May I ask, is there any plan to introduce some sort of toggle feature for the dungeons in singleplayer? Personally, I think the dungeon party system ruins the singleplayer experience. I miss being able to walk into a dungeon, leave when I want and come back to the dungeon exactly as I left it. I miss being able to raid the dungeon and take its blocks after conquering it and not have it reset later on. Being able to toggle the rigid party-based dungeon system for singleplayer worlds would bring back some of the feel of the original Aether, but only for players who wish to experience it that way. Honestly, the strict dungeon system is a major part of why I play Aether 1.9 for 1.2.5 more often than Aether II. Even with all the zephyrs.
EDIT: Also, it should be noted that crafting a skyroot bucket is now impossible. It crafts bowls instead.
Use Skyroot logs to craft the buckets.
And the reason the dungeons are like this in the Aether II is that they sort of need to be in a separate dimension. We have no plans on going back to smaller, original Aether-style dungeons, and we got many complaints from fans stating that the dungeons were too large or took up too much space on islands.
We'll tweak and change things involving resets, taking blocks, stuff like that in the future, you'll probably see a lot of these changes in our 1.8 rewrite.
the new aether II update does not wanna create a world with mekkanism but as it doesnt crash theres no crash report just kicks you back to the main menu and the save folder for the world gets corrupted and is invisable in the load world screen
Sorry, we don't currently provide extensive support for clients that are modded beyond the Aether II.
And the reason the dungeons are like this in the Aether II is that they sort of need to be in a separate dimension. We have no plans on going back to smaller, original Aether-style dungeons, and we got many complaints from fans stating that the dungeons were too large or took up too much space on islands.
We'll tweak and change things involving resets, taking blocks, stuff like that in the future, you'll probably see a lot of these changes in our 1.8 rewrite.
Oh, the fact that they're in another dimension wasn't the issue. However, after going through a dungeon in the most recent update it seems my point is moot. I was under the impression that it was impossible to exit dungeons until completion or death, and that they reset afterwards even in singleplayer, but it seems I was mistaken. I guess the only issue I have now is that I can't harvest the blocks after completing the dungeon. I miss that feature. And I am a bit disappointed with the change in slider texture... Although I fully understand why the change was made; the old texture was rather outdated.
Oh, the fact that they're in another dimension wasn't the issue. However, after going through a dungeon in the most recent update it seems my point is moot. I was under the impression that it was impossible to exit dungeons until completion or death, and that they reset afterwards even in singleplayer, but it seems I was mistaken. I guess the only issue I have now is that I can't harvest the blocks after completing the dungeon. I miss that feature.
Ahh, glad you figured that one out then.
Though, in the latest version, you should be able to break any block in the dungeon aside from Divine variants and the bloodmoss Holystone surrounding the dungeon.
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Brandon Potts, Former Aether Community Manager
Questions about the Aether mod? Check out the FAQ!
Aww, what happened to the derpy cow dimension from that one old video? I made myself a second glowstone portal, got myself a bucket of milk, and was quite dismayed when it didn't light up and take me off to Derpcow Land!
Aww, what happened to the derpy cow dimension from that one old video? I made myself a second glowstone portal, got myself a bucket of milk, and was quite dismayed when it didn't light up and take me off to Derpcow Land!
We haven't really put much thought into easter eggs like this in the Aether II, as its still in alpha and we're much more focused on core gameplay content.
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Brandon Potts, Former Aether Community Manager
Questions about the Aether mod? Check out the FAQ!
i feel that the aether is too short, as in you can defeat the dungeons way too fast, and i remember in aether1 I would move houses to dungeons and then move again. the aether lacks the hardness that it had before, more hostile mobs and creative bosses. I mean 1 main boss with 3 mini-bosses around it is challenging but once you did it its over. And the way the dungeons are set up for me stresses me out. the can only leave 3 times rule, the reseting every once in a while its just annoying. And having those structures around made a difference to the landscape. too much was taken away from the transition from aether to aether11, and not enough added. I like the variation of trees and all but....
i feel that the aether is too short, as in you can defeat the dungeons way too fast, and i remember in aether1 I would move houses to dungeons and then move again. the aether lacks the hardness that it had before, more hostile mobs and creative bosses. I mean 1 main boss with 3 mini-bosses around it is challenging but once you did it its over. And the way the dungeons are set up for me stresses me out. the can only leave 3 times rule, the reseting every once in a while its just annoying. And having those structures around made a difference to the landscape. too much was taken away from the transition from aether to aether11, and not enough added. I like the variation of trees and all but....
