Zan's Minimap 1.5.2
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Level 81 : Elite Programmer
Posted 01/18/12 8:09:48 pm , last updated: 05/19/13 3:02:53 pm
Yes it works in MP stop asking
If you don't want to use Modloader, don't download the Modloader Version. Just click Download Mod to get the No Modloader Required version.
If you are having a problem: tell me which version you are using and either post a crashlog, or try it with a fresh jar and no other mods, or both. If you don't give me any useful info in your report, I'm not going to waste my time trying to drag it out of you.
Texture pack support for mob icons
- Forge block support
- Language support. See mamiyaotaru/lang folder for examples (Lots of languages, but not all yet. please help out!)
- Now responds instantly to block placement and block destroy with no performance hit
- shows flowers, fences, flames, pistons, beds, enchanting tables and other things that aren't cubes
- glass domes and things also visible
- accurate colored lighting (also reacts to nightvision potions!)
- smooth movement: the map no longer moves one coordinate at a time even when each coordinate is represented by 8 pixels. When zoomed in, you can see your position within a block
- real time mob tracking. Mob position updates instantly.
- optionally show correct helmet on player icons in MP (or blocks on their head)
- square map texture taken from current texture pack
- custom texture pack water biome shading (for packs that support it, ie have a watercolorx.png).
- better CTM support
- biome tinting for stone, gravel etc as provided by texture pack and patcher
- coordinate display tweaks
I've been involved with it for a while; I coded the nethermapping algorithm, squaremap waypoints, and nether/overworld waypoint synchronization. (all of that was before Rei's minimap was ever initially posted, for those who are wondering. Go ahead and check the dates!)
Why bother, when Rei's minimap exists and is great? For me, it is the availability and relative simplicity of the codebase, which lets me muck around and change things.
For the user: well, maybe they just like Zan's :) This is also compatible with my Aliens Motion Tracker mod (on hold until I figure out how / if to integrate it with the new menu etc. Not really needed now that radar mode is in Zan's itself) and Retro Sun Direction mod. Install any of them in any order.
With the new "Old North" toggle (bring up the menu with M) you can choose to have the map display North to match how the sun moves in Minecraft Final (default), or to match how the sun used to move back in Beta (if you have old maps, and don't like how everything turned 90 degrees). If you also install the Retro Sun Direction mod, the "Old North" menu option will also toggle which direction the sun moves to match up with the map.
Install instructions in the zip (readme.txt). Standard version does not use Modloader. Works fine with Magic Launcher and MCPatcher. For 1.5.2 (regular) and 1.5.1 (modloader/forge)
Mod compatibility that I know of:
- Optifine: yeah. Biome shading is a *tiny* bit slower than it is with MCPatcher
- AdvancedHUD works if and only if you use the Modloader Version of the minimap.
- MCPatcher yes
- Zombe yes.
- Forge yes (including support for blocks added by Forge mods)
|Game Version:||Minecraft 1.5|
|Tags:||Map, Minimap, Zan, Cavemap, Nethermap, Radar, Mob, Icons, Functional|
|Credit:||Zan for starting this mod, Lahwran for continuing it. Maczaz for first 3rd party translation (Polish)! johnbohn for Swedish, Thegajout for French, tynnoel99 for Norwegian, elespontaneo for Spanish, Scarlet pangolin for Russian, farenheirh for Bz Portug.|
Note: Showing last 25 of 82 logs.
