-
Notifications
You must be signed in to change notification settings - Fork 0
Web Editor Export
The export step encodes your composition into the actual bytes the mod will decode, shows you exactly what fits where, and packages everything for the game.

Each 128×128 map tile has a byte budget determined by the codec — which vanilla data channels carry the payload:
| Channel | Capacity | How |
|---|---|---|
| Carpet | 8,192 B | 16 carpet colors = 4-bit nibbles read back through the map's own colors |
| Shade | +2,016 B | carpet height variation (staircase schematic instead of flat) |
| Banners | +~5,200 B | up to 62 named banners, 84 bytes each (14-bit CJK alphabet) |
The default codec (carpet + banners + shade) gives ~15,400 compressed bytes per tile — most images fit comfortably after zstd compression. The codec picker shows each mode's budget and what your composition needs; the per-tile stats show carpet rows, overflow banner count, and bytes with an over-budget warning if you exceed it. A banner-only codec also exists for the no-building workflow — see Banner-Only Mode.
- Title — embedded in the payload, shown to whoever decodes it (defaults to the filename).
- Author — your name, also embedded.
- Every payload carries a CRC32 integrity check and a random salt, so re-exports are always distinguishable.
Add one or more passwords to encrypt the payload (AES-256-GCM, PBKDF2-derived keys — each password is an independent "key slot"). Only players who've run /loominary password add <pw> see the art; everyone else's mod shows a lock icon. Details: Encryption & Sharing.
On multi-tile grids, busy tiles can blow their budget while plain tiles have room to spare. Mux redistributes the overflow into donor tiles automatically. The export page shows the allocation; the mod reassembles it transparently. Details: Multi-Tile & Mux.
Animated compositions are encoded with a lossless AV1 codec (or optional lossy mode for dithered content that won't compress — the preview shows the exact decoded result before you commit). Multi-tile animations encode as one seamless stream. Details: Animated Art.

⬇ Export ZIP produces:
-
loominary_state.json→ your game'sconfig/folder — this is the payload -
loominary_carpet_r<row>_c<col>.litematic→ yourschematics/folder, one per tile (carpet codecs only) -
preview.png/preview.mp4— the exact decoded result -
README.txt— offline install instructions
Then head in-game: Placing your art.
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