You know, I've seen my Avatar used a lot, I think when I get home later today I'll change it. Anyway, some ideas:
1. I think with Hover Glass (is that the official name?), the way to tell it apart from normal glass shouldn't be tint, as there's coloured glass the 2x2 crafting thread. Now, look at Glass, it has those lines on it to show that there is a block there. With Hover Glass, how about they form the swirl pattern found on Floatsand?
2. With the coloured glass and sand thing in 2x2, do you think there should be colourd Hover Glass and Floatsand?
3. Would beds work in the Aether?
4. I think that we should try to think of an explanation for Daey, something that makes sense. I was thinking maybe during Day, the sky is fullwith clouds, blocking out the sun, but the sun is so strong in the Aether, that enough still gets through to light it like Overworld Day. During Daey, the clouds would be less dense, allowing the full light of the sun to hit the Aether. This could open opportunaties for places that act like Day during the Daey, being shielded by the clouds, or places during Day that are like Daey, being under a clearing in the clouds, allowing the light to get through. These would be almost like randomly generated temporary biomes. Remember that the cold of Day or heat of Daey would transfer to these areas. Is this a stupid idea?
you'd have to have the sun ( instead of the void), cause a directional light WHILE checking
if said light would hit a cloud and carry on, the lag would be unbearable...
I think you mean my 4th idea. Anyway, I think the way it could be down is that during the day, the sky box just looks like it's full of clouds. In random areas, it cause it not to change from the previous cycle (Daey and Day) abd would adjust the skybox accordingly. I don't know how hard that'd be, but it's an idea.
Hey GreyAcumen, thanks for taking your time to respond. First of all, I would like to mention that the current version we have has only been in development for a WEEK, so of course a lot of things need some tweaking. Now, onto my responses:
- Not OPEN enough;
This could just be the fault of the screenshots, or just hte early stages of development, but the Aether should really be as OPEN as possible. Large islands should be far apart, and moving between them should require hopping between numerous tinier islands that would be scattered through out. Minimum distance between islands should be 10-20 blocks, and average distance between islands should be close to 50-100.
This is actually due to our current development stage; the islands you see in the screenshots are in-fact the "tinier islands" you mention. The much larger islands will be very far apart from each other, and the long strips are going to be the "connector" islands. The giant floating mountains will be rare and very far apart from each other, but as you can see they are very common at the moment.
- "Dungeons" rather than "Temples";
admittedly, I can only base my opinion on how the concept is described, but the concept on this thread is "temples" and that any treasure aren't as much loot as pieces that used to be displayed and/or worshipped, and the sentries are remnants of the Temple's "security" that is meant to allow people to look, but not mess with things, which is why they knocks the player away from the chests/sentries or if the player tries to break any of the blocks that are part of the temple, and also destroy any new blocks that the player tries to place.
Ahh, yes. Don't worry, we actually have plans for Temples, but we decided to work on Dungeons first since they are our darker, more hostile versions of the Temples.
- Implementation of the Moa;
I'm a fan of all of Firehazurd's work, but the Moa is one of the things I like least, and I specifically do NOT like it for the Aether. There are already flying pigs, and support for Airships with the idea that Ghasts and Aerwhales that could be made to drop Gas Bladders that could be used as a more stable airship material. All of this gives the players options that DON'T need to include a mob that can directly injure the player. At the VERY least, if the Mao is going to be in the Aether, it should be an incredibly skittish bird who flies as high as possible and rarely lands, possibly something that needs to be baited or grabbed with the fishing rod in order to capture, and will only try to run away and not attack the player. I have no issues with the Moa being hostile in the Overworld, but I do object to having the directly hostile mobs in the Aether.
I think you may have misunderstood how Moa's work. Moa's are actually very friendly and they will not attack the player (even when provoked). The biggest problem I see with the idea of Airships is that they are not reliable. Correct me if I'm wrong, but the Gas Bladders will be used as fuel for the Airships, right? Well, I don't think that's very balanced. The Aether is an extremely hard dimension to traverse, imagine having to constantly kill Aerwhales which will probably drop their Gas Bladders into the void, or Ghasts dropping theirs into lava. I just think it would become frustrating to use.
