You guys have been really quiet on your facebook page any new going on with the 1.8 update.
Posts will be picking back up soon! Planning another sort of series that we're extremely confident we can keep to a weekly schedule.
We're actively working on the 1.8 rewrite, but there isn't much to share right now. I can also confirm that a 1.7.10-1.5 is in the works to address some common bugs.
Rollback Post to RevisionRollBack
Brandon Potts, Former Aether Community Manager
Questions about the Aether mod? Check out the FAQ!
I've been playing around with this mod, and it does look good. I have a few suggestions:
1: Why do Zephyrs always spawn with half of their health gone? It's a bit annoying, and I'd appreciate if you fixed it. (Sorry if I sounded rude)
2: So, I noticed that Zephyrs have been changed from floating, snowball-shooting enemies to flying, wind-breathing terrors. However, the Tempests have stayed the same? Will they be able to fly like the Zephyrs, and will they just smite you with cold lightning instead of shooting ice balls at you?
3: I kinda miss the Aerwhale, as it brang a lot of ambience to the Aether. Will we ever see it return?
4: Is it just me, or have the jumps of Moas been reduced? Every time I ride on a black Moa, its 8 jumps only get me slightly higher than when I jump with a Phyg or Flying Cow.
5: The Aechor Plants are lifeless in terms of AI. Is it a bug that they don't shoot poison darts, or is it intentional?
6: I remember you guys said that there will be hostile bugs buzzing around the Carrion Sprout. When will that idea be executed?
Otherwise, nice mod!
EDIT: I see that the Aerwhales were removed due to them lagging the game... I hope they do get added back soon with smaller hitboxes...
I remember reading somewhere that Aerwhales still exist, but are very rare. One thing I'd like to ask the devs though, Do aechor plants and cockatrices have set spawn locations? Aechor plants seem to pop up exactly where I last killed them, and I always have a cockatrice spawn in the same spot right next to my house when it becomes night.
I remember reading somewhere that Aerwhales still exist, but are very rare. One thing I'd like to ask the devs though, Do aechor plants and cockatrices have set spawn locations? Aechor plants seem to pop up exactly where I last killed them, and I always have a cockatrice spawn in the same spot right next to my house when it becomes night.
They got temporarily removed due to lagging people's games. Giving them a smaller hitbox would be good.
I've been playing around with this mod, and it does look good. I have a few suggestions:
1: Why do Zephyrs always spawn with half of their health gone? It's a bit annoying, and I'd appreciate if you fixed it. (Sorry if I sounded rude)
2: So, I noticed that Zephyrs have been changed from floating, snowball-shooting enemies to flying, wind-breathing terrors. However, the Tempests have stayed the same? Will they be able to fly like the Zephyrs, and will they just smite you with cold lightning instead of shooting ice balls at you?
3: I kinda miss the Aerwhale, as it brang a lot of ambience to the Aether. Will we ever see it return?
4: Is it just me, or have the jumps of Moas been reduced? Every time I ride on a black Moa, its 8 jumps only get me slightly higher than when I jump with a Phyg or Flying Cow.
5: The Aechor Plants are lifeless in terms of AI. Is it a bug that they don't shoot poison darts, or is it intentional?
6: I remember you guys said that there will be hostile bugs buzzing around the Carrion Sprout. When will that idea be executed?
Otherwise, nice mod!
EDIT: I see that the Aerwhales were removed due to them lagging the game... I hope they do get added back soon with smaller hitboxes...
The Zephyr health is intentional, we just never decreased their max health. It's like this as a form of nerfing, since they can be one-hit with most swords.
We don't have any intention to change Zephyr or Tempest behavior at this time, and don't have any plans for those changes either.
Of course Aerwhales will return, most likely in our 1.8 rewrite update.
Nothing was reduced, but Flying Cow/Phyg jump height will be reduced in future updates.
They don't use any poison darts unless they're attacked. It annoyed a lot of people to have them respawning in the same spot, outside of their home, and constantly getting shot.
We're also holding off on most new content until our Mutation update which (as stated in the FAQ in my signature, and along with every other update or content release) really has no estimated ETA.
I remember reading somewhere that Aerwhales still exist, but are very rare. One thing I'd like to ask the devs though, Do aechor plants and cockatrices have set spawn locations? Aechor plants seem to pop up exactly where I last killed them, and I always have a cockatrice spawn in the same spot right next to my house when it becomes night.
They got temporarily removed due to lagging people's games. Giving them a smaller hitbox would be good.
^ yeah, this.
But yes, mobs respawn in the same areas, defined "spawn group" areas when the chunks are generated. This is done as a way to prevent mobs not respawning on islands, and to assure a constant food supply.
Is the only way to enter a dungeon with another player through Aether party system? It's far too buggy since the last time I tried it in 1.4. I'd like to use another plugin for party system while using aether still if that makes sense.
Is the only way to enter a dungeon with another player through Aether party system? It's far too buggy since the last time I tried it in 1.4. I'd like to use another plugin for party system while using aether still if that makes sense.
You can always force /tp in, but yes, right now the only way to do so is through the party system (which we're working on fixing right now, btw!).
So, what will be the differences between Aether I and II , if they become two different things?
