ExplorerCraft provides map recipes and items to make it easier to explore and to manage maps. ExplorerCraft provides an Atlas that can hold up to 36 maps, updating all of them as you travel and displaying the best it can find for you at any time. You can create new maps perfectly aligned to existing maps without having to go to the center of the mapped region, either beforehand at a workbench or as you travel with an Atlas. It allows you to copy overlapping regions between existing maps - no more wasted exploration! It provides a new way to expand maps which is easier than the vanilla mechanics *and* keeps the information already on the smaller map. Finally, it provides a marker system with 16 different colored markers. These can be placed or removed on maps in the field, and once placed, appear on map in atlases, in your hand, and on item frames.
Vanilla map recipes still work as before if you prefer them.
ExplorerCraft sometimes has to use map numbers before actually making the maps, for technical reasons. If the map is not actually made, the number will be temporarily skipped. ExplorerCraft remembers these numbers and will use them later when possible.
Requires Forge 804+ for Minecraft 1.6.4 and 1.6.2, Forge 737+ for Minecraft 1.5.2, Forge 1060+ for Minecraft 1.7.2, Forge 1450 for Minecraft 1.8. Tested with Forge 1722 for Minecraft 1.8.9; may work with earlier or later versions.
Installation:
0.9.3 and above: Now simplified!: Place zipped folder in mods file.
0.9.2 and below: Unzip and place in mods Folder. MUST BE UNZIPPED TO WORK!
Features and Recipes:
Markers
Markers are made from paper. One piece of paper can be crafted into 8 white markers. One piece of paper plus any dye will create 8 markers of that color. Marker can be stored in atlases, although you have to take them out and put them in your hand to use them.
Use: when right-clicked on a block, it will try to place a marker in any map in your hotbar and any map in an atlas in your hotbar which includes that block. If any map already has that color marker within 32 blocks, it will be skipped. However, if *all* maps in your hotbar or in atlases in your hotbar have that marker within 32 blocks, it will remove the marker.
Atlases
An Atlas is an item that can hold up to 36 maps, empty maps, expanded empty maps, or unused map markers. You can add maps to or remove maps from an Atlas by right-clicking the ground with it in your hand. If it's in your hand, the "best" map will be displayed, and ALL the maps will be updated with terrain info as you travel past. The best map is the most detailed one you're on. If there's a tie, it shows the one with the closest center. If you're not on any map, it picks the one with the closest edge. An empty atlas shows a blank map.
Atlas will also automatically create new maps that tile with existing maps if necessary and possible. If you're not on any map in the Atlas, it uses empty maps it has to tile with similarly-sized maps you're adjacent to. If you're not adjacent to any map with a matching-sized empty map it does nothing. You can stop this feature by keeping empty maps out of your Atlas.
If you're using the auto-tiling feature it would be safer to have only one size of empty map in the Atlas, and make sure all the maps that size tile. If the Atlas has to decide which grid to tile to it might not pick the one you want. Also, the Atlas knows nothing of any map not in it, and so if you walk onto an area you have a map for but didn't put in the atlas, it might make a duplicate you probably won't want.
An Atlas must be in your hand to work. It does not function on the hot bar or in your main inventory.
Here's some pictures of an Atlas at work. I started an exploration expedition from a base on a deep inlet. I have a detailed scale 2 map center on the base in the atlas, and as I set out the Atlas showed this map:
Once I moved off this map it switch to the scale 4 map including my base. You can see the inlet right behind me.
As I moved on the the next map in the atlas the view changed to that map:
And onto the next:
The last three maps are tiling, created with ExplorerCraft 0.8 recipes; but the Atlas view-switching works whether or not its contents tile. After exploring some of the empty areas in the center of the last map, I moved off the right edge about 2/3 of the way down. I had not created a map here before. But, I had a scale 4 expanded empty map in the Atlas, so it created this map, tiling with the map I'd just left:
Recipes:
Map Paper (8 piece of paper compacted to one icon). Map paper can be used instead of normal paper for any of the map functions but you need 1/8th as many pieces. You can't make it back into paper and that is deliberate; I don't intend it to serve as a storage and transport system for paper. It only stacks to 16.
