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Banner Mode Legacy

github-actions edited this page Jul 12, 2026 · 3 revisions

Banner-only mode (legacy)

Loominary started life as "Banner Mod", which smuggled an entire image through nothing but item names. You rename banners at an anvil, right-click them with a map, and the server stores every name as a map decoration; the mod on the other side reads the names back and reconstructs the image, without placing a single block or touching a schematic.

That original mode still works, and it remains the right tool when you can't place blocks: protected areas, plot borders, anywhere a 128×128 carpet platform isn't an option.

The trade-off

Carpet (default) Banner-only
Capacity per tile ~15,400 bytes ~5,290 bytes
Building required 128×128 carpet platform none
Banners needed 1 manifest + overflow (often 0) up to 63
XP cost 1 level per banner 1 level per banner (×63)

5.3 KB fits simple, bold images (and short animations) after compression, but photographs and dithered art usually need the carpet channel.

How to use it

From the web editor: pick the Banner codec on the export page. The ZIP contains only the state JSON, no schematics.

In-game: add banners to imports: /loominary import <file> banners or /loominary import steal banners.

A banner-mode import: the whole image in 13 banner names

Then the placement flow is just the anvil half, covered in depth on Anvil & Banners:

  1. Open an anvil with unnamed banners, empty bundles, and XP. The mod renames one banner per tick with the payload chunks (each name: a 2-char index + 48 CJK characters ≈ 84 bytes) and bundles them up.
  2. Place the banners anywhere inside the 128×128 area the map covers.
  3. Hold the map, /loominary click, and let it register every banner.
  4. Lock the map at a cartography table, frame it, done. Banner pins are suppressed client-side; the mod decodes the names into your image.

Why CJK characters?

An anvil name holds 50 characters. Base64 would carry ~36 bytes per banner; the CJK Unified Ideographs block (U+4E00 onward) survives server text normalization untouched and packs 14 bits per character, for 84 bytes per banner (2.33× denser). This encoding is what made the original Banner Mod viable, and the same alphabet still carries the carpet mode's overflow banners today.

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