Via Romana is a mod which allows fast travel only after a road connecting the destinations has been made, incentivizing players to build and see the world.



















Where's my paths!?
- If you were previously using a 1.X version of the mod, your paths must be re-charted for 2.X, if you were using a 2.1.X version use command `/viaromana convert legacyPaths` for them to appear for versions 2.2+.
Why am I seeing 'region underdeveloped' even when I'm on path blocks?
- If you have used an earlier version of Via Romana in the past and have since updated, try deleting your config file and letting it regenerate.
What can I control with config?
- A ton, check out our wiki.
Why doesn't the link between signs go away when the path is broken?
- We considered implementing this early on, but due to performance impacts of loading chunks and the lack of benefits to the feature, it was not. We understand that some players may expect this behaviour, but the addition of another method for griefers to use does not justify the major changes to the code required.
Which signs work?
- It's been designed mainly around vanilla signs and Supplementaries signs, but it should work with some others too. Let us know if a modded sign's menu doesn't have the "Add to Path" button.
Will this mod be available for version X?
Are there any planned features?
- We've achieved most of what we want to with the 2.0 version, but there's some things we're still keeping an eye on for future releases (such as a better system for charting a path across water).
Can I use this in my modpack and/or server?
- Yes, as long as it's downloaded from our official sources.
What's Rasa Novum?
- We're a small group of friends making mods for our modpack and eventual server of the same name.
If you have any bug reports, please leave them on our Github Issue Tracker


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Translations done by @michielderuyter and @thecooldie
All Versions
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### Features:
- Added
Spanish translationsthanks to@Amgelo563.
### Fixes:
- Allowed for usage of newer
Data Anchorversions, now possible due to an update by@CorgiTaco - Disabled "out of pixel bounds" log spam on large maps
### Features:
- Added
Spanish translationsthanks to@Amgelo563.
### Fixes:
- Allowed for usage of newer
Data Anchorversions, now possible due to an update by@CorgiTaco - Disabled "out of pixel bounds" log spam on large maps
### Features:
- Added
Spanish translationsthanks to@Amgelo563.
### Fixes:
- Allowed for usage of newer
Data Anchorversions, now possible due to an update by@CorgiTaco - Disabled "out of pixel bounds" log spam on large maps
### Features:
- Added
Spanish translationsthanks to@Amgelo563.
### Fixes:
- Allowed for usage of newer
Data Anchorversions, now possible due to an update by@CorgiTaco - Disabled "out of pixel bounds" log spam on large maps
### Features:
- Added
GPU path renderingto theTravel Map Screen. - This resolves the lag while previewing the map of massive path networks with many curves.
### Changes:
- Removed
Surveyormod (Antique Atlas/Hoofprint) map integration for the time being to avoid a crash. I plan on adding a better approach in the future, but since I don't plan on keeping the current system I don't want to maintain it. - Running
/viaromana maps clear biomePixelswill reset the biome colour cache for easier editing ofBiome Color Pairsconfig option without/reloador re-logging.
### Notes:
- Moonlight Lib versions
2.16.17,2.16.18,2.16.19and2.16.20break block tag generation forFabric 1.20.1, either backport to2.16.16or use2.16.21+when it's released as it will fix the issue.
### Features:
- Added
GPU path renderingto theTravel Map Screen. - This resolves the lag while previewing the map of massive path networks with many curves.
### Changes:
- Removed
Surveyormod (Antique Atlas/Hoofprint) map integration for the time being to avoid a crash. I plan on adding a better approach in the future, but since I don't plan on keeping the current system I don't want to maintain it. - Running
/viaromana maps clear biomePixelswill reset the biome colour cache for easier editing ofBiome Color Pairsconfig option without/reloador re-logging.
### Notes:
- Moonlight Lib versions
2.16.17,2.16.18,2.16.19and2.16.20break block tag generation forFabric 1.20.1, either backport to2.16.16or use2.16.21+when it's released as it will fix the issue.