Expanded Empty Maps: Empty maps can be made for any current map size. The recipes is just a basic empty map, plus one piece of map paper for each expansion level. In itself, this is only marginally useful, but atlases can use expanded empty maps to automatically create tiled map groups.
Expanded empty maps can also be made directly from compasses; one piece of map paper to create a map, and an addition piece for each expansion level:
Atlas Recipe:
Empty Map Recipe:
For compatibility with HangingMaps, which erases all empty map recipes, the empty map recipe now creates an scale 0 Expanded Empty Map. This functions in all ways like regular empty maps for vanilla mine craft. Vanilla empty maps can still be created with regular paper and both Atlases and the empty map expansion recipes will function with vanilla empty maps as well as ExplorerCraft empty maps. However, another map mod might not use the ExplorerCraft empty maps properly.
Aligning maps:
You can create a new map exactly aligned to an old one, so they will tile if put up on the wall. The old map goes in the center. You put a compass in the direction you want the new map to be, and then enough map paper to make a map that size (1 piece, plus 1 more for every time the center map was expanded; 5 for a maxed-out map). The map paper can go anywhere on the grid. Here's a once-expanded map around a village base of mine:
Here's the recipe to make a map that tiles above it:
And the result:
Notice the small mapped area because as I made it I was standing close enough to get a little info onto the map. I could have been anywhere to make the map, however.
When you use this recipe the old map is left in the center of the crafting grid.
Expanding maps:
You can expand maps with map paper instead of regular paper. You can expand multiple levels at once, and you don't have the odd problem in vanilla where sometimes maps have to be viewed before they can be expanded. Most usefully, the information on the old map is copied to the new one.
To expand a map, put it in the center and one piece of map paper for each level of expansion. Here's the recipe to expand the map above by one level:
And here's the result:
Note the original map is used up, just as with the vanilla recipe.
Map copying:
ExplorerCraft lets you copy information from one map to another. Unexplored areas on one map are filled in with matching explored areas on the other. Explored areas are not altered. The maps don't have to have the same center or even be at the same scale, although copying from a larger-scale to a smaller-scale map will produce blockier areas on the target. These will be corrected with exploration. Copying from a smaller to a larger-scale map works just fine.
For the recipe, the source map goes in the center and the target map on the top. You also need red, yellow, blue, and black dye, plus a stick, as show below:
In this case I used a max scale map in the center as the source and the expanded map above as the target. The recipe converts the map in the top row into the new map and leaves the other in the crafting grid (2 maps in, 2 maps out) The result is:
Note the blocky areas which were filled in from the larger map. This is because the larger scale map has less detailed information. Areas already on the map are unaffected. If you explore the blocky areas the details will be filled in.
Wow this looks really useful! I would use it but I'm having problems with OptiFine in my 1.6.2 world and the only world I've been playing my 1.5.2 world in the mean time. But I might make a new 1.6.2 game to try out this mod and I'll definitely get it once I sort out the problems I'm having.
Ok, I get the hint. LOL. I've been avoiding trying to back-port it because I don't want to juggle multiple Forge implementations. I'll see if I can get it working in 1.5.2
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
OK, for those who want a 1.5.2 version, here's the deal. I jumped through the hoops to recompile it for 1.5.2 and rename the files so the icon is recognized. I haven't tested the map operations, although I don't think there were any relevant changes so it should still work. So, basically, you get to be the beta tester. Download link in the main post.
SirDave, how did you have the folders set up in the mod folder? The class loader is very picky about where files are. The zip file has to be unzipped and the "ExplorerCraft" folder placed in the mods folder (with "assets" and "explorer" inside). I get the error you get if I put the zipped file in the mods folder.
