then you don't understand what it is about and shouldn't be commenting
- techbrew
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Member for 12 years, 11 months, and 1 day
Last active Wed, Dec, 6 2017 19:17:19
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MamiyaOtaru posted a message on World UID for multi-world serversPosted in: Suggestions -
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Keybounce posted a message on World UID for multi-world serversPosted in: SuggestionsBump
This is something that goes beyond the need for just supporting mapping programs on servers.
Here's my issue: I want to create a 1.7.10 server based around exploring different worlds with different types of landscapes and rocks. There's underground biomes, Sweeden U's Better Geo, Reika's GeoCraft, and Geologica -- so there's 4 different ways that the underground can look, 4 different approaches to a more realisticunderground rock layout.
Above ground, there's RTG, ATG, and something based on Terrain Control. Plus vanilla.
Then, there are two different "I want to control the overworld" mods that both say "I will only operate in dimension 0", and they conflict with each other.
So I want to put all of this into one server based around exploration.
Multiworld, or simple dimensions, plus a warp mod, will let me do everything except have two different dimension 0's.
To get two different dimension 0's, I need two different world folders, and a server-side mod that can handle this.
Which means, client-side, I need a way for the client to know that this dimension 0 is not the same as dimension 0 a moment ago.
Which means that Forge needs some standard way to identify a given dimension that is at least sufficient to differentiate different dimensions on the same server even when the dimension number is the same, and a way to refer to a dimension by this identifier. Yes, I'm looking at things like "a twilight forest portal will take you back to dimension 0", or "A nether portal will take you back to dimension 0", or "a mystcraft linking book will take you back to dimension 0", or even "this teleport command in a command block will take you to dimension 0".
Given the need for mods to be able to say "This dimension is an overworld-type dimension", as well as "I operate in these dimensions only" / "I don't operate in those dimensions", a simple integer number is no longer sufficient, especially when "0" is tagged to "nether portals operate", etc.
Dinnerbone, if you still read this, please add some sort of world ID number into the minecraft protocol for 1.10. Thank you. Show us the way to move forward towards compatibility.
EDIT: Whoops, forgot: I've got a world since 125 that I want to bring in to this madhouse. Since it's an overworld, it has nether portals. It will be hard enough to find a way to continue the 164 style worldgen when the default generator only has options for 1.1 versus current (i.e., if i want the jungles, then I get the mesas and completely altered oceans and chunkwalls.) So that looks to be three different things that want dimension 0, plus all the other "overworld-style" dimensions that still want dimension portals (nether, TF, etc) normally associated with 0.
Yea, having lots of "dim0"'s is not restricted to bungee/bucket.
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Whist34 posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explorePosted in: Minecraft ModsQuote from RepoDraghon»
Have you ever considered collabbing with the OP of Voxelmap? and combining the two into one? or is he just purely competition? I would think, collabbing with him would kickstart faster the 1.8 version as his is 1.8 but hasn't been updated since the 1st release... Just a thought...
Hi RepoDraghon, Voxelmap has regular updates. The last 1.8 update was on May 4th.
Voxelmap updates about twice a month, but it doesn't have the amazing features that JourneyMap has and it requires Liteloader which only supports 1.8 (no 1.8.x versions).
I think JourneyMap is taking so long because the author wants 1) Quality and 2) Great features.
I wish Mojang would come through with the 'promised' mod api so modders don't have to go through all this hassle to update.
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CoolSquid posted a message on List of sites stealing Minecraft content. StopModReposts!Posted in: Mods Discussion#StopModReposts on Twitter! Want the last info? Follow @StopModReposts! We also have a website!
The list may be found at GitHub.
If you are a mod author trying to get your mods removed from those sites, look at this. If your videos are being reposted at YouTube, look at this.
StopModReposts is a movement against illegal redistribution of
Minecraft content, mainly focused on mods. The movement consists of a website, a Twitter campaign, a list of illegal mod mirrors, and several browser plugins. We also have an IRC channel and a Twitter profile.
To report a site that might be illegally redistributing mods, please open an issue in our issue tracker.
We do currently target reposts of the following content types: mods,
resource packs, maps, and modpacks. In addition, we target websites
providing malicious Minecraft content.Why is mod theft a problem?
The feeling of finding your work on those websites. Just the feeling of finding your mods on those websites is extremely discouraging for many people. Lets say that you wrote a book. The day after, you see the book in a shop, with a big "9books" logo on the front page. You haven't even been notified. How would you feel? You then read the books ToS, and see that "9books" is claiming to own your book! This is extremely discouraging.
Outdated versions. When users find a bug, they then go to the mod author to report it. The problem is, that the bug was fixed 2 months ago! This is very annoying for both the author and the user.
Wrong Minecraft versions. Those websites are marking the mods as working with wrong Minecraft version. They do this to get more downloads. The user will then go to the mod author and complain.
Possible malware. Mods from those sites are untrustable, and may contain malware.
Making money of other peoples work. Those sites are placing other peoples mods behind AdFly links, and other ads, and are directly earning money on other peoples work!
Stealing money. When many people download from those sites instead of the official sites, the author loses revenue. Modders don't earn much from their mods, but small amounts of money can be a big motivation.
