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In Game Placement

github-actions edited this page Jul 13, 2026 · 5 revisions

Placing your art in-game

You've exported from the web editor and copied loominary_state.json to config/ and the .litematic file(s) to schematics/. This page is the in-game half, in order.

1. Load and inspect the state

Launch the game and the mod reads the state JSON automatically. /loominary status shows the composition: source, grid, title, codec, and per-tile channel usage (carpet rows, shade bytes, overflow banner count, total bytes). If you have multiple projects, /loominary save <name> / load <name> switch batches; every import also auto-saves as <name>_001, _002, … in loominary_saves/.

2. Place the carpet platform

Load the schematic in Litematica (M) and position it flat on the ground. Two things matter a great deal here: where (the map grid) and what's north of it (the noobline). Get both right before placing a single carpet.

Align to the map grid

Minecraft maps don't center on where you stand. The world is divided into a fixed grid of 128×128 map cells, offset by 64 blocks: cell boundaries fall at X/Z = …, −64, 64, 192, 320, … (multiples of 128, minus 64). A map you create anywhere inside a cell always covers exactly that cell (minecraft.wiki: Map).

Your platform must line up with one cell exactly:

  1. Press F3 and find a corner where both X and Z are ≡ −64 (mod 128), e.g. (64, 64), (−64, 192), (192, −64).
  2. Place the schematic's north-west corner at that cell corner, rows extending south, columns east.
  3. When you scan later, stand anywhere over the platform; the map snaps to the cell, and your carpets land pixel-perfect on it.

A misaligned platform doesn't fail loudly. It shifts every pixel, and the decoder finds garbage. If a scan shows your art cut off at an edge and wrapping oddly, alignment is the first suspect.

A real carpet platform — this ~1 KB image needs only 17 rows

The platform is only as deep as your data; a well-compressed image often needs only 15–40 carpet rows, not the full 128.

Kill the noobline

Map shading is relative to the north: a block renders brighter when it sits higher than its northern neighbor and darker when lower. Your carpets sit on top of the ground, so the platform's top row is higher than the bare ground north of it and renders as a telltale strip of lighter pixels. This is known as the noobline.

To fix it, make the row of blocks directly north of the platform's first row the same height as the carpet surface. Either:

  • build on a full map-art platform (the standard 128×129 designs from schematic sites include the extra northern row for exactly this reason), or
  • at minimum, place one row of 128 blocks flush against the platform's north edge, topping out level with the carpets.

For staircase schematics (shade channel in use) this northern row isn't only cosmetic: the first data row is read relative to it, so it must sit at the schematic origin's y-level or the decode itself misreads.

Placing the carpets

  • By hand from Litematica's ghost preview.
  • Hands-free: /loominary walk print walks and places everything for you. Note it requires IceTank's litematica-printer installed alongside Litematica.
  • Inventory helpers either way: /loominary carpets balance arranges your carpets to match the schematic's material list; /loominary carpets fill restocks from chests catalogued with /loominary carpets catalogue.
  • Don't let other players' blocks intrude into the footprint before you scan.

3. Overflow banners (if the export listed any)

Payload beyond the carpet channel travels as banner names, renamed automatically at any anvil, placed anywhere in the map's area, and registered with /loominary click. This has its own page: Anvil & Banners. Small images usually need none.

4. Scan, lock, frame

  1. Stand at the platform and use an empty map; the carpet colors (and staircase shading) snapshot into it. This is the moment the data enters the map.
  2. Lock the map in a cartography table (map + glass pane). Unlocked maps redraw when terrain changes; locked ones are permanent.
  3. Hang it in an item frame.

Decoded map art in an item frame

Within a second the mod decodes it and paints the art, for you and every Loominary user within 32 blocks. Banner marker pins are suppressed client-side. While a heavy animated tile decodes you'll see a progress screen on the map (status screens).

Previewing before you build

Hang any map in an item frame, look at it, and run /loominary preview; the pending art is painted straight onto that framed map, client-side only, with no blocks placed, nothing sent to the server, and only you seeing it. On a wall of frames it discovers the whole grid and paints every tile at once. /loominary revert (or revert all) puts the maps back exactly as they were.

Preview paints the framed map; revert restores it

Preview is the fastest way to sanity-check scale, colors, and dithering at actual map size before committing to a build. As of v2.1.1 it decodes AV1 payloads of every kind (lossless, lossy, full-color sRGB, composite) properly; on older versions a static AV1 tile previewed as garbage.

Command crib sheet

Command Purpose
/loominary status / status donors batch overview / mux donor list
/loominary tile next / tile <n> / tile pos <c> <r> switch active tile
/loominary seek <n> resume banner work at chunk n
/loominary preview / revert [all] paint / restore framed maps locally
/loominary click auto-register banners (details)
/loominary carpets balance / fill / catalogue inventory logistics
/loominary export regenerate schematics from the loaded state
/loominary stop halt every Loominary automation now

Full list: Command Reference.

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