When the Aether II is complete, content. We've vastly redesigned the bronze dungeon into the Slider's Labyrinth, and are working on redesigning the other two as well, for a much more epic and exciting experience. We're also working on new biomes, more mobs, more items, more everything. By the time the Aether II is wrapped, they'll be very distinguishable.
Rollback Post to RevisionRollBack
Brandon Potts, Former Aether Community Manager
Questions about the Aether mod? Check out the FAQ!
You can always force /tp in, but yes, right now the only way to do so is through the party system (which we're working on fixing right now, btw!).
When the Aether II is complete, content. We've vastly redesigned the bronze dungeon into the Slider's Labyrinth, and are working on redesigning the other two as well, for a much more epic and exciting experience. We're also working on new biomes, more mobs, more items, more everything. By the time the Aether II is wrapped, they'll be very distinguishable.
Ah, okay. Cool, I was just worried you guys might not address the party bugs until the 1.8 update and since I'd still be on 1.7 I thought I might miss out.
Will you guys make launcher into exe file otherwise i have to keep using cmd to open it and i dont understand tuts to get it duble clik open jar on my pc otherwise super awesome modpack
You guys have been really quiet on your facebook page any new going on with the 1.8 update.
Posts will be picking back up soon! Planning another sort of series that we're extremely confident we can keep to a weekly schedule.
We're actively working on the 1.8 rewrite, but there isn't much to share right now. I can also confirm that a 1.7.10-1.5 is in the works to address some common bugs.
Hello!
I've been playing around with this mod, and it does look good. I have a few suggestions:
1: Why do Zephyrs always spawn with half of their health gone? It's a bit annoying, and I'd appreciate if you fixed it. (Sorry if I sounded rude)
2: So, I noticed that Zephyrs have been changed from floating, snowball-shooting enemies to flying, wind-breathing terrors. However, the Tempests have stayed the same? Will they be able to fly like the Zephyrs, and will they just smite you with cold lightning instead of shooting ice balls at you?
3: I kinda miss the Aerwhale, as it brang a lot of ambience to the Aether. Will we ever see it return?
4: Is it just me, or have the jumps of Moas been reduced? Every time I ride on a black Moa, its 8 jumps only get me slightly higher than when I jump with a Phyg or Flying Cow.
5: The Aechor Plants are lifeless in terms of AI. Is it a bug that they don't shoot poison darts, or is it intentional?
6: I remember you guys said that there will be hostile bugs buzzing around the Carrion Sprout. When will that idea be executed?
Otherwise, nice mod!
EDIT: I see that the Aerwhales were removed due to them lagging the game... I hope they do get added back soon with smaller hitboxes...
I remember reading somewhere that Aerwhales still exist, but are very rare. One thing I'd like to ask the devs though, Do aechor plants and cockatrices have set spawn locations? Aechor plants seem to pop up exactly where I last killed them, and I always have a cockatrice spawn in the same spot right next to my house when it becomes night.
They got temporarily removed due to lagging people's games. Giving them a smaller hitbox would be good.
The Zephyr health is intentional, we just never decreased their max health. It's like this as a form of nerfing, since they can be one-hit with most swords.
We don't have any intention to change Zephyr or Tempest behavior at this time, and don't have any plans for those changes either.
Of course Aerwhales will return, most likely in our 1.8 rewrite update.
Nothing was reduced, but Flying Cow/Phyg jump height will be reduced in future updates.
They don't use any poison darts unless they're attacked. It annoyed a lot of people to have them respawning in the same spot, outside of their home, and constantly getting shot.
We're also holding off on most new content until our Mutation update which (as stated in the FAQ in my signature, and along with every other update or content release) really has no estimated ETA.
As for Aerwhales...
^ yeah, this.
But yes, mobs respawn in the same areas, defined "spawn group" areas when the chunks are generated. This is done as a way to prevent mobs not respawning on islands, and to assure a constant food supply.
This is soooo awesome.
Is the only way to enter a dungeon with another player through Aether party system? It's far too buggy since the last time I tried it in 1.4. I'd like to use another plugin for party system while using aether still if that makes sense.
So, what will be the differences between Aether I and II , if they become two different things?
You can always force /tp in, but yes, right now the only way to do so is through the party system (which we're working on fixing right now, btw!).
When the Aether II is complete, content. We've vastly redesigned the bronze dungeon into the Slider's Labyrinth, and are working on redesigning the other two as well, for a much more epic and exciting experience. We're also working on new biomes, more mobs, more items, more everything. By the time the Aether II is wrapped, they'll be very distinguishable.
Ah, okay. Cool, I was just worried you guys might not address the party bugs until the 1.8 update and since I'd still be on 1.7 I thought I might miss out.
I've never liked how this mod changes the main menu.
Did you know you can change it back? Seriously, it's nothing to complain about if you can change it back after all.
What do you mean? I wan't it to be normal while I have the mod installed.
There's an option on the screen that lets you switch the starting screen to your regular main screen. It's not that hard to do.
Ok, thank you. I didn't know that. You worded it a bit strangely though.
You'll have to excuse me, I just finished painting my house and I'm not completely here.
That's why you open windows.
Can't wait,had a lot of fun watching people play and playing myself the Aether mod.
You shouldn't be opening jars...