JourneyMap guide for All the Mods 10 0.32 to 0.51

Report a mistake on this page

JourneyMap guide for All the Mods 10

Written for All the Mods 10 0.51 · also fits 0.32 to 0.50 · updated Oct 2, 2026

Last verified for All the Mods 10 v0.51 on Oct 2, 2026 · text last changed Oct 2, 2026

A newer release (8.3) is out Guide for the current version

Also applies to:All the Mods 11 0.1.0 to 0.12.0-betaAll the Mons 0.3.0-beta to 1.3.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2

Sections
4

Every recipe and number here was checked against All the Mods 10 0.51's own files.

What is JourneyMap?

1 part

JourneyMap is a real-time mapping mod: as you explore, it draws your world into a map you can check without ever leaving the game. You get a minimap in the corner of your screen, a full-screen map you can pan around, and the option to view the same map in a web browser while you play.[1]

It's a client-and-server mod, but the mapping itself happens on your client. The server side exists so server owners can control which JourneyMap features are allowed, and no mapping is done on the server. That means JourneyMap has to be present on the client for anything to show up at all.[1]

Both sides are optional, so you can connect to servers that don't have JourneyMap installed, and players without it can still join servers that do. In practice you can just play with it and not worry about who else has it.[1]

Where it fits in this pack

The pack ships the NeoForge build of JourneyMap, and it has been bundled since well before this release, so it's a long-standing part of the kit rather than a recent addition.[2]

There's no progression to unlock here. JourneyMap is a quality-of-life mod that works from your first minute in the world, and it isn't tied to any quest line or to the ATM Star path. Treat it as a utility you lean on constantly while you chase the goals of other mods: finding your way back to a base, marking a structure you want to return to, or scouting for a biome another mod needs.[1][2]

Tip: If you ever want your map on a second monitor or a phone, remember the browser view is built in; it shows the same world being mapped in real time as you explore.[1]

Unverified Specific keybinds, waypoint controls and any pack-side tweaks to JourneyMap's configuration could not be confirmed from the available sources for this pack version.

How do you get started with JourneyMap?

2 parts

This mod maps your world in real time as you explore, and you can view that map three ways: as a minimap in the corner of your screen, as a full-screen map, or in a web browser.[1]

It's a client mod. Servers can run it to control its features, but no mapping happens server-side, so the map you see is always generated on your own client as you walk around.[1]

Unverified There are no craftable items for this mod in this pack, so there is nothing to make before you start mapping, just load in and explore.

Your first steps

  1. Walk around. The map fills itself in as you explore, with no setup or item needed.[1]
  2. Open the options and check the hotkeys screen, which lists every key you can use with the map.[3]
  3. Pick how entities show up: plain dots, head icons, outlined head icons, or head icons inside a dot.[3]
  4. Tune the info slots to show what you care about, such as your movement speed in blocks per second or the current weather in the dimension.[3]

Settings worth knowing early

  • The common options screen has copy buttons that push your current settings straight into the Fullscreen, MiniMap1 and MiniMap2 presets, so you only have to set things up once.[3]
  • "Always map caves" keeps mapping the caves in your vertical chunk even while you're on the Overworld surface, and "always map surface" keeps mapping the surface while you're underground. Turning either off improves performance.[3]
  • The cave mode threshold sets how many blocks deep you have to be before the map switches to cave mode, which stops it flipping over every time you step inside a house.[3]
  • Location format controls how your coordinates are displayed, and the verbose option adds the x, y and z names next to the numbers.[3]
  • The chunk grid can be set to square chunk outlines, region outlines, or both, and font scale adjusts the size of labels and text.[3]
Tip: To use the browser map, the port setting accepts any value between 80 and 10,000. If the port you pick is already in use, the mod searches for an open one in increments of 10.[3]
Watch out: If you're on a multiplayer server, the multi-world options (the experimental seed ID setting and the option to include the server IP in saved data) only take effect after you rejoin the server. Both exist to stop one map overwriting another in multi-world setups.[3]

One last quality-of-life note: there's an option that announces in chat when the map is ready, plus an update check that tells you when a new version is available. Turn them off if you'd rather keep chat quiet.[3]

How does JourneyMap work?

6 parts

JourneyMap has no machines, multiblocks or power systems. Everything it does happens in your client as you walk around: it reads the chunks you have loaded and paints them into map tiles you can view as a minimap, a full-screen map, or in a web browser. The server side of the mod exists only to control features from the server, and no mapping is done there, so the mod has to be on the client for anything to be displayed at all.[1]

Because both sides are optional, clients with the mod can join servers without it, and clients without it can join servers that have it installed.[1]

How chunks get mapped

Mapping runs in render passes, with a delay in seconds between each pass. Raising that delay can improve performance, but you may miss chunks while travelling fast. The mapped radius is capped by your chunk render distance too: values larger than Minecraft's render distance have no effect, and setting the cave render distance to 0 makes it mirror your video settings' chunk render range.[3]

