uNmINeD 0.18.10 – Slime and glass

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New uNmINeD development snapshot is available for download!

Changes:

  • Added transparent glass (can be set from full transparent to full opaque)
  • Fixed alpha blending when there are several transparent blocks on top of each other
  • (GUI) Added slime chunks layer

Slime chunk information is not saved to world files, so uNmINeD finds slime chunks by calculation from seed (like chunkbase.com does). It is a GUI only feature, and not included in exports.

Credits:

  • Slime chunk calculation code for Bedrock Edition worlds is based on the great work of protolambda, jocopa3, PHO and hhhxiao, and uses a Mersenne Twister random generator coded by Takuji Nishimura and Makoto Matsumoto.
  • Slime chunk calculation code for Java Edition worlds is based on information from the Minecraft Wiki.
Slime blocks shown in uNmINeD
Continue ReadinguNmINeD 0.18.10 – Slime and glass

uNmINeD 0.18.8 – Highlighter

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New uNmINeD development snapshot is available for download!

Changes:

  • Added highlighter
  • Added Replace flowing water option to fix issues caused by random chunks of flowing water found in Bedrock oceans
  • (GUI) Added highlighter settings

This first release of the highlighter is pretty simple, but it can do a lot. It can be used to find blocks and biomes, to check block distribution, and to create interesting visualizations. Highlighters are saved with map settings, and can be used with the CLI.

Examples:

Dripstones, lush caves and villages are highlighted
Highlighted emerald ore
Continue ReadinguNmINeD 0.18.8 – Highlighter

uNmINeD 0.18.7

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New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added block state info to status bar
  • (GUI) Added copy block name context menus
  • (GUI) Improved block list
  • (GUI) Added background color option to image and web export
  • (GUI) Fixed memory leaks
  • (CLI) Added --background option to image and web export
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uNmINeD 0.18.6

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New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added automatic removing of tile cache files left after previous crashes
  • (GUI) Added copy/save context menus to NBT inspector
  • (GUI) Added save to file context menu to Bedrock chunk inspector
  • (GUI) Added open folder context menu to browser
  • (GUI) Fixed web and image export area parameter issues
  • (CLI) Fixed wrong parsing of the --area=b((x1,z1),(x2,z2)) command line parameter
  • Improved Bedrock chunk scanner now should ignore weird chunk keys
  • Improved web export now clips the output correctly when the selected area is not at a tile boundary
  • Fixed issues in style generator that randomly caused wrong biome colors in some chunks
Continue ReadinguNmINeD 0.18.6

uNmINeD 0.18.5

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New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added a simple chunk data inspector (this helped a lot in debugging Bedrock issues)
  • (GUI) The map is now scrollable using the right mouse button
  • (GUI) Fixed deadlocks
  • (GUI) Fixed crashes
  • Fixed (?) web map generator did not update tiles when Bedrock chunks changed
  • Fixed Bedrock chunk loader issues with older data versions
  • Fixed image export crashes
Continue ReadinguNmINeD 0.18.5

uNmINeD 0.18.4

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New uNmINeD development snapshot is available for download!

Changes:

  • More speed for Bedrock worlds
  • Added flat seagrass option (turned on by default)
  • Cartographic elevation gradient now blends with styled biomes
  • (GUI) Updated AvaloniaUI to 0.10.11. This probably fix the Apple M1 and other ARM builds.
  • Fixed: savanna plateau biome did not styled as savanna
  • Fixed: web generator did not update changed tiles
  • Fixed: missing map tiles for Bedrock
Continue ReadinguNmINeD 0.18.4

uNmINeD 0.18.1 – Customization

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New uNmINeD development snapshot is available for download!

Changes:

  • Brighter map
  • Added dark forest biome style
  • Added vanilla biome tints option to render vanilla biomes using in-game tints
  • Flat grass option now flattens out tall grass (to hide elevation shading and shadows cast by grass/flower/sapling/etc. blocks)
  • Moved/renamed configuration files (blockcolors.txt => config/blockstyles.txt)
  • Added support for *.blockstyles.txt config files (to customize block styles)
  • Added support for *.biometints.txt config files (to customize biome tints)
  • Added support for *.blocktags.txt config files (to add modded blocks)
  • Added support for *.colors.txt config files (to change map colors)
  • Added support for biome based coloring in *.blockstyles.txt
  • Added support for biome tints in *.blockstyles.txt
  • Fixed crashes

About the configuration files

uNmINeD loads configuration from the following files in the config folder:

  • Block styles from *.blockstyles.txt
  • Biome tints from *.biometints.txt
  • Color IDs from *.colors.txt
  • Block tags from *.blocktags.txt
  • Block tags from *.blocktags.js
  • Stylesheets from *.stylesheet.js
  • Biome number mappings from *.biomenumbers.java.json (for JE before 1.18)
  • Biome number mappings from *.biomenumbers.bedrock.json (for BE)
  • Block number mappings from *.blocknumbers.java.json (for JE before 1.13)

Good to know:

  • You can edit all these config files, and add your own.
  • uNmINeD looks for configuration files inside all subfolders and ZIP archives.
  • It is recommended to keep config files in subfolders (config/my-awesome-pack/blockstyles.txt), or in ZIP arhives (config/my-awesome-pack.zip), especially if you want to share them.
  • Postfixes “.java” and “.bedrock” can be added to any config file name to load them only for those world types (eg. my.blockstyles.java.txt will be loaded only for Java worlds).
  • Biome number mappings are not used for Java Edition 1.18 and newer versions.
  • Block number mappings are used only for Java Edition 1.13 and older versions.
  • Block numbers are not used for Bedrock Edition.
  • Config files in the default subfolder are loaded first, then the others in alphabetical order. Inside a subfolder or a ZIP archive, file names starting with “default.” are loaded first. If a value is defined in multiple files, the last value loaded will be used.

Other configuration locations:

  • Biome tints can be loaded from data packs in the game folder.
  • Block number mappings are loaded from level.dat in the game folder for Forge worlds before JE 1.13.

Screenshots

Dark forest with and without shadows:

Continue ReadinguNmINeD 0.18.1 – Customization