Hunternif, does something cause the biome_textures.json to be recreated?
Just updated some mods, started a new world, and the biome_textures.json file has reverted back to default, overwriting all my changes.
Needless to say, that's very frustrating! Mod shouldn't be overwriting an existing config. I guess there was an error in the json file, so mod recreates the file, which is fine when it's just vanilla, but an issue when modded. Could you add an config option to control this behaviour, either recreate or crash on error?
Updated full map (I'll worry about colour balance and improving some of my first textures later):
One thing I can't work out, is what texture is being used for Sparse_Forest? I've recoloured all the forest tiles (excluding dense), but as you can see on the map, there are still some forest tiles in the default colours.
Golrith, I'm sorry that this happened, it must have been some mistake on my part. I'll confess that the code responsible for when to read and write the config is not exhaustively tested and may contain logical errors. Let me revise how the algorithm is supposed to work:
1. If there is no biome_textures.json, it is created.
2. If the config file exists, the data is read.
3. Then the default values for vanilla biomes are assigned ONLY IF it there was no value for this biome in the config.
4. Later at any time that the mod encounters a new biome (if it was added by another mod), the config file is written to disk so that the new biome is present in the list. Biome IDs are written in ascending order, therefore your original formatting will be gone, but the actual data should be retained. Are you sure that this is not what happened and your entries were instead replaced with defaults? I can make it so that your custom reordering of biome IDs in the config is saved.
The texture file naming is a little inconsistent, partly because I didn't want to rename files now that I knew you were accessing them directly in your texture sets. I think it's called "forest_sparse.png". Maybe I should write all the default texture sets into texture_sets.json as well so you can see their content as is?
Ah, I bet the sparse forest was a recent addition, I've only got the textures extracted from the earlier version. That'll explain a few things I thought I was going mad.
Perhaps get the mod to copy the biome_textures to a backup if it forces a rewrite (for any reason)? I'm basically doing that manually at the mo, in case I do anything odd this end
I wouldn't worry about writing the default textures to the file, they work well, and I find the names fairly consistent.
Do you mean that the mod shouldn't ever write the config file? Except when creating a new one and populating it with default values. What about if I add a change to the defaults, or new biome is discovered and auto-registered? Should I just let people play with the old settings, while they always have the option of resetting the config by deleting the file (or I could add an option to do that in mod settings)
Perhaps go the EnderIO route with the json files (especially the biome allocations file).
It has 2 jsons. One of defaults which the mod will update as required, and then a user overrides file, which the mod never touches.
It loads the defaults, then loads the overrides.
Seems a simple, elegant solution.
Advanced Generators does that as well, but I'm with you on the EnderIO route more than AG because AG is too buggy to use overrides, even the creator of the mods example template fails to work XD whereas EnderIO actually has a smoother code and proper configuration and overrides setup
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Currently working on a new project list. Shut down server due to lack of players/time to work on it among other issues. All of my packs are still available of course.
Just need to do the remaining swamps, all the new Savannah, Mesas/Bryce, Flower Fields (and BOP variations), Icey biomes, remaining hill variations and colour balances.
Hmm, did I say I was close?
Awesome! By the way, up till now I have been looking at your screenshots from my phone, and I have to say that on the PC the colours look just fine as is.
As far as the poll goes, I just wanted to say this. It looks like Item Only is winning, and I'm glad for that. The need to actually have an atlas, as opposed to just getting a HUD element, is a big reason why I love this mod over the many minimaps out there. That means that it doesn't completely make maps obsolete (in fact, the one thing I could wish is that a map replaced the compass in the recipe).
For the sake of fairness, though, here's how an Item + GUI system could work. Have it function as a minimap, however, require that it be equipped to a map slot in the inventory, much like how the Baubles mod adds extra equip slots that add special bonuses (perhaps even using Baubles). Thus, the player gets the Atlas only if they have it equipped, and can share information using the actual item.
As far as the poll goes, I just wanted to say this. It looks like Item Only is winning, and I'm glad for that. The need to actually have an atlas, as opposed to just getting a HUD element, is a big reason why I love this mod over the many minimaps out there. That means that it doesn't completely make maps obsolete (in fact, the one thing I could wish is that a map replaced the compass in the recipe).
For the sake of fairness, though, here's how an Item + GUI system could work. Have it function as a minimap, however, require that it be equipped to a map slot in the inventory, much like how the Baubles mod adds extra equip slots that add special bonuses (perhaps even using Baubles). Thus, the player gets the Atlas only if they have it equipped, and can share information using the actual item.
that's a little like what i was talking about, except mine would be it just being somewhere in the inventory to have the gui available, and otherwise being able to have the gui turned off and have it be treated like the vanilla map with a screen interface if the person uses it in their inventory.
Rollback Post to RevisionRollBack
Currently working on a new project list. Shut down server due to lack of players/time to work on it among other issues. All of my packs are still available of course.
Getting close to full BoP support:
Just need to do the remaining swamps, all the new Savannah, Mesas/Bryce, Flower Fields (and BOP variations), Icey biomes, remaining hill variations and colour balances.
Hmm, did I say I was close?
Did you make the custom biome map texture ?
That look really good, I was wondering if you have a download file somewhere, I would love to try this map mod but my game is heavily modded and I think it doesn't fully support biomes mods for now?