AutoMap is the bulk job that sweeps whole regions instead of waiting for you to walk them. Its poll setting is a delay in milliseconds between AutoMap region tasks, lower values finish the map sooner but cost more performance.[3]

Chunk caching keeps data about chunks you have already seen. With it disabled, teleporting or creating waypoints outside your render range falls back to sea level, y=64, because the mod has no height data to work from there.[3]

Tip: If the top layer of the world renders wrong, there is an option to ignore chunk heightmaps, at some cost to performance.[3]

Surface and cave mapping

The mod keeps separate surface and cave layers and switches between them based on where you are. A cave mode threshold sets how many blocks underground you have to be before it flips to cave mode, which stops the map swapping every time you step into a house. There is also an option so that being under a glass roof does not switch to cave mapping.[3]

  • Always map caves keeps your vertical chunk's caves updated even while you are on the Overworld surface; turning it off improves performance.[3]
  • Always map surface keeps the Overworld surface updated while you are underground, and disabling it also improves performance.[3]
  • Cave lighting uses the actual underground light levels instead of rendering everything fully lit.[3]
  • Show surface underground draws a dim view of the nearby surface over your cave map.[3]
  • Clear caves renders unlit and inner slice blocks as clear instead of black, and only affects newly mapped blocks.[3]

Radar

Radar is a separate polling system from the map itself. It searches a lateral and a vertical distance in blocks around you for entities, and larger numbers can cause significant lag. Each entity category (hostile mobs, passive animals, ambient creatures, villagers and players) has its own cap on how many are displayed, and its own cache duration in milliseconds before the mod checks for new ones. Lower cache durations mean fresher data and worse performance.[3]

On top of that you choose how entities are drawn: plain dots, head icons, outlined icons, or icons inside a dot. Icons can fade based on vertical distance, separately for mobs and players, and you can hide sneaking creatures or spectators from the radar.[3]

Map styles and presets

Beyond day, night and cave views, the mod can render a biome map, a topography contour map that shows elevation changes, and bathymetry for the ocean floor and underwater terrain. Shading options like antialiasing, block shadows, plant shadows and biome colour blending for grass, foliage and water all trade a little performance for looks. Colour filters, including grayscale, can be applied per map type: day, night, cave, nether cave, biome or topo.[3]

Settings are organised as a common set plus three presets, and you can copy the current common options onto the fullscreen map, MiniMap 1 or MiniMap 2 rather than configuring each one by hand.[3]

Web map and multi-world

The browser map is served on a configurable port; you pick a value between 80 and 10000, and if that port is already in use the mod hunts for an open one in increments of 10.[3]

For servers that swap worlds, there are experimental multi-world options that use a seed ID and the server IP address when saving map data so your maps do not overwrite each other. Both only take effect after you rejoin the server.[3]

Server-side control

The server jar's job is the Server Admin Panel, reachable from the Options screen, which lets admins control JourneyMap features for everyone on the server. In this pack, admins.opAccess is left at true, so every op plus anyone in the admin list can open it; set it to false and only listed users get in.[4]

Watch out: This pack still ships the example entries in admins.serverAdmins, a placeholder name and UUID. The config itself asks you to delete those defaults and add your own admins, preferring UUIDs because they are more secure.[4]

Which JourneyMap config options matter?

1 part

Only one JourneyMap config file shows up in the pack sources: the server config. It controls who can open JourneyMap's Server Admin panel from the Options screen. The mod itself is client+server, and the server side only controls JourneyMap features. No mapping happens on the server, so you still need JourneyMap on the client to see a map.[1][4]

Server admin access

  • admins.opAccess is set to true in this pack. That means every op can open the Server Admin UI in the Options screen, along with anyone on the admin list. If you set it to false, only players on the admin list get access.[4]
  • admins.serverAdmins is a list of players who can use JourneyMap's Server Admin Panel. This pack ships it with two entries: the name mysticdrew and the UUID 79f597fe-2877-4ecb-acdf-8c58cc1854ca.[4]
Tip: If you run your own server, add your admins to the list by name or UUID. The config's own comment recommends UUIDs because they are more secure. It also asks you to delete the default values, so check the two entries the pack ships with and decide whether you want them to keep admin access.[4]

Unverified The sources don't include the mod's stock defaults for these two options, so it is unconfirmed whether the pack changed either value from the mod default. Nothing else in the JourneyMap configs is covered here, so client-side options like minimap layout and map display aren't documented in this section.

Sources

  1. JourneyMap project page (modrinth) · official mod data
  2. All the Mods 10 0.51 mod list · pack file
  3. journeymap tooltips and descriptions (English lang file) · official mod data
  4. All the Mods 10 0.51 config: config/journeymap-server.toml · pack file
Where this guide comes from

Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 2, 2026.

Guides for other versions: 0.52 to 8.3

Was this helpful?

Report wrong info

A few words are enough, up to 500 characters. Please do not include personal details.