#Make Chipped blocks show their altered colors on vanilla maps

6 messages · Page 1 of 1 (latest)

solemn quest
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I have made a gradient, from Sanded endstone, endstone, detailed hay block, antique hay block, wet sand, overgrown sand, lime terracotta, green concrete, moss, and finally grass
Its a great gradient, the chipped blocks helped a ton and look well....on the overworld view? awesome. On Xaero's minimap? great as well!... on vanilla maps?...horrible, since the chipped variants of hay and especially sand whose colors have been altered so drastically dont show, they show as their vanilla counterparts
I dont know how hard this would be to implement, but most blocks wouldnt need any fixing, all the stones would show the same for example, but the chipped blocks that have clear and intended color differences should reflect that no the map save for me not wanting to build with chipped again for this issue happening again

wise lava
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If I remember correctly vanilla maps use a fixed set of colours. But perhaps each block can have a (new/generated) colour assigned to them.

solemn quest
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Yeah i wouldnt be asking them to be perfect, but the green and brown sand of overgrown sand and wet sand respectfully shouldnt have the same map color of normal sand

This mods whole shtick is block variations in patterns and/or colors but maps got overlooked 😦

ivory geode
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There are 10k blocks in this mod, and map colors have to be manually assigned. Do you know how long it would take us to manually assign these colors

solemn quest
# ivory geode There are 10k blocks in this mod, and map colors have to be manually assigned. D...

Again, the majority of the chipped blocks dont change the blocks color should it appear on the map. Even if every block would have to be mapped I would say it should be done, the entire mod is conceptually focused on adding new designs and variant to minecrafts blocks, why would those new variant NOT apply to minecrafts vanilla maps? Im not asking for you to fix how they appear on xaeros or journeymaps, since inter mod connectivity is a bigger ask, just for the colors of the blocks to show properly in both visualization of them

I have searched through the entire Chipped Catalogue to find the block groups that would have to be remapped, all other could most likely stay the same as their base block

Definite Remapping:
-Most non base game colored Leaves (~15)
-The colorful Mangrove Roots (6)
-Froglights (~15)
-the non grey Gravel (3)
-The Green Haybales (3)
-The non yellow Sands (8)
-The Non green Kelp blocks (5)
-The Colorful Pumpkins and Carved Pumpkins (18)
-All non bark sided logs when they get placed sideways, like overgrown being green and planked being stripped (4 per log type)

Possible remapping for some chipped Variants:
-The darker textured glowstones (~4)
-Warm Mushroom Stem (1)
-Shroomlight Lodestone Side (1)
-The Barrels and Crates maybe (~4)
-The Concretes with varying patterns and other colors on them (6 per color)

And thats it, every other block, stones, planks, even glazed terracotta all share the same color with their original form, just remap the few (given Ive only found about 200 out of the 7000 i looked at) that dont match their base texture

wise lava
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Retrogade, no doubt it would be cool indeed. But the reason why I said what I said is that it is not as straightforward as you think and even more a tedious task. Minecraft maps are simply not that detailed.
I suggest for now to use xaero's worldmap and minimap as you are doing now.
Perhaps have a look at this mod if it bothers you that much https://www.curseforge.com/minecraft/mc-mods/accurate-maps

CurseForge

A small quality of life mod that changes the vanilla map coloring to be more accurate to in-game colors.
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