Very nice mod, I prefer using the vanilla maps over minimap mods because they feel like cheating. I have an idea for you as well.
This might break a good bit of your current code but what if the default map recipe made a "Blank Map" that could stack up to 16. and right clicking with a blank map would center it where you are standing. These blank maps could also be the item used when copying maps or making the aligned maps. A question for you as well, would it be possible to name the map we make rather than have "Map #"?
Forge has been through a few iterations (#297 atm) in the last month since BM1.2 Since you overwrite one of Forge's class's is BM still compatible with recent versions of Forge?
I don't know; I don't use forge myself. I can probably put out another version with newer forge files. However, I made this mod over the summer, and now classes have started again, so I don't know how soon I'll be able to do this.
Very nice mod, I prefer using the vanilla maps over minimap mods because they feel like cheating. I have an idea for you as well. This might break a good bit of your current code but what if the default map recipe made a "Blank Map" that could stack up to 16. and right clicking with a blank map would center it where you are standing. These blank maps could also be the item used when copying maps or making the aligned maps. A question for you as well, would it be possible to name the map we make rather than have "Map #"?
Yeah, I feel the same way about minimaps, which is why I used the vanilla maps enough to want to make them easier to use.
In the newer snapshots of Minecraft, what you talked about with the blank maps is actually just what will be the case. Crafting a map will give you a blank map, which you right click to turn it into a map. Personally, I don't want to do that myself when I know it will be coming in vanilla before too long. I will be refactoring the mod a bit to reflect the changes that will be made in 1.4, but blank map items are already on the way in vanilla, so I won't be doing that myself.
I think I will also be tweaking the coming changes as well. In the snapshots, the maps snap to a grid, and don't center on you. I don't really like this, so I will likely revert to the maps centering on you, since this mod provides its own way to line up maps.
About custom naming of maps, I would like that, but I don't know if I'm skilled/experienced enough to implement that myself. The number of the map is currently taken straight from the item damage value, which is how different map items are distinguished, and the map name reflects this. I'm just a beginning modder, making tweaks and changes to what's already there, and doing this would require more than just small tweaks and changes to existing code.
I did not know this was the case. I'm normally up to date with the snapshots, I guess IC2 has kept me more engrossed than I thought
Well, congrats on this mod anyway It really feels like how maps should have worked!
Removed map duplication recipe and map number tooltip, since these were added in vanilla Minecraft.
Made maps center on you again when you start them, instead of snapping to a grid. *
Made maps in item frames render bigger so that they take up the full block, hiding the item frame behind the map. *
Changed the way the recipes work in the code. The in-game implications of this are as follows:
They can now only be done on the crafting table
Added diagonal map connection recipes since the code change made it easier to add them in than to leave them out
Made the center map only stay in the grid when using the connection recipes, so that you can't get free maps when using the vanilla map duplication recipe in a crafting table with a map in the center slot.
Made it so you can't use duplicate maps (maps with the same number) in the map connection recipes, as being able to do so just felt kind of weird.
* these changes are optional, and can be disabled by not installing the base class file they are in. See Compatibility section of OP for details.
I've updated the mod to version 1.4.7 of Minecraft. No other changes, just an update. Sorry it's been so long since I've updated it, but I stopped playing Minecraft for a while and just wasn't motivated to go through the whole process of updating. Even though it's relatively trivial to do for such a small mod, it does take a bit of time and motivation, and there was always something else more interesting to be doing than updating a mod for a game I wasn't currently playing.
Anyway, I'm not dead, and I've gotten it updated now. However, I will not be updating the forge version, since I don't even use forge, and I would have to deal with the way forge does things different in MCP, which is annoying, and so I don't feel like taking the extra time to download forge and go through the whole process of updating to it as well. Especially since I don't hold a very high view of forge itself and its attitude towards mod authors. You can refer to my signature for more details if you don't already know what I'm talking about. (the image is also a link)
I honestly couldn't care less about how many people use my mod, so really I don't care if I'm losing a chunk of current/potential users by no longer providing a forge version. I made this mod because I wanted to change an aspect of Minecraft for myself and I decided I would also share these changes with anyone else who cared to have them.
do you think you could make a slot in your inventory where you could place a map that would then display it as a minimal? i hate to say it but i cant play minecraft without a minimap any more but hate the fact that it negates the need for the in game map and i think this would be a good way to balance it. even if it was set up so you could just have a stack of maps in your inventory that would automatically fill them selfs out and displayed in a small window, you would still have to craft them and lose them if you die.
