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-4.0.0.jar

File nameGlymeraMinimap-4.0.0.jar
Uploader
GlymeraCraftGlymeraCraft
Uploaded
Jun 8, 2026
Downloads
31
Size
46.4 KB
File ID
8216623
Type
R
Release
Supported game versions
  • 0.5

What's new

GlymeraMinimap — Changelog

v4.0.0 — Critical: no longer freezes the server's scheduled tasks

The important one. On recent Hytale builds the minimap could silently freeze the shared server scheduler thread — the single thread that every plugin uses for its timed/background work. When that thread hung, all plugins relying on it (plot merging, spawners, auto-breeding, sorters, etc.) quietly stopped doing their scheduled work, even though they looked loaded and healthy. The only "cure" was a server restart, and it would re-freeze soon after.

Cause: the per-player minimap tick ran on that shared scheduler thread and asked each world "is my player here?" via an API that, when called off the world's own thread, blocks and waits. For an idle / non-ticking world that wait never returned, so the one shared thread was stuck forever.

Fix: the minimap no longer makes any blocking call on the shared scheduler. The per-world lookup now runs on each world's own thread (where it is instant and cannot block), empty worlds are skipped outright, and the scheduler thread only ever does tiny, non-blocking work. The minimap behaves exactly as before — it simply can no longer stall the server or any other plugin.

No settings or commands changed.


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.

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