Yes, you are correct about the castle.
As for loading distant, unvisited chunks, well, vanilla map works the same way in this regard. I suppose I could write that external program to scan a world or make a special command for that. Bear in mind that it will be rather resource-intensive.
I see. Do you think it will be appropriate to only allow OPs or people with some sort of special permission to "force grow" an Atlas? I'm concerned about this because it's essentially a way to cheat world exploration. And also, potentially, a special item that you could sell to people
The Meaning of Life, the Universe, and Everything.
Join Date:
11/18/2010
Posts:
264
Minecraft:
theminemaster2
Member Details
I'm getting a crash when using Zelda Sword Skills with Antique Atlas, what version of AA is compatible with the current version of ZSS?
Crashlog:
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 2/8/15 7:43 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: hunternif.mc.atlas.api.TileAPI.setTextureIfNone(Ljava/lang/String;[Lnet/minecraft/util/ResourceLocation;)Z
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: hunternif.mc.atlas.api.TileAPI.setTextureIfNone(Ljava/lang/String;[Lnet/minecraft/util/ResourceLocation;)Z
at zeldaswordskills.world.gen.AntiqueAtlasHelper.registerTextures(AntiqueAtlasHelper.java:66)
at zeldaswordskills.ClientProxy.registerRenderers(ClientProxy.java:62)
at zeldaswordskills.ZSSMain.load(ZSSMain.java:91)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
... 10 more
This crash was obtained with the current latest versions of ZSS and AA for MC 1.7.10. I've already posted this on the ZSS page as well.
As for the current discussion... I like the idea of keeping it as an item, it makes the mod more unique than typical mini-map mods (besides the amazing looking Zelda-reminiscent map) and doesn't give the player orienteering superpowers. Plus you actually need a slight bit of resources to make it.
EDIT: The 1.7.2 version worked for 1.7.10, might want to state that it does. Must be the recent API changes.
EDIT2: Crashed when trying to open the book. Oh well. I'll assume it's a problem with the MC version, but here's the second log anyway:
java.lang.NoSuchMethodError: net.minecraft.client.gui.ScaledResolution.<init>(Lnet/minecraft/client/settings/GameSettings;II)V
at hunternif.mc.atlas.client.gui.GuiAtlas.func_73866_w_(GuiAtlas.java:215)
at net.minecraft.client.gui.GuiScreen.func_146280_a(GuiScreen.java:255)
at hunternif.mc.atlas.client.gui.GuiComponent.func_146280_a(GuiComponent.java:236)
at net.minecraft.client.Minecraft.func_147108_a(Minecraft.java:797)
at hunternif.mc.atlas.ClientProxy.openAtlasGUI(ClientProxy.java:74)
at hunternif.mc.atlas.item.ItemAtlas.func_77659_a(ItemAtlas.java:62)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:146)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78769_a(PlayerControllerMP.java:377)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1464)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Check out my Zelda Adventure Modpack, currently in alpha!
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
I did change the API while keeping the MC compatibility at the same version (1.7.10). ZSS hasn't yet been updated to the newer version of the API, hence the 1st crash. I'm sorry for the confusion. I'll put up a link to the version of Antique Atlas (v4.0.1a) that's compatible with the current version of ZSS (v0.2.1): http://adf.ly/sTE6O
MC 1.7.2 is incompatible with 1.7.10, hence the 2nd crash.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/18/2010
Posts:
264
Minecraft:
theminemaster2
Member Details
Thank you, that's just what I needed!
Rollback Post to RevisionRollBack
Check out my Zelda Adventure Modpack, currently in alpha!
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
I see. Do you think it will be appropriate to only allow OPs or people with some sort of special permission to "force grow" an Atlas? I'm concerned about this because it's essentially a way to cheat world exploration. And also, potentially, a special item that you could sell to people
That's it, I need to have one and atlas with all the world map. For this and need a command or something else to render all generated chunks in the atlas. And sell it, give certain individuals or all in a row it's up to each person
Is anyone else having trouble with the atlas not saving new terrain after the last update? Ive only tested it on smp and cmp, deleted old config files upon upgrade, etc. If it is a known issue please let me know, especially if it has a fix already.
the newest update causes a crash if you take the book into the nether. had to remove the mod so we could reload, leave the nether, then put the mod back in.
Here's another question for you guys: what marker icons should I include in the next update?
Cave, mine, big mountain, ruins, tower, castle with wall, big tree, farm, animal pen
3rd party mod support -> Thaumcraft node, oil drum
Also, for those of us using Formivore's walled city, recurrent complex, and any number of other mods which allow for the generation of customized structures, how about a block we can include in the schematic which you can right-click to get an interface for assigning a map icon? So that if such a structure generates, it'll automatically appear on everyone's map who encounters it?