Moa's, on the other hand, only need to be tamed once and then you can use it until it perishes (dies). That doesn't mean they are easy to tame though. They also don't technically "fly", they simply glide and can do a few mid-air jumps. I don't know, what are your thoughts on this? I don't think it's a bad idea to have several methods of traversing the Aether.
- Cold Cloud generation is too limited;
I don't know if you call them cold cloud or if they function the same, but I had envisioned that the islands could be partially connected by semi-solid cloud blocks so that people who didn't have access to flight would still have some method of getting from island to island. Sure these shouldn't be completely contiguous, but people should still be able to jump the gaps.
Ahh yes, this I completely agree with. We were already thinking of changing the generation so that they were more numerous and large. We've also made it that the "Blue" clouds are bouncy, allowing you to bounce between several clouds. Thoughts?
- Tree generation looks wimpy;
The yellow texture just makes the trees feel dead, and sure it's supposed to be cold and a thin atmosphere, but just like how the Nether is supposed to look dead, the Aether should look alive. If anything, the trees in the Aether should be BRIGHT green, and the trees that generate with the map should be very sparse, but VERY large (75-90% max size of trees should be the smallest tree that forms during map generation. Trees planted by the player can still be smaller though)
I agree on the size of the trees. However, I'm pretty sure the colour is more of a personal opinion. They are supposed to be golden leaves, not yellow. But either way, we're subject to change this.
- Too much stone;
There's not much I can say about this. It just feels like there is WAY too much stone, especially in the top of the islands. The whole concept i had been pushing was that there would be more dirt, and that stone would generally only be towards the very center of the islands to give a sense of instability, and have lots of sand along the bottom and edges of the islands so that people who are mining without caution could accidentally break a sand block and end up setting off a cascade that drops out from right below their own feet.
This is a very similar problem to the "not open enough" issue. We're simply not far enough into development yet. The only reason it seems that there is too much stone is because of the floating mountains, which will be VERY rare. However, when completed you will find many networks of grass/dirt plains, and very little rock.
- Island generation is too round;
Some of the smaller islands look okay, but the larger islands look like they were made with ice cream scoops. Take a look at my concept sketch. the islands look like mountains, where the outer edges of the island are shallow slopes, and then gradually get steeper towards the mountainy areas of the islands. Rather than being balls, the islands should look more like discs with mountains forming out of the top and bottom of them.
Again, a development issue. Those round mountains are going to be rare, they are the "Dungeon Mountains", thus why they are so large and round. We needed something big enough to hold an impressive dungeon system. However, there will also be the more common mountains that your thread suggests.
We'll definitely take this feedback into consideration, thank you. :smile.gif:
so, when you guys make the Aether, are you going to give it to Notch? i have no problem with a mod as long as that mod becomes Minecraft canon. if you guys make it, then give it to Notch, that will save lots of development time.
so, when you guys make the Aether, are you going to give it to Notch? i have no problem with a mod as long as that mod becomes Minecraft canon. if you guys make it, then give it to Notch, that will save lots of development time.
Notch would never, ever accept it. Trust me. I've talked to Jeb before and he might consider it, but when it comes down to it he'd have to ask Notch first, which would end up with a no.
I think if the Aether is added, all the islands should be level. Not in height diffgerence, but as in, an island next to it is level, or 1-4 blocks different of height.
Do you understand?
If I do understand what you're saying correctly, then I completely disagree. Floating islands should take full advantage of having 128 blocks of height to play around in. There should be islands at all different levels, though larger islands shouldn't be directly above or below other large islands.
Quote from Flubbedpig »
1. I think with Hover Glass (is that the official name?), the way to tell it apart from normal glass shouldn't be tint, as there's coloured glass the 2x2 crafting thread. Now, look at Glass, it has those lines on it to show that there is a block there. With Hover Glass, how about they form the swirl pattern found on Floatsand?
Very good idea here. That has always been my main concern with the glass and sands and the like, and why I've been more supportive of the swirly patterns, that I was originally not too keen on.
2. With the coloured glass and sand thing in 2x2, do you think there should be colourd Hover Glass and Floatsand?
Part of me is going "of course it should" but that's honestly getting pretty excessive for what all can be colored.
