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VoxelMap 1.14

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avatar MamiyaOtaru
Level 96 : Overlord Programmer
1,634


Getting this running on the 1.14 snapshots using Fabric. After using Liteloader for ages then Rift for 1.13, I find myself changing loaders yet again, as Fabric is the only option for 1.14 so far. I'll still bring out a version for Liteloader for 1.14 (and 1.13) when that becomes possible, but for now I get to see all the gotchas ahead of time and get ready.

Biggest is that the method I have been using to get the surface level since back in 2011 has gone away in 1.14. This is going to be a big pain, but TBH it won't be nearly as much of a pain as changing to the Yarn mappings fabric uses instead of the MCP mappings! Within a week I might have a publicly available test version out. We'll see.

OLD 1.13 stuff




getting this hammered into shape for 1.13. For years I've been using Liteloader, even though that isn't a lot of peoples' preferred mod loader. Well now I'm going a little more obscure: Rift. As it happens, there is no Liteloader or Forge for 1.13 yet. Rift has allowed me to port to 1.13 and test, and I could release too if people are fine with trying a new mod loader.

All the new mobs' icons are done. Fish are just the fish from the sides, and displayed smaller. Tropical fish show all their variety. Bats' icon has been shrunk too. All of them (on a per mob type basis) can of course be turned off. I tend to have squid, bats and fish off.

Working OK with Optifine and random entities, where resource packs can add (multiple) new skins for mobs. See the squid icons in the screenshot. If Forge ever appears for 1.13 I'll have to test compatibility with it, but nothing should break too badly.

The downside to 1.13: all your world maps will have to start over. Mojang has for ages been saying not to store block data as integers. Over a year ago, to get ready for this, I moved away from storing as int. Each block is stored as its blockstate, so if the underlying ints change they would still show up on the map just fine. HOWEVER in 1.13, Mojang went and changed a bunch of the blockstates, so that was basically for nothing. They wrote a big old converter to convert old worlds to the new values, and I am not going to replicate that so maps are unfortunately wiped. Hopefully they don't change blockstates any more (ie the flattening should allow them to have more or less final values) so this shouldn't happen again, but it is a thing.

In singleplayer worlds, the world map will generate to cover the whole area that has already been explored (and saved to disk) but there are occasional glitches and some chunks will just be black squares until you visit them again with the map active. BUT worlds that have been converted from previous versions of minecraft will not have their world map regenerate automatically. It seems some of the conversion doesn't happen until you actually visit, so loading the level data from the disk to create the world map doesn't work. For those maps, you will have to visit places with the map active, like you would need to for multiplayer worlds.

It's a bother, but having a map at all should be a good thing.
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1 Update Logs

Update #1 : 12/19/2018 6:05:18 amDec 19th, 2018

updated with 1.14 porting info

Comments : 3

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  • Lunahime
  • Level 1
  • New Miner
  • January 16, 2019, 6:04 am
cant wait on the update!
  • Omidjanbaz
  • Level 1
  • New Miner
  • November 14, 2018, 3:56 am
i always wanted this

  • Dankoneer
  • Level 1
  • New Network
  • November 10, 2018, 5:38 pm
neat, glad to see you're still updating your mods despite liteloader not updating to 1.13

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