That sounds... REALLY complicated. I think I'd like to just settle with Lightstone blocks arranged in a Portal layout.
Quote from REGIFISHY »
Also, would this have specific biomes, like the Skylands map? (flying desert, lake, ruins, nether isles, Etc.)
I've never actually SEEN this skylands map people keep mentioning. I'm going to have to look it up. Personally I'd prefer to keep Aether relatively contiguous, like the Nether is, and keep Overworld as the place with the MAJOR variety, but there should definitely be some biome type of stuff that will affect the temperature and how easily water freezes or ice melts.
Quote from Pyro627 »
You should activate Aether Portals by sprinkling lightstone dust in them (ie. by right clicking with it).
So you want the portal to be made from lightstone blocks AND use lightstone dust to activate it? Not only would it make it possible to build a portal to the Aether directly from the Nether, but it would also require the player to use the Lightstone dust in a manner that doesn't exist or have any application in any other instance of the game. Lightstone doesn't doesn't HAVE a right click function.
Another thing: since, according to the diagram in the OP, distances in the Aether are further than on earth, you should be able to use the overworld to travel longer distances in the Aether; this could also make it easier to get to and from isolated islands. I think this works from a performance standpoint, too, since there's less land and whatnot to render with only floating islands.
That was kind of taken for granted, provided you can gather up that much lightstone dust that easily.
Also, since this place is so damn bright, I vote we nickname it the Luminescent Aether. Get it? Like the luminiferous aether?
Why would you have a nickname that is longer than the standard name?
Quote from Heroic »
perhaps you could be able to smelt crystals into purer crystals?
and perhaps you could smelt them with diamond to create a crystal whose beam of light doesn't dissipate over time.
We already discussed why that's not really needed. It can be assumed that the crystals form into their purest form naturally. and you wouldn't be smelting them with diamond, you'd be crafting them, but yeah, that's come up too.
Quote from REGIFISHY »
Adding Crystal has made me think of a mob disguised as crystal Except there would be black streaks in it. Once struck, said mob would lift from a little pit the size of one block and pounce at you until it's either killed or left the attack range.
Sort of like the zombie pigman of the aether, except it would be a 4 legged spider-ish thing with crystals on its back called a siltt.
That's rather hostile for the Aether. I've been trying to keep the theme on non direct mob to player injury. It would be kind of interesting if it just latched onto the player and maybe made it hard for the player to jump. In order to remove it the player would have to dive underwater until the Siltt let go to keep from drowning.
Quote from TheMagicalCake »
How about you can only find dragons in the Aether and could only ride them there
Maybe a specific TYPE of dragon, perhaps something like chinese dragon could only exist in Aether, The overworld would have the classic flying dragons/wyverns and sea serpents, and then Nether would have the GIANT Firebreathing Land dragons (no flight)
Quote from Flubbedpig »
I just had some ideas for Songstone:
Songstone could have many uses if you use your imagination, like, placing a snowball into it could make it fire it at a higher velocity than when you would have thrown it. Or, maybe putting out a fire, or even making a short flamethrower burst with the help of Flint and Steel. I also think it should be able to push gravity obeying blocks, not just knock them down, but be able to push them to the side, possibly letting you have a wall of sand that you can drop incase of emergencies. I think it should also be able to effect Floatsand as if you were hitting it. With imagination, I think Songstone could become an incredibly useful block.
About the only thing new that you've brought up is the snowball idea. I'm still trying to figure out the rules for getting them to work and how to determine direction and strength of the wind. Once I have that straightened out into simple to understand rules, what effects the wind has on other blocks can be better considered.
Quote from Razre »
direct examples of what I want to accomplish with the Sentinel can be seen and . The design incorporates both the floating eye from the Windwaker version to the 360 degree coverage and marble pillar aspect of the Twilight Princess version. The eye would simply be a crystal block turned on its edge with an 'eye' on one side that follows the player constantly when they are in range and fires the beam at them if the Sentinel is a hostile one. The crystal 'eye' on the enemy version would be red and the 'eye' on the player made friendly version would be blue. They place like a block, but behave like a mob that is rooted to the spot. do you get it now? As for the 'heat' values rising for the light rather than the actual lazer, fine, whatever.
