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You're free to play, use the source code of this mod, [b]include it in mod packs[/b] as long as you [b]give us 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![/b]
"Antique Atlas" is a craftable item that enables a special map screen. You can navigate the map via click & drag, zoom via scroll wheel. Additionally, on-screen buttons let you add/remove/hide markers, export the map to an image file.
There is now a minimap that is enabled by default if you put an Atlas into the off-hand slot. To disable it, go into Mod Settings for "AntiqueAtlasOverlay".
The map is generated around the player by selecting a single biome to represent each chunk of 16x16 blocks. Custom biomes added by other mods will be automatically assigned to 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.
As of this writing, when you export the image file, it will be in PNG format, and contain a map of the dimension the player is currently in.
This mod initially started as a spin-off from a (discontinued) 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. [b]ZSS is compatible with Antique Atlas v4.2+![/b] [img]http://i.imgur.com/NdrFdld.png[/img]
Various settings can be tweaked in Mod Settings (or .minecraft/config/antiqueatlas/settings.cfg). If you experience lag spikes or slow loading of chunks, try disabling do_scan_ponds and do_rescan.
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.
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.
[b]How to install:[/b]
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".
[b]How to enable Biomes O'Plenty / Thaumcraft:[/b]
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.