To be honest, I don't see the harm in having an alternate version of the Moa (cockatrice) which will attack you when provoked. So, unless you start punching it, it won't do anything to you. Perhaps, if you try to tame it, it will also get angry. But you won't be in any danger by walking right up to a pack of them. Perhaps since they are harder to tame, they can have more flight advantages (more mid-air jumps?) Also, regarding the current texture of the Moa, it's placeholder. I just want to get a quick texture on, and I felt more comfortable with copying the original texture pixel-by-pixel.
If they are non-hostile dungeons, then I'd actually suggest they just get called temples period. (you can have underground temples)
I guess you could call them Underground Temples. To be honest, they look NOTHING like the Overworld Dungeons, since there are structured rooms with short hallways between each. It depends on what you consider non-hostile, because right now the only dangerous thing would be the Boss. The actual sentries just push you back very very far, with minimal if any damage (this is even without armour).
Should Floatsand also be able to be turned into a Floatsandstone (for lack of a better name)? And if so, would that in turn be able to become half-steps? I know these questions are stupid, but hey, nobody else has asked them.
I love this Idea! I am a big fan of building "flying" bases so i would love to have them be in an entire world of floating islands (my first mission would be making a base connecting multiple islands!
anyways I though I'd add my two cents about...
Crystals:
*Note that all diagrams are drawn in 2 dimensions for simplicity sake
As stated Crystals should have the ability to redirect light. The Crystal's light output is determined by the highest light level adjacent to it.
If their is more than one adjacent space that has the maximum light output they will be combined, resulting in a larger light output.
The light output occurs on any one of the 6 sides not being used as an input. The light output is then reduced by the number of light output locations their are (IE: if their are 2 inputs then the total light output will be divided by 4 (6 sides - 2 inputs = 4 output sides). The number of output sides would however be reduced by all blocks touching output sides (IE: if the crystal was on the ground the bottom side would not count as an output).
Because the output is in a concentrated beam of light, the light can travel farther but spreads out very little. A beam of refracted sunlight my not fade because it can travel straight without the light level decreasing (light level is the same on the surface of a word as the bottom of an open mineshaft).
When the Beam of light hits a solid object it diffuses evenly at that point like a normal light source.
Application:
The most obvious application for this is lighting up caves and other areas where sunlight can't reach but their are several other useful applications:
1. it can be used to create a beam of sunlight in caves to burn mobs and prevent them from getting near your base as a static, automatic line of defence. 2. It can be used to create brighter lights by using multiple light sources as inputs for one crystal. 3. It can be used for a cleaner-looking lighting system. Only 1x1 holes need to be made to allow a beam of light to pass through and the light source can be hidden out of view. 4. If enough crystals can be used in conjunction with one another to light more area with less light sources or to make light even brighter then sunlight. 5. Crystals could be used as effective Beacons (assuming concentrated light beams are visible) to help players find their homes/bases/etc. with greater ease. 6. Concentrated light beams with very hight light levels could possibly light things on fire or maybe even hurt players... (the maximum light level would of course need to be capped then). 7. If #5 were true then players could possibly craft crystal panels to manually direct beams (and use them as a weapon!). = Crystal
Okay, I love this idea, and would love to see it implemented. But, after thinking about it, I started to wonder how certain things would work in the Aether. Most of which were water related. And I figured I'd voice these thoughts, as they may be helpful if these things hadn't already been put into consideration. Not that it would surprise me if they were, as this thread is 90+ pages long. But still I figured it couldn't hurt to ask.
My Queries:
If when you fall out of the Aether, you fall to the Overworld. How does water work when flowing over cliffs in the Aether? Does it turn into the clouds? Perhaps by fading into mist at the lowest boundary of the map, or something to that affect.
Do mobs and items disappear when they fall off? I imagine they would, but what of sand/gravel. Does anything other than the player continue down to the Overworld. (Although I imagine it would be difficult to code that sort of thing.)
Also, if Ice unfreezes during the Deay, and its on the edge of a cliff, will it just flow off? And what happens to flowing water when it turns back to Day? Would just the source block freeze, would it create a frozen waterfall, or would it not freeze, as flowing water doesn't freeze well?
Seems like there was something else I wanted to ask, but it was lost throughout my writing of this response.
Anywho, those are my curiosities. If you want to, please tell me what you think of my thoughts. Otherwise, thanks for reading. C-ya.