Could potentially also be used in survival if you want to set a marker for your base that everyone who comes across it will see.
Cave, mine, big mountain, ruins, tower, castle with wall, big tree, farm, animal pen
3rd party mod support -> Thaumcraft node, oil drum
These are all great, I especially support a generic skull icon and Draxis' Mine and castle icon idea. Perhaps a Boat icon for marking a port or maybe the location of a docked ship.
Is anyone else having trouble with the atlas not saving new terrain after the last update? Ive only tested it on smp and cmp, deleted old config files upon upgrade, etc. If it is a known issue please let me know, especially if it has a fix already.
Could you please describe the situation in a little more detail? You had an Atlas with some old terrain in there, and then after the update it stopped "growing"?
By the way, old configs shouldn't have caused any trouble, but it was nonetheless a good idea to delete them just in case.
Also, for those of us using Formivore's walled city, recurrent complex, and any number of other mods which allow for the generation of customized structures, how about a block we can include in the schematic which you can right-click to get an interface for assigning a map icon? So that if such a structure generates, it'll automatically appear on everyone's map who encounters it?
The block idea sounds a bit convoluted, but I supposed it could be done, so thanks for your input. I was naively hoping that more people would use the API to put their modded structures on the map, but obviously it's not going to happen unless this mod gets big. So, do I understand correctly that in this Formivore's mod and many others there is a way to set up any custom schematics to generate naturally as part of terrain? It sounds awfully tedious if you have to manually edit some pre-built schematics to put in the custom block. And having to scan through the whole volume of a chunk is probably going to take too much time.
The block idea sounds a bit convoluted, but I supposed it could be done, thanks for your input. I was naively hoping that more people would use the API to put their modded structures on the map, but obviously it's not going to happen unless this mod gets big. So, do I understand correctly that in this Formivore's mod and many others there is a way to set up any custom schematics to generate naturally as part of terrain? It sounds awfully tedious if you have to manually edit some pre-built schematics to put in the custom block. And having to scan through the whole volume of a chunk is probably going to take too much time.
It is convoluted, but unfortunately that's the only possible way to get it to work. Formivore's can use schematic files exported from MCEdit, and Recurrent Complex (As well as a few other mods I can't recall. Schematica?) allow you to create structures directly in game and have them generate automatically under predefined conditions.
And you could assign the custom block to do something on world tick, like tell your mod there's something here to add to the map of any nearby player and it uses this icon. Scanning every chunk would definitely be prohibitive.
And I still think it'd be a nifty feature for Survival to add a shared marker. Though probably not as elegant as clicking a theoretical 'Share Waypoints' button on the map itself. But an easy button like that seems kinda cheat-y to me for a mod that makes mapping and waypoint markers feel otherwise more survival-y.
Oh, that's right, I've forgotten about the TileEntities that are updated every tick.
As of now markers (along with the biome data) can be shared between two individual atlases via a combination of cloning and combining craft recipes.
Has anyone heard from the guy who was working on Biomes O' Plenty support? That was looking very nice, and would be quite handy to have.
EDIT: Golrith. That was his name - found his posts back on page 10.
Yep, that's me. Hunternif has made me aware of the update to the mod, so I'll be taking a look at all the changes, and see all the new goodies. No doubt I'll post some more screenshots soon
I've also passed an idea to Hunternif for a way of detecting finer details and mod added structures/features. It would require more calculations, but would be a configurable extra, making it possible to show a lot more on the maps (at the one texture per chunk resolution)
Whew, I think I'm done with the Nether Fortress. Check out all those little details:
I also tried streaming my work on twitch.tv, just for the heck of it:
I couldn't talk, so there was just the music playing in the background. If anyone's interested, the recordings should be available for 3 days after this.
As for loading distant, unvisited chunks, well, vanilla map works the same way in this regard. I suppose I could write that external program to scan a world or make a special command for that. Bear in mind that it will be rather resource-intensive.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Crashlog:
// This doesn't make any sense!
Time: 2/8/15 7:43 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: hunternif.mc.atlas.api.TileAPI.setTextureIfNone(Ljava/lang/String;[Lnet/minecraft/util/ResourceLocation;)Z
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: hunternif.mc.atlas.api.TileAPI.setTextureIfNone(Ljava/lang/String;[Lnet/minecraft/util/ResourceLocation;)Z
at zeldaswordskills.world.gen.AntiqueAtlasHelper.registerTextures(AntiqueAtlasHelper.java:66)
at zeldaswordskills.ClientProxy.registerRenderers(ClientProxy.java:62)
at zeldaswordskills.ZSSMain.load(ZSSMain.java:91)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
... 10 more
This crash was obtained with the current latest versions of ZSS and AA for MC 1.7.10. I've already posted this on the ZSS page as well.
