I'm planning to gradually convert my mods from Java to Kotlin, and so far the combination of both languages seems to be working well without depending on an adapter. I basically followed this short tutorial to set it up.
I found some free time to work on this mod once again. Meanwhile, Kenkron implemented his Overlay into the 1.9.4 pre-release of the mod. Check it out on a screenshot below.
I think it fits pretty nicely. Maybe we'll change the textures a bit and iron out a couple bugs (yeah, that one, Zsashas). It was originally Kenkron's separate mod, and now it's merged into Antique Atlas. Personally, I like the idea. What are you guys' thoughts? Especially those of you who have tried it in game. Please vote in that poll above, or leave comment.
I apologize for the long time when I couldn't deliver updates, but finally here's some good news. Kenkronhere has kindly agreed to take over development of the mod for the time being. I'm certain that he will do an excellent job!
I'll still be around and hopefully at some point will come back to modding in this awesome community.
0
Hey Kilyle,
Thanks for asking, I just added a notice about mod packs in mod description on CurseForge.
You're free to include it in mod packs as long as you don't make money off of it.
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> a structure mod for castles, dungeons
> city generator mod
Hopefully, both
1
v4.6.3 uploaded. It contains the fix for invisible markers, and improved logic for villager markers.
https://www.curseforge.com/minecraft/mc-mods/antique-atlas/files
1
Apologies, looks like the new markers behavior has introduced new bugs. Version 4.6 is archived for now. New fix soon.
1
Antique Atlas v4.6.0 released for 1.12.2: https://www.curseforge.com/minecraft/mc-mods/antique-atlas/files
Many bug fixes.
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5 years since I started it, it's finally showing results.
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Kotlin is a most beautiful language!
I'm planning to gradually convert my mods from Java to Kotlin, and so far the combination of both languages seems to be working well without depending on an adapter. I basically followed this short tutorial to set it up.
1
Yes, I am in fact dead, currently typing this from the grave.
But Kenkron is around, he usually responds if you post your issue to our GitHub: https://github.com/AntiqueAtlasTeam/AntiqueAtlas/issues
0
Check out mod settings, they can help you hide the minimap. But I don't think there is a way to rescale it at the moment.
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To disable the minimap, you can go to mod settings, scroll down to "Antique Atlas Overlay", click Config and set "enabled" to false.
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Yes, I do intend to backport all changes to 1.7.10 and 1.8.9.
The compass idea sounds a bit too artificial.
2
Hey guys!
I found some free time to work on this mod once again. Meanwhile, Kenkron implemented his Overlay into the 1.9.4 pre-release of the mod. Check it out on a screenshot below.
I think it fits pretty nicely. Maybe we'll change the textures a bit and iron out a couple bugs (yeah, that one, Zsashas). It was originally Kenkron's separate mod, and now it's merged into Antique Atlas. Personally, I like the idea. What are you guys' thoughts? Especially those of you who have tried it in game. Please vote in that poll above, or leave comment.
Thanks!
1
I meant the zip file containing AABOP.
3
Hey everyone,
I apologize for the long time when I couldn't deliver updates, but finally here's some good news. Kenkron here has kindly agreed to take over development of the mod for the time being. I'm certain that he will do an excellent job!
I'll still be around and hopefully at some point will come back to modding in this awesome community.
Cheers!
1
I sure hope this is, but I can't promise a timeframe.