@king
Well the point of the Aether was that the environment was the most dangerous thing, not the mobs. Their behavior would typically force you to deal with the environmental hazards than the mob itself.
If you have a mob that will openly damage you that kinda breaks that whole aspect.
And what "Boss" are you talking about? Bosses weren't included in this thread.
If you have a mob that will openly damage you that kinda breaks that whole aspect.
They don't openly attack you, that's my point. You would literally have to **** it off for it to start retaliating (like, punching it in the head 2 or more times). The terrain is still very dangerous, but I don't see why we can't have mounts which are a little harder to tame. The Boss mobs for our Dungeons are called Guardians, they are the true protectors of the Chest Key (which will open the chest within the Dungeon), and the Sentries are the protectors of the Locked Chest it self. So you first must battle your way through the Boss to get the key, then dodge the Sentries to unlock the Chest. It's the only hostile part of the Aether really, and completely optional. You don't have to go inside, and they are pretty hard to reach without a Moa.
If you have a mob that will openly damage you that kinda breaks that whole aspect.
They don't openly attack you, that's my point. You would literally have to **** it off for it to start retaliating (like, punching it in the head 2 or more times). The terrain is still very dangerous, but I don't see why we can't have mounts which are a little harder to tame. The Boss mobs for our Dungeons are called Guardians, they are the true protectors of the Chest Key (which will open the chest within the Dungeon), and the Sentries are the protectors of the Locked Chest it self. So you first must battle your way through the Boss to get the key, then dodge the Sentries to unlock the Chest. It's the only hostile part of the Aether really, and completely optional. You don't have to go inside, and they are pretty hard to reach without a Moa.
By "Openly Attack", he means directly damaging you. No mobs in Aether are to damage you, they are to put in positions to BE damaged. Like blowing you off an island, drowning you, etc. It's a passive aggressive thing.
By "Openly Attack", he means directly damaging you. No mobs in Aether are to damage you, they are to put in positions to BE damaged. Like blowing you off an island, drowning you, etc. It's a passive aggressive thing.
Perhaps so, but it still doesn't affect the overall atmosphere and play-style of the Aether. I don't see why we can't have one mob which will very rarely attack you, and only when you **** it off. Please explain, and I will definitely consider changing it. The other aggressive mob we have is considered passive aggressive, since it's basically a small whirlwind which will blow you up into the air (possibly over the edge of an island). Is that better than the Cockatrice?
If when you fall out of the Aether, you fall to the Overworld. How does water work when flowing over cliffs in the Aether? Does it turn into the clouds? Perhaps by fading into mist at the lowest boundary of the map, or something to that affect.
Do mobs and items disappear when they fall off? I imagine they would, but what of sand/gravel. Does anything other than the player continue down to the Overworld. (Although I imagine it would be difficult to code that sort of thing.)
Most of this is addressed by the fact that it is a giant portal on the floor that takes the player back to the overworld, so generally nothing else passes through. Water that hits the bottom simply stops at the portal level, sand and gravel would break into their dropped item form as if hitting a torch or pressure plate and would eventually disappear, mobs would simply fall and sorta bounce around at the bottom of the world (Pigasus can fly, and sheepuff can bounce really high and glide around) and eventually despawn.
Also, if Ice unfreezes during the Deay, and its on the edge of a cliff, will it just flow off? And what happens to flowing water when it turns back to Day? Would just the source block freeze, would it create a frozen waterfall, or would it not freeze, as flowing water doesn't freeze well?
source blocks would freeze, the flowing water would be cut off and disappear as if the source block had been removed.
Quote from kingbdogz »
By "Openly Attack", he means directly damaging you. No mobs in Aether are to damage you, they are to put in positions to BE damaged. Like blowing you off an island, drowning you, etc. It's a passive aggressive thing.
Perhaps so, but it still doesn't affect the overall atmosphere and play-style of the Aether. The other aggressive mob we have is considered passive aggressive, since it's basically a small whirlwind which will blow you up into the air (possibly over the edge of an island).
I still have reservations about the "dungeon bosses" and the Cockatrice. I just generally don't feel it is necessary to include mobs that can damage the player directly (even if provoked) when considering everything else the Aether would have. Better to leave them out and leave the "non-hostile" theme, that sets the Aether apart from Nether and Overworld, completely untarnished. The wirlwind sounds rather neat though, and would compliment the Zephyr nicely. And also i like Flubbedpig's idea down below, where the whirlwinds can band together to form larger whirlwinds.