As a fan of this mod, but also a Forge user, I leave here my respectful request that you actually do keep the forge version updated.
I don't know if it's possible for this mod specifically, but there are many mods out there whose builds are compatible with both APIs (presumably due to a standard structure that works for both), so even tough rebuild (to implement such standard structure) might sound like too much trouble at first, it might be a good solution to the ML-VS-FML problem (since you won't have to update ML and forge separately).
do you think you could make a slot in your inventory where you could place a map that would then display it as a minimal? i hate to say it but i cant play minecraft without a minimap any more but hate the fact that it negates the need for the in game map and i think this would be a good way to balance it. even if it was set up so you could just have a stack of maps in your inventory that would automatically fill them selfs out and displayed in a small window, you would still have to craft them and lose them if you die.
No, that would be too much work for me. This mod is quite simple, which is a big part of why I made it. I am not experienced with java, and I don't have a ton of free time since I am in college. Also, it wouldn't make a whole lot of sense to be able to somehow see a map unless you were holding it in your hands. I think maps are fine just the way they are.
As a fan of this mod, but also a Forge user, I leave here my respectful request that you actually do keep the forge version updated.
I don't know if it's possible for this mod specifically, but there are many mods out there whose builds are compatible with both APIs (presumably due to a standard structure that works for both), so even tough rebuild (to implement such standard structure) might sound like too much trouble at first, it might be a good solution to the ML-VS-FML problem (since you won't have to update ML and forge separately).
Due to the fact that this mod modifies base classes, it doesn't have the the normal compatibility with forge and ability to place in the mods folder that other modloader mods have. There is no other way I know to include the needed functionality without modifying the base classes I do, and I don't feel like taking a ton of my free time to look for another way, just to make the mod compatible with an API that I don't use, and whose authors have earned my disrespect. This is just a simple mod I made in my free time to include functionality I felt was lacking, and one which I decided to share. I don't feel particularly obligated to do much more than what I've already done.
This is brilliant. I was wondering if this is compatible with any other mod maps, such as Twilight Forest magic maps and maze maps? Maps like these are what I really need, because I don't personally travel very far from my home in my Overworld.
This is brilliant. I was wondering if this is compatible with any other mod maps, such as Twilight Forest magic maps and maze maps? Maps like these are what I really need, because I don't personally travel very far from my home in my Overworld.
I have no idea, but as long as there are no base class conflicts, you can always see if they work together. Of course, making backups first is always a good idea, in case the combination breaks something. I've never used those mods, so I don't know.
Why are you no longer maintaining a forge version?
I've been looking for a mod like this for months. Desprately. hoepfully my search won't be fruitless. Will this work with Forge 6.6.1.524? As in, are the class files for the Forge 6.0.1.349 version the same? I can't go back to an earlier version of Forge as I have More Creasures mod installed and it's dependent on 6.6.1.524.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/3/2013
Posts:
44
Member Details
I love the mod and I thank you for making it. does this need to be updated for 1.5 or will it work ok without updates?
<edit> I answered my own question. I tried to load up a game with 1.5 and this mod, and the game will not load at all, it crashes. I removed this mod from my mods list (i'm using Magic Launcher and Modloader) and the game loads just fine. it seems that this does need to be updated for 1.5.
I really like this mod and plan to use it quite extensively when I go exploring my world. I realize you are busy with RL and all, but, please update as soon as possible.
I use magic launcher, modloader, optifine and Reis Mini Map mod which are all working just fine.
I should probably also say that I was using your mod in 1.4.7 without issues.
<edit>
Yeah, I need to update it for 1.5, but I think I will wait just a little bit, since I've heard there is already a 1.5.1 coming soon, and I don't want to have to update a bunch of times just to keep up with the small updates.
But any mod that modifies base classes (like this one) will not be compatible with newer minecraft versions without being updated for them, since the obfuscated names of the base classes change with each update.
Can you make the maps on walls render more like this:
No, I don't want to spend the time to do that, especially since there is clearly already a mod that does that, anyway.
Like I mentioned in the OP, the changes I made to map rendering can be not included when installing without breaking anything. If you simply install that mod over this one, I don't think there would be any problems. Anyway, try it out, and see if it works.