### Features:
- Added
GPU path renderingto theTravel Map Screen. - This resolves the lag while previewing the map of massive path networks with many curves.
### Changes:
- Removed
Surveyormod (Antique Atlas/Hoofprint) map integration for the time being to avoid a crash. I plan on adding a better approach in the future, but since I don't plan on keeping the current system I don't want to maintain it. - Running
/viaromana maps clear biomePixelswill reset the biome colour cache for easier editing ofBiome Color Pairsconfig option without/reloador re-logging.
### Notes:
- Moonlight Lib versions
2.16.17,2.16.18,2.16.19and2.16.20break block tag generation forFabric 1.20.1, either backport to2.16.16or use2.16.21+when it's released as it will fix the issue.
### Features:
- Added
GPU path renderingto theTravel Map Screen. - This resolves the lag while previewing the map of massive path networks with many curves.
### Changes:
- Removed
Surveyormod (Antique Atlas/Hoofprint) map integration for the time being to avoid a crash. I plan on adding a better approach in the future, but since I don't plan on keeping the current system I don't want to maintain it. - Running
/viaromana maps clear biomePixelswill reset the biome colour cache for easier editing ofBiome Color Pairsconfig option without/reloador re-logging.
### Notes:
- Moonlight Lib versions
2.16.17,2.16.18,2.16.19and2.16.20break block tag generation forFabric 1.20.1, either backport to2.16.16or use2.16.21+when it's released as it will fix the issue.
### Features:
- Added
Disable GUIconfig option which replaces GUI elements with mouse button actions. - Disables the whimsy (Sign Link and Charting Map GUI).
- While holding the
Charting Map,right-clickto start and stop charting,sneak right-clickto cancel charting (while charting) and remove nodes (while not charting). - Added
Direct Warpconfig option. - When enabled, the player will directly teleport to another linked destination if the network only contains two total destinations, if more than 2 destinations exist the Travel Map is displayed.
### Fixes:
- Resolved
FOV Effectslider not being taken into account forPath Movement Speedup.
### Features:
- Added
Disable GUIconfig option which replaces GUI elements with mouse button actions. - Disables the whimsy (Sign Link and Charting Map GUI).
- While holding the
Charting Map,right-clickto start and stop charting,sneak right-clickto cancel charting (while charting) and remove nodes (while not charting). - Added
Direct Warpconfig option. - When enabled, the player will directly teleport to another linked destination if the network only contains two total destinations, if more than 2 destinations exist the Travel Map is displayed.
### Fixes:
- Resolved
FOV Effectslider not being taken into account forPath Movement Speedup.
### Features:
- Added
Disable GUIconfig option which replaces GUI elements with mouse button actions. - Disables the whimsy (Sign Link and Charting Map GUI).
- While holding the
Charting Map,right-clickto start and stop charting,sneak right-clickto cancel charting (while charting) and remove nodes (while not charting). - Added
Direct Warpconfig option. - When enabled, the player will directly teleport to another linked destination if the network only contains two total destinations, if more than 2 destinations exist the Travel Map is displayed.
### Fixes:
- Resolved
FOV Effectslider not being taken into account forPath Movement Speedup.
### Features:
- Added
Disable GUIconfig option which replaces GUI elements with mouse button actions. - Disables the whimsy (Sign Link and Charting Map GUI).
- While holding the
Charting Map,right-clickto start and stop charting,sneak right-clickto cancel charting (while charting) and remove nodes (while not charting). - Added
Direct Warpconfig option. - When enabled, the player will directly teleport to another linked destination if the network only contains two total destinations, if more than 2 destinations exist the Travel Map is displayed.
### Fixes:
- Resolved
FOV Effectslider not being taken into account forPath Movement Speedup.
