I am using the BoP-compatible texture pack from the download page, but I think something is wonky. Some biomes show up fine, others have the "missing texture" pink and black. Even weirder, they partly work. I have checked the Biomes json file and the zip, the file is correctly specified and exists in the zip. Anyone know what could be causing this?
The biome that is only partly rendering is Shrubland, if it matters. Not sure which else are affected.
I made a pack of a bunch of additional marker textures. They include some I made from scratch, some modified from terrain textures (mostly village structures), some inspired by the UI, and a full chromatic set of recolors* for all the built-in ones and most of the ones I made (if anyone really wants a full chromatic set of skyland icons, I can make those, I just didn't need them myself, as far as I know.
If there are textures you won't use (maybe you're not using a mod that creates skylands), you can delete any of the rows in the marker_textures.json file you won't use, and those will stop appearing in your game. Just be careful to make sure you have commas on every line but the last, and no comma on the last, or the game will eat your version and return to default. Hopefully I can save you the number of repeat tries I had to go through because it took me a while to figure out what was causing that. :-J
* For me (today) a "full chromatic set" is red, yellow, orange, green, cyan, blue, purple, magenta and greyscale. This value varies by project.
Also, if there are textures of a specific type that already exist in the terrain textures, I can add them as markers. I put in the ones I need, not sure which other ones would get significant use.
(Edited with new DL link because apparently I was having a day of fail at zipping files without including extra layers in the tree structure.)
Thank you very much for contributing, NocturneBlock!
The texture pack system for Atlas is not very well thought-out, and I'm sorry for the occasional bugs and glitches. I'll look into it when I have the time.
I would REALLY enjoy if you could make this compatible with Terrafirmacraft, right now it shows the wrong biomes, and it doesnt show some of the lakes, i enjoy this mod immensely and i use it with TFC so better compatibility would be awesome!
No rush on the system. Now that I know commas are so important, I will go over the biomes config with a magnifying glass. Maybe the syntax got changed accidentally or something.
I just cast my vote and voted for the "both" option.
The way I see it, the GUI should be just a mini map in the corner of the screen adding coordinates to it so that it's a little easier to distinguish which way you're heading and makes it easier to come back to certain points that people tend to forget to mark.
The item comes in to play when you have it bound to a hot-key and instead of taking up space in your hot-bar you can store the atlas in your inventory and it can be used to bring it up to full screen. Similar to that of a bow using the arrows from your inventory when you're firing it.
The GUI would be a permanent fixture, but if you don't have the atlas in your inventory you cannot activate the hot-key to bring up the map, makes finding your death spot a little easier especially if you're careless and don't have a cloned atlas stashed somewhere.
If you make the GUI aspect permanent, please include an option to turn it off or choose it's position (at least top right, left, center) to avoid conflicts in placement with other mods. I love Antique Atlas as an in-game record of where I have been, but I use (and plan to continue using) Journey Map for practical purposes. I would hate to have to choose between Atlas and Journey Map because they had GUI maps that conflicted.
Other than that refinement, I really like PragmaticWisdom's vision of how to work it.
Honestly, I wouldn't like seeing the Atlas as an on-screen GUI. The whole reason I prefer this mod to other mapping mods is that this has a physical item you need to craft, making it so that you outright need to be using the item to see the map. Especially considering this minimap mods seems to be based more on medieval themes than most mods out there - and I'm pretty sure there wasn't a GPS telling you exactly where your coordinates were in medieval times. (Also the reason why I like how the map isn't perfectly accurate, but mostly just a general overview of the area rather than telling you exactly what blocks are where.)
Although if you do end up going with PragmaticWisdom's suggestion.. could we perhaps have a server-side config to be able to turn that mode (And the on-screen UIs in general) off?
Same here! I like this mod over all other minimap mods because you need to craft the item, I didn't like the other ones as it seemed too accurate, and you didn't need to do anything to earn it.
(In a random note, is your profile picture the Builder class from King Arthur's Gold?)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I made a pack of a bunch of additional marker textures. They include some I made from scratch, some modified from terrain textures (mostly village structures), some inspired by the UI, and a full chromatic set of recolors* for all the built-in ones and most of the ones I made (if anyone really wants a full chromatic set of skyland icons, I can make those, I just didn't need them myself, as far as I know.
If there are textures you won't use (maybe you're not using a mod that creates skylands), you can delete any of the rows in the marker_textures.json file you won't use, and those will stop appearing in your game. Just be careful to make sure you have commas on every line but the last, and no comma on the last, or the game will eat your version and return to default. Hopefully I can save you the number of repeat tries I had to go through because it took me a while to figure out what was causing that. :-J
* For me (today) a "full chromatic set" is red, yellow, orange, green, cyan, blue, purple, magenta and greyscale. This value varies by project.
Also, if there are textures of a specific type that already exist in the terrain textures, I can add them as markers. I put in the ones I need, not sure which other ones would get significant use.
(Edited with new DL link because apparently I was having a day of fail at zipping files without including extra layers in the tree structure.)
How exactly do I apply these additional icons? I can't get them to show up in-game.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
How exactly do I apply these additional icons? I can't get them to show up in-game.
Pretty much the same as the color/biome compatibility textures. Unzip the file, then follow the readme- there are three steps:
1. Once you have run Minecraft with Antique Atlas active once, it will create a folder in the config subdirectory of your minecraft folder. Put the marker_texture.json from this file there, overwriting when prompted.
2. Put the AntiqueAtlasMarkers.zip in your resourcepacks folder.
3. Run Minecraft, and activate the AntiqueAtlasMarkers pack (in the resourcepack options).
NenoJ, erthiph, so far I have been unable to reproduce this issue on my machine and hence can't debug it :(. Could you tell me anything about the circumstances when markers disappear?
