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Raffman's Detailed Map

A detailed diorama-style map and minimap with team-shared fog of war, waypoints, teams, diplomacy and chunk claims.
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raffmansmap-0.9.9 Forge

File nameraffmansmap-forge-1.20.1-0.9.9.jar
Uploader
Raffman180Raffman180
Uploaded
Oct 24, 2026
Downloads
26
Size
930.1 KB
Mod Loaders
Forge
File ID
9307517
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:raffmans-detailed-map-1757365:9307517")

Learn more about Curse Maven

What's new

0.9.9

  • On the tilted 3D map, claims are laid over the terrain like a blanket, pixel-accurate on exactly the blocks that were claimed
  • Parts of a claim hidden behind trees or hills in front of it shine through as a light hatching, so every claimed area stays visible on the tilted map
  • New fog of war look: soft, slowly drifting clouds with a smooth cloud texture; at the border to explored land the clouds fade out softly instead of piling up as a bright wall
  • New death list: shows the 3 players with the most deaths and yourself below them; toggle it in the settings (General) or with a key you can bind in the controls, drag it anywhere on the screen (it starts below the minimap if both are in the same corner)
  • Fixed: mob figures on the map kept turning around for no reason while standing still; they now only turn when they walk or attack
  • Fixed: while flying, your arrow and the center of the tilted map were drawn ahead of the chunk you are actually in (e.g. next to your own claim); they now stay on the ground below you
  • Every claimed area now has one fixed flag in its center, visible for all teams: the team logo, the team color with its initial if there is no logo, or the player's head for solo claims (replaces the waving banners along the border)
  • Fixed: claims on the 3D map looked cut off where a hill or cliff hid part of them; the border line is now only drawn at real claim borders
  • Zoomed far out, claims follow the terrain smoothly instead of floating at one height
  • Better performance while exploring: biome colors for new chunks are computed on a coarse grid and blended (about 10x less work, looks the same)
  • Better performance on the minimap: the fog of war uses far fewer, precolored corners (no more corners smaller than a pixel)
  • Better performance with mob and player figures: the highlight outline only needs half the geometry (same look)
  • Fixed: short freezes every few seconds while walking (map tiles are uploaded much faster and spread over several ticks)
  • Map data is saved in the background instead of pausing the game every 30 seconds
  • Better performance: the fog of war is only recalculated when new areas are explored, not every frame
  • Biome colors are computed once per chunk instead of several times

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