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antique-atlas's Issues

Waypoints/Markers and explored tiles not retained after server leave-join

Mod Version: 1.1.2 [Beta] Quilt

Issue: Markers placed on the map and explored tiles are not retained after logging out of server.
Expected: Markers and tiles to be retained between sessions.

Reproduction:

  1. Place a pin, walk away from location (preferably adding more tiles to the atlas)
  2. Log out
  3. Log back in, observe markers missing and map tiles being reset to those around the spawn location
    Before logging out: javaw_ckgzJrdUfa
    After logged back in: javaw_TYOAKVcW02

Server log: https://mclo.gs/Z1Fb9x7
Client log: https://mclo.gs/TyAs73N

Missing structures and map resets

Nearly every kind of structures save than nether portals are missing, and it seems like randomly the map would reset and forgets all of it's previous constants in my playthroughs.

also would love tae have the atlas as a book item again for the immersion tho.

otherwise that's all I could report for now.

Fix improper scaling

Mod allows you to set 1.5x-like zoom modes that crunch the pixel art into mush.

It should instead check your gui scale and only allow pixel-perfect zoom levels.

Map sharing

Without the item, players need a new way to share map exploration (and possibly markers) with eachother.

Crashes server on launch

Mod Version: 1.1.1 [Beta] Quilt

Issue: Server crashes on launch with antique atlas 4 installed
Expected: Server to not crash on launch

Reproduction:

  1. Run quilt server with only qfapi-7.4.0_qsl-6.1.2_fapi-0.90.0_mc-1.20.1 installed on a new world. Observe no crash.
  2. Add antique-atlas-1.1.1+1.20 to server launch with new world. Observe crash.

https://mclo.gs/3XKlMtn

Improve map data reuse

Map data currently holds an individually constructed identifier for each chunk visible on the map - there should only be one instance of a texture per unique texture, otherwise it's a memory waste.

Lags with shaders enabled

At the same time, it is a flat world. Very strong FPS drawdowns critical TPS drops when using Shaders up to several thousand points. Different amount of FPS drawdown when zooming in or out of the map.

2024-02-16_00 49 33

Image

image
Not drawing villages. Strange objects on the map. There's nothing here. The vanilla village is not drawn.
2024-02-16_00 51 05
2024-02-16_00 45 43
2024-02-16_00 46 10
2024-02-16_00 46 26
2024-02-16_00 46 29
2024-02-16_00 46 52
2024-02-16_00 46 54
2024-02-16_00 46 57
2024-02-16_00 48 29
2024-02-16_00 48 33
2024-02-16_00 49 25
2024-02-16_00 50 09

Fully data-driven structures

All structures declared in BuiltinStructures right now could be easily replaced by respack data - jigsaws already do this, regular structures just need to be adapted and the folders renamed to match nicely.

Piece matchers could easily be placed in a registry such that they can be used from data.

This should also cover structures with start markers rather than tiles (villages and end cities)

Fallback biomes don't work in multiplayer

In multiplayer, the modded biome from Traverse "Autumnal Forest", shows up on the map as a colorful mess. The bug only occurs in multiplayer. Playing the same save file in singleplayer, the map works fine and shows a forest. Using version 1.1.4.
2024-02-20_19 17 26

Missing Biome: Mangrove Swamp

Tiles, texture sets, and textures need to be added for mangrove swamps (1.19+)

This is currently covered by the regular swamp texture thanks to the swamp tag.

Full-screen mode

Mod would benefit from a "fill" mode that properly fills the whole screen with map space (similar to other client map mods)

Could be called "unfold" if present in in-game translations.

Bookmarks could still be displayed on the edges, either using an edge, or folded inwards instead.

Low/Mid elevation variants for nether biomes.

Low variants should use the lava shores stitching to indicate they're accessible via strider.

Mid variants should be on a small plateau, smaller than nether wastes, which is used to represent world-high columns.

Nether wastes is not included, as it uses the lava shores tile.

java_oRy8Q9XX4u

Per-texture Stitching

Textures are often cut off because stitching can only be declared on a per-textureset level.

In practice, you might want to randomly throw in a few textures that stitch differently to better represent a biome - so stitching should be defined by the texture itself.

This can be achieved using mcmeta, avoiding the need for a dedicated reloader.

No biomestextures.json as in previous versions

I'm unsure if this is a planned feature at some point, but previous versions of Antique Atlas had the option to manually add and edit textures on a per biome basis. This allowed for custom textures as well as compatibility with mods that added new biomes.

Improve biome format / remove texturesets

The current biome ("tile") format is repetitive and uses excessive boilerplate and powers less of the mod than it could.

minecraft:swamp.json

{
  "textures": {
    "valley": "antique_atlas:swamp"
    "high": "antique_atlas:swamp_hills" 
  }
  "fallback": {
    "c:swamps": 10
  } 
} 

There's little reason to use a "default" key when the more common use of multi-textured biomes selects ranges of elevations for each texture - so we just use each elevation to mean "for this elevation and above".

Biome tag fallbacks weren't data driven, but there's no reason they can't be - so they are here.

for brevity, { "textures": "antique_atlas:swamp" } should also be valid.

if stitching is moved to mcmeta as suggested in #34, biomes could also define their own texture groups:

minecraft:swamp.json

{
  "textures": {
    "valley": {
      "antique_atlas:swamp": 3
      "antique_atlas:swamp_2": 1
    } 
    "high": "antique_atlas:swamp_hills" 
  }
} 

which would remove the need for TextureSets entirely. Because this adds more complexity to each biome file, a parent field could be considered as well.

Structures should receive the same treatment to directly reference textures, but that can be covered as part of #37.

Vanilla Biome: Deep Dark

This is only relevant in surface deep dark modded scenarios or if a cave map is introduced, but I'm documenting it anyway.

Ditch Arch

If we're smashing one thing we might as well go hard at it - architectury APIs are just abstractions over vanilla and forge/fabric, lets just use archloom for the forge branch instead.

Map not opening?

Suddenly the atlas isn't opening at all, not sure what happened, tried lookin' at the configs and nothing has a keybind conflict with the original keybind of AA (M) either, if it helps, I'm using AA 1.1.4+1.20 which are like the most recent version.

Missing Biome: Cherry Grove

Tiles, texture sets, and textures need to be added for cherry groves (1.20+)

This is currently covered by the regular mountain texture, which isn't as clear.

Clientside mod usage

Itemless map mods don't really need a server component to work - so this should be smashed into a client mod with a server addon.

This should implicitly solve some of the packet bugs on account of... no longer having those packets.

There are definitely some limitations with this - worth looking into whether the client knows about things like structures, or whether the server has to tell it.

Better Biome-Specific Village Building Selection

Each biome has a different style of roof, but the mod mixes and matches based on the type of building instead.

Here's a desert village:

image

Desert_Medium_House_1

The style should be based on the biome, with optional room to add more buildings in each style in future.

QoL - Config option for slower scrolling?

Just since you have to barely move your fingers on some trackpads to zoom in one level in the map at the moment - It's doable but a bit finicky! If alright to ask of course

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