I'm long time Zelda player, I know how the Beamos work. Basically the problem I was having was why you felt the need to use an individual block for that type of thing. A laser eye DEFINITELY sounds like something that would do better either as a straight mob ability or as a craftable item that would need to involve diamonds, redstone and crystal together. No other mobs incorporate blocks into their actual design or function, so I never saw any reason for this mob to need that.
I didn't know they had been suggested before sorry. However, along with the rapids idea I had posted before, what do you think would happen when they're placed in lava?
It's basically a blue creeper with crystals stabbing out here and there, and it's leaned forward and it's front legs are longer and higher up, and it's idle noises are crunching noises. It only attacks the player if they mine crystals in a 6x6x6 area around them, or attack it. They could either bite (melee) or make a noise sorta like wind chimes and a SSSSSSSsSSSSSsssSSSssSS noise mashed together, or just the SSSSS with wawa mixed in, and it shoots sharp crystals everywhere, or destroys all crystals in a large tnt-sized area with slight damage to the player. If the crystals shooting out is taken instead, it would slowly die unless the player right clicks it with crystals or something, then it becomes sort of like a pet, and if any cracklers are in the area, they are friendly as well. Otherwise, it can be annoying because it damages the player AND destroys resource. Just my 2 cents.
Adding Crystal has made me think of a mob disguised as crystal Except there would be black streaks in it. Once struck, said mob would lift from a little pit the size of one block and pounce at you until it's either killed or left the attack range.
Sort of like the zombie pigman of the aether, except it would be a 4 legged spider-ish thing with crystals on its back called a siltt.
That's rather hostile for the Aether. I've been trying to keep the theme on non direct mob to player injury. It would be kind of interesting if it just latched onto the player and maybe made it hard for the player to jump. In order to remove it the player would have to dive underwater until the Siltt let go to keep from drowning.
Capital Idea, Either that or it could nudge you back 3 blocks until you're out of the 7x7 range, only to turn around and return to it's burrow. If, however you walked back into the range, it would immediately turn around and bump you out again. Once it feels safe in it's burrow again it'll change back into it's "idle" texture. Meaning you'll have one texture when it's in a non-active form, and when struck change colors or appearance.
Of course we could have the siltt behavior be your suggestion and save the idle/non idle/jump at you thing, for a statuesque being.
(sorry if triple post, forums seem to feel like eating my posts.)<- IGNORE THIS MESSAGE.
Welcome to coding hell.
Java(to my knowledge at least) already struggles with making sand and gravel fall, I find it hard to believe that it could ever handle some of the things mentioned in this thread. BUT it would be awsome if it was possible.
Another idea. This idea is useless at the moment, but wouldn't be once Notch adds in the whole Lantern aspect.
Crystal Torches:
(Possible design)
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= Diamond = Crystal
The way it would work, is that the Crystal Torch emits no light on it's own, but when placed in Sun light (Day or Daey), not Torch or Lightstone light, Sunlight, it would absorb the light, with the Crystal on top changing colour depending on how much it has, with it being white when it has none, and a bright blue when at full. The light would be used when in an area below a certain amount of light, with the amount it uses depending on when it was charged (Day or Daey) and for how long.
The Crystal Torch would be able to absorb slightly lower than Daey light level of light, with the range the light reaching about double that of a torch when at this level. To reach this level, the Torch would have to lay in the Sunlight during day time for the entire day, but if you don't pick it up by night fall, it would use release the light, wasting it if you wanted to use it for cave exploration. However, if the torch was placed in Daey light, it would take half the time to reach it, however, leaving it in Daey light for the whole day will burn it out, making it unusable, and a waist of resources. If kept in the light for a little less than a full Daey, it will still be at what you'd have had at half. This makes it quicker to charge it in daeylight, but far more dangerous of losing the torch. If the Torch is fully charged, then placed in Daylight for another day, it will break it as if it was in a full Daey cycle.
