :-(
Visual quality is worse (dull colors) , map discovery drains my system down to 1 frame/sec. and the map shows a tiny spot only, very similar to "Tethla´s post" 2 above mine
Lucky me that i can use 5.0.1 release :-), still one of the best mapping mods out there, thanks a ton techbrew
Bugs and issues should be reported on the Espernet IRC channel #journeymap.
If you don’t have an IRC client, you can use your web browser to join #journeymap.
JM uses the server name you provide in multiplayer settings to create the data folder. Special characters are replaced if they can't be used in folder names. If the names you're using all wind up being the same, what you describe could happen.
Look in .minecraft/journeymap/data/mp and you'll see the folders I'm talking about.
A small bug: JM creates blank 2D icons for all GalacticraftCore's mobs except Alien Villagers. I created one (villager.png) and put in the right path (\2D\galacticraftcore\textures\model) and the mod still refuses to use it.
A suggestion: instead of having a key to switch day map and another to switch night map, there could be a key to toggle on and off "follow the day-night cycle", and another key to switch between day and night map.
Hello, I'm using this mod on V1.7.10 of Minecraft, and another mod with it (archemedes Ships) the issue I'm hitting is that both mods use the '=' and '\' keys. I NEVER use the zooming'+/-' or switch map '\' in JourneyMap, so I'm wondering if there is a way I can assign that to different keys? some configuration file or anything like that? thanks -Jambox5
Minecraft > Options > Controls... lets you change keybindings. Ones shown in red are conflicting with other mods.
Since forge is out for 1.8, what's the estimated time until you can complete updating this?
I've been waiting since around October, and it's taken forever.
Sorry, no date yet. I have a lot of work to do after 5.1.0 to prepare my codebase for 1.8... I need to support 1.7.10 for a long time in parallel. In the meantime I suggest VoxelMap for 1.8
Is there a way to add an icon for custom mobs? There's quite a few in my mod setup which don't have icons in Journeymap and I'd like to put in an icon for a few of them.
Hello. First of love your map it's the best I've seen. The one question I have is with the radar. It only shows when people are a couple blocks away from me. I increase the radar radius in the advanced files but nothing seems to have changed, I still see the players only from the same distance mentioned earlier.
The limit is your game setting's render distance. Players only show up because they're in chunks that the game has loaded from the server.
Love the mod, using it all the time. I have an issue that I have narrowed down to a particular resource pack. It causes all the maps to render black except the entities (trees, mobs etc...) So all land, sea and biome info is black. I have tried deleting the colorpalette.json, as suggested to others who have a similar problem, to no avail.
The Resource pack is a customised version of Sphax BDCraft that I have for a custom mod pack I have created. I am running the latest version of Journey Map and it only happens when I add or merge one particular patch. I have noticed that the background colours change depending on resource pack used so if I knew what element of a resource pack renders the land sea and biome info, maybe I could correct the issue?
Keep up the great work and thanks for such a cool mod.
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
Using 5.0.1 in FTB Infinity, when I walk under a roof or go into a cave the map goes dark, everything related to "cave" is disabled, clicking Day on the map doesn't do anything, it just goes back to Caves, when I move to a place that has sky the map goes to Day
Is this a pack issue or what?
I've seen some chunks not mapping underground in Infinity as well. That appears to be fixed in the alpha version of 5.1.0 I'm currently testing.
Was curious about the "World Time" displayed on the web map. It appears to set itself to 00:00 at 06:00, then count up to around 18:00. Is there a way to get it to reflect the actual in game time?
I'll check and see if there's a bug in the Javascript parser. The time passed to the web client is literally:
As I understand it, JM is a client side mod. So I have a question, why would a computer connecting to a lan game get an error from FML saying it is missing JourneyMap?
Background: I downloaded the Regrowth modpack and after trying the Atlas...I said screw that and downloaded JM. After a little my son also wanted to play so he got JM and installed it...but his computer is old and so the game started to grind to a halt when it did not befor installing JM. Cool, I disabled the mod. When he tried to connect again after JM was disabled on his computer FML would not let him into the lan game saying a mod was missing, Journey Map.
As a client side mod, it should not matter. So...is there a reason FML is saying JM is now a required mod for everyone playing?
Edit: After looking into this and talking with the forge people. It appears JM does not tell forge that it is not required by a client when run on a server like one stared by opening the computer to a lan.
Thanks for giving me a heads-up. I'll look into a way to tell Forge to behave in a LAN-server situation.
Have there been any optimization fixes planned for this mod? The last time I tried it it was crazy laggy and a massive resource hog. Maybe I'm using it wrong, but other minimap mods don't seem to cause the same issues.
JourneyMap 5.1.0 is almost completely focused on performance improvements for people with older/slower CPUs / CPUs with fewer cores. So far the alpha testing is very promising. I have a tester with a single core laptop that's gone from 5fps to >30fps.
Monsters that appear in the minimap are sometimes not on the same level. I'll be walking around the surface, approach the monsters only to discover that the alert communication is false, and that the monsters are some levels beneath me.
Would it be possible to codify relative height to the player? Perhaps through transparency, greying, dimming, color wash out, or some similar method?
I've had this request a few times - I'll put it on my list.
this mod is betther than other maps mods... but the texture of the map is really bad. the shaders . this is not compatible with different textures. or i can change the texture of the map?
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
this might be a stupid idea, but how about adding a navigation option to journeymap?
I often travel around the world and end up choosing the difficult route because I go straight to a waypoint, while there's often a much better way to follow.
