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Conflux Map

Fabric client-side minimap and world map for 1.17.1 and the 1.21 line: HUD minimap, fullscreen pan/zoom map,cave/Nether/End layers, waypoints and death points, entity radar, per-world disk cache, and a seed-predicted underlay for unexplored terrain.

3 тыс.2обновлён 27 окт. 2026 г.
ПриключенияУтилиты

Описание

Conflux Map

A client-side minimap and world map for Fabric, written from scratch for Minecraft 1.17.1 and the whole 1.21 line. It runs standalone against any server — vanilla, modded, or proxied — and needs no server-side installation. An optional server companion is available, but every feature that matters day to day works client-only.

Features

  • HUD minimap — always-on corner overlay: square or circular, 4 corner positions, 4 sizes, 4 zoom levels, optional player-facing rotation, coordinate and biome readout.
  • Fullscreen world map — pan and zoom over multi-resolution tiles, cursor-anchored zoom, right-click to drop a waypoint anywhere.
  • Cave / Nether / End layers — automatic underground detection in the Overworld with hysteresis so the view does not flicker at the boundary; Nether current-layer, ceiling, and manual Y-slice modes; End void-background rendering.
  • Waypoints and death points — create, edit, color, group into sets, and toggle; automatic death markers; strict per-dimension rendering with an optional 8:1 Overworld/Nether cross-view; edge-of-minimap direction arrows for off-screen points.
  • Waypoint sets — create, rename, and delete local sets; multi-select or select-all-in-filter to move points between sets in one operation.
  • Coordinate sharing — preview-before-send chat sharing (Conflux Map and Xaero formats) and click-to-import for coordinate messages, on any server. With the companion installed, an operator-gated public waypoint catalog with locks and per-player limits.
  • Entity radar — hostile / passive / player / other classified separately, each with its own toggle, range, and entity cap.
  • Persistent disk cache — explored terrain is stored per world, server, dimension, and layer, so rejoining shows the map you already drew instead of a blank canvas.
  • Seed-predicted underlay — panning into unexplored Overworld or End terrain shows an instant seed-based estimate of biomes, terrain height, and tree cover; real captured tiles draw over it as they load. Backed by a bundled cubiomes native build for Windows, Linux, and macOS (x86_64 and aarch64).
  • Structure candidates — villages, ocean monuments, woodland mansions, outposts, ruined portals, and end cities appear as semi-transparent markers until real data confirms or rules them out.
  • Prediction modes — press P to cycle everywhere (default), generated-only (underlay masked to chunks the server has generated), or visited-only (captured map only, no prediction).
  • In-game settings screen — every option above is adjustable in game and applies immediately, no restart. Full English and Simplified Chinese localization.

Keybinds

All rebindable under Minecraft's Controls screen, category "Conflux Map".

KeyAction
HToggle the minimap
] / [Minimap zoom in / out
MOpen the fullscreen world map
YCycle the manual layer override
UOpen the waypoint list
BNew waypoint at your position
JToggle local waypoints
,Open the settings screen
PCycle prediction mode
F9Reload prediction tiles

Supported versions

One build per Minecraft version that broke an API this mod uses; each build loads on every patch release that shares that API.

BuildLoads on
1.17.11.17.1
1.21.11.21, 1.21.1
1.21.31.21.2, 1.21.3
1.21.41.21.4
1.21.51.21.5
1.21.81.21.6, 1.21.7, 1.21.8
1.21.91.21.9, 1.21.10
1.21.111.21.11

Requires Fabric Loader and Fabric API. Not a Forge/NeoForge mod.

Optional server companion

The same jar can run on an integrated or dedicated server. When an operator enables it, the companion returns compact per-column corrections so predicted terrain converges on the real world, and hosts the public waypoint catalog. The world seed and the catalog are shared only when the operator explicitly opts in; with no companion present the client simply falls back to its own captured data.