Quote from agentjwall »
I love this Idea! I am a big fan of building "flying" bases so i would love to have them be in an entire world of floating islands (my first mission would be making a base connecting multiple islands!
anyways I though I'd add my two cents about...
Crystals:
Holy crap that's a lot to try to take in. I'm really not sure I understand it, so I'm just going to let that sit and come back to it.
By "Openly Attack", he means directly damaging you. No mobs in Aether are to damage you, they are to put in positions to BE damaged. Like blowing you off an island, drowning you, etc. It's a passive aggressive thing.
Perhaps so, but it still doesn't affect the overall atmosphere and play-style of the Aether. I don't see why we can't have one mob which will very rarely attack you, and only when you **** it off. Please explain, and I will definitely consider changing it. The other aggressive mob we have is considered passive aggressive, since it's basically a small whirlwind which will blow you up into the air (possibly over the edge of an island). Is that better than the Cockatrice?
Hmm, is it anything like my old idea, the Vortek?:
Quote from Flubbedpig »
Vortek(plural being Vorteks and being pronounced Vortex)
They would look like a robe and pointed hat floating in Mid-air, but in reality, they are being worn by an invisible Wind spirit. The way they attack is they turn into a mini Tornado. These Tornados are weak are weak and small, only being strong enough to lift blocks like Sand and Gravel, light objects and pull in Players. As I just said, they pull in the player, they don't throw them, but they pull them in and spin them around, hitting them with what they might have picked up, and possibly pulling them towards somewhere dangerous in an attempt to kill them. They can be a Tornado for about 15 seconds, then they have to wait 5 until they can do it again. If they become Water Spouts, they can drown you if you are sucked in, but when they go back to normal form, they still have the water, which makes it possible to collect them in a bucket. They can only be damaged by Golden Weapons.
Now, something interesting, if two Vorteks are a Tornado, and they collide, they merge into a larger, stronger Tornado. They will be able to suck up larger things as they bigger, and they get bigger with each Vortek sucked into it. When a merged Vortek goes back to normal form, they become a larger Vortek, which has more health, and also has a longer time in attack form (increasing by 5 seconds a Vortek), but also has a longer recharge time (increasing by 7 with each Vortek). I can not think of what they can drop, but with each Vortek merged into one, killing it will drop what each one was carrying.
I think that cleared my questions up, quite nicely. Thank you.
Although, this is my opinion. If that is all in fact the case. Would it be better to just kill/destroy things that fall too low? As I assume it would look quite odd, if you were to be looking from above, or as you fall/fly and whatnot.
I think that cleared my questions up, quite nicely. Thank you.
Although, this is my opinion. If that is all in fact the case. Would it be better to just kill/destroy things that fall too low? As I assume it would look quite odd, if you were to be looking from above, or as you fall/fly and whatnot.
Well, water/lava that flows into the void just stops, and entities die in there, might as well make the bottom of the aether the void!
Albeit a void with the overworld screenshot on it...
I think that cleared my questions up, quite nicely. Thank you.
Although, this is my opinion. If that is all in fact the case. Would it be better to just kill/destroy things that fall too low? As I assume it would look quite odd, if you were to be looking from above, or as you fall/fly and whatnot.
Maybe. i just don't see it being necessary to kill them. they can fly, so there's no specific reason to kill them, just let them despawn when it's time for that to happen.
Quote from thePalindrome »
Well, water/lava that flows into the void just stops, and entities die in there, might as well make the bottom of the aether the void!
Albeit a void with the overworld screenshot on it...
Um, no, because letting the player fall into the overworld gives them a FAIR chance at surviving a fall, while still having a set danger of falling, which is also why I said that mobs shouldn't die at the bottom. Or are you saying that's why it would be a bad idea to kill mobs just for touching the bottom?
I nearly jumped out of my Socks when I saw someone actually made a semi-aether mod.
Then I saw how little substance it had, and Cried. It honestly is not even as Epic as the Nether. And that makes it Insufficient.