I could create several waypoints in journeymap and follow those to get to the waypoint I want to go to, but that really clutters the waypoints and you've to manually add and remove them.
but what if there was a way to create temporary waypoints that'll show up on your map? you create a new route navigation and choose the begin location and the end location or waypoint you want to travel to which will create a straight line in the map. you'll then be able to add markers onto the map which the navigation line will bend to, you'll be able to add more markers and move the navigation line around.
now there could be several ways for you to follow the navigation line. you could have the navigation line and markers show up on your map and minimap, or you could have a visible but transparent line show up ingame that you could follow or you could have some sort of arrow point towards the markers you've set. once you've passed a marker it'll automatically be crossed off, but you could be able to save the navigation route and restart it.
it's pretty much the google maps navigation that I'm thinking about, where you can enter a start and end point and it'll show you a route which you're then able to edit by adding more markers and moving the navigation line around.
It's not a stupid idea at all. Please add a section for "Routes" to my Waypoint Wishlist so I can think on it some more.
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No, vanilla Minecraft servers do not have a UID. The uid.dat file isn't a vanilla thing, it's a Multiverse thing. Please don't toss misinformation on this topic and muddy the waters.
And a Multiverse-enabled server doesn't tell the client a world UID. The whole point of this topic is *telling the client* a UID.
If you don't want to read a topic carefully enough to understand, fine. Don't call for it to be locked, just move along.
0
JourneyMap 5.1.3 for Minecraft 1.7.10 / 1.8 / 1.8.8 has been released.
See http://journeymap.info/ for information about how to install and use this mod, complete release notes, rules about inclusion in modpacks, translation, technical support, etc..
NO TECHNICAL SUPPORT WILL BE PROVIDED ON THIS THREAD. DON'T POST LOGS OR BUGS HERE.
Please read: http://journeymap.info/Support
2
JourneyMap 5.1.3 for Minecraft 1.8.8 is in Beta!
Beta downloads are here: http://tinyurl.com/jmfiles
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Post #1 on this thread:
Help and Technical Support:[/b]
Help and Technical Support:[/b]
Very soon, possibly within a few hours.
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JourneyMap Client/Server 5.1.1 for Minecraft Forge 1.7.10 and 1.8
(Released November 17, 2015)
Help and Technical Support:
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I have plans to do so, but it will take a change in architecture that I haven't gotten to yet.
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I have a Google Doc for my "Waypoint Wishlist", please feel free to add your ideas there so that I can keep track of them: https://docs.google.com/document/d/1bxCC0uqVoq25N2SOv5jy8ib1IYdMLtmXuHd_w8C4SCk/mobilebasic
0
Bugs and issues should be reported on the Espernet IRC channel #journeymap.
http://webchat.esper.net/?nick=&channels=journeymap
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Thanks to AnrDaemon for the translation, which is now in the 5.1.0 release.
For anyone contributing in the future, please follow these guidelines.
http://journeymap.techbrew.net/help/wiki/Translate_JourneyMap_For_Your_Language
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This is fixed in 5.1.0 release.
Bugs and issues should be reported on the Espernet IRC channel #journeymap.
If you don’t have an IRC client, you can use your web browser to join #journeymap.
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(removed)
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Bugs and issues should be reported on the Espernet IRC channel #journeymap.
If you don’t have an IRC client, you can use your web browser to join #journeymap.
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Released July 1, 2015
Home | Download | Announcements
Release Notes | Wiki | Help
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JM uses the server name you provide in multiplayer settings to create the data folder. Special characters are replaced if they can't be used in folder names. If the names you're using all wind up being the same, what you describe could happen.
Look in .minecraft/journeymap/data/mp and you'll see the folders I'm talking about.
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Check out the mob icons created by another user for Galacticraft, linked on this page: http://journeymap.techbrew.net/help/wiki/Custom_Mob_Icon_Sets
I used to have the map automatically switch from day to night and people complained bitterly.
I intend to make it an option again.
JourneyMap 5.1.0 will let you set the exact render distance desired for both surface and cave maps
Minecraft > Options > Controls... lets you change keybindings. Ones shown in red are conflicting with other mods.
Sorry, no date yet. I have a lot of work to do after 5.1.0 to prepare my codebase for 1.8... I need to support 1.7.10 for a long time in parallel. In the meantime I suggest VoxelMap for 1.8
http://journeymap.techbrew.net/help/wiki/Custom_Mob_Icon_Sets
The limit is your game setting's render distance. Players only show up because they're in chunks that the game has loaded from the server.
I have plans to do so, probably 5.2ish
Right now I'm supporting mobs that extend one of: EntityAnimal.class, EntityGolem.class, EntityWaterMob.class, EntityVillager.class, IMob.class
If your mob is one of those and still doesn't show up, PM me or talk to me on Espernet IRC #journeymap and we'll figure something out
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
I've seen some chunks not mapping underground in Infinity as well. That appears to be fixed in the alpha version of 5.1.0 I'm currently testing.
I'll check and see if there's a bug in the Javascript parser. The time passed to the web client is literally:
time = mc.theWorld.getWorldTime() % 24000L;
Thanks for giving me a heads-up. I'll look into a way to tell Forge to behave in a LAN-server situation.
JourneyMap 5.1.0 is almost completely focused on performance improvements for people with older/slower CPUs / CPUs with fewer cores. So far the alpha testing is very promising. I have a tester with a single core laptop that's gone from 5fps to >30fps.
I'll put it on my todo list
It's planned for 5.2ish
I've had this request a few times - I'll put it on my list.
Please add your waypoint suggestions to my Waypoint Wishlist .
See my comment above starting with "JourneyMap 5.1.0 is almost completely focused on performance improvements"
Try deleting .minecraft/journeymap/colorpalette.json and restarting.
It's not a stupid idea at all. Please add a section for "Routes" to my Waypoint Wishlist so I can think on it some more.