3. Would beds work in the Aether?
Do they work in the Nether? I'm currently testing this out, but they since the Aether does have a Daey/day cycle then it should work in the Aether, and if they work in the Nether, then they should absolutely work in the Aether.
4. I think that we should try to think of an explanation for Daey, something that makes sense. I was thinking maybe during Day, the sky is fullwith clouds, blocking out the sun, but the sun is so strong in the Aether, that enough still gets through to light it like Overworld Day. During Daey, the clouds would be less dense, allowing the full light of the sun to hit the Aether. This could open opportunaties for places that act like Day during the Daey, being shielded by the clouds, or places during Day that are like Daey, being under a clearing in the clouds, allowing the light to get through. These would be almost like randomly generated temporary biomes. Remember that the cold of Day or heat of Daey would transfer to these areas. Is this a stupid idea?
It's not what I originally conceived for the differences between Daey and Day, but it's not a bad take on the concept.
Quote from thePalindrome »
3rd idea would be too hard...
you'd have to have the sun ( instead of the void), cause a directional light WHILE checking
if said light would hit a cloud and carry on, the lag would be unbearable...
Not necessarily. the "clouds" that change the light levels from Daey to Day could be attached to the sky the same way stars and the moon are; just simple decals on the sky, biomes where Daey or Day are constant could be done with a manual override of some sort.
Quote from kingbdogz »
Hey GreyAcumen, thanks for taking your time to respond. First of all, I would like to mention that the current version we have has only been in development for a WEEK, so of course a lot of things need some tweaking.
Of course. Like I said, these are just concerns I have so far.
Now, onto my responses:
- Not OPEN enough;
This could just be the fault of the screenshots, or just hte early stages of development, but the Aether should really be as OPEN as possible. Large islands should be far apart, and moving between them should require hopping between numerous tinier islands that would be scattered through out. Minimum distance between islands should be 10-20 blocks, and average distance between islands should be close to 50-100.
This is actually due to our current development stage; the islands you see in the screenshots are in-fact the "tinier islands" you mention. The much larger islands will be very far apart from each other, and the long strips are going to be the "connector" islands. The giant floating mountains will be rare and very far apart from each other, but as you can see they are very common at the moment.
that's good to know.
- "Dungeons" rather than "Temples";
admittedly, I can only base my opinion on how the concept is described, but the concept on this thread is "temples" and that any treasure aren't as much loot as pieces that used to be displayed and/or worshipped, and the sentries are remnants of the Temple's "security" that is meant to allow people to look, but not mess with things, which is why they knocks the player away from the chests/sentries or if the player tries to break any of the blocks that are part of the temple, and also destroy any new blocks that the player tries to place.
Ahh, yes. Don't worry, we actually have plans for Temples, but we decided to work on Dungeons first since they are our darker, more hostile versions of the Temples.
that's really what my concern IS. I don't think the Aether should HAVE Dungeons. Something hostile like that should be relegated to the Nether, where it matches the hostile atmosphere of that realm, and leave the Aether to be a "no more than passive aggressive" realm
- Implementation of the Moa;
I'm a fan of all of Firehazurd's work, but the Moa is one of the things I like least, and I specifically do NOT like it for the Aether. There are already flying pigs, and support for Airships with the idea that Ghasts and Aerwhales that could be made to drop Gas Bladders that could be used as a more stable airship material. All of this gives the players options that DON'T need to include a mob that can directly injure the player. At the VERY least, if the Mao is going to be in the Aether, it should be an incredibly skittish bird who flies as high as possible and rarely lands, possibly something that needs to be baited or grabbed with the fishing rod in order to capture, and will only try to run away and not attack the player. I have no issues with the Moa being hostile in the Overworld, but I do object to having the directly hostile mobs in the Aether.
I think you may have misunderstood how Moa's work. Moa's are actually very friendly and they will not attack the player (even when provoked). The biggest problem I see with the idea of Airships is that they are not reliable. Correct me if I'm wrong, but the Gas Bladders will be used as fuel for the Airships, right? Well, I don't think that's very balanced. The Aether is an extremely hard dimension to traverse, imagine having to constantly kill Aerwhales which will probably drop their Gas Bladders into the void, or Ghasts dropping theirs into lava. I just think it would become frustrating to use.