I tried to get it working as a zip file but I didn't succeed. At one point I had the code working both zipped and unzipped, but I couldn't get the icon read. Apparently it backslid.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Obviously I have to get my hands on a PC to test this (as you no doubt can surmise, I have a Mac). However, the second version makes more sense. There's a debugger I have which I neglected to turn off (bad Zeno!) which is crashing because it can't get locks on its log files. I'll switch it off and re-upload. Unfortunately I probably can't test on a PC until Monday.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Okay, here's what I get when I installed the mod in my 1.5.2 game with (I'm using MultiMC). I unzipped it into the mods folder and I deleted the folder MACOSX (because it seemed unneeded, I'm using Windows) and I got this crash report (I don't think it's a normal crash report because I have MultiMC)
ThatCapedGuy, you're getting the same error as sirdave79. I assume the root directory has protected access. For both of you, I just uploaded a new version of the mod with the logger off and changed the link (and forgot to give it a distinct name, duh, but I downloaded it and it's the new version). You can try again if you're feeling adventurous. It continues to work on my system up to the point of creating map paper. I'm going to rewrite that dang logger to fail more gracefully, too.
Edit: you both have to have your folders set up right to get that error. So, there's some progress.
I downloaded the new file and unzipped it into the mods folder and it worked this time! I had to change the id of the map paper because it conflicted with the kiwi jelly sandwich from HarvestCraft. But the crafting worked, and as far as I could tell the mechanics worked too. The map paper is unnamed for some reason though.
An atlas will be a book-like item holding a large number of maps at once. When in your hand, it will display the best available map at all times, and automatically switch as you move along. All maps in the atlas will be updated with terrain info as you move, not just the one on display. For putting maps into and out of it, it works like a chest except that it's in your hand; you open it by "using" it (i.e. right-click or whatever you use to replace than). It's working right now but needs to be tested and I also need to put in the atlas metaphor, which I just thought of this morning.
I'm looking for suggestions on 3 items:
How many maps should it hold? Current it holds 36; I was thinking of making some kind of 6x6 display but that has turned out to be technically difficult and also rather hard to decide how to handle maps that don't fit into a nice grid. I could easily increase it to 54; or reduce it if that seems too large.
How hard should it be to make? Currently I'm planning to make it very easy to make; probably just some leather and then some sticks so I'm unlikely to duplicate somebody else's mod recipe. Should I add in some "special" materials, like gold, nether quartz, diamond, emeralds, etc.? It's going to be a pretty handy item and probably unique for most players, maybe it should be special to make to feel more special.
What should the algorithm be for picking the best map? My current idea is: highest-detail map the player is on; if there's more than one then the map the player is closest to the center of; if not on any map then show the closest. I'm also planning to switch as soon as another map becomes better.
Long-term I'm interested in suggestions for the interface for calling up an overview map from an atlas, although I probably won't implement that in the next release.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
An atlas will be a book-like item holding a large number of maps at once. When in your hand, it will display the best available map at all times, and automatically switch as you move along. All maps in the atlas will be updated with terrain info as you move, not just the one on display. For putting maps into and out of it, it works like a chest except that it's in your hand; you open it by "using" it (i.e. right-click or whatever you use to replace than). It's working right now but needs to be tested and I also need to put in the atlas metaphor, which I just thought of this morning.
Sir, i see you and I think along similar lines, as this almost exactly what I was thinking I could use when playing around with Biliocraft's map frames. The only thing that could make it better is if you didn't have to hold it in your hand, just have it in your hotbar, and it would display your current map in the top-right corner like so many minimap mods do.
If you stock it with blank maps, will it automatically start using them if you move into areas you don't have a map for? And would a player carrying an atlas show up as a marker of copies of the maps it holds (perhaps only the currently active one, to prevent you showing up on the borders of a ton of them at once)?
I'm looking for suggestions on 3 items:
How many maps should it hold? Current it holds 36; I was thinking of making some kind of 6x6 display but that has turned out to be technically difficult and also rather hard to decide how to handle maps that don't fit into a nice grid. I could easily increase it to 54; or reduce it if that seems too large.
36 sounds about right to me.
