-
Notifications
You must be signed in to change notification settings - Fork 0
In Game Placement
You've exported from the web editor and copied loominary_state.json to config/ and the .litematic file(s) to schematics/. Now the in-game half.
Launch the game and run /loominary status — you should see your composition (title, grid, per-tile byte counts). The mod loaded it from the state JSON automatically. If you keep several projects, /loominary save <name> and /loominary load <name> switch between them.
Load the schematic in Litematica (M) and position it flat on the ground — any clear 128×128 area aligned with where your map will be. If the schematic is a staircase (the export page tells you), the terrain one block north of its north edge must sit at the same y-level as the schematic origin, so the first row reads at the right height.
Then place the carpets:
- By hand from Litematica's ghost preview, or
-
Hands-free with
/loominary walk print, which walks and places for you.
/loominary carpets balance pre-arranges your inventory to match the schematic's material list, and /loominary carpets fill restocks carpet stacks from nearby chests.
If the export listed overflow banners for a tile, the payload didn't quite fit in the carpet channel. Head to an anvil with unnamed banners (any color), empty bundles, and XP (1 level per banner):
- Open the anvil. The mod renames one banner per tick automatically and packs finished ones into bundles. It pauses if you run out of anything and resumes when you restock.
- Place the renamed banners anywhere inside the 128×128 area your map covers.
- Hold the target map and run
/loominary click— the mod right-clicks each banner for you (wire-frame markers show which are left). Each click registers the banner's name onto the map as a marker; that's the entire server-side footprint.
If the anvil handler ever reports it's stuck (the server keeps rejecting a name), re-export from the web editor — every export gets a fresh salt and therefore fresh names — then /loominary load the new state.
- Stand at the platform and use an empty map — the carpet colors snapshot into it.
- Lock it in a cartography table (map + glass pane) so later terrain changes can't redraw it.
- Hang it in an item frame.

Within a second the mod decodes the map and paints the art. Anyone else running Loominary within 32 blocks sees it too — with banner pins suppressed so nothing clutters the image. While a heavy tile decodes you'll see a progress screen on the map; see Troubleshooting for the other status screens.
Want to see the result before placing a single block? Hang any map in an item frame, look at it, and run /loominary preview — the mod paints the active tile (or the whole grid, if it finds a wall of frames) directly onto the framed maps, client-side only. /loominary revert restores them. This is purely a local preview — other players' maps are untouched.
| Command | Purpose |
|---|---|
/loominary status |
batch overview, per-tile progress |
/loominary tile next / tile <n>
|
switch active tile in a grid |
/loominary preview / revert
|
paint / restore framed maps locally |
/loominary click |
auto-right-click banners while holding the map |
/loominary carpets balance / fill
|
inventory prep for printing |
/loominary export |
re-generate schematics from the loaded state |
/loominary stop |
halt all automation immediately |
Full list: Command Reference.
Web editor · Releases · Report an issue — This wiki is generated from docs/wiki/; edit there, not here.
Getting started
The web editor
In the game
Features
Reference
Advanced