A fully charged Crystal Torch would last for a full day/night/Daey, with the level of light slowly dropping, until it reaches Daylight levels, a which time the light and range will go down. The light it makes is not coloured, it is pure sunlight. Obviously when in your inventory, it does not use up it's sunlight, only when placed in dark enough areas. The light it makes (although sunlight) will not harm mobs, but when the light is Day level or higher, they will not enter the light of the can help it.
EDIT:They are stackable, but not to 64, to something lower like 35 or something.
EDIT2: It could also make sense if they could emit any light that hits them when they are out or are lower than that light, but they would not retain the light, the would just produce the same amount of light hitting them, it wouldn't help you much, but it would still help you a little, and make it so they aren't totally useless when they run out and you're stuck in a cave, just make sure to bring Flint and Steel, and some real torches along with them.
Not a bad idea, but I don't feel diamond and crystal alone are the right materials for what you're escribing of its function. Maybe something that mixes Darkwood shards, lightstone and redstone dust and some crystal would work better. Darkwood would absorb the light, and then the redstone would connect that to the lightstone dust to cause it to give light back, and the crystal would magnify it.
Something like that anyway.
Quote from jvoorII »
I started picturing the Aether in my head, and this is what I was picturing:
Maybe a little less "cloud" feel to the island,(the Aether exists in the clouds, doesn't mean that the land masses are comprised of cloud itself) the trees should be less frequent (like just one for the amount land area shown in that mockup) but the individual tree would be larger so that the average size of the trees in the overworld would be the minimum size of trees grown in the Aether (this could be a little overpowered, so this might only apply to trees that are pre-generated with the map, anything planted by the player could follow standard growth rules)
Also, I had always sorta visualized the tree growing up out of a single block of quicksoil in the middle of one of the islands ponds/lakes(if the island has a pond/lake)
Other than the details, this screenshot seems to have pretty well captured the overall "mood" of the Aether.
I'd tried to post this last night, but my computer had a seizure and lost my post. so, yeah.
Maybe a specific TYPE of dragon, perhaps something like chinese dragon could only exist in Aether, The overworld would have the classic flying dragons/wyverns and sea serpents, and then Nether would have the GIANT Firebreathing Land dragons (no flight)
Yeah, flying serpentine oriental dragons. I like it. Perhaps their attack would be to blast the player with ice, which would impede their movements, or stop them altogether. They'd be neutral, or maybe territorial, but not aggressive. The original post was more indepth, but I just summarized the main point because I'm too frustrated to retype the whole thing.
Quote from GreyAcumen »
I'm long time Zelda player, I know how the Beamos work. Basically the problem I was having was why you felt the need to use an individual block for that type of thing. A laser eye DEFINITELY sounds like something that would do better either as a straight mob ability or as a craftable item that would need to involve diamonds, redstone and crystal together. No other mobs incorporate blocks into their actual design or function, so I never saw any reason for this mob to need that.
Well I've previously given you a synopses on my Sentinel concept before, but I've ironed out a few things from the first time I posted.
Rather than the specific crystal types I was mentioning earlier, I'm going to assume you meant the marble pillar element of their design. The Sentinel is closely intertwined with a second Idea of mine, the Temples. No, temples would not just be above-ground dungeons, they would be THE dungeon of Aether. Temples have previously been a discussed idea, but I believe I have a good take on them. Sentinels would occur naturally on top of 2-4 block high pillars as 'watchtowers' to a temple, posted within a large radius of a temple, maybe even occurring on outlying islands, which would give players an idea of where they would find a temple, in addition to the 'dungeon sounds', but in this case, the creepy dungeon sounds would be replaced with a gregorian chant sound (like the temple of time's music from twilight princess. That dungeon was awesome.). A temple would only occur on large islands, and would be comprised entirely of marble, including a few vine covered marble blocks (Cobblestone is to Mossy Cobble as Marble is to Viney Marble ). The temples would house an altar and between two and four Sentinels, but not a mob spawner. The Temple is designed around the Roman Forum, with an angled roof held up by pillars
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like so.