Dude. It's only a week into production. You're worse than all those people complaining that extended 2x2 crafting doesn't have shields yet. Give it some time. I'm more than satisfied with what has been accomplished already and it shows a lot of potential for what it will eventually become. My only concern is where it will head from here.
hey guys, what's the point of supporting this if Notch is just going to overlook it? Mods will never be as awesome as the real thing, no matter how cool they are.
i love this idea, but it's lost my support if you guys arent going to try to impress Notch with it.
I nearly jumped out of my Socks when I saw someone actually made a semi-aether mod.
Then I saw how little substance it had, and Cried. It honestly is not even as Epic as the Nether. And that makes it Insufficient.
Dude. It's only a week into production. You're worse than all those people complaining that extended 2x2 crafting doesn't have shields yet. Give it some time. I'm more than satisfied with what has been accomplished already and it shows a lot of potential for what it will eventually become. My only concern is where it will head from here.
Yes, but what concerns me is the fact that with so little development, they've already released a topic about it. If they do things better from here, and try not to run on hype so very much, I will happily endorse their work with all my heart.
Yes, but what concerns me is the fact that with so little development, they've already released a topic about it. If they do things better from here, and try not to run on hype so very much, I will happily endorse their work with all my heart.
Rome wasn't built in a day. Mods (at least on the scale of this one) take time to build.
They're jumping the gun a bit, but at least they have something to show instead of having a discussion and nothing to back them up.
Rollback Post to RevisionRollBack
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I'm probably leaving mcf. Lost interest in staying on this forum, not that anyone really would care.
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Your username certainly fits your behavior... it's not like that has been mentioned recently or anything.
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Retired StaffI guess you could call them Underground Temples. To be honest, they look NOTHING like the Overworld Dungeons, since there are structured rooms with short hallways between each. It depends on what you consider non-hostile, because right now the only dangerous thing would be the Boss. The actual sentries just push you back very very far, with minimal if any damage (this is even without armour).
anyways I though I'd add my two cents about...
Crystals:
*Note that all diagrams are drawn in 2 dimensions for simplicity sake
As stated Crystals should have the ability to redirect light. The Crystal's light output is determined by the highest light level adjacent to it.
If their is more than one adjacent space that has the maximum light output they will be combined, resulting in a larger light output.
The light output occurs on any one of the 6 sides not being used as an input. The light output is then reduced by the number of light output locations their are (IE: if their are 2 inputs then the total light output will be divided by 4 (6 sides - 2 inputs = 4 output sides). The number of output sides would however be reduced by all blocks touching output sides (IE: if the crystal was on the ground the bottom side would not count as an output).
Because the output is in a concentrated beam of light, the light can travel farther but spreads out very little. A beam of refracted sunlight my not fade because it can travel straight without the light level decreasing (light level is the same on the surface of a word as the bottom of an open mineshaft).
When the Beam of light hits a solid object it diffuses evenly at that point like a normal light source.
Application:
The most obvious application for this is lighting up caves and other areas where sunlight can't reach but their are several other useful applications:
1. it can be used to create a beam of sunlight in caves to burn mobs and prevent them from getting near your base as a static, automatic line of defence.
2. It can be used to create brighter lights by using multiple light sources as inputs for one crystal.
3. It can be used for a cleaner-looking lighting system. Only 1x1 holes need to be made to allow a beam of light to pass through and the light source can be hidden out of view.
4. If enough crystals can be used in conjunction with one another to light more area with less light sources or to make light even brighter then sunlight.
5. Crystals could be used as effective Beacons (assuming concentrated light beams are visible) to help players find their homes/bases/etc. with greater ease.
6. Concentrated light beams with very hight light levels could possibly light things on fire or maybe even hurt players... (the maximum light level would of course need to be capped then).
7. If #5 were true then players could possibly craft crystal panels to manually direct beams (and use them as a weapon!).
Tell me what you think,
Jwall
My Queries:
If when you fall out of the Aether, you fall to the Overworld. How does water work when flowing over cliffs in the Aether? Does it turn into the clouds? Perhaps by fading into mist at the lowest boundary of the map, or something to that affect.
Do mobs and items disappear when they fall off? I imagine they would, but what of sand/gravel. Does anything other than the player continue down to the Overworld. (Although I imagine it would be difficult to code that sort of thing.)
Also, if Ice unfreezes during the Deay, and its on the edge of a cliff, will it just flow off? And what happens to flowing water when it turns back to Day? Would just the source block freeze, would it create a frozen waterfall, or would it not freeze, as flowing water doesn't freeze well?