How hard should it be to make? Currently I'm planning to make it very easy to make; probably just some leather and then some sticks so I'm unlikely to duplicate somebody else's mod recipe. Should I add in some "special" materials, like gold, nether quartz, diamond, emeralds, etc.? It's going to be a pretty handy item and probably unique for most players, maybe it should be special to make to feel more special.
Given that filling the atlas is going to cost a lot of iron and redstone for all the maps, I'd say it doesn't need to be too expensive.
What should the algorithm be for picking the best map? My current idea is: highest-detail map the player is on; if there's more than one then the map the player is closest to the center of; if not on any map then show the closest. I'm also planning to switch as soon as another map becomes better.
This sounds pretty reasonable. That lets you have a large "overworld" map that operates in the wilderness, and then as you approach a settlement or base a series of higher-detail maps for the local area.
Long-term I'm interested in suggestions for the interface for calling up an overview map from an atlas, although I probably won't implement that in the next release.
See aforementioned suggestion of a minmap in the top right corner.
Rollback Post to RevisionRollBack
If at first you don't succeed, get a bigger starshiplocomotive castle and try again.
Sir, i see you and I think along similar lines, as this almost exactly what I was thinking I could use when playing around with Biliocraft's map frames. The only thing that could make it better is if you didn't have to hold it in your hand, just have it in your hotbar, and it would display your current map in the top-right corner like so many minimap mods do.
If you stock it with blank maps, will it automatically start using them if you move into areas you don't have a map for? And would a player carrying an atlas show up as a marker of copies of the maps it holds (perhaps only the currently active one, to prevent you showing up on the borders of a ton of them at once)?
A minimap is a good suggestion for an overview map.
I had thought about automatically starting new maps, then had kind of put it aside. I'm glad you reminded me because I need to change the save format to accommodate it, and I should do that before release. I'm not sure I'll be able to put that feature in this update but I'll see.
Right now it should put the player on maps in the atlas if the player is on that map and not otherwise. That will need to be tested.
Given that filling the atlas is going to cost a lot of iron and redstone for all the maps, I'd say it doesn't need to be too expensive.
This sounds pretty reasonable. That lets you have a large "overworld" map that operates in the wilderness, and then as you approach a settlement or base a series of higher-detail maps for the local area.
Thanks for the feedback! This is exactly what I need.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Glad to be of service. Looking forward to adding this mod to my collection.
Are you going to update to 1.6.4 next, or jump straight to 1.7.x? I'd hope for the latter, as I'm running a server that's going to be on 1.6.4 for the foreseeable future and I'd like to include this mod.
Rollback Post to RevisionRollBack
If at first you don't succeed, get a bigger starshiplocomotive castle and try again.
I'll go to 1.6.4 next (probably this update). It will probably work on 1.6.4; I just need to download 1.6.4 and test it (I already have 9 different Minecraft folders, so I'm dragging my feet). I don't need 1.6.4 as I've decided not to update any worlds to 1.7.x; I'm starting new ones. But I know a lot of people use 1.6.4 so I should do it.
1.7.x is probably far off; supposedly Forge won't be stable for a month and there's been a lot of code rewrite. If the map code isn't changed then I'll pretty much just have to recompile, but having struggled with the map code for weeks now I will state it could use a rewrite.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'll go to 1.6.4 next (probably this update). It will probably work on 1.6.4; I just need to download 1.6.4 and test it (I already have 9 different Minecraft folders, so I'm dragging my feet).
Alas, it does not. I just tested adding it to my current 1.6.4 modpack and got this crash:
Time: 10/31/13 11:13 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: explorer.ExplorerMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:519)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: explorer.ExplorerMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:59)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
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I don't need 1.6.4 as I've decided not to update any worlds to 1.7.x; I'm starting new ones. But I know a lot of people use 1.6.4 so I should do it.
1.7.x is probably far off; supposedly Forge won't be stable for a month and there's been a lot of code rewrite. If the map code isn't changed then I'll pretty much just have to recompile, but having struggled with the map code for weeks now I will state it could use a rewrite.
Yeah, I'm liable to stick with 1.6.4 for the time being as well; you can see from that log how many mods I'm running with, and it's going to take awhile for them all to get up to 1.7.x.