No. Airships would have the option of using cloth for making the Hot Air Packet that could be attached to a Boat block for making a Hot Air Balloon, but these would require coal and wood (or once in the Aether, the Galestone, which might even be able to provide near infinite lift to the Air packet) as fuel to keep them working, and would have a chance of catching on fire while not in the Aether. (galestone variant wouldn't have that issue)
The Gas Bladders from the Ghasts and Aerwhales would be NON-fueled alternatives(Since they use lighter-than-air gas to float instead of needing heated air) that could be attached to a boat block IN PLACE OF a Hot Air Packet, and would be FAR less likely to break (if at all) and might have a durability that decides how long they can be used.
Moa's, on the other hand, only need to be tamed once and then you can use it until it perishes (dies). That doesn't mean they are easy to tame though. They also don't technically "fly", they simply glide and can do a few mid-air jumps. I don't know, what are your thoughts on this? I don't think it's a bad idea to have several methods of traversing the Aether.
I do like the idea that if they are included, that they would only glide, as this would allow the Moas to be a controlled flying mob option that has limited flying, and the Pigasus would still be useful as a mob that flies wherever it wants, but can actively FLY, and thus access many places that the Moa would be unable to access.
My only real concern was the mention of the hostile Mao variant:
When the sun falls, Cockatrices crawl away from their well-hidden nests, ready to attack. Deadly as they may be, these giant birds can be tamed with much practice. They are one of the few hostile mobs in the Aether, but they usually don't attack the player unless provoked.
Even at "night" I don't think that there should be mobs that directly attack the player. I think the Zephyrs were far better and could easily be implemented by altering the appearance of the Ghast and changing its attack to mimic throwing a bunch of invisible snowballs at the player.
Also, since Aether "night" was still supposed to be as bright as Overworld daytime, it was actually supposed to be "Daey" which was when the Passive Aggressive mobs like the Zephyr started cropping up, while Aether "night"(day) would be the "safer" time of the clock cycle.
- Cold Cloud generation is too limited;
I don't know if you call them cold cloud or if they function the same, but I had envisioned that the islands could be partially connected by semi-solid cloud blocks so that people who didn't have access to flight would still have some method of getting from island to island. Sure these shouldn't be completely contiguous, but people should still be able to jump the gaps.
Ahh yes, this I completely agree with. We were already thinking of changing the generation so that they were more numerous and large. We've also made it that the "Blue" clouds are bouncy, allowing you to bounce between several clouds. Thoughts?
I don't know how I feel about them being bouncy. I hadn't considered that at all, but it's not a bad idea. The important thing is that the clouds should turn insubstantial for a few seconds once you've walked on them (or bounced) so that using the clouds as the path between islands is risky. (also you shouldn't be able to place blocks other than Cloud blocks on another cloud block, so no exploiting the temporary nature of the cold cloud by just placing a cobblestone block when you want to rest in the middle of some clouds.
- Tree generation looks wimpy;
The yellow texture just makes the trees feel dead, and sure it's supposed to be cold and a thin atmosphere, but just like how the Nether is supposed to look dead, the Aether should look alive. If anything, the trees in the Aether should be BRIGHT green, and the trees that generate with the map should be very sparse, but VERY large (75-90% max size of trees should be the smallest tree that forms during map generation. Trees planted by the player can still be smaller though)
I agree on the size of the trees. However, I'm pretty sure the colour is more of a personal opinion. They are supposed to be golden leaves, not yellow. But either way, we're subject to change this.
I had proposed the idea of trees in the Aether having a chance of growing into "crystal" trees, which would basically be like glass, but with corners cut off, which I think would be distinct enough that there would be no confusion about the trees looking wilted. Regular trees were still intended to generate and grow in teh Aether though.
- Too much stone;
There's not much I can say about this. It just feels like there is WAY too much stone, especially in the top of the islands. The whole concept i had been pushing was that there would be more dirt, and that stone would generally only be towards the very center of the islands to give a sense of instability, and have lots of sand along the bottom and edges of the islands so that people who are mining without caution could accidentally break a sand block and end up setting off a cascade that drops out from right below their own feet.
This is a very similar problem to the "not open enough" issue. We're simply not far enough into development yet. The only reason it seems that there is too much stone is because of the floating mountains, which will be VERY rare. However, when completed you will find many networks of grass/dirt plains, and very little rock.