Singleplayer / Quester Mode : The Atlas is an item, and you can only use it in singleplayer or servers that support this mod.
Multiplayer Mode : A GUI that opens with the press of a configurable key, and looks exactly like the Atlas in Singleplayer, except for the fact that it isn't an item, and can be used anywhere, and you can perhaps share data with other players.
I am using the BoP-compatible texture pack from the download page, but I think something is wonky. Some biomes show up fine, others have the "missing texture" pink and black. Even weirder, they partly work. I have checked the Biomes json file and the zip, the file is correctly specified and exists in the zip. Anyone know what could be causing this?
The biome that is only partly rendering is Shrubland, if it matters. Not sure which else are affected.
I made a pack of a bunch of additional marker textures. They include some I made from scratch, some modified from terrain textures (mostly village structures), some inspired by the UI, and a full chromatic set of recolors* for all the built-in ones and most of the ones I made (if anyone really wants a full chromatic set of skyland icons, I can make those, I just didn't need them myself, as far as I know.
If there are textures you won't use (maybe you're not using a mod that creates skylands), you can delete any of the rows in the marker_textures.json file you won't use, and those will stop appearing in your game. Just be careful to make sure you have commas on every line but the last, and no comma on the last, or the game will eat your version and return to default. Hopefully I can save you the number of repeat tries I had to go through because it took me a while to figure out what was causing that. :-J
Enjoy!
Download Here (Dropbox)
* For me (today) a "full chromatic set" is red, yellow, orange, green, cyan, blue, purple, magenta and greyscale. This value varies by project.
Also, if there are textures of a specific type that already exist in the terrain textures, I can add them as markers. I put in the ones I need, not sure which other ones would get significant use.
(Edited with new DL link because apparently I was having a day of fail at zipping files without including extra layers in the tree structure.)
Thank you very much for contributing, NocturneBlock!
The texture pack system for Atlas is not very well thought-out, and I'm sorry for the occasional bugs and glitches. I'll look into it when I have the time.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I would like a 1.6.2 version.
I would REALLY enjoy if you could make this compatible with Terrafirmacraft, right now it shows the wrong biomes, and it doesnt show some of the lakes, i enjoy this mod immensely and i use it with TFC so better compatibility would be awesome!
thanks for this awesome mod!
You're welcome!
No rush on the system. Now that I know commas are so important, I will go over the biomes config with a magnifying glass. Maybe the syntax got changed accidentally or something.
I just cast my vote and voted for the "both" option.
The way I see it, the GUI should be just a mini map in the corner of the screen adding coordinates to it so that it's a little easier to distinguish which way you're heading and makes it easier to come back to certain points that people tend to forget to mark.
The item comes in to play when you have it bound to a hot-key and instead of taking up space in your hot-bar you can store the atlas in your inventory and it can be used to bring it up to full screen. Similar to that of a bow using the arrows from your inventory when you're firing it.
The GUI would be a permanent fixture, but if you don't have the atlas in your inventory you cannot activate the hot-key to bring up the map, makes finding your death spot a little easier especially if you're careless and don't have a cloned atlas stashed somewhere.
That's a very sensible way to do this, I might actually implement it as you described. Thanks for your input, PragmaticWisdom!
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
If you make the GUI aspect permanent, please include an option to turn it off or choose it's position (at least top right, left, center) to avoid conflicts in placement with other mods. I love Antique Atlas as an in-game record of where I have been, but I use (and plan to continue using) Journey Map for practical purposes. I would hate to have to choose between Atlas and Journey Map because they had GUI maps that conflicted.
Other than that refinement, I really like PragmaticWisdom's vision of how to work it.
Same here! I like this mod over all other minimap mods because you need to craft the item, I didn't like the other ones as it seemed too accurate, and you didn't need to do anything to earn it.
(In a random note, is your profile picture the Builder class from King Arthur's Gold?)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
i still think it should be an item with the option of GUI
Hello Hunternif,
I wound like to use your mod in a modpack I am creating for my friend's Modded Survival Series.
Thank you for your time.
- JonGamerX
How exactly do I apply these additional icons? I can't get them to show up in-game.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Pretty much the same as the color/biome compatibility textures. Unzip the file, then follow the readme- there are three steps:
1. Once you have run Minecraft with Antique Atlas active once, it will create a folder in the config subdirectory of your minecraft folder. Put the marker_texture.json from this file there, overwriting when prompted.
2. Put the AntiqueAtlasMarkers.zip in your resourcepacks folder.
3. Run Minecraft, and activate the AntiqueAtlasMarkers pack (in the resourcepack options).
4: Enjoy!
When I place a marker in the over world. And go to nether and come back.its gone. Any idea why?
Sorry for the lack of updates.
NenoJ, erthiph, so far I have been unable to reproduce this issue on my machine and hence can't debug it :(. Could you tell me anything about the circumstances when markers disappear?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
So I have the colored biomes, and it works great...except the Thaumcraft biomes. Those still look like the default textures.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
You should make 2 versions of the mod
Singleplayer / Quester Mode : The Atlas is an item, and you can only use it in singleplayer or servers that support this mod.
Multiplayer Mode : A GUI that opens with the press of a configurable key, and looks exactly like the Atlas in Singleplayer, except for the fact that it isn't an item, and can be used anywhere, and you can perhaps share data with other players.
Your call, but please take under consideration!
This would be awesome if it worked clientside on vanilla servers...
you should add(if you can) also liquids to the atlas