License and source

GPL-3.0. Source, issue tracker, and third-party attributions: https://github.com/Conflux-Union/conflux-map


Conflux Map 是一个 Fabric 客户端小地图 / 世界地图模组,支持 Minecraft 1.17.1 与整条 1.21 线,全部代码从零实现。对任意服务端(原版、模组端或代理端)都可独立使用,不需要安装服务端组件。

  • 小地图 HUD:方形或圆形,4 个角落位置、4 档尺寸、4 档缩放,可跟随视角旋转,显示坐标与生物群系。
  • 全屏世界地图:多分辨率瓦片,可拖动缩放,以光标为中心缩放,右键直接创建路径点。
  • 洞穴 / 下界 / 末地图层:主世界地下模式自动检测(带滞回,不会在边界反复闪烁);下界当前层 / 基岩顶层 / 手动 Y 切片;末地虚空背景渲染。
  • 路径点与死亡点:创建、编辑、上色、分集管理,死亡自动记录;按维度显示,可选开启主世界与下界 8:1 互见;小地图边缘方向指示器提示范围外的点。
  • 坐标共享:聊天共享发送前可预览(Conflux Map 与 Xaero 两种格式),识别到坐标消息可点击导入;服务端安装 companion 后还提供 OP 可控的公共坐标点目录。
  • 实体雷达:敌对 / 被动 / 玩家 / 其他四类独立开关,各自可配置范围与数量上限。
  • 磁盘缓存:已探索地形按世界 / 服务器 / 维度 / 图层持久化,重进世界直接显示此前画过的地图。
  • 种子预测底图:拖到未探索区域时立即显示基于种子推算的生物群系、地形高度与树木分布,真实瓦片加载后覆盖其上;内置 cubiomes 原生库(Windows / Linux / macOS,x86_64 与 aarch64)。
  • 结构候选标记:村庄、海底神殿、林地府邸、前哨站、废弃传送门、末地城以半透明标记显示,直到真实数据确认或排除。
  • 预测模式:按 P 在「全部 / 仅已生成 / 仅已访问」之间切换。
  • 游戏内设置界面:所有选项即时生效、无需重启,完整中英文本地化。

需要 Fabric Loader 与 Fabric API。许可证 GPL-3.0。

Галерея

Последние версии

Все версии →
release

Conflux Map v0.1.14 for MC 26.2

v0.1.14-mc26.2
27 окт. 2026 г.13Minecraft: 26.2fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
release

Conflux Map v0.1.14 for MC 1.21.11

v0.1.14-mc1.21.11
27 окт. 2026 г.8Minecraft: 1.21.11fabric
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Что нового
## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
release

Conflux Map v0.1.14 for MC 1.20.5-1.20.6

v0.1.14-mc1.20.6
27 окт. 2026 г.4Minecraft: 1.20.5, 1.20.6fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
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Conflux Map v0.1.14 for MC 1.17.1

v0.1.14-mc1.17.1
27 окт. 2026 г.10Minecraft: 1.17.1fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
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Conflux Map v0.1.14 for MC 1.21.4

v0.1.14-mc1.21.4
27 окт. 2026 г.3Minecraft: 1.21.4fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
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Conflux Map v0.1.14 for MC 1.20.1

v0.1.14-mc1.20.1
27 окт. 2026 г.2Minecraft: 1.20.1fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
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Conflux Map v0.1.14 for MC 1.21.6-1.21.8

v0.1.14-mc1.21.8
27 окт. 2026 г.5Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
release

Conflux Map v0.1.14 for MC 26.1-26.1.2

v0.1.14-mc26.1.2
27 окт. 2026 г.12Minecraft: 26.1, 26.1.1, 26.1.2fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
release

Conflux Map v0.1.14 for MC 1.18.2

v0.1.14-mc1.18.2
27 окт. 2026 г.2Minecraft: 1.18.2fabric
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## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)
release