That actually looks like a solvable issue. Java is not even finding the base mod class. I can't figure out how the Forge loader works with .zip files so the mod needs to be unzipped before being place in the mods folder.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
...yup. Unzipping the mod into its components and dropping the ExplorerCraft folder into /mods lets it work.
...though for some reason, Map Paper isn't displaying its proper name; it shows up as "item.map.paper.name".
My fault - I didn't put in language localization. Already fixed for next release. Unfortunately Forge for 1.5 uses a different localization system so the 1.5 folks will have to put up with a (hard-coded) localization to English.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Just had an idea of something you could do to make managing large map collections easier, though I'm not sure how feasible it'd be.
In addition to the Atlas, you could also have a Map Portfolio or Map Folder or something. It would only hold a limited number of maps--I'm thinking 9 of them for starters, just enough for a 3x3 grid--but you would then be able to craft a copy of the entire Portfolio and *all the maps inside it*. You could swap the portfolios out between Atlases depending on what part of the world you're needing maps for.
To prevent easily going crazy with portfolios, I'm thinking the Atlas would only be able to hold a limited number of them in a second inventory, separate from the one it uses for individual maps. Again, thinking 9 portfolios per Atlas for starters.
Rollback Post to RevisionRollBack
If at first you don't succeed, get a bigger starshiplocomotive castle and try again.
ExplorerCraft provides map recipes and items to make it easier to explore and to manage maps. ExplorerCraft provides an Atlas that can hold up to 36 maps, updating all of them as you travel and displaying the best it can find for you at any time. You can create new maps perfectly aligned to existing maps without having to go to the center of the mapped region, either beforehand at a workbench or as you travel with an Atlas. It allows you to copy overlapping regions between existing maps - no more wasted exploration! It provides a new way to expand maps which is easier than the vanilla mechanics *and* keeps the information already on the smaller map. Finally, it provides a marker system with 16 different colored markers. These can be placed or removed on maps in the field, and once placed, appear on map in atlases, in your hand, and on item frames.
Vanilla map recipes still work as before if you prefer them.
Now available for 1.8.9: ExplorerCraft for 1.8.9 Requires ZenoTechnology for 1.8.9to run.
ExplorerCraft sometimes has to use map numbers before actually making the maps, for technical reasons. If the map is not actually made, the number will be temporarily skipped. ExplorerCraft remembers these numbers and will use them later when possible.
1.8 download link: ExplorerCraft for 1.8(SSP, SMP, and LAN MP) Requires ZenoTechnology 1.1 to run
1.7.2 and 1.7.10 Download link: ExplorerCraft 0.9.8 for 1.7.2 and 1.7.10
(single-player, LAN MP, or server/client)1.6.x Download link: ExplorerCraft 0.9.4 for 1.6.x (single-player, LAN, or server)
1.5.2 Download link (minimally tested, not compatible with NEI): http://www.curseforg...1_for_1.5.2.zip
Installation:
Requires Forge 804+ for Minecraft 1.6.4 and 1.6.2, Forge 737+ for Minecraft 1.5.2, Forge 1060+ for Minecraft 1.7.2, Forge 1450 for Minecraft 1.8. Tested with Forge 1722 for Minecraft 1.8.9; may work with earlier or later versions.
Installation:
0.9.3 and above: Now simplified!: Place zipped folder in mods file.
0.9.2 and below: Unzip and place in mods Folder. MUST BE UNZIPPED TO WORK!
Features and Recipes:
Markers are made from paper. One piece of paper can be crafted into 8 white markers. One piece of paper plus any dye will create 8 markers of that color. Marker can be stored in atlases, although you have to take them out and put them in your hand to use them.
Use: when right-clicked on a block, it will try to place a marker in any map in your hotbar and any map in an atlas in your hotbar which includes that block. If any map already has that color marker within 32 blocks, it will be skipped. However, if *all* maps in your hotbar or in atlases in your hotbar have that marker within 32 blocks, it will remove the marker.