### Features:
- Added
Linked Sign Particleswhich indicate which signs are linked to the path network (no more clicking every sign you see in a server). - Added
Enable Linked Sign Particlesconfig option allowing this to be disabled (client-side). - Added
Custom Cursorwhich appears in Via Romana GUI screens as well as when hovering over a linked sign to better indicate left-clicking as the action required to access theTravel Mapscreen. - Added
Enable Custom Cursorconfig option allowing this to be disabled (client-side). - Added the ability to
sneak & right-clickanywhere along a charted path to open theTravel Mapscreen using theCharting Mapitem. - Added
Enable Remote Map Accessconfig option allowing users to disable this feature. - Added movement speed boost while walking on charted paths
- Added
Path Movement Speedupconfig option allowing users to customize (or disable) the speedup. - This approach uses proximity to path nodes which avoids issues traditional speedup mods have that work by targeting walked-on blocks which would apply to non-path scenarios like inside buildings.
- Added ability to customize
Travel Mappath line's colours (normal and underground) and opacity via config. - Added player stats
Distance Walked on Charted PathandDistance of Paths Charted - These stats use the vanilla statistics system, so can be viewed in the statistics window or via scoreboard commands.
- Added
/viaromana stats get <player> <stat>and/viaromana stats set <player> <stat> <value>for getting and setting of stats. - Added
two advancementsfor each of the respective player stats (each granted at 5 kilometers).
### Improvements:
- Ported networking from
Common NetworktoData Anchorto remove a dependency - New packet registration system roughly halves the amount of code per-packet making maintenance much easier than before.
- Added
BOOK_PAGE_TURNsound effect to map screen opening. - Added teleportation destination randomness (±1 block in XZ & ±0.4 within a block) to prevent groups of people from stacking while still preventing clipping into neighboring blocks.
- Added a
tutorial toaston first hover of a linked sign for a better new player experience. - Performance improvements regarding finding the nearest node.
- Added fade-in to
Travel Mapscreen.
### Fixes:
- Resolved background of any GUI screen from appearing black when standing inside a charting node (NeoForge).
- Resolved vignette overlay from darkening when in pause screen (NeoForge).
- Resolved linked signs not unlinking when broken.
### Changes:
- Set
Biome Fallbackconfig option to false by default - Reduced default
Travel Fatigueeffect duration to6s
### Notes:
- If none of your other mods use
Common Networkfeel free to remove it.
### Features:
- Added
Linked Sign Particleswhich indicate which signs are linked to the path network (no more clicking every sign you see in a server). - Added
Enable Linked Sign Particlesconfig option allowing this to be disabled (client-side). - Added
Custom Cursorwhich appears in Via Romana GUI screens as well as when hovering over a linked sign to better indicate left-clicking as the action required to access theTravel Mapscreen. - Added
Enable Custom Cursorconfig option allowing this to be disabled (client-side). - Added the ability to
sneak & right-clickanywhere along a charted path to open theTravel Mapscreen using theCharting Mapitem. - Added
Enable Remote Map Accessconfig option allowing users to disable this feature. - Added movement speed boost while walking on charted paths
- Added
Path Movement Speedupconfig option allowing users to customize (or disable) the speedup. - This approach uses proximity to path nodes which avoids issues traditional speedup mods have that work by targeting walked-on blocks which would apply to non-path scenarios like inside buildings.
- Added ability to customize
Travel Mappath line's colours (normal and underground) and opacity via config. - Added player stats
Distance Walked on Charted PathandDistance of Paths Charted - These stats use the vanilla statistics system, so can be viewed in the statistics window or via scoreboard commands.
- Added
/viaromana stats get <player> <stat>and/viaromana stats set <player> <stat> <value>for getting and setting of stats. - Added
two advancementsfor each of the respective player stats (each granted at 5 kilometers).
### Improvements:
- Ported networking from
Common NetworktoData Anchorto remove a dependency - New packet registration system roughly halves the amount of code per-packet making maintenance much easier than before.