Conflux Map v0.1.14 for MC 1.21.5

v0.1.14-mc1.21.5
27 окт. 2026 г.2Minecraft: 1.21.5fabric
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Что нового
## Improvements - Fullscreen biome search at large radii is much faster: a 100,000-block-radius search now finishes in about 0.7 seconds for common biomes and 0.3 seconds for rare ones on a six-worker pool, down from several seconds (and longer when the worker ran on an efficiency core). Results keep the same surface-biome semantics. - Opening the biome view is far faster: biome map tiles no longer solve terrain they never show, cutting the first detail level from around 1.0 second per tile to about 27 ms. Colors on hillsides may now reflect the climate biome instead of the surface biome, matching cubiomes-viewer semantics. - Paper servers no longer take large tick spikes when many chunks unload while the map is watching them, and keeping the map open no longer adds a steady per-tick cost: chunk capture moved off the main thread and runs only for watched areas. In a 1,024-chunk unload storm, the worst added tick time fell from 700-880 ms to 49-121 ms. The server's chunk-summary rate cap now takes effect as well. - Fabric servers now build map correction tiles off the server thread, so tile requests no longer put chunk reads and encoding onto the server tick. ## Fixes - Fixed portal markers landing on the wrong dimension's map right after crossing a portal: the destination portal is now filed under its own dimension, and duplicates that had been registered under both dimensions are cleaned up the next time that portal is scanned. Already-affected markers heal once their chunk is scanned again. - Fixed quadra-gen layout matching treating a datapack dimension as a vanilla dimension when only part of its name matched: a dimension like foo:overworld no longer gets the vanilla overworld's layout. Matching now compares the full dimension identity. - The map's update-speed setting now really changes how fast the visible area is captured: previously every value captured at the same rate. The default of 8 keeps the previous behavior, and a high value can no longer push the game into very slow ticks. - An error in another mod's code that ConfluxMap invokes no longer crashes the game: it is caught and logged, and the failing integration point stays disabled instead of repeating - this covers per-frame and per-block hooks, while one-off actions such as clicks and respawns still report every error. A broken reserved chat click also no longer leaks its internal payload to the clipboard. - Waypoints 10 million blocks or more from the origin now use plain decimal coordinates: teleporting to them works again (the game rejects scientific notation like 1.0E7), and shared-waypoint lists in chat and waypoint search display and match the full digits instead of exponent text. - The address advertised for the web map now reflects the configured bind address instead of always reporting a loopback URI; IPv6 addresses are formatted so the link opens correctly, and wildcard binds show a loopback address. - Fixed radar head portraits getting stuck in a loading state or showing a previous world's data after switching worlds or servers: portrait decodes still in flight when the old world was cleared no longer publish their stale results. --- ## 改进 - 大半径的全屏生物群系搜索大幅提速:10 万格半径的搜索在 6 个工作线程下,常见群系约 0.7 秒、稀有群系约 0.3 秒即可完成,此前需要数秒(工作线程落到能效核心时更久)。搜索结果保持原有的地表群系语义。 - 打开生物群系视图的速度大幅提升:生物群系瓦片不再计算用不到的地形,第一个细节层级的单个瓦片从约 1.0 秒降到约 27 毫秒。山坡处的颜色现在可能反映气候群系而非地表群系,与 cubiomes-viewer 的语义一致。 - 当地图正在监视的区块大批卸载时,Paper 服务器不再出现大幅 tick 尖峰;保持地图打开也不再带来稳定的每 tick 开销:区块捕获已移出主线程,且只为被监视的区域运行。在 1024 个区块的卸载风暴测试中,最差的额外 tick 耗时从 700–880 毫秒降到 49–121 毫秒。服务端的区块摘要速率上限现在也会生效。 - Fabric 服务器现在在服务端线程之外构建地图修正瓦片,瓦片请求不再把区块读取和编码压到服务端 tick 上。 ## 修复 - 修复了穿越传送门后传送门标记落到错误维度地图上的问题:目标传送门现在登记在其所属维度下,此前同时登记在两个维度下的重复标记会在该传送门下次被扫描时清除。已受影响的标记会在其区块再次被扫描后自动恢复。 - 修复了 quadra-gen 布局匹配在名称仅部分相同时把数据包维度当作原版维度的问题:类似 foo:overworld 的维度不再套用原版主世界的布局。匹配现在比较完整的维度标识。 - 地图的更新速度设置现在确实会影响可见区域的采集速度:此前不同取值的采集速率完全相同。默认值 8 保持原有行为,且过高的取值不再会把游戏拖入极慢的 tick。 - ConfluxMap 调用的其他 mod 代码出错时不再导致游戏崩溃:错误会被捕获并记录,出错的集成点会保持停用而不是反复触发——这适用于每帧、每方块等高频回调;点击、重生等一次性操作仍会逐次报告错误。损坏的保留聊天点击也不会再把内部载荷泄漏到剪贴板。 - 距原点 1000 万格及以上的路径点现在使用普通十进制坐标:传送到这些路径点重新可用(游戏不接受 1.0E7 这类科学计数法),聊天中的共享路径点列表和路径点搜索也会显示并匹配完整数字,而不是指数文本。 - 网页地图公布的地址现在反映实际配置的监听地址,而不是始终显示回环地址;IPv6 地址会按可正常打开的格式渲染,通配监听则显示回环地址。 - 修复了切换世界或服务器后雷达标记头像卡在加载状态、或显示上一个世界数据的问题:旧世界清理时仍在进行的头像解码不再发布过期结果。 **Full commit history:** [`v0.1.13...v0.1.14`](https://github.com/Conflux-Union/conflux-map/compare/v0.1.13...v0.1.14)