Atlases
An Atlas is an item that can hold up to 36 maps, empty maps, expanded empty maps, or unused map markers. You can add maps to or remove maps from an Atlas by right-clicking the ground with it in your hand. If it's in your hand, the "best" map will be displayed, and ALL the maps will be updated with terrain info as you travel past. The best map is the most detailed one you're on. If there's a tie, it shows the one with the closest center. If you're not on any map, it picks the one with the closest edge. An empty atlas shows a blank map.
Atlas will also automatically create new maps that tile with existing maps if necessary and possible. If you're not on any map in the Atlas, it uses empty maps it has to tile with similarly-sized maps you're adjacent to. If you're not adjacent to any map with a matching-sized empty map it does nothing. You can stop this feature by keeping empty maps out of your Atlas.
If you're using the auto-tiling feature it would be safer to have only one size of empty map in the Atlas, and make sure all the maps that size tile. If the Atlas has to decide which grid to tile to it might not pick the one you want. Also, the Atlas knows nothing of any map not in it, and so if you walk onto an area you have a map for but didn't put in the atlas, it might make a duplicate you probably won't want.
An Atlas must be in your hand to work. It does not function on the hot bar or in your main inventory.
Here's some pictures of an Atlas at work. I started an exploration expedition from a base on a deep inlet. I have a detailed scale 2 map center on the base in the atlas, and as I set out the Atlas showed this map:
Once I moved off this map it switch to the scale 4 map including my base. You can see the inlet right behind me.
As I moved on the the next map in the atlas the view changed to that map:
And onto the next:
The last three maps are tiling, created with ExplorerCraft 0.8 recipes; but the Atlas view-switching works whether or not its contents tile. After exploring some of the empty areas in the center of the last map, I moved off the right edge about 2/3 of the way down. I had not created a map here before. But, I had a scale 4 expanded empty map in the Atlas, so it created this map, tiling with the map I'd just left:
Recipes:
Map Paper (8 piece of paper compacted to one icon). Map paper can be used instead of normal paper for any of the map functions but you need 1/8th as many pieces. You can't make it back into paper and that is deliberate; I don't intend it to serve as a storage and transport system for paper. It only stacks to 16.
Expanded Empty Maps: Empty maps can be made for any current map size. The recipes is just a basic empty map, plus one piece of map paper for each expansion level. In itself, this is only marginally useful, but atlases can use expanded empty maps to automatically create tiled map groups.
Expanded empty maps can also be made directly from compasses; one piece of map paper to create a map, and an addition piece for each expansion level:
Atlas Recipe:
Empty Map Recipe:
For compatibility with HangingMaps, which erases all empty map recipes, the empty map recipe now creates an scale 0 Expanded Empty Map. This functions in all ways like regular empty maps for vanilla mine craft. Vanilla empty maps can still be created with regular paper and both Atlases and the empty map expansion recipes will function with vanilla empty maps as well as ExplorerCraft empty maps. However, another map mod might not use the ExplorerCraft empty maps properly.
Aligning maps:
You can create a new map exactly aligned to an old one, so they will tile if put up on the wall. The old map goes in the center. You put a compass in the direction you want the new map to be, and then enough map paper to make a map that size (1 piece, plus 1 more for every time the center map was expanded; 5 for a maxed-out map). The map paper can go anywhere on the grid. Here's a once-expanded map around a village base of mine:
Here's the recipe to make a map that tiles above it:
And the result:
Notice the small mapped area because as I made it I was standing close enough to get a little info onto the map. I could have been anywhere to make the map, however.
When you use this recipe the old map is left in the center of the crafting grid.
Expanding maps:
You can expand maps with map paper instead of regular paper. You can expand multiple levels at once, and you don't have the odd problem in vanilla where sometimes maps have to be viewed before they can be expanded. Most usefully, the information on the old map is copied to the new one.
To expand a map, put it in the center and one piece of map paper for each level of expansion. Here's the recipe to expand the map above by one level:
And here's the result:
Note the original map is used up, just as with the vanilla recipe.