Seems like there was something else I wanted to ask, but it was lost throughout my writing of this response.
Anywho, those are my curiosities. If you want to, please tell me what you think of my thoughts. Otherwise, thanks for reading. C-ya.
Well the point of the Aether was that the environment was the most dangerous thing, not the mobs. Their behavior would typically force you to deal with the environmental hazards than the mob itself.
If you have a mob that will openly damage you that kinda breaks that whole aspect.
And what "Boss" are you talking about? Bosses weren't included in this thread.
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Retired StaffThey don't openly attack you, that's my point. You would literally have to **** it off for it to start retaliating (like, punching it in the head 2 or more times). The terrain is still very dangerous, but I don't see why we can't have mounts which are a little harder to tame. The Boss mobs for our Dungeons are called Guardians, they are the true protectors of the Chest Key (which will open the chest within the Dungeon), and the Sentries are the protectors of the Locked Chest it self. So you first must battle your way through the Boss to get the key, then dodge the Sentries to unlock the Chest. It's the only hostile part of the Aether really, and completely optional. You don't have to go inside, and they are pretty hard to reach without a Moa.
By "Openly Attack", he means directly damaging you. No mobs in Aether are to damage you, they are to put in positions to BE damaged. Like blowing you off an island, drowning you, etc. It's a passive aggressive thing.
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Retired StaffPerhaps so, but it still doesn't affect the overall atmosphere and play-style of the Aether. I don't see why we can't have one mob which will very rarely attack you, and only when you **** it off. Please explain, and I will definitely consider changing it. The other aggressive mob we have is considered passive aggressive, since it's basically a small whirlwind which will blow you up into the air (possibly over the edge of an island). Is that better than the Cockatrice?
source blocks would freeze, the flowing water would be cut off and disappear as if the source block had been removed.
I still have reservations about the "dungeon bosses" and the Cockatrice. I just generally don't feel it is necessary to include mobs that can damage the player directly (even if provoked) when considering everything else the Aether would have. Better to leave them out and leave the "non-hostile" theme, that sets the Aether apart from Nether and Overworld, completely untarnished. The wirlwind sounds rather neat though, and would compliment the Zephyr nicely. And also i like Flubbedpig's idea down below, where the whirlwinds can band together to form larger whirlwinds.
Holy crap that's a lot to try to take in. I'm really not sure I understand it, so I'm just going to let that sit and come back to it.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Hmm, is it anything like my old idea, the Vortek?:
Fell free to ask questions or if you need something to be clarified. I check the forums pretty consistently.
And I do admit it is a little hard to follow, I just threw it all together while the ideas were fresh in my head...
Although, this is my opinion. If that is all in fact the case. Would it be better to just kill/destroy things that fall too low? As I assume it would look quite odd, if you were to be looking from above, or as you fall/fly and whatnot.
Well, water/lava that flows into the void just stops, and entities die in there, might as well make the bottom of the aether the void!
Albeit a void with the overworld screenshot on it...
Creating Necromancy since 2011!
Necro-ing Necromancy threads since 2014!
Repeatedly restarting mods since 2015!
Um, no, because letting the player fall into the overworld gives them a FAIR chance at surviving a fall, while still having a set danger of falling, which is also why I said that mobs shouldn't die at the bottom. Or are you saying that's why it would be a bad idea to kill mobs just for touching the bottom?
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Then I saw how little substance it had, and Cried. It honestly is not even as Epic as the Nether. And that makes it Insufficient.
Dude. It's only a week into production. You're worse than all those people complaining that extended 2x2 crafting doesn't have shields yet. Give it some time. I'm more than satisfied with what has been accomplished already and it shows a lot of potential for what it will eventually become. My only concern is where it will head from here.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
i love this idea, but it's lost my support if you guys arent going to try to impress Notch with it.
Yes, but what concerns me is the fact that with so little development, they've already released a topic about it. If they do things better from here, and try not to run on hype so very much, I will happily endorse their work with all my heart.
Rome wasn't built in a day. Mods (at least on the scale of this one) take time to build.
They're jumping the gun a bit, but at least they have something to show instead of having a discussion and nothing to back them up.
I'm probably leaving mcf. Lost interest in staying on this forum, not that anyone really would care.