- Added
BOOK_PAGE_TURNsound effect to map screen opening. - Added teleportation destination randomness (±1 block in XZ & ±0.4 within a block) to prevent groups of people from stacking while still preventing clipping into neighboring blocks.
- Added a
tutorial toaston first hover of a linked sign for a better new player experience. - Performance improvements regarding finding the nearest node.
- Added fade-in to
Travel Mapscreen.
### Fixes:
- Resolved background of any GUI screen from appearing black when standing inside a charting node (NeoForge).
- Resolved vignette overlay from darkening when in pause screen (NeoForge).
- Resolved linked signs not unlinking when broken.
### Changes:
- Set
Biome Fallbackconfig option to false by default - Reduced default
Travel Fatigueeffect duration to6s
### Notes:
- If none of your other mods use
Common Networkfeel free to remove it.
### Features:
- Added
Linked Sign Particleswhich indicate which signs are linked to the path network (no more clicking every sign you see in a server). - Added
Enable Linked Sign Particlesconfig option allowing this to be disabled (client-side). - Added
Custom Cursorwhich appears in Via Romana GUI screens as well as when hovering over a linked sign to better indicate left-clicking as the action required to access theTravel Mapscreen. - Added
Enable Custom Cursorconfig option allowing this to be disabled (client-side). - Added the ability to
sneak & right-clickanywhere along a charted path to open theTravel Mapscreen using theCharting Mapitem. - Added
Enable Remote Map Accessconfig option allowing users to disable this feature. - Added movement speed boost while walking on charted paths
- Added
Path Movement Speedupconfig option allowing users to customize (or disable) the speedup. - This approach uses proximity to path nodes which avoids issues traditional speedup mods have that work by targeting walked-on blocks which would apply to non-path scenarios like inside buildings.
- Added ability to customize
Travel Mappath line's colours (normal and underground) and opacity via config. - Added player stats
Distance Walked on Charted PathandDistance of Paths Charted - These stats use the vanilla statistics system, so can be viewed in the statistics window or via scoreboard commands.
- Added
/viaromana stats get <player> <stat>and/viaromana stats set <player> <stat> <value>for getting and setting of stats. - Added
two advancementsfor each of the respective player stats (each granted at 5 kilometers).
### Improvements:
- Ported networking from
Common NetworktoData Anchorto remove a dependency - New packet registration system roughly halves the amount of code per-packet making maintenance much easier than before.
- Added
BOOK_PAGE_TURNsound effect to map screen opening. - Added teleportation destination randomness (±1 block in XZ & ±0.4 within a block) to prevent groups of people from stacking while still preventing clipping into neighboring blocks.
- Added a
tutorial toaston first hover of a linked sign for a better new player experience. - Performance improvements regarding finding the nearest node.
- Added fade-in to
Travel Mapscreen.
### Fixes:
- Resolved background of any GUI screen from appearing black when standing inside a charting node (NeoForge).
- Resolved vignette overlay from darkening when in pause screen (NeoForge).
- Resolved linked signs not unlinking when broken.
### Changes:
- Set
Biome Fallbackconfig option to false by default - Reduced default
Travel Fatigueeffect duration to6s
### Notes:
- If none of your other mods use
Common Networkfeel free to remove it.
### Features:
- Added
Linked Sign Particleswhich indicate which signs are linked to the path network (no more clicking every sign you see in a server). - Added
Enable Linked Sign Particlesconfig option allowing this to be disabled (client-side). - Added
Custom Cursorwhich appears in Via Romana GUI screens as well as when hovering over a linked sign to better indicate left-clicking as the action required to access theTravel Mapscreen. - Added
Enable Custom Cursorconfig option allowing this to be disabled (client-side). - Added the ability to
sneak & right-clickanywhere along a charted path to open theTravel Mapscreen using theCharting Mapitem. - Added
Enable Remote Map Accessconfig option allowing users to disable this feature. - Added movement speed boost while walking on charted paths
- Added
Path Movement Speedupconfig option allowing users to customize (or disable) the speedup. - This approach uses proximity to path nodes which avoids issues traditional speedup mods have that work by targeting walked-on blocks which would apply to non-path scenarios like inside buildings.
