
Conflux Map
Fabric client-side minimap and world map for 1.17.1 and the 1.21 line: HUD minimap, fullscreen pan/zoom map,cave/Nether/End layers, waypoints and death points, entity radar, per-world disk cache, and a seed-predicted underlay for unexplored terrain.
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v0.1.15-beta.2-mc1.21.3
Compatibility
Required content
Changes
Improvements
- Terrain you previously explored with Xaero's World Map can now be imported into your local map: an import tool on the map screen locates the matching world data, lists the dimensions with their region counts, and merges them in with progress display and cancel. Imported terrain only fills areas Conflux Map has not captured yet, is replaced by live capture when you revisit those areas, and renders in both map color styles. (PR #143, Issue #137)
- Nether ceiling bedrock is now shaded by the thickness of its column (1 layer brightest, 5 layers darkest), so single-layer breakable spots stand out; a new Show Nether Ceiling Bedrock Thickness toggle in the map style settings turns the shading off for a flat bedrock surface. Breaking through the roof still reveals the terrain below. (PR #140, Issue #133)
- Item-icon waypoint labels on the HUD now follow the same screen sway as the in-world 3D waypoint labels under nausea, view bobbing and hurt tilt, instead of staying rigid while the world wobbles. (Issue #134, PR #144)
- Prediction underlay tiles are now reused when you pan back over an area you already viewed, and the Map Quality setting now also sizes how many prediction tiles are kept, from 64 at the performance presets to 1024 at the highest quality. (PR #142)
- The farthest zoom levels of the seed-prediction map now resolve biomes once per pixel, which makes them cheaper to build; as a result, rivers narrower than a pixel no longer appear at those zoom levels. (PR #142)
Fixes
- On a server running the companion, entering a nether portal or any respawn that changes dimension no longer adds a bogus "World 1" entry beside the server's own world in the sub-world list; the local profile list stays empty unless you create an entry yourself. (Issue #136)
- The Show Layer Label toggle now sits in the Minimap settings section next to Show Coordinates and Show Biome, matching what it actually controls; existing saved configurations keep their current value. (PR #131, Issue #127)
- Waypoint beams are visible again at normal viewing distances on 1.21.6 through 1.21.8 without any shader pack; every other version behaves as before. (PR #144)
- With a deferred shader pack installed, waypoint beams no longer disappear while their labels keep rendering on 1.21.9 through 26.2; the beams are now shaded as part of the scene. (PR #144)
- Item-icon waypoint labels and highlighted-player HUD labels are visible again on 1.21.8 and on other 1.19.4-and-later versions, where they had been hidden entirely. (PR #144)
- The frame around an item-icon waypoint label no longer flickers or loses sides while the player moves; it stays a complete one-pixel outline in every frame. (PR #144)
- Item-icon waypoint labels now move at full screen-pixel precision instead of stepping in 2–3 pixel jumps at automatic GUI scale, so they follow the view smoothly. (PR #144)
- The predicted underlay of the fullscreen map now builds with the whole configured worker pool instead of at most six tiles at a time, so it keeps up with panning and leaves fewer black gaps.
- On 1.17, seed prediction no longer paints ocean-coloured patches and a dark line along tile edges; edge columns now match the result of querying those columns individually.
- Columns at the edge of the explored area keep their relief shading instead of being drawn as a flat band while neighbouring regions are still loading.
改进
- 现在可以把之前用 Xaero 世界地图探索过的地形导入本地地图:地图屏幕上的导入工具会自动找到对应世界的数据,按维度列出区域数量,并在导入过程中显示进度、支持取消。导入的地形只填充 Conflux Map 尚未捕获的位置,重新实地探索时会由实时捕获替换,且在两种地图配色下都能正常显示。 (PR #143, Issue #137)
- 下界顶层基岩现在按所在竖直柱的厚度着色(1 层最亮,5 层最暗),一眼就能看出可破坏的单层位置;地图风格设置中新增“显示下界顶层基岩厚度”开关,关闭后改为平整的单一基岩颜色。打穿顶层后仍会正常显示下方地形。 (PR #140, Issue #133)
- 在反胃、视角晃动和受伤倾斜时,HUD 上的物品图标路径点标签现在会与世界内 3D 路径点标签一样随画面摆动,不再僵硬不动。 (Issue #134, PR #144)
- 平移回到已经浏览过的区域时,预测底图瓦片会被直接复用;地图质量设置现在同时决定保留多少预测瓦片,偏向性能的档位为 64 个,最高画质档位为 1024 个。 (PR #142)
- 种子预测地图的最远缩放级别现在逐像素解析一次生物群系,生成开销更低;相应地,宽度不足一个像素的河流在这些级别上不再显示。 (PR #142)
修复
- 在装有伴生模组的服务器上,穿过下界传送门或发生任何导致维度变化的死亡重生后,子世界列表中不会再在服务器世界之外凭空多出一个“World 1”;本地档案列表只会在你手动创建时才有内容。 (Issue #136)
- “显示图层标签”开关已移到小地图设置分类中,与“显示坐标”“显示生物群系”放在一起,与其实际控制的内容一致;已有配置的取值保持不变。 (PR #131, Issue #127)
- 在 1.21.6 至 1.21.8 上,即使不启用光影,路径点光柱在正常视距下也能重新看见;其他版本行为不变。 (PR #144)
- 在 1.21.9 至 26.2 上使用延迟渲染类光影时,路径点光柱不再只剩标签、光柱本身消失,而是作为场景的一部分参与光影着色。 (PR #144)
- 在 1.21.8 以及其他 1.19.4 以上版本中,物品图标路径点标签和高亮玩家 HUD 标签重新显示,此前它们会完全被隐藏。 (PR #144)
- 玩家移动时,物品图标路径点标签的边框不再闪烁或缺边,每一帧都保持完整的 1 像素外框。 (PR #144)
- 物品图标路径点标签现在按完整的屏幕像素精度移动,不再在自动 GUI 缩放下一次跳动 2–3 个像素,从而平滑跟随画面。 (PR #144)
- 全屏地图的预测底图现在会使用配置的完整工作线程池生成,而不是最多同时处理 6 个瓦片,因此能跟上平移速度,黑色空档也更少。
- 在 1.17 上,种子预测不再在瓦片边缘出现海洋颜色的斑块和暗线;边缘列的预测结果现在与单独查询该列一致。
- 已探索区域边缘的地形列会保留起伏着色,不再在相邻区域加载期间被画成一条平坦的色带。
Full commit history: v0.1.15-beta.1...v0.1.15-beta.2
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
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build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:AT4q5h3l:61NQJDHC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:AT4q5h3l:61NQJDHC"
}
