Via Romana 2.1.0 [Neo/Forge & Fabric] Changelog:
Changes:
- Via Romana now has native builds for Forge and NeoForge which avoids any issues people were having with Sinytra Connector - #58
- Via Romana is no longer using Surveyor Map Framework for map info, we have our own ground-up system which both adds functionality and fixes crashes - #76 #70 #60 #59
- Instead of Surveyor always scanning all chunks, chunks are now scanned during the charting process resulting in significantly lower storage utilization and performance impacts during normal use
- Via Romana is still compatible on Fabric with Surveyor-based mods like Hoofprint and Antique Atlas for destination additions on maps
- We now use Moonlight for dynamic tag generation (instead of BRRP), Data Anchor for saving, and Common Network for networking
- This means existing path networks aren't directly transferable to this update, but can be migrated using
/viaromana convert legacyPaths(all networks will be saved to the overworld). - Deleting your existing
via_romana.jsonconfig file is strongly recommended.
- This means existing path networks aren't directly transferable to this update, but can be migrated using
Additions:
- Added an estimated biome background layer which makes larger maps look much more complete
- Added a config for defining custom config colours, useful for both overriding defaults or adding modded biomes (please submit a Github issue if a biome is missing that should be included)
- Added a fallback to biome data when a map is large enough for the added resolution of full chunk data to be diminishing, resulting in a significant speed boost for large map generation
Fixes/Improvements:
- Resolved traveler's Fatigue not applying as expected
- Resolved padding issues with the map screen
- Resolved nodes not saving globally instead of to a specific dimension
- Resolved status messages not correctly reflecting charting radius
- Resolved tutorial not correctly reflecting charting radius
- Resolved invalid block indicator not correctly reflecting charting radius
- Resolved nodes not being placed on the liquid blocks when added to valid path tag list
- Resolved nodes not scanning upwards for ideal placement
- Improved map background tile blending
- Improved node vignette when walking through charting nodes
- Improved underground detection for map screen path spline
- Improved default tag/block inclusions in
via_romana:path_block - Saving config via GUI automatically updates caches (1.21.1 exclusive)
- Tweaked default config values
Additions:
- Added
Block Substring Blacklistto config, adding strings here can avoid crashes with mods that have conflicts with Via Romana's block tag creation system, if adding an entry fixes a crash on your end please report it so I can add it for future updates. - Added
Node Clearancethat is used to indicate tunnels on Teleport Map Screen
Fixes:
- Added hat layer to player head indicator on Teleport Map Screen: Issue Link
- Improved charting on slopes to not attached to an existing node if it's below 1 block from the players Y level, this allows for charting up tight stairways: Issue Link
- Fixed conflict with Diagonal Blocks mods (eg. Diagonal Walls, Diagonal Fences, Diagonal Windows): #57
- Fixed Surveyor Map Framework crash: #59
The mod has been rewritten to use a new system for charting, linking, and teleporting.
Charting
Charting is now done using the Charting Map item. It has a built in tutorial, infrastructure block indicator, the ability to start, stop, and cancel charting, as well as node action buttons. Charting a path now places a set of nodes along your route which are visible to the player, these nodes will form a path upon finishing charting.
Linking
Linking is now handled from the sign edit GUI, you simply right-click on an existing sign and press Add To Path if the sign is within range from a node. Pressing this opens the Sign Link screen which allows for destination customization before confirming the link.
Teleporting
Teleporting is now handled using the Teleport Screen. It is accessible by left-clicking a linked sign. Opening the screen will display a map of the path that sign is connected to, along with every other sign destination on that path. Clicking on a destination will teleport you to it.
Bug Fixes
- Prevented removing Travellers Fatigue by drinking milk - Issue #30
- Fixed charting being allowed despite being too far from previous node - Discord Link
Bug Fixes
- Improved teleportation
- Player stays riding mount post-teleport
- Footstep sounds now pull from block data
- Prevented a fall damage bug from occurring
- Prevented Patchouli recipe errors on Forge
- Removed debug overlay screen & gamerule as it caused nothing but problems
Potential Fixes
These issues were not specifically targeted, but seem to have been resolved inadvertently during the refactoring:
- Unable to re-create Spartan Shield incompatibility
- Unable to recreate likely the same/similar issue mentioned in Discord
- Unable to recreate likely the same/similar issue mentioned in Issue #40
- Added planks & crafted mud blocks to
via_romana:path_block
Note:
The Forge and Fabric builds now have full pairity, going forwards both builds will update together. This may break your KubeJS scripts as the tags have changed.
Changes:
1.3.0
- Patchouli now an optional dependency
- Added accepted sign item tag
via_romana:warp_sign - Added gamerule
viaRomanaDebugfor additional info
1.3.1
- Non-player characters changing dimensions no longer crashes the game - Issues #32 & #33
- Fixed previous offhand actions preventing warping - Issue #31 (repeat of #14)
- Sign cooldown only slows warp / chart actions, breaking signs isn't impacted - Issues #22 & #29
- Fixed dimension list in config not having an effect in-game - Issue #28
- Removed forgotten unnecessary logging - Issue #27
- Fixed particles not appearing upon teleporting - Issue #25
- Fixed toasts not working as intended in multiplayer / LAN - Issue #26
- Fixed toasts reappearing when they should only appear once per world
- Fixed toast logic running before block was placed server-side in some cases
- Fixed bug where fading to black shows an opaque screen
- Fade screen is also now a linear function instead of steps from 1 - 10 of transparency
1.3.2
- Allows non-linked signs to be broken while charting - Issue #34
- Prevents player from breaking starting sign while charting
- Removed redundant textures reducing file size



