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GlymeraMinimap

Clean server-side minimap, no client mod: terrain, coordinates, attitude-coloured creatures (red when hunting), players, death marker, mob height filter, round/square shape and a per-player settings GUI. Coexists with other HUDs.
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GlymeraMinimap-3.0.0.jar

File nameGlymeraMinimap-3.0.0.jar
Uploader
GlymeraCraftGlymeraCraft
Uploaded
Jun 7, 2026
Downloads
85
Size
46.3 KB
File ID
8212163
Type
R
Release
Supported game versions
  • 0.5

What's new

GlymeraMinimap — Changelog

v3.0.0 — Per-player size + high-speed crash fix

Set your own minimap size — /mm size <120..360>

  • Every player can now resize their own minimap with a single command (size in pixels, default 240). Your choice is saved per player and persists across sessions.
  • It is deliberately a command, not a button on the settings page: changing the size redraws the HUD, and that redraw briefly corrupts an open settings page (the very reason size used to be a fixed, server-wide value). As a command there is no open page to corrupt — so per-player size is back, with no glitches.
  • The old server-wide config.json size setting is removed; size is per-player again.

High-speed crash fixed

  • Travelling at very high speed (e.g. fast-flying through ungenerated terrain) used to flood the connection: the minimap re-streamed its entire terrain image every server tick (up to ~20×/second, ~1.2 MB/s, ~13 % packet loss), the link collapsed into a retransmit storm, and the client was kicked with "failed to load custom ui commands". Chunks also struggled to load because the connection was saturated.
  • A full terrain (re)stream is now capped to ~2×/second regardless of speed; while capped, the existing map simply pans under you, so movement stays smooth and the picture just refreshes a touch later when racing. Normal walking/riding never hit the cap.

Freshly-entered areas fill themselves in

  • Right after joining (especially on an empty server, where nobody is holding the chunks loaded), or after a teleport / world change, the chunks around you often aren't loaded yet — so the edges of the map started out black and only filled in once you walked around.
  • The minimap now keeps re-rendering about once a second until the view is complete (capped at ~15s), so those edges fill in on their own, no walking needed. It stops the moment nothing is missing, and stays well under the 2×/second bandwidth cap.

New command

  • /mm size <120..360> — your minimap panel size in pixels (default 240)

v2.0.0 — Smooth panning rewrite

A ground-up rewrite of how the map is drawn. The minimap now pans smoothly under a centred player marker instead of being re-rendered frame by frame, and it is far lighter on the server.

Smooth & light

  • The map now glides as you move (client-side panning) — no more stepwise refreshes.
  • Terrain is only re-streamed when you cross into new area or it changes; the heavy rendering runs off the main server thread, so there are no tick lag spikes even with many players online.

Works in every world

  • Terrain now appears in freshly entered / newly generated worlds (custom worlds, dungeon worlds, etc.), not just long-explored ones — the map data is requested on demand.

Fixes

  • No more crash when changing worlds. Using world-transfer / dungeon mods (or any teleport between worlds) no longer kicks you.
  • The HUD no longer turns dark/faint after a world change, and the direction arrow keeps working after switching worlds.

Look

  • A circular map with a border ring, N / O / S / W compass letters, and a directional player arrow that turns with your facing. The map is north-up.
  • Nearby creatures are coloured by attitude — white friendly, yellow neutral, red hostile (and a neutral creature turns red while it is actively hunting). Other players and your death marker are shown too.

Per-player & coexisting

  • Every player configures their own minimap (markers, zoom, mob height filter); settings are saved per player.
  • The panel size is a server-wide setting in config.json (see below) — one consistent size for everyone.
  • Rendered via direct packets, so it lives alongside other custom HUDs.

In-game settings page — /mm settings

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