The interior would be marginally larger than that of the average dungeon, and the roof would contain crystal blocks at the corners to light up the interior for the sentinels, and one would occur in the exact center, over the treasure.
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like so.
The treasure would be contained in a slightly more ornate chest than normal, a Magic Chest, which would be the equivalent storage of a large chest using the size of a regular chest. The chest would have a higher chance of containing unique valuables vs the normal chest drops, like Diamonds, Crystals, Books, Scrolls(see below), glass, marble, gold, block versions of diamond and gold, and, (with the frequency of gold apples in regular chests) a complete, placeable Sentinel Eye. The Sentinel Eye is the player made version of the Sentinel found in the Temples, a blue version that is player friendly (I've discussed it previously), and once placed behaves like a mob.
[Edit]
Scrolls would be objects that place like pictures, only horizontally on a flat surface. When placed as such, the print depicts a recipe from the game or some other unique tip, which could help hardcore or unfamiliar players who don't read the wiki, and provide an interesting aesthetic to the game. Scrolls could also be crafted with wood to get a Scrollshelf like the Bookshelf, which would add to a scholarly feel in a minecrafter's home.
As to your opinion to a specific block type being unnecessary to a new mob, the idea is for the Sentinel to be groundbreaking and unique it it's incorporation of blocks in the design. A 'Turnabout is fair play' of the blocks biting back. Similar to the 'crystal spider' idea being discussed.
Not a bad idea, but I don't feel diamond and crystal alone are the right materials for what you're escribing of its function. Maybe something that mixes Darkwood shards, lightstone and redstone dust and some crystal would work better. Darkwood would absorb the light, and then the redstone would connect that to the lightstone dust to cause it to give light back, and the crystal would magnify it.
Something like that anyway.
I'm ok with that, I just made up the idea while typing that up. However, that design seems a little expensive for a single Torch, maybe the recipe creates multiple (around somewhere around 2-5)?
@Razre
I like that idea. They'd be a rare enemy that wouldn't drop the eye, but would guard a chest that could hold an eye. Also, the Scroll thing is the best part, I've always thought that there should be a way to find out recipes without looking it up.
Yeah, flying serpentine oriental dragons. I like it. Perhaps their attack would be to blast the player with ice, which would impede their movements, or stop them altogether. They'd be neutral, or maybe territorial, but not aggressive. The original post was more indepth, but I just summarized the main point because I'm too frustrated to retype the whole thing.
Actually, it probably worked out better for you. I like the territorial thing; that they would basically only attack if you were in certain area and would stop following you once you were outside of that area.
The ice breath thing is also good. It could cause the blocks the player is on to freeze and be slippery, making them more likely to fall, and if the player themself was frozen, it could just set it so that they can't hold sneak to keep from falling off blocks.
Perhaps it could even do a "brittle ice" effect that would create fragile ice blocks in midair, and if you ended up standing on one too long, it would break from under you. If they otherwise looked exactly like any other iced-over block, then it could be very easy to wander onto one by accident and have it break before you realized you weren't still on the landmass you were depending to keep you from falling.
Well I've previously given you a synopses on my Sentinel concept before, but I've ironed out a few things from the first time I posted.
{Sentinel and temple stuff}
I do like the temple idea, and it being an alternate to underground temples instead of in addition to. The sentinels aren't a bad idea, by themselves, but I am hesitant to commit to something that can damage the player directly, even if it is only a territorial thing.
What about if the sentinels simply destroyed any block you tried to place within the temple, and also did a simple zap(that only does knockback, no damage) when you try to destroy any blocks too. Rather than being a guard, it becomes more like a Temple curator. Of course sentinels in Nether or Overworld could still be included that would do direct damage.
As to your opinion to a specific block type being unnecessary to a new mob, the idea is for the Sentinel to be groundbreaking and unique it it's incorporation of blocks in the design. A 'Turnabout is fair play' of the blocks biting back. Similar to the 'crystal spider' idea being discussed.