Update #82 : 05/19/2013 3:02:53 pm5/19/13
Squaremap border image customizable now. In the images folder, include a squaremap.png. If there is none, it will be constructed from the texture pack's map item as before. There's an example in there now with a .png.moo extension. Change to just .png to use
Fixed alignments of the waypoint and waypoint dimension lists
Hungarian, by waltzer
Update #81 : 05/08/2013 2:28:24 pm5/08/13
Update #79 : 05/02/2013 2:28:44 pm5/02/13
waypoint signs now disappear when GUI is hidden (f1).Â Better handling of when to display the map (more consistent with the rest of the GUI)
better support for voxelmodpack's fullbright
Norwegian - Nynorsk, by tynnoel99
updates to language support for French, Norwegian - BokmÃÂ¥l, Brazilian Portuguese and Latin American Spanish
Update #80 : 05/02/2013 1:56:31 am5/02/13
Update #78 : 04/15/2013 12:23:39 am4/15/13
Also slider for max distance to display in game waypoint signs (not beacons). from 50-10000 or infinite.
Update #77 : 04/11/2013 5:37:39 pm4/11/13
Also ignore CTM features if neither HDPatcher nor Optifine is installed, so what is seen on the map reflects what the user sees in world
Update #75 : 03/26/2013 6:15:48 pm3/26/13
updated to new VoxelPlayer API (only affects connecting to the VoxelBox with VoxelPlayer mod installed)
Japanese, by Ravenclaw572
Update #74 : 03/23/2013 2:09:34 pm3/23/13
Turkish, by agenc99
Update #73 : 03/22/2013 5:10:26 pm3/22/13
"Hide Radar" option renamed (and inverted) to "Radar" which is either on or off. Too many people couldn't seem to figure out that "Hide Radar" meant radar off, so they'd turn on everything in that submenu (including Hide Radar) and were posting bug reports that the radar wasn't showing. Now everything on means go. If radar is off, the other buttons are dimmed out. Should make things a bit clearer
Dutch, by Typhlosionboy
Update #72 : 03/21/2013 3:03:20 pm3/21/13
Update #71 : 03/20/2013 9:41:46 pm3/20/13
Waypoints can be made to apply to only the current dimension, up to all of them. (click the check / X marks, or doubleclick the dimension name)
Update #70 : 03/19/2013 12:00:39 pm3/19/13
Update #69 : 03/16/2013 12:59:11 pm3/16/13
Fixed Norwegian (minecraft 1.5 changes from nb_NO to no_NO)
switched encodings of all lang files to UTF-8 (no hacks needed to display special characters correctly)
Update #68 : 03/15/2013 5:56:58 pm3/15/13
Spanish translation added. Thanks elespontaneo !
Update #67 : 03/14/2013 12:34:13 pm3/14/13
Update #66 : 03/13/2013 11:31:43 am3/13/13
Update #65 : 03/11/2013 5:11:57 pm3/11/13
Update #63 : 03/01/2013 2:51:22 pm3/01/13
Update #62 : 02/28/2013 8:56:03 am2/28/13
if helmets are on, player icons will show any blocks they are wearing on their head (pumpkin, cloth blocks on some PvP servers, whatever), or skulls
squaremap frame image retains its transparent bits on the edges
new roundmap image
including some example custom icons (for Twilight Forest). Other mods can be supported the same way, either by mod makers, texture pack makers, or users. Don't ask me to make icons for every blooming mod myself :)
Update #61 : 02/20/2013 9:35:38 pm2/20/13
added chunk grid and biome overlay
Added support for custom icons for mobs from other mods (for EntityNewMob.class, add an EntityNewMob.png to your mod's /mob/icons folder - create folder as needed)
Update #60 : 02/11/2013 11:00:17 am2/11/13
fix for translated (including to English) strings occasionally not showing up. Added Swedish translation (thanks johnbohn)
Smoother scrolling at fast speeds.
Fixed glitch at edge of map when traveling 2 or more blocks in one tick (fast flight mods)
fix for hidef skins
Update #59 : 02/07/2013 3:52:09 pm2/07/13
fullscreen map now toggled instead of cycled through with zoom button (new configurable key for that)
icons can optionally have a black outline (see radar menu)
Update #58 : 02/06/2013 8:55:15 pm2/06/13
Fixed squaremap direction arrow showing when map was hidden.
Fixed odd sized mob skins causing icons to be the wrong size
Show underwater trees (they happen sometimes!)
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