Editing post for updated information. If you like this mod but want a forge compatible version a close alternative is hangable maps. It works differently but reorients the center of maps so they line up.
Good mod, I must say. However, I must also politely request a forge-compatible version. I hate Forge as much as you do, but so many other mods use it that it is now indispensable. You, Risugami, and FlowerChild are probably doing the right thing in refusing to work with Forge, but, at the same time, Forge is so ubiquitous now that only extremely small mods like this and the stubborn do not use. I mainly try to use Modloader, but for greater compatibility with other mods you will have to make a Forge version because Forge has unfortunately come to dominate the modding community. If you don't, I may actually make a Forge version for personal use myself...
Good mod, I must say. However, I must also politely request a forge-compatible version. I hate Forge as much as you do, but so many other mods use it that it is now indispensable. You, Risugami, and FlowerChild are probably doing the right thing in refusing to work with Forge, but, at the same time, Forge is so ubiquitous now that only extremely small mods like this and the stubborn do not use. I mainly try to use Modloader, but for greater compatibility with other mods you will have to make a Forge version because Forge has unfortunately come to dominate the modding community. If you don't, I may actually make a Forge version for personal use myself...
It's only indispensable if you care about using any of those other mods, which I don't. I don't use forge, or any forge mods, and that coupled with my feelings towards it in general mean I don't want to spend the time to maintain a forge version. I honestly don't care how many other people use this mod. I made it for myself, and also decided to make it public. I don't use adfly or anything so downloads mean nothing to me. I don't even have a way to track the number of downloads, since I'm just using my dropbox.
All that said, if you want to make a forge version, go ahead. I don't have copyright on the idea or anything. I could probably even provide you with source code. All that I would ask in this case is credit, but nothing more.
Oh, and this reminds me, I should update the mod now. 1.5.1 is out and I have a free weekend.
(Myself, I'm currently still using 1.4.7, which is why updating the mod hasn't really been on my mind. Hopefully there isn't another sneak update to 1.5.2... )
Of course I would give you credit if I did anything with BetterMaps, but I think I found someone else who might be interested in working on a Forge version: MelAlvarado, the maker of the Cartographer mod. His page can be found here:
Anyways though, the source code of any mod is not too hard to get. You just have to decompile the modded files with MCP and possibly use a textual difference identifier (like www.diffchecker.com) to find the modded sections by comparing the original and modified classes.
By the way, I hope they don't screw with the code again in 1.5.2 making "performance optimizations," too.
I'm pretty sure 1.5.2 is mostly server-side, fixing bugs in Minecraft Realms, though.
This might break a good bit of your current code but what if the default map recipe made a "Blank Map" that could stack up to 16. and right clicking with a blank map would center it where you are standing. These blank maps could also be the item used when copying maps or making the aligned maps. A question for you as well, would it be possible to name the map we make rather than have "Map #"?
I don't know; I don't use forge myself. I can probably put out another version with newer forge files. However, I made this mod over the summer, and now classes have started again, so I don't know how soon I'll be able to do this.
Yeah, I feel the same way about minimaps, which is why I used the vanilla maps enough to want to make them easier to use.
In the newer snapshots of Minecraft, what you talked about with the blank maps is actually just what will be the case. Crafting a map will give you a blank map, which you right click to turn it into a map. Personally, I don't want to do that myself when I know it will be coming in vanilla before too long. I will be refactoring the mod a bit to reflect the changes that will be made in 1.4, but blank map items are already on the way in vanilla, so I won't be doing that myself.
I think I will also be tweaking the coming changes as well. In the snapshots, the maps snap to a grid, and don't center on you. I don't really like this, so I will likely revert to the maps centering on you, since this mod provides its own way to line up maps.
About custom naming of maps, I would like that, but I don't know if I'm skilled/experienced enough to implement that myself. The number of the map is currently taken straight from the item damage value, which is how different map items are distinguished, and the map name reflects this. I'm just a beginning modder, making tweaks and changes to what's already there, and doing this would require more than just small tweaks and changes to existing code.
I did not know this was the case. I'm normally up to date with the snapshots, I guess IC2 has kept me more engrossed than I thought
Well, congrats on this mod anyway It really feels like how maps should have worked!