Excellent to know. Like I said, many of my concerns were with where the mod seemed to be heading, so having it officially stated that you'er NOT working in that direction is good to know.
- Island generation is too round;
Some of the smaller islands look okay, but the larger islands look like they were made with ice cream scoops. Take a look at my concept sketch. the islands look like mountains, where the outer edges of the island are shallow slopes, and then gradually get steeper towards the mountainy areas of the islands. Rather than being balls, the islands should look more like discs with mountains forming out of the top and bottom of them.
Again, a development issue. Those round mountains are going to be rare, they are the "Dungeon Mountains", thus why they are so large and round. We needed something big enough to hold an impressive dungeon system. However, there will also be the more common mountains that your thread suggests.
Then this and the Cockatrice are my only real issues with the direction you and the others are taking this mod. As I mentioned earlier, i don't think the Aether should have Dungeons, and the complex dungeons should be one of the "BIG FEATURES" that are specific to the Nether. Heck, even the cockatrice is something that I feel would be far more suited to the Nether (it may be underground, but there's still plenty of open space to make flying advantageous)
I just really feel it would be a mistake to pull away from the "Not directly hostile" theme that really helps keep the Aether absolutely distinct from the Nether and Overworld. Not only would that interfere with that contiguous theme of the Aether, but it would also steal some of the impact at having the Nether given those big complex dungeons with dangerous boss mobs, locked chests and the like. The Nether is THE place for that type of thing, and having it ONLY in the Nether would give the Nether that ability to stand out that the Nether desperately needs.
We'll definitely take this feedback into consideration, thank you. :smile.gif:
Thanks. I hope that I'll be able to change your minds on the hostile Mobs and Dungeons issues. Those are pretty much teh only things keeping me from giving full support to the work you're doing.
honestly i think a lot of you are taking away from the actual "minecrafting" thing. Forget the sentries and temple crap keep it away from the whole fantasy magic crap.
honestly i think a lot of you are taking away from the actual "minecrafting" thing. Forget the sentries and temple crap keep it away from the whole fantasy magic crap.
Sure, we'll pack up all the fantasy crap and go back to fighting living skeletons and zombies while making Portals to the Nether and Golden Apples that give us full health.
I think Sheepuffs should drop FloatWool that makes blimps, better gliders, or something like that.
Quote from GreyAcumen »
Sure, we'll pack up all the fantasy crap and go back to fighting living skeletons and zombies while making Portals to the Nether and Golden Apples that give us full health.
You forgot:
Quote from LightninLew »
i'm a dude made of blocks, punching pigs in the face, beating the crap out of trees, wearing diamond armour, carrying lava in a bucket, all whilst running away from 6ft undead.
This idea sounds awesome, I would say it would have to be portal access only otherwise its not truly the opposite of nether. Plus the block cap would have to be raised, while putting a cap on how high the overworld developed so that mountains dont reach up into Aether, thus keeping people from just walking on up. I'm not sure I agree with adding in soul sand from Nether, it seems the point of being the opposite of nether would be not having anything from Nether. Although the use of dark trees intrigues me especially since they'll grow only on the under side only and the darkening/ cooling properties it will have. I love the floating island concept, the whole time I read this I was waiting for you to mention cloud blocks and you did not disappoint. you're breeze blocks are incredible too. The only thing I truly have a problem with are sentries. That whole description to me said Halo Sentinels that don't move. I dont think these temples should have any special guardian unless the treasure's will be entirely worth it. That being said I obviously voted for this and hope to see it implemented.
Heck, even the cockatrice is something that I feel would be far more suited to the Nether (it may be underground, but there's still plenty of open space to make flying advantageous)
See, Firehazurd originally had it perfectly laid out.
I wish the modders would use these instead of randomly implementing cockatrices and plain moas in the aether... it just doesn't work. Perhaps you could talk to them about this?
New blocks is the only thing that may actually have a good point to it, but then I'd wonder if you couldn't just add some of the more interesting blocks to the Nether and the less special ones to the regular overworld. I just don't see it as something that'd necessitate an entirely new world to get to and explore.
You could say the same thing about the Nether.
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Goodness me, I need to get this addiction under control...
