You're free to play, use the source code of my mods, include them in mod packs as long as you give me credit (link to this post) and don't make money off it (adf.ly, custom paid downloads etc). Don't post individual mod downloads on other websites, link back to this post or CurseForge!
Antique Atlas is a book that acts like a map featuring infinite scrolling, zoom and custom labeled markers. The map is generated around the player by calculating the average biome in each 16x16 chunk. Custom biomes added by other mods will be auto-assigned a default texture set based on their types as registered in Forge BiomeDictionary, but you can add your own texture packs with custom textures: see Editing Textures.
Navigate the map by dragging it with the mouse, clicking arrow buttons or pressing arrow keys on the keyboard. Use the +/- keys or mouse wheel to zoom in and out.
You can export the map of the current dimension into a PNG image, see buttons on the right side of the GUI.
I created this GUI while working on a larger mod project Quest, it was inspired and improved by ideas from the team. For more Quest-related stuff check out Zelda Sword Skills by coolAlias! His mod also uses Atlas API to mark Boss Dungeon locations. ZSS is compatible with Antique Atlas v4.2+!
Various settings can be tweaked in ", courier">.minecraft/config/antiqueatlas/settings.cfg. If you experience lag spikes or slow loading of chunks, try disabling ", courier">do_scan_ponds and ", courier">do_rescan.
Like with Minecraft maps, right-click on empty Atlasto create a usable instance:
+ * N = * (N + 1)
Crafting an Atlas with empty Atlases creates clones of the original Atlas. Map content is shared between the clones, so you can always leave a copy at home and go on adventures without ever worrying of losing your Atlas.
#1 + #2 = #3
2 different Atlases can be crafted together and have the contents of both merged into a new one.
Right-click the Atlas to open it:
Exported map image:
New, detailed village:
Placing a marker:
Marker with a label:
Zoomed in (note the scale bar in the bottom left corner)
Version 4.1 supports a much higher level of zoom in and out.
Spotlights and showcases!
A small showcase, where the map inside the Antique Atlas blends into and continues the lines and shapes of the Minecraft world's biomes:
Offers a revamped and colored style for the Atlas (except mesa/icy biomes) as well as custom textures for the biomes from Biomes O'Plenty and Thaumcraft.
How to install:
1. Copy the file "AntiqueAtlasExtra.zip" from the AABOP zip file to the folder ".minecraft/resourcepacks"
2. Launch Minecraft, go to Settings > Resource Packs and enable the resource pack "Golriths Anqitue Atlas".
How to enable Biomes O'Plenty / Thaumcraft:
1. Replace the file "texture_sets.json" in the folder ".minecraft/config/antiqueatlas" with the one in the zip file.
2. Similarly replace the file "biome_textures.json" or manually edit it using a text editor to copy the lines which correspond to the custom biomes from the file "biome_textures.json" in the zip file.
3. Make sure that biome IDs in this config match the actual biome IDs in use in your BoP/Thaumcraft installations. You can use NEI to do a biome ID dump. Change the biome IDs in your "biome_textures.json" accordingly so that they match their intended textures.
3a. Another way to find out the Biome IDs is by checking the config files of BoP or Thaumcraft:
# Eerie biome id
# Eldritch Lands biome id
# Magical Forest biome id
# Taint biome id
Edit biome_textures.json matching biome ID to texture set.
It's too bad that the only thing shown on atlas is water......
Not so compatible with mods, isn't it?
At the moment it's possible to register custom (or default) textures for custom biomes in code. If a biome is not registered directly, Atlas will try to determine its basic type like "water" or "forest" based on Forge's BiomeDictionary. Although this will only work if the mod the biome belongs to registered the biome to BiomeDictionary. If that fails as well, it uses the default texture for unknown biomes, which is plains. It looks empty, because that's how I thought plains were depicted on maps, like empty spaces. See LotR map for example.
Thanks for your insight! I have explained my plans concerning custom biomes in the previous post.
Oh, by the way, dimensions are already supported, the GUI just shows the dimension you're in.
I have been thinking about marking villages and dungeons, but instead of custom blocks it should be some purely GUI method, don't you think?
If thats possible sure, maybe place drag and drop Icon tile pins along the side of the GUI book, so a player can drop a pin to indicate a location. eg:
Even better if that version of a pin'd GUI map could be shared between server players.
The Forge's BiomeDictionary sounds good, but if there was a way to manualy register a undefined biomes via a config file, so this mod could read it, it may save time in the long run, even if its only used now and then.
For custom tiles, I was thinking about the Thaumcraft mystical forest and taint biomes, or sky biome world gen from BWG 4 where alot of the 'nothing' tiles could be represented with clouds.