uNmINeD 0.17.2

  • Post comments:5 Comments

New uNmINeD development snapshot is available for download!

Changes:

  • Added support for int32 section Ys (this fixes “System.InvalidOperationException: Operation ReadSByte is not supported on tag type Int” when loading chunks)
  • Fixed “System.NullReferenceException: Object reference not set to an instance of an object.” when generating web maps
Continue ReadinguNmINeD 0.17.2

uNmINeD 0.17.1 – Biomes

  • Post comments:10 Comments

New uNmINeD development snapshot is available for download!

Changes:

  • Added biome based styles (can be turned off)
  • Added styles for savanna, taiga and swamp biomes
  • Added biome support for 1.12 and older Java worlds
  • Added biome support for Bedrock (including the new 3D biomes in 1.18)
  • Added/fixed coarse dirt, podzol, Bedrock planks and some other block styles
  • Added different color for spruce and birch leaves
  • Improved shadow rendering speed
  • Improved Bedrock chunk scanning speed
  • Added features to handle JE/BE block name differences
  • Fixed Bedrock grass plant and grass block styles
  • Fixed Bedrock chunk load errors
  • (CLI) Added --mapsettings="mapsettingsfile.json" parameter to load map settings from file (see the included mapsettings-example.json for example).
Minecraft 1.18 Java world in uNmINeD with biome styles
Minecraft 1.18 Java world in uNmINeD with biome styles
Continue ReadinguNmINeD 0.17.1 – Biomes

[DEV] Bedrock 1.18 3D biome format

  • Post comments:2 Comments

I couldn’t find any information about the new biome storage format introduced in Bedrock 1.18, so I did some reverse engineering, and share the results to help others.

Bedrock 1.18 assigns a biome for each block, unlike Java, which assigns one to a 4x4x4 cube. Biome data for a whole chunk is stored in one LevelDB entry with the chunk key type 43 (0x2b), containing biome information for each subchunk.

Entry format:

  • 512 bytes: seems to be a heightmap
  • Paletted biome data for each subchunk from bottom to top
    • 1 byte header
      • bit 0: always 1 (?)
      • bits 7..1: bits per value for the following array (can be 0 if the palette contains only one biome)
      • 0xff indicates non-existent subchunk, in this case the following array and palette data are omitted
    • n bytes: biome data for each block in the 16x16x16 subchunk in XZY order using the same aligned bit-packed int32 array format used for paletted block data. This array is omitted if the palette contains only one biome.
    • 1 byte: biome palette length
    • n * int32: biome palette entries (numeric biome IDs)
Continue Reading[DEV] Bedrock 1.18 3D biome format

Discord

  • Post comments:0 Comments

Many of you asked, so I have created a Discord server.
Click to join:

https://discord.gg/TCmvrPyA9x

Please understand that I’m most likely busy with my full time job and other activites, so I can’t provide support for uNmINeD. Feel free to ask the community.

Continue ReadingDiscord

uNmINeD 0.16.3 – World height

  • Post comments:7 Comments

New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added altitude settings to make amplified worlds and various world heights look better
  • Changed tree log color from green to brown to make buildings with log roofs more visible
  • Fixed seagrass and kelp keep appearing when using the slicer
  • Fixed grass blocks in 1.12 and older worlds were loaded as grass instead of grass_block
  • (CLI) Changed the (x2,z2) point of the --area=r((x1,z1),(x2,z2)) parameter to inclusive
  • (CLI) Fixed --imageformat does not work with lowercase values
  • Reworked internals to handle waterlogged blocks and block states better
  • Reworked gradient and curve generators to handle custom world heights and MC 1.18 better

There are various mountain heights across Minecraft versions and custom/modded world types. Using the altitude settings the elevation gradient and other map style elements can be adjusted to match the actual height of the mountains and the actual sea level. uNmINeD determines the default settings based on world version.

Continue ReadinguNmINeD 0.16.3 – World height

uNmINeD 0.16.2

  • Post comments:4 Comments

New uNmINeD development snapshot is available for download!

Changes:

  • Added an Apple M1 build (CLI & GUI)
  • (GUI) The green-brown elevation gradient now can be turned off
  • Adjusted block colors: red sand, end stone, purpur, chorus plant
  • Minor fixes

A Minecraft JE 1.18 world with the Terralith datapack:

Minecraft 1.18 + Terralith 2.0 in uNmINeD

Continue ReadinguNmINeD 0.16.2

uNmINeD 0.16.1 – Cache & Zoom

  • Post comments:5 Comments

New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added transient tile image cache (no more re-rendering after zooming/scrolling!)
  • (GUI) Increased max zoom-in level from 32:1 to 128:1
  • (GUI) Increased max zoom-out level from 1:8 to 1:262144
  • (GUI) Added region rendering mode at higher zoom-out levels (one pixel / region)
  • Optimized packed array decoders for JE chunks (more speed!)
  • (GUI) Added optimized chunk processing scheduler (huge drop in memory usage!)
  • (GUI) Added “Open world” button
  • (GUI) Reworked map control and other things under the hood
  • (GUI) Fixed map item alignment glitches on high DPI displays
  • (GUI) Fixed random missing tiles (again)
  • (GUI) Fixed a ton of crashes, memory leaks and glitches
  • Fixed support for old anvil worlds with modded block numbers greater than 255

The tile image cache is stored in the default temp folder, and gets cleared on exit.

Continue ReadinguNmINeD 0.16.1 – Cache & Zoom