The thing with the Siltt is that the "crystal" thing is really only camouflage, and not something that its abilities are based on.
Another thing I'm running into here is the talk about Marble. I'm not directly opposed to it, but it goes back to that budget philosophy I mentioned earlier. If Notch adds marble to the overworld directly, that's cool, but I don't want to add it specifically for the Aether, or to put in ideas that depend on Marble being implemented, when it isn't certain to ever be implemented otherwise.
A Trickster is a mob that has a similar ability to Aetherrock, as in it looks like the block next to it. The Trickster is a mob that does not move or attack, it hides like Aetherrock, but with a slightly paler colour than the block it is mimicking. Although it doesn't attack, when it is touched, it poisons whatever touched it. Not in the way of damaging you, but in disorientating you (or the mob). It blurs your vision, and makes things appear to be there, or not be there.
The way it works, is when it makes things seem like they are there, the thing looks slightly see through, but this is hard to notice because everything is blurred. It can make things seem like they aren't there, you can still see the thing, but barely. It can also make Mobs not be there, or be there in the same way as blocks and objects. If you walk into another Trickster, you will slightly lose control of your legs, having to fight them so they don't walk you off islands.
If you kill a Trickster, they drop their poison, which allows you to place it on your weapons so that you can poison enemies, possibly making them attack other mobs or kill them selves.
Actually, it probably worked out better for you. I like the territorial thing; that they would basically only attack if you were in certain area and would stop following you once you were outside of that area.
The ice breath thing is also good. It could cause the blocks the player is on to freeze and be slippery, making them more likely to fall, and if the player themself was frozen, it could just set it so that they can't hold sneak to keep from falling off blocks.
Perhaps it could even do a "brittle ice" effect that would create fragile ice blocks in midair, and if you ended up standing on one too long, it would break from under you. If they otherwise looked exactly like any other iced-over block, then it could be very easy to wander onto one by accident and have it break before you realized you weren't still on the landmass you were depending to keep you from falling.
Ohhh, I like the fragile ice block thing. That could even be incorporated into the normal overworld where ice biomes show up. People find it much too safe to just waltz over any old ice patch they come across in my opinion. Danger, thin ice mother****er!
I do like the temple idea, and it being an alternate to underground temples instead of in addition to. The sentinels aren't a bad idea, by themselves, but I am hesitant to commit to something that can damage the player directly, even if it is only a territorial thing.
What about if the sentinels simply destroyed any block you tried to place within the temple, and also did a simple zap(that only does knockback, no damage) when you try to destroy any blocks too. Rather than being a guard, it becomes more like a Temple curator. Of course sentinels in Nether or Overworld could still be included that would do direct damage.
Well you can't ignore the fact that despite the 'direct damage' it would still make a great mob type. Anyway, if it's really an issue then we could have the blocks it razes the laser across burst into flame (the aether would rapidly extinguish the flames however) but if the player got caught in the path of the beam then the player would be hit by the flames for the second they existed and rather than actually taking direct beam damage would be taking fire damage. However, perhaps there could be three types of sentinels (going back to Notch's Prefixes) Where theres the red Broken Sentinel which has degraded over time and become lethally hostile, the Ancient Sentinel which is green in color and uses the non-lethal knockback, and the Guardian Sentinel which is the blue player made version that attacks hostile mobs (perhaps each type could have a uniquely colored laser according to their coloration?). Note that they do not attack neutral mobs, so you could not lure an angry ice dragon into a laser trap. We could even expand on the sentinels with the prefix thing, but three is kind of pushing it.
Another thing I'm running into here is the talk about Marble. I'm not directly opposed to it, but it goes back to that budget philosophy I mentioned earlier. If Notch adds marble to the overworld directly, that's cool, but I don't want to add it specifically for the Aether, or to put in ideas that depend on Marble being implemented, when it isn't certain to ever be implemented otherwise.