Map copying:
ExplorerCraft lets you copy information from one map to another. Unexplored areas on one map are filled in with matching explored areas on the other. Explored areas are not altered. The maps don't have to have the same center or even be at the same scale, although copying from a larger-scale to a smaller-scale map will produce blockier areas on the target. These will be corrected with exploration. Copying from a smaller to a larger-scale map works just fine.
For the recipe, the source map goes in the center and the target map on the top. You also need red, yellow, blue, and black dye, plus a stick, as show below:
In this case I used a max scale map in the center as the source and the expanded map above as the target. The recipe converts the map in the top row into the new map and leaves the other in the crafting grid (2 maps in, 2 maps out) The result is:
Note the blocky areas which were filled in from the larger map. This is because the larger scale map has less detailed information. Areas already on the map are unaffected. If you explore the blocky areas the details will be filled in.
Hope you find this as useful as I have.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I tried to get it working as a zip file but I didn't succeed. At one point I had the code working both zipped and unzipped, but I couldn't get the icon read. Apparently it backslid.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
http://pastebin.com/BEm5tfJ2
EDIT: I seem to be a bit late to the party here. Hope you can still use this!
Edit: you both have to have your folders set up right to get that error. So, there's some progress.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
An atlas will be a book-like item holding a large number of maps at once. When in your hand, it will display the best available map at all times, and automatically switch as you move along. All maps in the atlas will be updated with terrain info as you move, not just the one on display. For putting maps into and out of it, it works like a chest except that it's in your hand; you open it by "using" it (i.e. right-click or whatever you use to replace than). It's working right now but needs to be tested and I also need to put in the atlas metaphor, which I just thought of this morning.
I'm looking for suggestions on 3 items:
How many maps should it hold? Current it holds 36; I was thinking of making some kind of 6x6 display but that has turned out to be technically difficult and also rather hard to decide how to handle maps that don't fit into a nice grid. I could easily increase it to 54; or reduce it if that seems too large.
How hard should it be to make? Currently I'm planning to make it very easy to make; probably just some leather and then some sticks so I'm unlikely to duplicate somebody else's mod recipe. Should I add in some "special" materials, like gold, nether quartz, diamond, emeralds, etc.? It's going to be a pretty handy item and probably unique for most players, maybe it should be special to make to feel more special.
What should the algorithm be for picking the best map? My current idea is: highest-detail map the player is on; if there's more than one then the map the player is closest to the center of; if not on any map then show the closest. I'm also planning to switch as soon as another map becomes better.
Long-term I'm interested in suggestions for the interface for calling up an overview map from an atlas, although I probably won't implement that in the next release.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Sir, i see you and I think along similar lines, as this almost exactly what I was thinking I could use when playing around with Biliocraft's map frames. The only thing that could make it better is if you didn't have to hold it in your hand, just have it in your hotbar, and it would display your current map in the top-right corner like so many minimap mods do.
If you stock it with blank maps, will it automatically start using them if you move into areas you don't have a map for? And would a player carrying an atlas show up as a marker of copies of the maps it holds (perhaps only the currently active one, to prevent you showing up on the borders of a ton of them at once)?
36 sounds about right to me.
Given that filling the atlas is going to cost a lot of iron and redstone for all the maps, I'd say it doesn't need to be too expensive.
This sounds pretty reasonable. That lets you have a large "overworld" map that operates in the wilderness, and then as you approach a settlement or base a series of higher-detail maps for the local area.
See aforementioned suggestion of a minmap in the top right corner.
starshiplocomotivecastle and try again.A minimap is a good suggestion for an overview map.
I had thought about automatically starting new maps, then had kind of put it aside. I'm glad you reminded me because I need to change the save format to accommodate it, and I should do that before release. I'm not sure I'll be able to put that feature in this update but I'll see.
Right now it should put the player on maps in the atlas if the player is on that map and not otherwise. That will need to be tested.