I wish the modders would use these instead of randomly implementing cockatrices and plain moas in the aether... it just doesn't work. Perhaps you could talk to them about this?
Not at all. One of the primary things keeping me from including the Mao for the Aether was how there were the multiple different versions that basically felt like reskins. I even discussed this with Firehazurd and he agreed that he wasn't really satisfied with how that whole suggestion had turned out.(though that was a while ago, not sure what his view on it is now) If anything, I approve of getting rid of the cockatrice as well and ONLY having the "sky Moa" variant.
Quote from MineDoGgLe »
Quote from Blue_vision »
Quote from GreyAcumen »
-snip-
New blocks is the only thing that may actually have a good point to it, but then I'd wonder if you couldn't just add some of the more interesting blocks to the Nether and the less special ones to the regular overworld. I just don't see it as something that'd necessitate an entirely new world to get to and explore.
You could say the same thing about the Nether.
Where the heck did you quote this from? because I seriously feel like I am missing context somewhere and I cannot figure out where the heck this came from.
- "Dungeons" rather than "Temples";
admittedly, I can only base my opinion on how the concept is described, but the concept on this thread is "temples" and that any treasure aren't as much loot as pieces that used to be displayed and/or worshipped, and the sentries are remnants of the Temple's "security" that is meant to allow people to look, but not mess with things, which is why they knocks the player away from the chests/sentries or if the player tries to break any of the blocks that are part of the temple, and also destroy any new blocks that the player tries to place.
Ahh, yes. Don't worry, we actually have plans for Temples, but we decided to work on Dungeons first since they are our darker, more hostile versions of the Temples.
that's really what my concern IS. I don't think the Aether should HAVE Dungeons. Something hostile like that should be relegated to the Nether, where it matches the hostile atmosphere of that realm, and leave the Aether to be a "no more than passive aggressive" realm
I think what he means is instead of a "Alter spawn" generation code they're just using the "Dungeon spawn" code as a place holder.
Ie. Gen round land mass -> gen cave system -> gen dungeon
And once they've figured out what the temples are actually going to generate like they swap that code with "gen dungeon".
It is rather hard to determine that from this quote:
The Aether isn't always fun and games though; elaborate dungeons are protected by powerful Guardians and sleeping Sentries which await watchfully. They can be found in the sides of massive floating orbs, containing locked loot chests with otherwise unobtainable singular items and blocks worth the effort of slaying their key bearing protectors.
If they are non-hostile dungeons, then I'd actually suggest they just get called temples period. (you can have underground temples)
1. I think with Hover Glass (is that the official name?), the way to tell it apart from normal glass shouldn't be tint, as there's coloured glass the 2x2 crafting thread. Now, look at Glass, it has those lines on it to show that there is a block there. With Hover Glass, how about they form the swirl pattern found on Floatsand?
2. With the coloured glass and sand thing in 2x2, do you think there should be colourd Hover Glass and Floatsand?
3. Would beds work in the Aether?
4. I think that we should try to think of an explanation for Daey, something that makes sense. I was thinking maybe during Day, the sky is fullwith clouds, blocking out the sun, but the sun is so strong in the Aether, that enough still gets through to light it like Overworld Day. During Daey, the clouds would be less dense, allowing the full light of the sun to hit the Aether. This could open opportunaties for places that act like Day during the Daey, being shielded by the clouds, or places during Day that are like Daey, being under a clearing in the clouds, allowing the light to get through. These would be almost like randomly generated temporary biomes. Remember that the cold of Day or heat of Daey would transfer to these areas. Is this a stupid idea?
you'd have to have the sun ( instead of the void), cause a directional light WHILE checking
if said light would hit a cloud and carry on, the lag would be unbearable...
Creating Necromancy since 2011!
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I think you mean my 4th idea. Anyway, I think the way it could be down is that during the day, the sky box just looks like it's full of clouds. In random areas, it cause it not to change from the previous cycle (Daey and Day) abd would adjust the skybox accordingly. I don't know how hard that'd be, but it's an idea.
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Retired StaffThis is actually due to our current development stage; the islands you see in the screenshots are in-fact the "tinier islands" you mention. The much larger islands will be very far apart from each other, and the long strips are going to be the "connector" islands. The giant floating mountains will be rare and very far apart from each other, but as you can see they are very common at the moment.
