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Minimap Settings

Minimap Settings

How the permanent map is drawn, and where it is drawn at all. One entry rather than one per setting: they are read together, once, when the extension starts, and a page that declared half of them would otherwise mix an author's geometry with defaults. The map's POSITION on screen is not here. It lives in the resource pack, because the server knows neither the resolution nor the GUI Scale, so any placement it computed would be wrong for someone.

Felder

FeldTypStandardBeschreibung
worldsList<String>emptyWorlds the map is drawn in; leave empty for every world
excludeListedWorldsBooleanfalseRead the list as the worlds to leave the map OUT of instead
sizeIntDEFAULT_SIZECells per side; an even value is rounded up so the player has a middle cell
blocksPerCellIntDEFAULT_BLOCKS_PER_CELLWorld blocks one cell covers, which is the map's zoom
anchorStepBlocksIntDEFAULT_ANCHOR_STEPBlocks walked before the picture re-anchors; larger is cheaper and drifts further
borderThicknessInt1Thickness of the border, in map pixels; 0 draws no border at all
borderColorString—Border tint, named after a map colour such as FRAME, BLACK or QUARTZ
markerColorString—Tint of a marker whose own colour is unset
offMapColorString—Tint of a marker pulled onto the border because it sits off the map
openMaterialStringDEFAULT_OPEN_MATERIALMaterial that opens the full-screen map on right-click; leave empty to bind nothing
maxWaypointsIntDEFAULT_MAX_WAYPOINTSWaypoints one player may keep per world before the map refuses another
worldMapAreasList<WorldMapAreaConfig>emptyFraming of the full-screen map, per world; a world left out follows the player
WorldMapAreaConfig (5)
FeldTypStandardBeschreibung
worldString—World this framing applies to
fixedCentreBooleanfalseFix the map's centre; leave off to let it follow the player
centreXInt0—
centreZInt0—
radiusBlocksInt0Blocks from the centre that belong to the map; 0 for no limit
worldMapWorldString—World the full-screen map always depicts; empty makes it follow the player
rememberedCellsIntDEFAULT_CAPACITYTerrain cells remembered per world, so ground whose chunks unloaded is redrawn instead of leaving a hole