Anyway, I will follow this project, love the RPG Style map !
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VoxelMap, the best map mod! Link Removed
Colored Lights for Minecraft! Link Removed Ever wanted to be a blacksmith?
Players on my server seem to be suffering the same issue as TheRad previously mentioned. Terrain data in their atlas is not saved between sessions, although their map markers are still present. The mod was recently introduced to the server (customized Utopia^3 modpack) so old config files are not the issue.
Did you make the custom biome map texture ? That look really good, I was wondering if you have a download file somewhere, I would love to try this map mod but my game is heavily modded and I think it doesn't fully support biomes mods for now?
Anyway, I will follow this project, love the RPG Style map !
Includes a resource pack zip file, and also 2 config files.
texture_sets.json can be safely copied across replacing existing file
biome_textures.json though needs editing, matching Biome IDs in your setup to the textures, if using BoP. Texture names are fairly obvious. You can use NEI to do a biome ID dump. If just using vanilla, you can safely copy the file across.
Just updated some mods, started a new world, and the biome_textures.json file has reverted back to default, overwriting all my changes.
Needless to say, that's very frustrating! Mod shouldn't be overwriting an existing config. I guess there was an error in the json file, so mod recreates the file, which is fine when it's just vanilla, but an issue when modded. Could you add an config option to control this behaviour, either recreate or crash on error?
Updated full map (I'll worry about colour balance and improving some of my first textures later):
One thing I can't work out, is what texture is being used for Sparse_Forest? I've recoloured all the forest tiles (excluding dense), but as you can see on the map, there are still some forest tiles in the default colours.
1. If there is no biome_textures.json, it is created.
2. If the config file exists, the data is read.
3. Then the default values for vanilla biomes are assigned ONLY IF it there was no value for this biome in the config.
4. Later at any time that the mod encounters a new biome (if it was added by another mod), the config file is written to disk so that the new biome is present in the list. Biome IDs are written in ascending order, therefore your original formatting will be gone, but the actual data should be retained. Are you sure that this is not what happened and your entries were instead replaced with defaults? I can make it so that your custom reordering of biome IDs in the config is saved.
The texture file naming is a little inconsistent, partly because I didn't want to rename files now that I knew you were accessing them directly in your texture sets. I think it's called "forest_sparse.png". Maybe I should write all the default texture sets into texture_sets.json as well so you can see their content as is?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Perhaps get the mod to copy the biome_textures to a backup if it forces a rewrite (for any reason)? I'm basically doing that manually at the mo, in case I do anything odd this end
I wouldn't worry about writing the default textures to the file, they work well, and I find the names fairly consistent.
Do you mean that the mod shouldn't ever write the config file? Except when creating a new one and populating it with default values. What about if I add a change to the defaults, or new biome is discovered and auto-registered? Should I just let people play with the old settings, while they always have the option of resetting the config by deleting the file (or I could add an option to do that in mod settings)
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
It has 2 jsons. One of defaults which the mod will update as required, and then a user overrides file, which the mod never touches.
It loads the defaults, then loads the overrides.
Seems a simple, elegant solution.
Advanced Generators does that as well, but I'm with you on the EnderIO route more than AG because AG is too buggy to use overrides, even the creator of the mods example template fails to work XD whereas EnderIO actually has a smoother code and proper configuration and overrides setup
Currently working on a new project list. Shut down server due to lack of players/time to work on it among other issues. All of my packs are still available of course.
Excellent, I will do just that. Thank you very much.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Hmm, did I say I was close?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
For the sake of fairness, though, here's how an Item + GUI system could work. Have it function as a minimap, however, require that it be equipped to a map slot in the inventory, much like how the Baubles mod adds extra equip slots that add special bonuses (perhaps even using Baubles). Thus, the player gets the Atlas only if they have it equipped, and can share information using the actual item.
that's a little like what i was talking about, except mine would be it just being somewhere in the inventory to have the gui available, and otherwise being able to have the gui turned off and have it be treated like the vanilla map with a screen interface if the person uses it in their inventory.
Currently working on a new project list. Shut down server due to lack of players/time to work on it among other issues. All of my packs are still available of course.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Did you make the custom biome map texture ?
That look really good, I was wondering if you have a download file somewhere, I would love to try this map mod but my game is heavily modded and I think it doesn't fully support biomes mods for now?
Anyway, I will follow this project, love the RPG Style map !
Colored Lights for Minecraft! Link Removed
Ever wanted to be a blacksmith?
EDIT: I apologize, I really should have tested this out better myself, I have the same issue now.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Finally better late than never
https://dl.dropboxusercontent.com/u/46396473/Atlas/AABOP.zip
Includes a resource pack zip file, and also 2 config files.
texture_sets.json can be safely copied across replacing existing file
biome_textures.json though needs editing, matching Biome IDs in your setup to the textures, if using BoP. Texture names are fairly obvious. You can use NEI to do a biome ID dump. If just using vanilla, you can safely copy the file across.
No textures (yet...) for mesa/icy style biomes.
Does this mod only map the surface terrain? Or do you need another atlas to map cave systems?
Thank you very much for your hard work, Golrith! Your texture pack is now featured in the opening post.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Cyotetrickster, the mod only maps the surface of any dimension. The Nether is technically a cave, so its mapping is different and not very exact.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.