Ahh, yes. Don't worry, we actually have plans for Temples, but we decided to work on Dungeons first since they are our darker, more hostile versions of the Temples.
I think you may have misunderstood how Moa's work. Moa's are actually very friendly and they will not attack the player (even when provoked). The biggest problem I see with the idea of Airships is that they are not reliable. Correct me if I'm wrong, but the Gas Bladders will be used as fuel for the Airships, right? Well, I don't think that's very balanced. The Aether is an extremely hard dimension to traverse, imagine having to constantly kill Aerwhales which will probably drop their Gas Bladders into the void, or Ghasts dropping theirs into lava. I just think it would become frustrating to use.
Moa's, on the other hand, only need to be tamed once and then you can use it until it perishes (dies). That doesn't mean they are easy to tame though. They also don't technically "fly", they simply glide and can do a few mid-air jumps. I don't know, what are your thoughts on this? I don't think it's a bad idea to have several methods of traversing the Aether.
Ahh yes, this I completely agree with. We were already thinking of changing the generation so that they were more numerous and large. We've also made it that the "Blue" clouds are bouncy, allowing you to bounce between several clouds. Thoughts?
I agree on the size of the trees. However, I'm pretty sure the colour is more of a personal opinion. They are supposed to be golden leaves, not yellow. But either way, we're subject to change this.
This is a very similar problem to the "not open enough" issue. We're simply not far enough into development yet. The only reason it seems that there is too much stone is because of the floating mountains, which will be VERY rare. However, when completed you will find many networks of grass/dirt plains, and very little rock.
Again, a development issue. Those round mountains are going to be rare, they are the "Dungeon Mountains", thus why they are so large and round. We needed something big enough to hold an impressive dungeon system. However, there will also be the more common mountains that your thread suggests.
We'll definitely take this feedback into consideration, thank you. :smile.gif:
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Retired StaffNotch would never, ever accept it. Trust me. I've talked to Jeb before and he might consider it, but when it comes down to it he'd have to ask Notch first, which would end up with a no.
If I do understand what you're saying correctly, then I completely disagree. Floating islands should take full advantage of having 128 blocks of height to play around in. There should be islands at all different levels, though larger islands shouldn't be directly above or below other large islands.
Very good idea here. That has always been my main concern with the glass and sands and the like, and why I've been more supportive of the swirly patterns, that I was originally not too keen on.
Part of me is going "of course it should" but that's honestly getting pretty excessive for what all can be colored.
Do they work in the Nether? I'm currently testing this out, but they since the Aether does have a Daey/day cycle then it should work in the Aether, and if they work in the Nether, then they should absolutely work in the Aether.
It's not what I originally conceived for the differences between Daey and Day, but it's not a bad take on the concept.
Not necessarily. the "clouds" that change the light levels from Daey to Day could be attached to the sky the same way stars and the moon are; just simple decals on the sky, biomes where Daey or Day are constant could be done with a manual override of some sort.
Of course. Like I said, these are just concerns I have so far.
that's good to know.
that's really what my concern IS. I don't think the Aether should HAVE Dungeons. Something hostile like that should be relegated to the Nether, where it matches the hostile atmosphere of that realm, and leave the Aether to be a "no more than passive aggressive" realm
No. Airships would have the option of using cloth for making the Hot Air Packet that could be attached to a Boat block for making a Hot Air Balloon, but these would require coal and wood (or once in the Aether, the Galestone, which might even be able to provide near infinite lift to the Air packet) as fuel to keep them working, and would have a chance of catching on fire while not in the Aether. (galestone variant wouldn't have that issue)
The Gas Bladders from the Ghasts and Aerwhales would be NON-fueled alternatives(Since they use lighter-than-air gas to float instead of needing heated air) that could be attached to a boat block IN PLACE OF a Hot Air Packet, and would be FAR less likely to break (if at all) and might have a durability that decides how long they can be used.
I do like the idea that if they are included, that they would only glide, as this would allow the Moas to be a controlled flying mob option that has limited flying, and the Pigasus would still be useful as a mob that flies wherever it wants, but can actively FLY, and thus access many places that the Moa would be unable to access.
