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Troubleshooting and FAQ

github-actions edited this page Jul 12, 2026 · 4 revisions

Troubleshooting & FAQ

Status screens on maps

When a tile can't display its art yet, the mod paints a status screen instead of leaving the map blank:

Screen Meaning Fix
decoding AV1 decode in progress (live progress bar) Wait a few seconds
waiting A composite/muxed tile is waiting for sibling tiles Scan every map of the grid once
locked Encrypted, and no stored password matches /loominary password add <pw>
error Decode failed Check the game log; usually a truncated scan or an old mod version

Common problems

Other players don't see my image. Expected — Loominary is client-side. Viewers need the mod (and the password, if encrypted). Without it they see a normal carpet-colored map.

The map shows carpet colors, not my art. The mod didn't recognize the map. Checklist: the state JSON is loaded (/loominary status); the map was scanned after the platform was fully placed; overflow banners (if any) are placed and clicked; you're within 32 blocks of the frame.

My image looks fuzzy or the colors are off. Minecraft's map palette is ~186 usable colors. In the web editor: boost saturation slightly, try different dither algorithms, and watch the match-quality score. Bold shapes and clear colors always beat photographic noise.

"Import aborted — over budget" in-game. The in-game /loominary import is the no-frills path and can't shrink images. Use the web editor: its palette reduction, dithering control, mux, and (for animations) lossy AV1 solve every over-budget case. Multi-tile in-game imports can also try the mux flag.

The anvil handler says it's stuck. The server permanently rejected a banner name. Re-export from the web editor — each export gets a fresh salt so all names change — then /loominary load the new state (loading clears the halt). Discard already-renamed banners for that tile.

I ran out of XP / banners / bundles at the anvil. The handler pauses cleanly and resumes when you restock.

Animated tile plays for me but freezes for a friend. They're likely on an old mod version without the AV1 decoder — the art needs the version that made it (or newer).

A removed command told me to use the web editor. v2.0.0 moved all image editing to the web editor. The command reference has the full removed→replacement table.

FAQ

Is this allowed on servers? Loominary uses only vanilla mechanics: renaming banners, right-clicking them with maps, and placing blocks. Rendering happens client-side. Automation features (auto-click, walk-print) may fall under a server's automation rules — check them.

Does it work in singleplayer / Realms? Yes and yes. It's fully client-side.

Can I share or archive art? Yes — see Encryption & Sharing and Archiving map art.

What's "legal palette" vs "all shades"? Maps encode 4 brightness shades per color but only 3 occur from real blocks. "All shades" unlocks the 4th for extra fidelity, at the cost that the art can't be reproduced as an actual block build.

Why do budgets top out around 15 KB per tile? That's the total of the vanilla data channels: 8,192 B of carpet nibbles + 2,016 B of carpet-height shade data + ~5,200 B across 62 named banners. zstd compression means that's usually plenty — a typical image compresses to 1.5–6 KB.

How big is the state file? Tens of KB typically; it's readable JSON at config/loominary_state.json.

How do I uninstall? Delete the jar. Art already in the world remains visible to other Loominary users; you'll see plain maps.

Runtime directories

Path (relative to game dir) Purpose
config/loominary_state.json the active batch
loominary_data/ source images for in-game import
loominary_saves/ named batch saves
loominary_exports/ schematics and image exports

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