- Added ability to customize
Travel Mappath line's colours (normal and underground) and opacity via config. - Added player stats
Distance Walked on Charted PathandDistance of Paths Charted - These stats use the vanilla statistics system, so can be viewed in the statistics window or via scoreboard commands.
- Added
/viaromana stats get <player> <stat>and/viaromana stats set <player> <stat> <value>for getting and setting of stats. - Added
two advancementsfor each of the respective player stats (each granted at 5 kilometers).
### Improvements:
- Ported networking from
Common NetworktoData Anchorto remove a dependency - New packet registration system roughly halves the amount of code per-packet making maintenance much easier than before.
- Added
BOOK_PAGE_TURNsound effect to map screen opening. - Added teleportation destination randomness (±1 block in XZ & ±0.4 within a block) to prevent groups of people from stacking while still preventing clipping into neighboring blocks.
- Added a
tutorial toaston first hover of a linked sign for a better new player experience. - Performance improvements regarding finding the nearest node.
- Added fade-in to
Travel Mapscreen.
### Fixes:
- Resolved background of any GUI screen from appearing black when standing inside a charting node (NeoForge).
- Resolved vignette overlay from darkening when in pause screen (NeoForge).
- Resolved linked signs not unlinking when broken.
### Changes:
- Set
Biome Fallbackconfig option to false by default - Reduced default
Travel Fatigueeffect duration to6s
### Notes:
- If none of your other mods use
Common Networkfeel free to remove it.
### Improvements:
- Faster path spline animation in map screen:
- Changed config
spline_animation_speedtospline_animation_timewhich now reflects the time it takes for any network to be fully animated. - Added map optimizations for chunk image setting & getting.
- Added spatial lookup for map updates to improve performance upon block changes.
- Improved block update check logic to return earlier in most cases improving performance.
- Reduce PathGraph sync packet size by optimizing Node structure
- Added
/viaromana syncto force-sync all players PathGraphs in a given dimension. - Altered
Logging Levelstates fromNONE, DEBUG, VERBOSEtoNONE, ADMIN, DEBUGto clarify intended usage, if you were previously usingVERBOSEit will default toNONE. - Generally improved which logs belong to which logging state.
- Added logging to admin-relevant events such as sign links/unlinks.
- Moved
Logging Levelconfig fromMapScreen toVisualsScreen, which still isn't exactly ideal but more accurate than before.
### Fixes:
- Made PathGraph sync more robust to prevent players from being unable to interact with/view paths on login.
- Resolved block update check skipping block breaking in some cases.
- Resolves block tags not generating when using
MidnightLib v1.9.0+
### Notes:
- Update to the newest Data Anchor version to resolve a TPS issue with
Enhanced Celestials. - Update to the newest Data Anchor version to resolve a crash related to
dataanchor$onTickBlockEntities. - Going forwards
MidnightLib v1.9.0+will be required.
### Improvements:
- Faster path spline animation in map screen:
- Changed config
spline_animation_speedtospline_animation_timewhich now reflects the time it takes for any network to be fully animated. - Added map optimizations for chunk image setting & getting.
- Added spatial lookup for map updates to improve performance upon block changes.
- Improved block update check logic to return earlier in most cases improving performance.
- Reduce PathGraph sync packet size by optimizing Node structure
- Added
/viaromana syncto force-sync all players PathGraphs in a given dimension. - Altered
Logging Levelstates fromNONE, DEBUG, VERBOSEtoNONE, ADMIN, DEBUGto clarify intended usage, if you were previously usingVERBOSEit will default toNONE. - Generally improved which logs belong to which logging state.
- Added logging to admin-relevant events such as sign links/unlinks.