As for the current discussion... I like the idea of keeping it as an item, it makes the mod more unique than typical mini-map mods (besides the amazing looking Zelda-reminiscent map) and doesn't give the player orienteering superpowers. Plus you actually need a slight bit of resources to make it.
EDIT: The 1.7.2 version worked for 1.7.10, might want to state that it does. Must be the recent API changes.
EDIT2: Crashed when trying to open the book. Oh well. I'll assume it's a problem with the MC version, but here's the second log anyway:
---- Minecraft Crash Report ----
// My bad.
Time: 2/8/15 9:10 PM
Description: Unexpected error
java.lang.NoSuchMethodError: net.minecraft.client.gui.ScaledResolution.<init>(Lnet/minecraft/client/settings/GameSettings;II)V
at hunternif.mc.atlas.client.gui.GuiAtlas.func_73866_w_(GuiAtlas.java:215)
at net.minecraft.client.gui.GuiScreen.func_146280_a(GuiScreen.java:255)
at hunternif.mc.atlas.client.gui.GuiComponent.func_146280_a(GuiComponent.java:236)
at net.minecraft.client.Minecraft.func_147108_a(Minecraft.java:797)
at hunternif.mc.atlas.ClientProxy.openAtlasGUI(ClientProxy.java:74)
at hunternif.mc.atlas.item.ItemAtlas.func_77659_a(ItemAtlas.java:62)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:146)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78769_a(PlayerControllerMP.java:377)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1464)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
RIP http://playcrafter.com
MC 1.7.2 is incompatible with 1.7.10, hence the 2nd crash.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
RIP http://playcrafter.com
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
That's it, I need to have one and atlas with all the world map. For this and need a command or something else to render all generated chunks in the atlas. And sell it, give certain individuals or all in a row it's up to each person
Maybe more custom markers? Like a location, quest, dungeon, boss, NPC, etc.
Cave, mine, big mountain, ruins, tower, castle with wall, big tree, farm, animal pen
3rd party mod support -> Thaumcraft node, oil drum
Also, for those of us using Formivore's walled city, recurrent complex, and any number of other mods which allow for the generation of customized structures, how about a block we can include in the schematic which you can right-click to get an interface for assigning a map icon? So that if such a structure generates, it'll automatically appear on everyone's map who encounters it?
Could potentially also be used in survival if you want to set a marker for your base that everyone who comes across it will see.
These are all great, I especially support a generic skull icon and Draxis' Mine and castle icon idea. Perhaps a Boat icon for marking a port or maybe the location of a docked ship.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Could you please describe the situation in a little more detail? You had an Atlas with some old terrain in there, and then after the update it stopped "growing"?
By the way, old configs shouldn't have caused any trouble, but it was nonetheless a good idea to delete them just in case.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
The block idea sounds a bit convoluted, but I supposed it could be done, so thanks for your input. I was naively hoping that more people would use the API to put their modded structures on the map, but obviously it's not going to happen unless this mod gets big. So, do I understand correctly that in this Formivore's mod and many others there is a way to set up any custom schematics to generate naturally as part of terrain? It sounds awfully tedious if you have to manually edit some pre-built schematics to put in the custom block. And having to scan through the whole volume of a chunk is probably going to take too much time.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
It is convoluted, but unfortunately that's the only possible way to get it to work. Formivore's can use schematic files exported from MCEdit, and Recurrent Complex (As well as a few other mods I can't recall. Schematica?) allow you to create structures directly in game and have them generate automatically under predefined conditions.
And you could assign the custom block to do something on world tick, like tell your mod there's something here to add to the map of any nearby player and it uses this icon. Scanning every chunk would definitely be prohibitive.
And I still think it'd be a nifty feature for Survival to add a shared marker. Though probably not as elegant as clicking a theoretical 'Share Waypoints' button on the map itself. But an easy button like that seems kinda cheat-y to me for a mod that makes mapping and waypoint markers feel otherwise more survival-y.
As of now markers (along with the biome data) can be shared between two individual atlases via a combination of cloning and combining craft recipes.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Yep, that's me. Hunternif has made me aware of the update to the mod, so I'll be taking a look at all the changes, and see all the new goodies. No doubt I'll post some more screenshots soon
I've also passed an idea to Hunternif for a way of detecting finer details and mod added structures/features. It would require more calculations, but would be a configurable extra, making it possible to show a lot more on the maps (at the one texture per chunk resolution)
I also tried streaming my work on twitch.tv, just for the heck of it:
I couldn't talk, so there was just the music playing in the background. If anyone's interested, the recordings should be available for 3 days after this.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.