version 2.0.0 is coming tomorrow or in two days here are the changes:
1. biome names are more accurate and the namespace of the biomes and structure are now displayed.
2. the player layer now is brighter and uses the surface renderer, also base structure bans are now more dynamic to capture custom mods stronghold and others, fixed the copy coords including the comma.
3. reworked the Waypoints screen to be more useful and usable in terms of UI and deleting waypoints are easier now.
4. now you can toggle if any explored structure to be marked explored for all of that ID across the map.
5. added a new screen Progress, its a new tab inside the waypoint screen it tells you all about your structure exploration progress including dimension based as well, here will know how many types of structures your mudpack includes and how many you have discovered or explored.
6. fixed performance of the map with heavy modded modpacks having too many structures, the Map renderer performance is improved in general way better than before.
7. now hiding structures by family uses last name tags which is useful to hid all structure variants when numbered or typed and have same exact prefix.
8. added a new structure editor screen, here you can actually modify how structures spawn in the world data is send to the server dynamically if you are an OP, it works like incontrol but for structures, you can find noisy structures easily and change their spawn rate dynamically without headaches the screen provide tools and information so you can do your configurations easily.
9. improved performance of the in world waypoint and ping renderers, they had some issues I cleaned them up now they are more performant.
10. added a new mechanic to ban structures from the server so clients cant see them regardless of their filters.
11. rearranged the Context menu and made more clear, and added way more options.
12. added some new map tools and features, now you can anchor into any where you want, you can edit a structure with right click, you can filter how structures are rendered on the map with some options, you get information about the generated chunks from the server, and then added key binds for all the or most of the actions in the map, now structures can have labels and rarity colored as well.
13. added a new Map manual screen, it helps you understand the map and how to use the tools, and the features.
14. changed the cache limit to 4096 which you can set for extreme zoom outs, but more memory intensive so be careful.
15. now Waystones mod is optional I never knew it wasn't so I fixed that as well.
and many more changes, and done bug fixes.
I will fix any follow up issues dont worry since this is a huge update and needs testing I will give it couple of days before uploading but since this is more of a client update there should be no problem its just UI stuff except for the new structure features they are all server side.
A high-performance, server-authoritative world map built for seamless multiplayer synchronization.
Unlike traditional client-side map mods that require players to explore the world themselves to uncover the map, AtlasSync generates the map on the server and streams it to clients. This means players immediately see the world exactly as the server knows it.
Powered by a custom, highly optimized .rpg binary region format and an intelligent chunk caching system, this mod operates with minimal server overhead while providing a beautifully rendered interactive map on the client.
The client-side map screen is packed with powerful, user-friendly features to make navigation a breeze, here are some of the features:
This mod includes a robust set of commands for server administrators to manage map data, and client commands for UI customization.
Requires Permission Level 2 (OP). Base command: /worldmap
/worldmap retrogen ... (Generate Old Terrain Map)start [replace] [safe] [force_gen] [does_nothing] [minX minZ maxX maxZ] - Initiates the Retro-Generator.
does_nothing: it does nothing I removed this flag.stop - Safely cancels an active Retro-Gen process after the current region finishes.
/worldmap rebuild ... (Rebuild Specific Data)index_file - Rebuilds the index.dat file. Use this if the server crashes or forgets which chunks have been mapped, always run this before running the retrogen so no chunks will be missied.<flags> <dim> <rx1> <rz1> [rx2] [rz2] - Fast-rebuilds specific attributes in a region. Flags include -biome_tags, -structure_tags, or -both, biome_tags also include color data.
/worldmap delete region <dim> <rx1> <rz1> [rx2] [rz2].rpg files and clears the cache for the specified dimension and region coordinates.
/worldmap chunkgen [with_radius chunkX chunkZ radius] | [with_region_range regionStartX regionStartZ regionEndX regionEndZ]
/worldmap config <key> <value>mapgenerator.useMutiThreadedLoading: this is only for the retro gen its not really safe but tries to make the game load mulitple chunk at a time.mapgenerator.threadpoolSize: Number of threads used for mapping, maps generated outside main thread, default is 3 but you can even go higher since it doesnt take too much of the thread, its multithready so it can keep up with world generation speed without holding chunk data, and overtake server RAM, which is limited by below command.threadpoolSize and chunkQueueSize low you will be seeing a lot of missing chunk maps, I personally use the default settings because my server sucks but I rarely see missing chunks which can also be due to low server TPS not my mod and when I do I just run a /worldmap retrogen start, to check and do all the missing maps, and I also use distant horizon which generates chunks really fast, this is only when you give the mod 75MB and 1% of three other threads.mapgenerator.biomeGridSize: Detail level of biome blending (4, 8, or 16), 16 recommended but you can use others if you prioritize disk usage and performance, you can test.server.playerSyncFps: How often player positions are synced to clients per second, player indicators fps.Base command: /worldmap_client
/worldmap_client config ... (Visual Customization)global render_distance <value>: Set the max distance (in blocks) that in-world markers are visible.global map_ping_color <hex>: Set the default color of map pings (e.g., #FF0000).player_color <name> <hex>: Assign a custom color to a specific player's tracker.<marker_type> <component> <property> <value>: Deeply customize markers (Types: map_ping, player_ping, waypoint_marker, player_marker).
.rpg files, severely reducing disk footprint compared to standard image rendering./worldmap retrogen on tens of thousands of chunks will take time and CPU resources. It is highly recommended to use the safe parameter (set to true) on live servers to avoid TPS drops, while the performance mods wont let the mod take as much as chunks it wants so either way the process might be slow, but with highest server TPS, means play free while it runs in the background.index.dat file (which tells the server what it has mapped) might miss the last few seconds of data. If players report "black chunks" that they know are generated, run /worldmap rebuild index_file to fix it, always run this before retrogen.