VoxelMap Mod 1.8/1.7.10/1.7.2

Deal Score+7
Deal Score+7


VoxelMap Mod

VoxelMap was originally Zan’s minimap, a rather famous minimap mod created by Zaneris.When he stopped maintaining it, he handed it over to Lahwran. Lahwran has stopped maintaining his mods as well, and has given me permission to continue Zan’s.
I’ve been involved with it for a while; I coded the nethermapping algorithm, squaremap waypoints, and nether/overworld waypoint synchronization. (all of that was before Rei’s minimap was ever initially posted, for those who are wondering. Go ahead and check the dates! This section is only here because, initially at least, there was a large number of people who were sure this was a ripoff of Rei’s)

Since then a lot of changes have happened (practically nothing is left of the original code). The mod has also been included in the Voxel Modpack, which led to the new name.

With the “Old North” toggle (bring up the menu with M) you can choose to have the map display North to match how the sun moves in Minecraft Final (default), or to match how the sun used to move back in Beta (if you have old maps, and don’t like how everything turned 90 degrees). If you also install the Retro Sun Direction mod, the “Old North” menu option will also toggle which direction the sun moves to match up with the map.

Standard version: please use Magic Launcher or MCPatcher.

Forge/FMLversion is optional, and is installed like any other Forge mod

Mod compatibility that I know of (possibly out of date):

  • Optifine: maybe. Works for me
  • Shaders mod. Works here. Newest version of shaders works for more people
  • AdvancedHUD works if and only if you use the Forge Version of the minimap.
  • Hudini’s fine. With Forge version of minimap (should go without saying as Hudini is a Forge mod)
  • Ferullo’s Gun mod is mostly fine if you use Forge version of the minimap
  • GunCus is fine if you use Forge version of the minimap
  • Better PVP works now. Requires Forge version of minimap
  • MCPatcher yes
  • Zombe yes.
  • Forge yes (including support for blocks added by Forge mods)

Using this mod in private modpacks is cool. Using it in public modpacks is fine if

  1. you provide credit and a link to this page
  2. you do not make money from the pack (it isn’t hosted behind adf.ly or anything like that)

Please try to keep the version of the mod in your packs up to date!

**Texture Packs**

Also, since there seems to be some confusion, this mod has and always has had texture pack support. Files with the right name in the right directory in a texture pack will override the ones that come with the mod. For those two people who want to, you can totally theme the mod to match your texture pack and distribute your custom files inside your texture pack if you want. Example: picture. (pack and map: Bladecraft. custom map image: Lithia)







Install VoxelMap Mod

  1. Download and install Minecraft Forge
  2. Download the mod
  3. Go to %appdata%
  4. Go to .minecraft
  5. Go to mods folder
    1. C:\Users\YOURUSERNAME\AppData\Roaming\.minecraft\mods folder
    2. /Users/[Your user]/Library/Application Support/minecraft/mods on Mac folder
  6. Drag and drop the downloaded jar (zip) file into it
  7. If one does not exist you can create one
  8. Enjoy the mod



biome labels on the world map (calculated, and displayed, only after visible regions finish loading)
the end dimension persistent map can now show structures above y level 90
regions created with invalid metadata (from before 1.8) will now load in the persistent map in 1.8
setting worldmap max zoom to 32x remembered for next session (previously reset to 16x)
uses less direct buffer memory, fix for an occasional crash on initialization (for users whose direct buffer memory was all used)
fix for rare crash on initialization in the font renderer (NPE)
slight reduction in memory and storage space for underground dimensions (10 percent-ish)


can edit and delete world names for multiworld servers (instead of just choosing one or adding a new one)
world map: right click works with touchscreens
world map: underground transparent blocks and liquids don’t become invisible if unlit – affected nether-like dimensions
world map: remove spurious biome tinting for spruce and birch leaves (1.8)
world map: fix for possible null pointer exception in world selection screen
world map: mipmapping so zooming extra far out looks better
radar: helmets with custom models not drawn too large
radar: more than one icon for mobs from mods and more than one block-as-helmet icon can be created per tick (AMD/Intel), or can be made at all (nVidia) (1.8)


show server name instead of address on world map screen (fix for streamers)
don’t freak out when player presses map key *while holding a movement key* (that would formerly attempt to display an area very far away that was most likely blank, and possibly crash)


  • old north setting now applies to world map as well
  • old north setting remembered per map (for all those old pre-beta worlds before notch changed the direction of the sun)
  • partial fix for switching into cavemode when riding a minecart on a slope.  You can sometimes see the sky dim when you are riding a cart.  This is because Minecraft thinks you are underground; it’s a Minecraft bug


  • radar now correctly shows blocks worn on heads when the blocks are a custom json based model
  • fix in color loading code, greatly reducing the chance of concurrentmodificationerror when a resourcepack has a malformed mcmeta file


  • configurable zoom levels – zoom out massively far, if you can spare the memory
  • manual multiworld selector, for multiworld servers that don’t use a plugin to tell the client which world it is in
  • fix for crash when opening world map with colored lighting installed


  • performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
  • teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don’t end up inside a wall
  • player icons reflect whether the player has his hat layer turned off
  • waypoint icons in icon selector sorted alphabetically

Download VoxelMap Mod

For 1.8


Old version








VoxelMap for 1.8

VoxelMap for 1.8

For 1.7.10



 For 1.7.2


Old version



For 1.6.4


For 1.5.2


Author: MamiyaOtaru

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