Well its such a popular concept that it's inevitably going to be added anyway. At least that seems to be where things are headed. Anyway, marble could just occur more frequently in the Aether, like with these temples.
I'd tried to post this last night, but my computer had a seizure and lost my post. so, yeah.
Maybe a specific TYPE of dragon, perhaps something like chinese dragon could only exist in Aether, The overworld would have the classic flying dragons/wyverns and sea serpents, and then Nether would have the GIANT Firebreathing Land dragons (no flight)
Yeah, flying serpentine oriental dragons. I like it. Perhaps their attack would be to blast the player with ice, which would impede their movements, or stop them altogether. They'd be neutral, or maybe territorial, but not aggressive. The original post was more indepth, but I just summarized the main point because I'm too frustrated to retype the whole thing.
Quote from GreyAcumen »
I'm long time Zelda player, I know how the Beamos work. Basically the problem I was having was why you felt the need to use an individual block for that type of thing. A laser eye DEFINITELY sounds like something that would do better either as a straight mob ability or as a craftable item that would need to involve diamonds, redstone and crystal together. No other mobs incorporate blocks into their actual design or function, so I never saw any reason for this mob to need that.
Well I've previously given you a synopses on my Sentinel concept before, but I've ironed out a few things from the first time I posted.
Rather than the specific crystal types I was mentioning earlier, I'm going to assume you meant the marble pillar element of their design. The Sentinel is closely intertwined with a second Idea of mine, the Temples. No, temples would not just be above-ground dungeons, they would be THE dungeon of Aether. Temples have previously been a discussed idea, but I believe I have a good take on them. Sentinels would occur naturally on top of 2-4 block high pillars as 'watchtowers' to a temple, posted within a large radius of a temple, maybe even occurring on outlying islands, which would give players an idea of where they would find a temple, in addition to the 'dungeon sounds', but in this case, the creepy dungeon sounds would be replaced with a gregorian chant sound (like the temple of time's music from twilight princess. That dungeon was awesome.). A temple would only occur on large islands, and would be comprised entirely of marble, including a few vine covered marble blocks (Cobblestone is to Mossy Cobble as Marble is to Viney Marble ). The temples would house an altar and between two and four Sentinels, but not a mob spawner. The Temple is designed around the Roman Forum, with an angled roof held up by pillars
[] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
like so.
The interior would be marginally larger than that of the average dungeon, and the roof would contain crystal blocks at the corners to light up the interior for the sentinels, and one would occur in the exact center, over the treasure.
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] []
like so.
The treasure would be contained in a slightly more ornate chest than normal, a Magic Chest, which would be the equivalent storage of a large chest using the size of a regular chest. The chest would have a higher chance of containing unique valuables vs the normal chest drops, like Diamonds, Crystals, Books, Scrolls(see below), glass, marble, gold, block versions of diamond and gold, and, (with the frequency of gold apples in regular chests) a complete, placeable Sentinel Eye. The Sentinel Eye is the player made version of the Sentinel found in the Temples, a blue version that is player friendly (I've discussed it previously), and once placed behaves like a mob.
[Edit]
Scrolls would be objects that place like pictures, only horizontally on a flat surface. When placed as such, the print depicts a recipe from the game or some other unique tip, which could help hardcore or unfamiliar players who don't read the wiki, and provide an interesting aesthetic to the game. Scrolls could also be crafted with wood to get a Scrollshelf like the Bookshelf, which would add to a scholarly feel in a minecrafter's home.
As to your opinion to a specific block type being unnecessary to a new mob, the idea is for the Sentinel to be groundbreaking and unique it it's incorporation of blocks in the design. A 'Turnabout is fair play' of the blocks biting back. Similar to the 'crystal spider' idea being discussed.
I reckon, cloud blocks. Found at the top of Aether, they move like sand but instead of falling, they float upwards. They'd float upwards based on weight, like having one block per cloud block on top of it would make it stay stationary, two blocks above one cloud block would make it fall. This'd be magnificent for elevators or floating islands, maybe be used in some flying machines or devices.
check out the description for floatsand, you'll get far better elevators and moving platforms out of that.