Read the first lines of the OP. The Aether II is in alpha. It's far from complete.
The current dungeon is being redesigned for a future update, and more dungeons will be added in the future.
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Brandon Potts, Former Aether Community Manager
Questions about the Aether mod? Check out the FAQ!
Wait what?... This is the first time I've even so much as looked at this thread in about a year. And yet they still haven't released the mutation update? Do they even really work on this mod much anymore? Now I remember why I stopped playing this mod.
Use Skyroot logs to craft the buckets.
And the reason the dungeons are like this in the Aether II is that they sort of need to be in a separate dimension. We have no plans on going back to smaller, original Aether-style dungeons, and we got many complaints from fans stating that the dungeons were too large or took up too much space on islands.
We'll tweak and change things involving resets, taking blocks, stuff like that in the future, you'll probably see a lot of these changes in our 1.8 rewrite.
Sorry, we don't currently provide extensive support for clients that are modded beyond the Aether II.
Oh, the fact that they're in another dimension wasn't the issue. However, after going through a dungeon in the most recent update it seems my point is moot. I was under the impression that it was impossible to exit dungeons until completion or death, and that they reset afterwards even in singleplayer, but it seems I was mistaken. I guess the only issue I have now is that I can't harvest the blocks after completing the dungeon. I miss that feature. And I am a bit disappointed with the change in slider texture... Although I fully understand why the change was made; the old texture was rather outdated.
Ahh, glad you figured that one out then.
Though, in the latest version, you should be able to break any block in the dungeon aside from Divine variants and the bloodmoss Holystone surrounding the dungeon.
Just wondering, is there any way to obtain bloodmoss holystone?
Just a suggestion.
For the valkyrie set, would it be possible to make it that when you try to fly, wings actually came out since it says you can grow wings?
Aww, what happened to the derpy cow dimension from that one old video? I made myself a second glowstone portal, got myself a bucket of milk, and was quite dismayed when it didn't light up and take me off to Derpcow Land!
No, not at this time.
This is supposed to happen, but there's an issue right now with accessory rendering, which includes those wings.
We haven't really put much thought into easter eggs like this in the Aether II, as its still in alpha and we're much more focused on core gameplay content.
This, ladies and gentlemen, is why you SHOULD NOT try to load up an Aether I world in Aether II:
hmmmmm i can see one of your team members is _303 is that Entity303
hmmmmm i can see one of your team members is _303 is that Entity303
No, 303 is a mod developer that retired from the Aether Team some time ago.
No, and also Entity 303 does not exist.
Like them? Post on them! Say your opinion, or suggest more features!
Why was the slider nerfed? It seems to act just like the Aether I slider now. The original Aether II slider was faster and less predictable.
i feel that the aether is too short, as in you can defeat the dungeons way too fast, and i remember in aether1 I would move houses to dungeons and then move again. the aether lacks the hardness that it had before, more hostile mobs and creative bosses. I mean 1 main boss with 3 mini-bosses around it is challenging but once you did it its over. And the way the dungeons are set up for me stresses me out. the can only leave 3 times rule, the reseting every once in a while its just annoying. And having those structures around made a difference to the landscape. too much was taken away from the transition from aether to aether11, and not enough added. I like the variation of trees and all but....
We've had a lot of tweaking in the last few updates. It will be reworked a tad again for 1.8.
Read the first lines of the OP. The Aether II is in alpha. It's far from complete.
The current dungeon is being redesigned for a future update, and more dungeons will be added in the future.
I look forward to it!
I know its in alpha but and these aren't things i think should be added right now, in the future.
also how come the sunspirit, valkyrie-queen, valkyrie and old zephyr texures files are till in the aether mod file?
looking forward to the mutation update #themutationofheaether
Wait what?... This is the first time I've even so much as looked at this thread in about a year. And yet they still haven't released the mutation update? Do they even really work on this mod much anymore? Now I remember why I stopped playing this mod.
they told me they are going to release 1.8 then maby work on the mutation update