Changelog
[1.3.0-release]
Added
- Civil maps: crafted from a filled map and a Civil Detector. An empty map or a locked map will not work. A civil map is easy to spot from its lore (The sheet holds civility.) and from the regional tinting on the map.
- Civil map tints: applied at the same time as the vanilla map reveals terrain. Washed-white tint for civilized areas and purple tint for mob-head zones, with clear border lines for both. The regions update when the world changes, for example when you place or remove blocks that feed into civilization scoring.
- Cartography table: civil maps work like vanilla maps: paper to zoom out, glass panes to lock, an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore stays on the item; everything you pull out of the table is still a civil map.
Note
- Dimension policies: if civilization is off for a dimension, maps there get no civil tints.
- Config:
mapTint.*incivil.propertiesadjusts tint strength (defaults unchanged). - Supplementaries: client-side map recoloring in Supplementaries overrides civil map tints. We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: Civillis Official
Dependencies
Files
civillis-fabric-1.3.0-release+mc1.21.6-1.21.8.jar(365.09 KiB) Primary Download
External resources
Project members

MaoxnZ
Owner
Mitemi
Contributor
Technical information
License
ARR
Client side
required
Server side
required
Project ID