- Moved
Logging Levelconfig fromMapScreen toVisualsScreen, which still isn't exactly ideal but more accurate than before.
### Fixes:
- Made PathGraph sync more robust to prevent players from being unable to interact with/view paths on login.
- Resolved block update check skipping block breaking in some cases.
- Resolves block tags not generating when using
MidnightLib v1.9.0+
### Notes:
- Update to the newest Data Anchor version to resolve a TPS issue with
Enhanced Celestials. - Update to the newest Data Anchor version to resolve a crash related to
dataanchor$onTickBlockEntities. - Going forwards
MidnightLib v1.9.0+will be required.
### Improvements:
- Faster path spline animation in map screen:
- Changed config
spline_animation_speedtospline_animation_timewhich now reflects the time it takes for any network to be fully animated. - Added map optimizations for chunk image setting & getting.
- Added spatial lookup for map updates to improve performance upon block changes.
- Improved block update check logic to return earlier in most cases improving performance.
- Reduce PathGraph sync packet size by optimizing Node structure
- Added
/viaromana syncto force-sync all players PathGraphs in a given dimension. - Altered
Logging Levelstates fromNONE, DEBUG, VERBOSEtoNONE, ADMIN, DEBUGto clarify intended usage, if you were previously usingVERBOSEit will default toNONE. - Generally improved which logs belong to which logging state.
- Added logging to admin-relevant events such as sign links/unlinks.
- Moved
Logging Levelconfig fromMapScreen toVisualsScreen, which still isn't exactly ideal but more accurate than before.
### Fixes:
- Made PathGraph sync more robust to prevent players from being unable to interact with/view paths on login.
- Resolved block update check skipping block breaking in some cases.
- Resolves block tags not generating when using
MidnightLib v1.9.0+
### Notes:
- Update to the newest Data Anchor version to resolve a TPS issue with
Enhanced Celestials. - Update to the newest Data Anchor version to resolve a crash related to
dataanchor$onTickBlockEntities. - Going forwards
MidnightLib v1.9.0+will be required.
### Improvements:
- Faster path spline animation in map screen:
- Changed config
spline_animation_speedtospline_animation_timewhich now reflects the time it takes for any network to be fully animated. - Added map optimizations for chunk image setting & getting.
- Added spatial lookup for map updates to improve performance upon block changes.
- Improved block update check logic to return earlier in most cases improving performance.
- Reduce PathGraph sync packet size by optimizing Node structure
- Added
/viaromana syncto force-sync all players PathGraphs in a given dimension. - Altered
Logging Levelstates fromNONE, DEBUG, VERBOSEtoNONE, ADMIN, DEBUGto clarify intended usage, if you were previously usingVERBOSEit will default toNONE. - Generally improved which logs belong to which logging state.
- Added logging to admin-relevant events such as sign links/unlinks.
- Moved
Logging Levelconfig fromMapScreen toVisualsScreen, which still isn't exactly ideal but more accurate than before.
### Fixes:
- Made PathGraph sync more robust to prevent players from being unable to interact with/view paths on login.
- Resolved block update check skipping block breaking in some cases.
- Resolves block tags not generating when using
MidnightLib v1.9.0+
### Notes:
- Update to the newest Data Anchor version to resolve a TPS issue with
Enhanced Celestials. - Update to the newest Data Anchor version to resolve a crash related to
dataanchor$onTickBlockEntities. - Going forwards
MidnightLib v1.9.0+will be required.
### Improvements:
- Added Russian translations (thanks
@thecooldie!). - Added
map_refresh_thresholdconfig value which allows the user to set a minimum amount of chunks before a map update is allowed. This prevents frequent low-chunk count updates as it's less efficient to update a small amount of chunks due to per-refresh overhead (i.e. 1 chunk and 10 chunks both take ~1.5ms to update in large networks). - Added
logging_enumconfig value which allows the user to specify how much logging will be done during mapping processes. - Invisible blocks now scan below themselves until a visible block is located.
