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Civillis 1.3.0-release

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.* in civil.properties adjusts 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