My only real concern was the mention of the hostile Mao variant:
Even at "night" I don't think that there should be mobs that directly attack the player. I think the Zephyrs were far better and could easily be implemented by altering the appearance of the Ghast and changing its attack to mimic throwing a bunch of invisible snowballs at the player.
Also, since Aether "night" was still supposed to be as bright as Overworld daytime, it was actually supposed to be "Daey" which was when the Passive Aggressive mobs like the Zephyr started cropping up, while Aether "night"(day) would be the "safer" time of the clock cycle.
I don't know how I feel about them being bouncy. I hadn't considered that at all, but it's not a bad idea. The important thing is that the clouds should turn insubstantial for a few seconds once you've walked on them (or bounced) so that using the clouds as the path between islands is risky. (also you shouldn't be able to place blocks other than Cloud blocks on another cloud block, so no exploiting the temporary nature of the cold cloud by just placing a cobblestone block when you want to rest in the middle of some clouds.
I had proposed the idea of trees in the Aether having a chance of growing into "crystal" trees, which would basically be like glass, but with corners cut off, which I think would be distinct enough that there would be no confusion about the trees looking wilted. Regular trees were still intended to generate and grow in teh Aether though.
Excellent to know. Like I said, many of my concerns were with where the mod seemed to be heading, so having it officially stated that you'er NOT working in that direction is good to know.
Then this and the Cockatrice are my only real issues with the direction you and the others are taking this mod. As I mentioned earlier, i don't think the Aether should have Dungeons, and the complex dungeons should be one of the "BIG FEATURES" that are specific to the Nether. Heck, even the cockatrice is something that I feel would be far more suited to the Nether (it may be underground, but there's still plenty of open space to make flying advantageous)
I just really feel it would be a mistake to pull away from the "Not directly hostile" theme that really helps keep the Aether absolutely distinct from the Nether and Overworld. Not only would that interfere with that contiguous theme of the Aether, but it would also steal some of the impact at having the Nether given those big complex dungeons with dangerous boss mobs, locked chests and the like. The Nether is THE place for that type of thing, and having it ONLY in the Nether would give the Nether that ability to stand out that the Nether desperately needs.
Thanks. I hope that I'll be able to change your minds on the hostile Mobs and Dungeons issues. Those are pretty much teh only things keeping me from giving full support to the work you're doing.
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Sure, we'll pack up all the fantasy crap and go back to fighting living skeletons and zombies while making Portals to the Nether and Golden Apples that give us full health.
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Sabata & Grey Acumen's "New Nether"
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You forgot:
My mod: Minecraft Treevamped, a complete tree overhaul
If you helped anyone, I will +1 your post, especially if the person you helped didn't.
perhaps you missunderstand. slowsand is still neather only, it is just included here to explain changes needed for aether to shine
perhaps you missunderstand. slowsand is still nether only, it is just included here to explain changes needed for aether to shine
See, Firehazurd originally had it perfectly laid out.
Regular Moa = tamable walking, Overworld / Earth
Cockatrice = aggressive walking, Overworld / Earth
Sky Moa = tamable gliding, Aether
I wish the modders would use these instead of randomly implementing cockatrices and plain moas in the aether... it just doesn't work. Perhaps you could talk to them about this?
You could say the same thing about the Nether.
Not at all. One of the primary things keeping me from including the Mao for the Aether was how there were the multiple different versions that basically felt like reskins. I even discussed this with Firehazurd and he agreed that he wasn't really satisfied with how that whole suggestion had turned out.(though that was a while ago, not sure what his view on it is now) If anything, I approve of getting rid of the cockatrice as well and ONLY having the "sky Moa" variant.
Where the heck did you quote this from? because I seriously feel like I am missing context somewhere and I cannot figure out where the heck this came from.
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I think what he means is instead of a "Alter spawn" generation code they're just using the "Dungeon spawn" code as a place holder.
Ie. Gen round land mass -> gen cave system -> gen dungeon
And once they've figured out what the temples are actually going to generate like they swap that code with "gen dungeon".
If they are non-hostile dungeons, then I'd actually suggest they just get called temples period. (you can have underground temples)
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
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Uhhh . . . you might be a little mad or glad, I'm not sure, but you might want to see this. It's the Aether . . . mod
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series