Wonderful, amazing, super useful. Singleplayer impressions only so far, but it seems you have changed this game forever, congratulations.
Issue. The "center on player" button fails when zoomed in and zooming in messes with being centered. Closing and opening the map doesn't help. You need to zoom out a bit, then center, zoom back in, correct with the scrolling keys. If you teleport far away, the map loses you entirely. Still a very minor issue and I'm guessing it's temporary.
A toggle would be great for whether to display markers, the grid and the current facing-and-posiion marker.
It keeps mapping the surface even if you are deep underground or at the top of the world, or at night. Not really an issue because how often is it going to even matter, just something to be aware of.
The markers could be much clearer when zoomed in, especially the current position marker.
It does need more tiling ability for the default biomes of for mtg, like the savanna I think, but then there are all the biome mods. Ethereal areas are a uniform grey. You do warn about that, but is there a way to contribute to that somehow? Also for biome mods which are no longer downloadable but still in use? Mod Variety comes to mind.
Hello makmak thank you for the excellent review! I will keep in mind the feedback for next round of fixes/updates.
It does need more tiling ability for the default biomes of for mtg, ... is there a way to contribute to that somehow?
Essentially every node from basic dirt, grass, stone, to flowers, grasses and shrubbery all need to be identified and mapped to a color in the text file nodecolors.lua for now I identified the most important/basic nodes manually. ~~Work still needs done on making this easier/semi-automated.
Work has now been done to drastically improve color map system! I still need help identifying any grey area nodes but its a much more universal/game agnostic affair. Any extra help filling out the color map with these kinds of lines would make a big difference in the project!
Identify the top surface nodes causing the grey coloring and technical name (/grantme all + f5 and also theres a setting to see technical itemnames in description). Naming convention should be examplemod:foo_node
assign a keyword to an RGB color to it in that nodecolors file. You can just copy paste an existing color profile if you dont want to mess with rgb stuff but feel free to use what feels best. Theres plenty of RGB color visualizers online, or built into image manipulation software like GIMP, or even some text editors have them built in/available as plugins.
Example line:
local keyword_colors = {
-- Grass and vegetation
{pattern = "grass", color = PALETTE.GRASS_GREEN},
...
}
All nodes that contain grass in name will now be green on map. Similar things can be done for groups or manual node definitions if needed.
And what about flora? Flowers and plain grass (the decoration) are enough to dot the map with grey dots. Could it maybe pass through small flora all the way to the ground? If not, then maybe
Wonderful, amazing, super useful. Singleplayer impressions only so far, but it seems you have changed this game forever, congratulations.
Issue. The "center on player" button fails when zoomed in and zooming in messes with being centered. Closing and opening the map doesn't help. You need to zoom out a bit, then center, zoom back in, correct with the scrolling keys. If you teleport far away, the map loses you entirely. Still a very minor issue and I'm guessing it's temporary.
A toggle would be great for whether to display markers, the grid and the current facing-and-posiion marker.
It keeps mapping the surface even if you are deep underground or at the top of the world, or at night. Not really an issue because how often is it going to even matter, just something to be aware of.
The markers could be much clearer when zoomed in, especially the current position marker.
It does need more tiling ability for the default biomes of for mtg, like the savanna I think, but then there are all the biome mods. Ethereal areas are a uniform grey. You do warn about that, but is there a way to contribute to that somehow? Also for biome mods which are no longer downloadable but still in use? Mod Variety comes to mind.
On the whole, I'm floored.
Hello makmak thank you for the excellent review! I will keep in mind the feedback for next round of fixes/updates.
Essentially every node from basic dirt, grass, stone, to flowers, grasses and shrubbery all need to be identified and mapped to a color in the text file nodecolors.lua for now I identified the most important/basic nodes manually. ~~Work still needs done on making this easier/semi-automated.
Work has now been done to drastically improve color map system! I still need help identifying any grey area nodes but its a much more universal/game agnostic affair. Any extra help filling out the color map with these kinds of lines would make a big difference in the project!
Link to nodecolors.lua file source on public repo There is a relatively easy way that people who are willing can help fill out the color map right now though.
Identify the top surface nodes causing the grey coloring and technical name (/grantme all + f5 and also theres a setting to see technical itemnames in description). Naming convention should be examplemod:foo_node
assign a keyword to an RGB color to it in that nodecolors file. You can just copy paste an existing color profile if you dont want to mess with rgb stuff but feel free to use what feels best. Theres plenty of RGB color visualizers online, or built into image manipulation software like GIMP, or even some text editors have them built in/available as plugins. Example line:
All nodes that contain grass in name will now be green on map. Similar things can be done for groups or manual node definitions if needed.
A few common nodes from default (MTG) that you might want to add unless you use mapper's files or the minimap's:
And what about flora? Flowers and plain grass (the decoration) are enough to dot the map with grey dots. Could it maybe pass through small flora all the way to the ground? If not, then maybe
(no flowers yet or grasses proper)