Map Wall Updater
Map Wall Updater is a lightweight, server-side Forge mod for Minecraft 1.20.1. It lets players refresh vanilla filled maps without removing them from item frames.
Usage
Sneak and right-click any filled map in an item frame. The mod discovers the connected wall of framed maps facing the same direction and places its unique, unlocked maps into a protected refresh queue.
Normal item-frame interaction is unchanged when the player is not sneaking.
Performance
- Targets roughly 10 seconds for an ordinary map wall.
- Stops starting new passes after its configurable millisecond budget is exhausted.
- Uses a configurable hard per-tick work ceiling to protect server TPS.
- Checks chunk availability once per sampling region instead of once per pass.
- Processes queued walls one at a time and rotates fairly between their maps.
- Can update unloaded represented terrain; enabled by default.
- Can instead skip unloaded terrain to avoid synchronous chunk loading.
- Deduplicates copied maps that share the same map ID.
- Applies a 60-second cooldown to maps that were recently queued.
- Displays lightweight progress particles around sampled points on the wall.
- Shows progress percentages in the requesting player's action bar.
Large, high-scale walls can exceed the target duration when they reach the per-tick safety ceiling. This keeps extreme walls from monopolizing a tick.
Configuration
Forge creates config/map_wall_updater-common.toml after the first launch.
| Option | Default | Description |
|---|---|---|
target_update_seconds |
10 |
Target duration for an ordinary wall update. |
max_passes_per_tick |
128 |
Hard work ceiling per server tick. |
max_work_millis_per_tick |
3.0 |
Wall-clock work budget per server tick. |
update_unloaded_terrain |
true |
Allow updates to synchronously load represented terrain. |
generate_missing_chunks |
false |
Permit generation of chunks that have never been saved. |
wall_cooldown_seconds |
60 |
Delay before maps can be queued again. |
player_cooldown_seconds |
60 |
Delay before one player can queue a different wall. |
minimum_permission_level |
0 |
Permission required to queue a wall; 0 allows everyone. |
maximum_queued_walls |
4 |
Global active and waiting wall limit. |
max_connected_maps |
256 |
Maximum connected framed maps discovered per interaction. |
message_language |
SPANISH |
Player messages; accepts SPANISH or ENGLISH. |
Operator Commands
/mapwall statusshows queued walls, pending maps, and active progress./mapwall cancelcancels the currently active wall./mapwall cancelallclears every active and waiting wall.
All commands require vanilla permission level 2.
Requirements
- Minecraft 1.20.1
- Forge 47.4.20 or newer in the 47.x series
- Java 17
The mod is required only on the dedicated server. Vanilla clients can connect. It uses vanilla map rendering, so map colors supplied by other mods remain compatible. Progress particles are visible to unmodded clients.
Limitations
- Locked maps are intentionally ignored.
- With
update_unloaded_terrain = true, distant map updates can synchronously load chunks. - Missing chunks are skipped unless
generate_missing_chunks = true. - Set
update_unloaded_terrain = falseto skip unloaded source terrain and minimize chunk-loading impact. - A single synchronous chunk load can exceed the millisecond budget; processing pauses afterward for that tick.
- Only directly connected item frames with the same facing are considered one wall.
- A player must remain online to receive the final completion message.
Contact/bugs
0b11_3x in Discord