- Vastly reduced amount of chunk invalidations caused by block changes that would not be visibly changed in the map view.
- This primarily covers skipping blocks that remain the same map colour and blocks that have no collision (e.g. snow layers or grass).
- Added optimization for when config option
use_biome_fallback_for_lowresis true, path updates will be disabled for large enough path networks (though chunk data is still invalidated to prevent out-of-date chunk information from persisting). This avoids re-rendering network maps for not visible data. - Added disabling of
map_refresh_interval,map_refresh_thresholdandmap_save_intervalby setting each to0in config.
### Fixes:
- Resolved invisible blocks (like glass) from 'bleeding' onto map screen due to layer feather.
- Resolved blocks with no assigned map color from being displayed as invisible.
- Resolved a hang on world/server close when debug logging was enabled.
- Resolved an issue where PathGraph was not loaded to the client on world join by delaying until Data Anchor is initialized.
- Resolved mixin not adjusting Supplementaries Sign Post 'Done' button to the correct position when using non-Fabric loaders
### Investigating:
- I am aware of the Data Anchor
onTickBlockEntitiescrash, this update is reported to have potentially fixed it. Please let me know if it does or doesn't as it's been hell to recreate it for testing. I've taken exact worlds and modpacks from players who frequently crashed for it to be fine on my end.
### Improvements:
- Added Russian translations (thanks
@thecooldie!). - Added
map_refresh_thresholdconfig value which allows the user to set a minimum amount of chunks before a map update is allowed. This prevents frequent low-chunk count updates as it's less efficient to update a small amount of chunks due to per-refresh overhead (i.e. 1 chunk and 10 chunks both take ~1.5ms to update in large networks). - Added
logging_enumconfig value which allows the user to specify how much logging will be done during mapping processes. - Invisible blocks now scan below themselves until a visible block is located.
- Vastly reduced amount of chunk invalidations caused by block changes that would not be visibly changed in the map view.
- This primarily covers skipping blocks that remain the same map colour and blocks that have no collision (e.g. snow layers or grass).
- Added optimization for when config option
use_biome_fallback_for_lowresis true, path updates will be disabled for large enough path networks (though chunk data is still invalidated to prevent out-of-date chunk information from persisting). This avoids re-rendering network maps for not visible data. - Added disabling of
map_refresh_interval,map_refresh_thresholdandmap_save_intervalby setting each to0in config.
### Fixes:
- Resolved invisible blocks (like glass) from 'bleeding' onto map screen due to layer feather.
- Resolved blocks with no assigned map color from being displayed as invisible.
- Resolved a hang on world/server close when debug logging was enabled.
- Resolved an issue where PathGraph was not loaded to the client on world join by delaying until Data Anchor is initialized.
- Resolved mixin not adjusting Supplementaries Sign Post 'Done' button to the correct position when using non-Fabric loaders
### Investigating:
- I am aware of the Data Anchor
onTickBlockEntitiescrash, this update is reported to have potentially fixed it. Please let me know if it does or doesn't as it's been hell to recreate it for testing. I've taken exact worlds and modpacks from players who frequently crashed for it to be fine on my end.
### Improvements:
- Added Russian translations (thanks
@thecooldie!). - Added
map_refresh_thresholdconfig value which allows the user to set a minimum amount of chunks before a map update is allowed. This prevents frequent low-chunk count updates as it's less efficient to update a small amount of chunks due to per-refresh overhead (i.e. 1 chunk and 10 chunks both take ~1.5ms to update in large networks). - Added
logging_enumconfig value which allows the user to specify how much logging will be done during mapping processes. - Invisible blocks now scan below themselves until a visible block is located.
- Vastly reduced amount of chunk invalidations caused by block changes that would not be visibly changed in the map view.
- This primarily covers skipping blocks that remain the same map colour and blocks that have no collision (e.g. snow layers or grass).