Here is the changelog:
Anyway, I'm not dead, and I've gotten it updated now. However, I will not be updating the forge version, since I don't even use forge, and I would have to deal with the way forge does things different in MCP, which is annoying, and so I don't feel like taking the extra time to download forge and go through the whole process of updating to it as well. Especially since I don't hold a very high view of forge itself and its attitude towards mod authors. You can refer to my signature for more details if you don't already know what I'm talking about. (the image is also a link)
I honestly couldn't care less about how many people use my mod, so really I don't care if I'm losing a chunk of current/potential users by no longer providing a forge version. I made this mod because I wanted to change an aspect of Minecraft for myself and I decided I would also share these changes with anyone else who cared to have them.
I don't know if it's possible for this mod specifically, but there are many mods out there whose builds are compatible with both APIs (presumably due to a standard structure that works for both), so even tough rebuild (to implement such standard structure) might sound like too much trouble at first, it might be a good solution to the ML-VS-FML problem (since you won't have to update ML and forge separately).
No, that would be too much work for me. This mod is quite simple, which is a big part of why I made it. I am not experienced with java, and I don't have a ton of free time since I am in college. Also, it wouldn't make a whole lot of sense to be able to somehow see a map unless you were holding it in your hands. I think maps are fine just the way they are.
Due to the fact that this mod modifies base classes, it doesn't have the the normal compatibility with forge and ability to place in the mods folder that other modloader mods have. There is no other way I know to include the needed functionality without modifying the base classes I do, and I don't feel like taking a ton of my free time to look for another way, just to make the mod compatible with an API that I don't use, and whose authors have earned my disrespect. This is just a simple mod I made in my free time to include functionality I felt was lacking, and one which I decided to share. I don't feel particularly obligated to do much more than what I've already done.
I have no idea, but as long as there are no base class conflicts, you can always see if they work together. Of course, making backups first is always a good idea, in case the combination breaks something. I've never used those mods, so I don't know.
I've been looking for a mod like this for months. Desprately. hoepfully my search won't be fruitless. Will this work with Forge 6.6.1.524? As in, are the class files for the Forge 6.0.1.349 version the same? I can't go back to an earlier version of Forge as I have More Creasures mod installed and it's dependent on 6.6.1.524.
"Introspective, witty and flashy quote."
-Wannbe Edgey Memelord
<edit> I answered my own question. I tried to load up a game with 1.5 and this mod, and the game will not load at all, it crashes. I removed this mod from my mods list (i'm using Magic Launcher and Modloader) and the game loads just fine. it seems that this does need to be updated for 1.5.
I really like this mod and plan to use it quite extensively when I go exploring my world. I realize you are busy with RL and all, but, please update as soon as possible.
I use magic launcher, modloader, optifine and Reis Mini Map mod which are all working just fine.
I should probably also say that I was using your mod in 1.4.7 without issues.
<edit>
But any mod that modifies base classes (like this one) will not be compatible with newer minecraft versions without being updated for them, since the obfuscated names of the base classes change with each update.
No, I don't want to spend the time to do that, especially since there is clearly already a mod that does that, anyway.
Like I mentioned in the OP, the changes I made to map rendering can be not included when installing without breaking anything. If you simply install that mod over this one, I don't think there would be any problems. Anyway, try it out, and see if it works.
It's only indispensable if you care about using any of those other mods, which I don't. I don't use forge, or any forge mods, and that coupled with my feelings towards it in general mean I don't want to spend the time to maintain a forge version. I honestly don't care how many other people use this mod. I made it for myself, and also decided to make it public. I don't use adfly or anything so downloads mean nothing to me. I don't even have a way to track the number of downloads, since I'm just using my dropbox.
All that said, if you want to make a forge version, go ahead. I don't have copyright on the idea or anything. I could probably even provide you with source code. All that I would ask in this case is credit, but nothing more.
Oh, and this reminds me, I should update the mod now. 1.5.1 is out and I have a free weekend.
(Myself, I'm currently still using 1.4.7, which is why updating the mod hasn't really been on my mind. Hopefully there isn't another sneak update to 1.5.2... )
http://www.minecraft...der-compatible/
Anyways though, the source code of any mod is not too hard to get. You just have to decompile the modded files with MCP and possibly use a textual difference identifier (like www.diffchecker.com) to find the modded sections by comparing the original and modified classes.
By the way, I hope they don't screw with the code again in 1.5.2 making "performance optimizations," too.
I'm pretty sure 1.5.2 is mostly server-side, fixing bugs in Minecraft Realms, though.