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Via Romana 2.1.1 [Neo/Forge & Fabric] Changelog:

Fixes:

  • Resolved server hang on /stop command usage
  • Resolved maps not updating upon chunk changes in singleplayer
  • Resolved certain tags not being found due to mod conflicts causing failed tag construction
    • Switched to using strings instead of tags where possible, tags are now intended to be added by the player or modpack developer
    • Config regeneration required for changes to occur
  • Corrected some translation key usage

Via Romana 2.1.0 [Neo/Forge & Fabric] Changelog:

Changes:

  • Via Romana now has native builds for Forge and NeoForge which avoids any issues people were having with Sinytra Connector - #58
  • Via Romana is no longer using Surveyor Map Framework for map info, we have our own ground-up system which both adds functionality and fixes crashes - #76 #70 #60 #59
    • Instead of Surveyor always scanning all chunks, chunks are now scanned during the charting process resulting in significantly lower storage utilization and performance impacts during normal use
    • Via Romana is still compatible on Fabric with Surveyor-based mods like Hoofprint and Antique Atlas for destination additions on maps
  • We now use Moonlight for dynamic tag generation (instead of BRRP), Data Anchor for saving, and Common Network for networking
    • This means existing path networks aren't directly transferable to this update, but can be migrated using /viaromana convert legacyPaths (all networks will be saved to the overworld).
    • Deleting your existing via_romana.json config file is strongly recommended.

Additions:

  • Added an estimated biome background layer which makes larger maps look much more complete
    • Added a config for defining custom config colours, useful for both overriding defaults or adding modded biomes (please submit a Github issue if a biome is missing that should be included)
  • Added a fallback to biome data when a map is large enough for the added resolution of full chunk data to be diminishing, resulting in a significant speed boost for large map generation

Fixes/Improvements:

  • Resolved traveler's Fatigue not applying as expected
  • Resolved padding issues with the map screen
  • Resolved nodes not saving globally instead of to a specific dimension
  • Resolved status messages not correctly reflecting charting radius
  • Resolved tutorial not correctly reflecting charting radius
  • Resolved invalid block indicator not correctly reflecting charting radius
  • Resolved nodes not being placed on the liquid blocks when added to valid path tag list
  • Resolved nodes not scanning upwards for ideal placement
  • Improved map background tile blending
  • Improved node vignette when walking through charting nodes
  • Improved underground detection for map screen path spline
  • Improved default tag/block inclusions in via_romana:path_block
  • Saving config via GUI automatically updates caches (1.21.1 exclusive)
  • Tweaked default config values

Additions:

  • Added Block Substring Blacklist to config, adding strings here can avoid crashes with mods that have conflicts with Via Romana's block tag creation system, if adding an entry fixes a crash on your end please report it so I can add it for future updates.
  • Added Node Clearance that is used to indicate tunnels on Teleport Map Screen

Fixes:

  • Added hat layer to player head indicator on Teleport Map Screen: Issue Link
  • Improved charting on slopes to not attached to an existing node if it's below 1 block from the players Y level, this allows for charting up tight stairways: Issue Link
  • Fixed conflict with Diagonal Blocks mods (eg. Diagonal Walls, Diagonal Fences, Diagonal Windows): #57
  • Fixed Surveyor Map Framework crash: #59

The mod has been rewritten to use a new system for charting, linking, and teleporting.

Charting

Charting is now done using the Charting Map item. It has a built in tutorial, infrastructure block indicator, the ability to start, stop, and cancel charting, as well as node action buttons. Charting a path now places a set of nodes along your route which are visible to the player, these nodes will form a path upon finishing charting.

Linking

Linking is now handled from the sign edit GUI, you simply right-click on an existing sign and press Add To Path if the sign is within range from a node. Pressing this opens the Sign Link screen which allows for destination customization before confirming the link.

Teleporting

Teleporting is now handled using the Teleport Screen. It is accessible by left-clicking a linked sign. Opening the screen will display a map of the path that sign is connected to, along with every other sign destination on that path. Clicking on a destination will teleport you to it.

Bug Fixes

  • Prevented removing Travellers Fatigue by drinking milk - Issue #30
  • Fixed charting being allowed despite being too far from previous node - Discord Link

Bug Fixes

Potential Fixes

These issues were not specifically targeted, but seem to have been resolved inadvertently during the refactoring:


Project members

Rasa Novum

Rasa Novum

Organization

Science-Bird

Artist

xameryn

Developer

Details

Licensed LGPL-3.0-only
Published a year ago
Updated a day ago