Open hedgehog1024 opened 8 years ago
On one hand, I am not against them showing there, but on the other I have no intention of making them "discover themselves", i.e. the player has to find them first. And in doing so (which there is no way to verify) the player could just mark them manually.
Well, pylons can be seen from distance since they emit particles, and Antique Atlas can be configured to draw map just in the same radius as player's distance of view, so I don't think that it can be called "discovering themselves". Anyway, I would glad to see a marker fo Atlas that actually represent pylon
It looks like I found out a good solution. What about adding pylon to atlas only when player is close enough to be hit by pylon? It doesn't look like "dicovering themselves", it is actual exploration. And, IMHO, the person who investigate the structure so close would mark it in map
That would work, but there is no performant way to track that. Now, actually getting hit by a pylon, or mousing over the center - as you would do to discover a color - would work.
When close enough to a pylon to get zapped, you start getting the colored screen and humming sound. There has to be some kind of client side event for that, and maybe the Atlas could tap into it. Either that or could the Atlas tap into the actual 'when zapped' hit, the way that one progression achievement does?
On Nov 8, 2016, at 11:15 AM, Reika notifications@github.com wrote:
That would work, but there is no way to track that.
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you start getting the colored screen and humming sound. There has to be some kind of client side event for that,
There is not.
What leads to it then
On Nov 10, 2016, at 11:52 AM, Reika notifications@github.com wrote:
you start getting the colored screen and humming sound. There has to be some kind of client side event for that,
There is not.
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I made a set of custom markers for the elements, if anyone wants to use those to manually mark pylons on their atlas. (There are a few others in there too, mostly recolors for variety).
Resource pack: AntiqueAtlasMarkers.zip
Also, the contents of the following need to go in /config/antiqueatlas/marker_textures.json https://hastebin.com/vehofaleho.json (just replace all of the text in the file with this)
Is there a way I could include this natively?
And in doing so (which there is no way to verify) the player could just mark them manually.
Elemental Manipulator?
You find the pylon, you drain some energy from it, and it's marked accurately on your map. The location of the pylon ball has to be called at some point... heck you could just ray trace from the player's look vector for the 32-or-whatever block range it is until it hits a pylon "node".
It'd be nice if there was a way to tie this into other maps like MapWriter and JourneyMap as well.
@Zsashas That hastebin appears to have expired.
There is a pretty beautiful and immersive mod Antique Atlas. This mod adds atlas item that makes the handdrawn-like map of the world. It is also shows structures generated in world like villages and swamp huts. Playing this mod with ChromatiCraft is a bit confusing since such important and conspicuous things like pylons aren't marked in atlas. So can you make pylons be showed in Antique Atlas? This mod has documented API so it shouldn't be a problem.