Thanks for the feedback! This is exactly what I need.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Are you going to update to 1.6.4 next, or jump straight to 1.7.x? I'd hope for the latter, as I'm running a server that's going to be on 1.6.4 for the foreseeable future and I'd like to include this mod.
starshiplocomotivecastle and try again.1.7.x is probably far off; supposedly Forge won't be stable for a month and there's been a lot of code rewrite. If the map code isn't changed then I'll pretty much just have to recompile, but having struggled with the map code for weeks now I will state it could use a rewrite.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Alas, it does not. I just tested adding it to my current 1.6.4 modpack and got this crash:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 10/31/13 11:13 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: explorer.ExplorerMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:519)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: explorer.ExplorerMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:59)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 184356496 bytes (175 MB) / 464125952 bytes (442 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 33 mods loaded, 33 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed
ArchimedesShipsMod{1.6.2 v1.4.4} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed
arsmagica2{1.0.1} [Ars Magica 2] (ArsMagica_1.0.1.zip) Unloaded->Constructed
barrels{3.2} [The Barrels Mod] (Barrels 3.2-1.6.4.jar) Unloaded->Constructed
BiblioCraft{1.5.0} [BiblioCraft] (BiblioCraft[v1.5.0].zip) Unloaded->Constructed
BiomesOPlenty{1.1.2} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.1.2.51.jar) Unloaded->Constructed
BiblioWoodsBoP{1.3} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.3].zip) Unloaded->Constructed
Forestry{2.3.0.6} [Forestry for Minecraft] (forestry-A-2.3.0.6.jar) Unloaded->Constructed
BiblioWoodsForestry{1.3} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.3].zip) Unloaded->Constructed
craftingpillars{1.0} [Crafting Pillars] (CraftingPillars_1.6.4_1.1.zip) Unloaded->Constructed
DynamicLights{1.2.6} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_mobEquipment{1.0.1} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
ExplorerCraft{0.8} [ExplorerCraft] (ExplorerCraft_0.8.1.zip) Unloaded->Errored
FinderCompass{1.6.4} [Finder Compass] (FinderCompass_1.6.4.zip) Unloaded->Constructed
millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed
AS_MultiMine{1.3.1} [Multi Mine] (MultiMine_1.6.4.jar) Unloaded->Constructed
Railcraft{8.1.0.0} [Railcraft] (Railcraft_1.6.2-8.1.0.0.jar) Unloaded->Constructed
AS_Ruins{10.7} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
secretroomsmod{4.6.2} [The SecretRoomsMod] (SecretRoomsMod-universal-1.6.4-4.6.2.309.jar) Unloaded->Constructed
awger_SmallBoat{0.10.6} [SmallBoat] (smallboats.0.10.6.jar) Unloaded->Constructed
awger_Punt{0.10.6} [Punt] (smallboats.0.10.6.jar) Unloaded->Constructed
awger_Whitehall{0.10.6} [Whitehall] (smallboats.0.10.6.jar) Unloaded->Constructed
awger_Hoy{0.10.6} [Hoy] (smallboats.0.10.6.jar) Unloaded->Constructed
TC{4.1.3_001} [Traincraft] (traincraft-4.1.3_001.jar) Unloaded->Constructed
Yeah, I'm liable to stick with 1.6.4 for the time being as well; you can see from that log how many mods I'm running with, and it's going to take awhile for them all to get up to 1.7.x.
starshiplocomotivecastle and try again.Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
...though for some reason, Map Paper isn't displaying its proper name; it shows up as "item.map.paper.name".
starshiplocomotivecastle and try again.Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
In addition to the Atlas, you could also have a Map Portfolio or Map Folder or something. It would only hold a limited number of maps--I'm thinking 9 of them for starters, just enough for a 3x3 grid--but you would then be able to craft a copy of the entire Portfolio and *all the maps inside it*. You could swap the portfolios out between Atlases depending on what part of the world you're needing maps for.
To prevent easily going crazy with portfolios, I'm thinking the Atlas would only be able to hold a limited number of them in a second inventory, separate from the one it uses for individual maps. Again, thinking 9 portfolios per Atlas for starters.
starshiplocomotivecastle and try again.