4aiman wrote:Tested that and now may repeat dev's words: "this needs work".
It works, but needs some time.
Colours, taken from textures are wrong half of a time. There are no settings/hotkeys to change look & feel, size or anything else of a map.
Still want a mod that adds simple maps. Knowing where you are is like cheating. I think that that map should be shown only after something was unlocked/crafted/collected. Until then a map that shows you only a territory where it was crafted (and surroundings) is the best way to keep players wandering and exploring.
Is it possible to use LVM to READ nodes?
Just wanted to say than you for the original implementation of this mod (which I am using in my singleplayer game)
Wanted to comment regarding whether using certain map functionality modes would be considered cheating or not. I believe it would really depend on the context of the game. Creative mode games, for instance, probably won't care if you can see beyond sight range as an overhead view map for long distances, whereas in a survival mode game I am sure they might frown on seeing anything from a map view beyond what is within digging distance.
To me, a perfect implementation of this mod would be to allow all viariants of the mod thus far as a single mod using configuration settings to determine which behaviors of the map are enabled.
As an example..
Configuration setting to allow map to be repeatedly updated with current location of player (like a portable radar) as it currently is in my version (using mapp:map item to check the area around you as you mine or wander the landscape)
It would be interesting, however, to have a portable map item that shows a 'where was this map drawn?' view. As an example, you go to Town #1, draw a map... go to town #2 and post the map for players to see. When they open the map in town #2, it shows Town #1 map that was drawn.
I have always been a fan of 'more options' 'more stuff' etc, so combining the various forks that have been made into a single, powerful mod would be a benefit, imo. Even if each fork required it's own item definitions (like mapp:map, mapp:map_1, etc) with each definition having its own craft recipe and functionality.
If I were as knowledgeable with lua as I was with Neverwinter Nights scripting, I would offer to do this. As it is, however, I am still in the basic learning phase of lua, so would be a while before I could contribute anything useful beyond minor tweaks.
In either case, thanks again for your work, and do not be discouraged by any negative feedback in this, or any other project. Sometimes the best ideas come from these sources.