Stealing downloads. Maybe one of the most encouraging things about making mods, is seeing your mods getting lots of downloads. When many users download from those sites instead of the official sites, the author loses many of downloads from his/her server. This is extremely discouraging for the modder.
PSA: If you come across a site that you believe to be illegally re/distributing minecraft mods, you can PM me, and I'll check it out as soon as possible.
If you want to block those sites automatically, take a look at this Firefox addon, this Chrome addon or this Opera addon!
Equip this signature banner, and help spread the word!
BBCode:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2314237-list-of-sites-stealing-minecraft-mods/][img]http://i.imgur.com/J4rrGt6.png[/img][/url]
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shad0wman37 posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you exploreHello. 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.Posted in: Minecraft Mods -
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Blue001 posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explorePosted in: Minecraft ModsQuote from undefined »
[quote=techbrew;/members/techbrew;/forums/mapping-and-modding/minecraft-mods/1278348-journeymap-5-0-1-realtime-mapping-in-game-or-in-a?comment=1545]
This is a great list of ideas.
Just read your wishlist, All great things. Can't wait! -
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__LEXX__ posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you exploreI wrote a small script to convert waypoints mapWriter to JourneyMap.Posted in: Minecraft Mods
http://villagelifeserver.ru/MapWriter_to_JourneyMap.php
If you find an error, write to the PM. -
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Stormfront12 posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explorePosted in: Minecraft Mods
It should be simple to figure out.
Open your map.
Click on the waypoints button.
Click delete next to the waypoints you want to delete. -
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Dwargkiller posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you exploreI haven't read every page of this thread I'm afraid, so I apologize if this has already been answered (Although my googling doesn't provide any definite answer).Posted in: Minecraft Mods
What is the status on the possibility of waypoint groups? I'm currently playing on Direwolf20's 1.7.10 pack, so I may be playing with an out of date version and this may already be added.
I like to document just about everything on my map, even though I might not have use for them at the moment. I make a waypoint for every thaumcraft aura node I find, detailing what they contain. This quickly bloats up the waypoint manager and the world.
Being able to keep the thaumcraft nodes hidden in their own preset, which I enable as needed, would be a great feature. I'd like to disable all waypoints except for a certain group, or vice versa, basically. -
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Ideki posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you exploreit has been probably asked already, or it might even be a feature I did not see yet, but would it be possible to have the map shared between all players on a server?Posted in: Minecraft Mods
The reason I am asking is because when I play with friends on our server, we sometime refer to places that the others do not see.
So it's a bit annoying. - To post a comment, please login.
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http://journeymap.info/Support
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.
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A suggestion: Host your mod on CurseForge (http://minecraft.curseforge.com/mc-mods/create). That way you can link it here easily with a widget in your post with \[mod\]mod-url-on-curseforge\[\/mod], get Curse Premium for free, and sign up for their Rewards Program. It will also make it easy for modpack makers on FTB or Curse or ATL to pull your mod when it's updated - and you get RP points for every download.
A second suggestion: Use CurseForge's issue tracker (or link to your own on GitHub/Bitbucket/wherever) so that people can report issues there instead of here.
And on that point, I've gotten a bug report that your mod is doing something to break (disable) JourneyMap's minimap. The minimap draws on RenderGameOverlayEvent (priority = EventPriority.NORMAL). Make sure you don't cancel that event, because you'll break a lot of mods that also have overlays. Testing with other mods in 1.9 is really easy now. Assuming you're running a standard ForgeGradle dev environment, you can just drop JM's jar (download: http://tinyurl.com/jmfiles ) into your /run/mods folder and use it while running/debugging in your IDE.
Cheers!
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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.
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JourneyMap 5.1.3 for Minecraft 1.8.8 is in Beta!
Beta downloads are here: http://tinyurl.com/jmfiles
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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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Released July 1, 2015
Home | Download | Announcements
Release Notes | Wiki | Help
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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.
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I have no idea what would trigger a virus warning, so out of curiosity I uploaded the current jar from Curse to VirusTotal, which does summary reports across 57 virus scanner databases. It identified my upload as the same jar which I originally posted in December, which proves it hasn't been altered since the release.
Here's the file profile: https://www.virustotal.com/en/file/cf9e8e2ee6d66db00411cee923238b98ec67c377e4daf056953757034f6fe4e2/analysis/
Out of the 57 reporting virus scan Databases, 56 declare it clean. The 57th one is a database in China (Qihoo-360) that reports "virus.java.evilclass.d". There's no public virus definition of it anywhere that I can find. But there are a lot of people complaining about Qihoo-360 reporting this as a false positive on other files.
As for the "Potentially Unwanted" flag reported by ClamAV, I have three theories:
Always get the JourneyMap jar from http://journeymap.techbrew.net or Curse.
Never download it from another site.
And lets be honest: Modpacks have the ability to give you altered/tampered versions of mods. I haven't heard of it happening, but it is possible. If you're not using a high-profile public Modpack, or you have any reason to feel concerned about what you're getting, you can always download JourneyMap separately and replace the jar that came in the modpack.
Map safely, people.
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What you're describing can be accomplished by configuring one of the Minimap Presets. Toggle between the presets with the hotkey, and set up your second preset to have a transparent, rectangular, full-screen size.