0.3.0+mc1.21.11
Compatibility
Changes
World Viewer 0.3.0 - Saving update
Three separate bugs could each make a save look like it had failed when the data was actually fine.
If you have a download that opened as empty void, or a .schem a server rejected, it was probably
correct all along.
Fixed
- Downloads from servers with custom dimensions opened as empty void. Most creative-plot and minigame networks run you outside the normal overworld, and those chunks landed in a folder the saved world could never load. Your session's dimension is now always saved as the overworld.
- You could open a download and be nowhere near it. Minecraft hunts for a "safe" spawn near the stored point and gives up over void, dumping you at 0,0. Saved worlds now put you exactly on your download, flying.
- WorldEdit rejected
.schemfiles as corrupt. One missing byte of header. The blocks inside were always fine. Schematics now import cleanly into WorldEdit, FAWE and Litematica. - "Too big for schematic" on normal-sized selections. The exporter is roughly 20x faster and the limit now scales with your allocated RAM. A 333x163x315 area exports in under half a second.
New
- Signs, banners, heads and beds survive a schematic export. (Chests still come out empty: servers never send container contents to your client.)
- Sponge v3 schematics, switchable in settings. Default stays v2 for the widest support.
- Saves tell you what they captured: where the world will open, and how many chunks were too far away to save.
- Downloaded worlds freeze random ticks, so captured builds do not decay: no leaf decay, no melting snow, no spreading grass.
Changed
- The HUD is now drawn by kUI, so it matches your other KALPE mods and can be moved in kUI's layout editor. kUI is optional: without it everything still works and only the HUD is off.
Install: drop the jar matching your Minecraft version (+mc1.21.8 or +mc1.21.11) plus Fabric
API into .minecraft/mods/. Add kUI 1.1.0+ if you want the HUD.
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:B0WYhUwL:V8ROuOmI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:B0WYhUwL:V8ROuOmI"
}

