
Beautiful hand-drawn map with pan & zoom, dimensions, markers.
Download: https://www.curseforge.com/minecraft/mc-mods/antique-atlas/files
- 1.12.2-4.x.x build is the latest release for Minecraft 1.12.2 with Forge mod loader
- 5.x.x-fabric builds are beta releases for Minecraft 1.14.4 with Fabric mod loader
Huge thanks to asiekierka and tyra314 for updating to 1.14.4.
Both server and client need to have the mod installed.
Crafting Recipe:
+
=
Bugs and suggestions: https://github.com/AntiqueAtlasTeam/AntiqueAtlas/issues
1
I'm having a bit of an odd issue with this mod.
I'm using Forge version 1614, but the same issue occurs with 1558.
When I use the latest public beta version (33.4), it breaks the weapons from Balkon's Weapon mod - namely, blunderbuss and crossbow now shoot arrows as if they were bows.
When I use the last older version that I can get (most of the links on the "update page", e.g. version 30, lead to an error page saying "This file is currently set to private.") - which is 29 - I for some reason get clusters of rohirric crafting tables in the overworld. It seems like it's overriding some ore, possibly metallurgy's.
Any possible fixes for either...?
1
Fortunately, this mod is extremely customizable. Just edit the config, setting the hardness of some ores and the quality of resulting equipment to whatever you want. You can make eximite require a tartarite pickaxe to mine.
For myself, I set block hardness for both atlarus and adamanteum (not adamantite!) so high that you need either desinchalkos or sanguinite to mine it.
1
1
None of the mobs from the mod can hurt me. Ogres still do the area damage, snakes and komodos still poison, but a standard werewolf will just run circles around me. Yes, I am on survival. Anyone having similar issues/have a solution?
1
I like where that is going. And I do wholeheartedly agree with almost every single point made in the video. Most technology mods are annoyingly modern. I don't want factories, I don't want pipes or electricity or anything else that was thought of as voodoo in the 1700's. I like the low-tech approach. Windmills, watermills, those things make sense. They fit in with the natural and slightly magical world of minecraft. I wanna keep minecraft in the middle ages.
Now, the
centuriondynamo is a nice little thingy, and I want to be used somewhere. But, energy portals? That's a little too thaumaturgical. How about we just put up windmills everywhere? Wood and wool are both easy to replenish, and they seem like the primary ingredients in the awesome mill of spinning goodness. Put up bases anywhere you want.3
The goblins provide a nice counter-balance to the villagers - in the early game, it's pretty hard to take out a goblin village alone, so if you find one you either have to bring some friends or run away until you can gear up.
Maybe the goblin villages could expand with time...? Or maybe they could become subject to zombie attacks, like normal villages. Would be quite the spectacle to see a village of goblins fighting a horde of zombies...
1
This made me think - where's the old config option to allow BoP biomes into a normal/large world type?
And just to second what everyone else is saying - Biomes o'Plenty has been one of my favourite mods. I can't imagine Minecraft without it. Thank you guys so much for all the hard work you have been and still are putting in. Almost any mod thread I see is filled with people whining about the problems they're having - my guess is that when it works, they just can't stop playing long enough to thank you. Hence they mostly come back to these threads when things don't work.
1
As far as I remember, silver, tin, copper and bronze are added by metallurgy, Tinkers', LOTR and Thaumaturgy to list just a few.
2
Onwards and upwards, then! Glad to hear this will be passed on to someone else.
1