- Added optimization for when config option
use_biome_fallback_for_lowresis true, path updates will be disabled for large enough path networks (though chunk data is still invalidated to prevent out-of-date chunk information from persisting). This avoids re-rendering network maps for not visible data. - Added disabling of
map_refresh_interval,map_refresh_thresholdandmap_save_intervalby setting each to0in config.
### Fixes:
- Resolved invisible blocks (like glass) from 'bleeding' onto map screen due to layer feather.
- Resolved blocks with no assigned map color from being displayed as invisible.
- Resolved a hang on world/server close when debug logging was enabled.
- Resolved an issue where PathGraph was not loaded to the client on world join by delaying until Data Anchor is initialized.
- Resolved mixin not adjusting Supplementaries Sign Post 'Done' button to the correct position when using non-Fabric loaders
### Investigating:
- I am aware of the Data Anchor
onTickBlockEntitiescrash, this update is reported to have potentially fixed it. Please let me know if it does or doesn't as it's been hell to recreate it for testing. I've taken exact worlds and modpacks from players who frequently crashed for it to be fine on my end.
### Improvements:
- Added Russian translations (thanks
@thecooldie!). - Added
map_refresh_thresholdconfig value which allows the user to set a minimum amount of chunks before a map update is allowed. This prevents frequent low-chunk count updates as it's less efficient to update a small amount of chunks due to per-refresh overhead (i.e. 1 chunk and 10 chunks both take ~1.5ms to update in large networks). - Added
logging_enumconfig value which allows the user to specify how much logging will be done during mapping processes. - Invisible blocks now scan below themselves until a visible block is located.
- Vastly reduced amount of chunk invalidations caused by block changes that would not be visibly changed in the map view.
- This primarily covers skipping blocks that remain the same map colour and blocks that have no collision (e.g. snow layers or grass).
- Added optimization for when config option
use_biome_fallback_for_lowresis true, path updates will be disabled for large enough path networks (though chunk data is still invalidated to prevent out-of-date chunk information from persisting). This avoids re-rendering network maps for not visible data. - Added disabling of
map_refresh_interval,map_refresh_thresholdandmap_save_intervalby setting each to0in config.
### Fixes:
- Resolved invisible blocks (like glass) from 'bleeding' onto map screen due to layer feather.
- Resolved blocks with no assigned map color from being displayed as invisible.
- Resolved a hang on world/server close when debug logging was enabled.
- Resolved an issue where PathGraph was not loaded to the client on world join by delaying until Data Anchor is initialized.
- Resolved mixin not adjusting Supplementaries Sign Post 'Done' button to the correct position when using non-Fabric loaders
### Investigating:
- I am aware of the Data Anchor
onTickBlockEntitiescrash, this update is reported to have potentially fixed it. Please let me know if it does or doesn't as it's been hell to recreate it for testing. I've taken exact worlds and modpacks from players who frequently crashed for it to be fine on my end.
### 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
### 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
### 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
### 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
### Changes:
- Via Romana now has native builds for Forge and NeoForge which avoids any issues people were having with Sinytra Connector - [#58](https://github.com/RasaNovum/Via_Romana/issues/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](https://github.com/RasaNovum/Via_Romana/issues/76) [#70](https://github.com/RasaNovum/Via_Romana/issues/70) [#60](https://github.com/RasaNovum/Via_Romana/issues/60) [#59](https://github.com/RasaNovum/Via_Romana/issues/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.jsonconfig 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
### Changes:
- Via Romana now has native builds for Forge and NeoForge which avoids any issues people were having with Sinytra Connector - [#58](https://github.com/RasaNovum/Via_Romana/issues/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](https://github.com/RasaNovum/Via_Romana/issues/76) [#70](https://github.com/RasaNovum/Via_Romana/issues/70) [#60](https://github.com/RasaNovum/Via_Romana/issues/60) [#59](https://github.com/RasaNovum/Via_Romana/issues/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.jsonconfig 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




