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0.8.0+forge-1.20.1
Compatibility
Changes
Diorama 0.8.0 brings night to the map, covers unexplored land with Minecraft's own clouds, and lets you turn the map to face any side. Create's trains and contraptions now show on the map too.
New
- Night on the map. The map and minimap get dark at night like the world does, and torches, lamps and lava light them up. Storms darken it too. Pick Day and night on the Look tab: World time, Always day or Always night. World time is the default. Caves and the Nether don't change. Image export has a Night box. Maps from older versions get their lights as they're drawn again: in singleplayer that happens by itself from the save, and on servers as you revisit places.
- Clouds over unexplored land. The fog of war is now Minecraft's own blocky clouds, taken from the game's cloud texture, or from your resource pack if it has its own. They're solid over land you've never seen and thin out to see-through near land you have. Zoomed out, the cloud blocks grow so they stay about the same size on screen. They draw faster than the old fog, and they no longer flicker after you turn the map. Caves and the Nether keep the old fog.
- Turn the map. A compass button on the map screen turns the map to face north, east, south or west, so you can see the front of builds that don't face south. Shift turns it the other way. Each world remembers its direction, and the minimap follows. While a side is redrawn, the old map stays visible under the clouds, and the spot you're looking at is drawn first. On servers, walk around to map a new side.
- Create contraptions on the map. Trains, windmills, bearings, pistons and other moving Create builds draw on the map and minimap in 3D, with shadows, and move as they do in the world (thanks to LegendarySpy).
- The surface view stays on under a roof. Inside a house the minimap no longer switches to the cave view; it waits until you're really below ground. It's the new Prefer the surface setting on the Minimap tab, on by default. With the map open, it now follows you between the surface and caves, until you pick a layer yourself (thanks to TaCraft-Sociality).
- Steadier cave view, and Legible cave maps. Jumping no longer flips the cave minimap to another slice, and when it does change it fades over. The new Legible cave maps setting on the Minimap tab shades caves by depth. It's off by default, as in Xaero's. Ground further below you fades to dark slate, and the map shows your own cave instead of seeing through the rock (thanks to LegendarySpy).
- Water shows its depth. Deep water is darker than shallow water, sandy shallows turn turquoise, and the seafloor's outlines fade out a few blocks down (thanks to LegendarySpy).
- Portal pins. Turn on Portal pins on the Waypoints tab to get a pin on every lit Nether portal, End portal and End gateway the map finds. Off by default.
- The minimap zooms further out. Four more steps, down to 0.1875×, which shows 512 blocks across at the default size.
- Sharper when zoomed out. Zoomed out, the map was soft. Each screen pixel now shows the average of the land under it. Full zoom looks the same as before.
- No fog while zooming. Zooming the full map, even a quick scroll, keeps the ground on screen while the new zoom level loads, instead of showing fog (thanks to faceincase).
- Xaero's Minimap import is easier to find. With Xaero's installed, its U key opens Xaero's own list, so Diorama's import button stayed hidden. Now, if Xaero's has waypoints for the world that Diorama doesn't, a chat line a few seconds after joining has an [Import] link.
- Russian and Belarusian translations are up to date (thanks to Gazmanovich).
Fixed
- Grass, leaves and water at the edge of your view distance came out in Plains colours, which left a coloured strip round the loaded area and thin lines across server maps. They now get the right colour.
- On 26.x, the game could crash at night with the map showing when a lit spot lost its last light, for example when you broke the only torch nearby.
- Panning with the middle mouse button while measuring froze the measuring tool. It now keeps following the cursor.
- Holding Shift with the line or area tool now keeps the line due north, south, east or west on the ground. Before, it stayed level on screen, so on a slope it drifted south.
- Leaving and quickly coming back to a world while the map filled in from the save could mix up the fill's progress.
- The map's tooltip said Plains everywhere outside the loaded area. It now shows no biome where the game doesn't know it.
- While spectating through another player, your arrow and coordinates now move with them instead of staying where you started watching.
- On some servers new builds never showed on the map, even after rejoining. They do now.
- GPU drawing could turn itself off for good after its first-start check in big build worlds, leaving the map on the slower processor drawing. Water and shadow edges now match, one unlucky check gets a second try, and if it turned off for you in 0.7.0 it checks again once on 0.8.0.
- If the graphics driver crashes the game during the first GPU drawing of a cave, the next start draws on the processor instead of crashing again.
- The waypoint editor's preview shows the ground at the waypoint, in its own dimension, instead of where you're standing.
- Bed, death and portal pins show their names in your language, and follow you if you switch.
- Block colours are averaged the way the eye sees them, so a block with a bright frame and a dark middle, like Create's railway casing, no longer comes out too light.
Faster
- Flying over new land no longer freezes the game now and then to clean up memory, and the slowest frames while flying are shorter.
- New land fills in about 20% faster.
- The radar and the map screen's toolbar take less time each frame.
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:
Version ID:
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:kwpTgbCk:ZdmCJeQb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:kwpTgbCk:ZdmCJeQb"
}

