Via Romana 2.1.2 [Neo/Forge & Fabric] Changelog:
Improvements:
- Added Russian translations (thanks
@thecooldie!). - Added
map_refresh_thresholdconfig value which allows the user to set a minimum amount of chunks before a map update is allowed. This prevents frequent low-chunk count updates as it's less efficient to update a small amount of chunks due to per-refresh overhead (i.e. 1 chunk and 10 chunks both take ~1.5ms to update in large networks). - Added
logging_enumconfig value which allows the user to specify how much logging will be done during mapping processes. - Invisible blocks now scan below themselves until a visible block is located.
- Vastly reduced amount of chunk invalidations caused by block changes that would not be visibly changed in the map view.
- This primarily covers skipping blocks that remain the same map colour and blocks that have no collision (e.g. snow layers or grass).
- Added optimization for when config option
use_biome_fallback_for_lowresis true, path updates will be disabled for large enough path networks (though chunk data is still invalidated to prevent out-of-date chunk information from persisting). This avoids re-rendering network maps for not visible data. - Added disabling of
map_refresh_interval,map_refresh_thresholdandmap_save_intervalby setting each to0in config.
Fixes:
- Resolved invisible blocks (like glass) from 'bleeding' onto map screen due to layer feather.
- Resolved blocks with no assigned map color from being displayed as invisible.
- Resolved a hang on world/server close when debug logging was enabled.
- Resolved an issue where PathGraph was not loaded to the client on world join by delaying until Data Anchor is initialized.
- Resolved mixin not adjusting Supplementaries Sign Post 'Done' button to the correct position when using non-Fabric loaders
Investigating:
- I am aware of the Data Anchor
onTickBlockEntitiescrash, this update is reported to have potentially fixed it. Please let me know if it does or doesn't as it's been hell to recreate it for testing. I've taken exact worlds and modpacks from players who frequently crashed for it to be fine on my end.
Via Romana 2.1.1 [Neo/Forge & Fabric] Changelog:
Fixes:
- Resolved server hang on /stop command usage
- Resolved maps not updating upon chunk changes in singleplayer
- Resolved certain tags not being found due to mod conflicts causing failed tag construction
- Switched to using strings instead of tags where possible, tags are now intended to be added by the player or modpack developer
- Config regeneration required for changes to occur
- Corrected some translation key usage
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.