I love this idea... but another reason it shouldn't physically be above the overworld is because people could gather a ton of dirt and stack it under them and as they went higher and higher they could reach the Aether Eg:
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Quote from SkyPiercers!? »
Quote from Ice_Prince »
...So your saying I can make my own slimes? Out of dead slimes?
*Digs up pet slimes grave* Don't worry my little pet...You will be back soon...
I suddenly had a reoccurring nightmare of reading Pet Semetary again.
I love this idea... but another reason it shouldn't physically be above the overworld is because people could gather a ton of dirt and stack it under them and as they went higher and higher they could reach the Aether Eg:
Even if it was physically above the overworld, that doesn't mean the invisible ceiling wouldn't still be in effect, keeping you from reaching it that way.
While I like the general idea of the currently explored map of the Normal Earth being rendered as a background below the Aether, the only problem I find with this is falling off of an island over a point of the normal map that is unrendered.
I'm supposing a new portion of the normal earth would have to be generated for you to land there and probably die, and you'd probably never go to that chunk of land again; thus taking up space on the player's computer. If that isn't the case, the whole loading screen between falling from the aether to the real world just to die, loading, and respawning seems to dull things down with that redundancy of the loading screen.
It seems much more reasonable to have some cloud cover like cloud blocks or just die when you fall past the clouds and respawn like normal.
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I've never actually SEEN this skylands map people keep mentioning. I'm going to have to look it up. Personally I'd prefer to keep Aether relatively contiguous, like the Nether is, and keep Overworld as the place with the MAJOR variety, but there should definitely be some biome type of stuff that will affect the temperature and how easily water freezes or ice melts.
So you want the portal to be made from lightstone blocks AND use lightstone dust to activate it? Not only would it make it possible to build a portal to the Aether directly from the Nether, but it would also require the player to use the Lightstone dust in a manner that doesn't exist or have any application in any other instance of the game. Lightstone doesn't doesn't HAVE a right click function.
That was kind of taken for granted, provided you can gather up that much lightstone dust that easily.
Why would you have a nickname that is longer than the standard name?
We already discussed why that's not really needed. It can be assumed that the crystals form into their purest form naturally. and you wouldn't be smelting them with diamond, you'd be crafting them, but yeah, that's come up too.
That's rather hostile for the Aether. I've been trying to keep the theme on non direct mob to player injury. It would be kind of interesting if it just latched onto the player and maybe made it hard for the player to jump. In order to remove it the player would have to dive underwater until the Siltt let go to keep from drowning.
Maybe a specific TYPE of dragon, perhaps something like chinese dragon could only exist in Aether, The overworld would have the classic flying dragons/wyverns and sea serpents, and then Nether would have the GIANT Firebreathing Land dragons (no flight)
About the only thing new that you've brought up is the snowball idea. I'm still trying to figure out the rules for getting them to work and how to determine direction and strength of the wind. Once I have that straightened out into simple to understand rules, what effects the wind has on other blocks can be better considered.
I'm long time Zelda player, I know how the Beamos work. Basically the problem I was having was why you felt the need to use an individual block for that type of thing. A laser eye DEFINITELY sounds like something that would do better either as a straight mob ability or as a craftable item that would need to involve diamonds, redstone and crystal together. No other mobs incorporate blocks into their actual design or function, so I never saw any reason for this mob to need that.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
The crackler.
It's basically a blue creeper with crystals stabbing out here and there, and it's leaned forward and it's front legs are longer and higher up, and it's idle noises are crunching noises. It only attacks the player if they mine crystals in a 6x6x6 area around them, or attack it. They could either bite (melee) or make a noise sorta like wind chimes and a SSSSSSSsSSSSSsssSSSssSS noise mashed together, or just the SSSSS with wawa mixed in, and it shoots sharp crystals everywhere, or destroys all crystals in a large tnt-sized area with slight damage to the player. If the crystals shooting out is taken instead, it would slowly die unless the player right clicks it with crystals or something, then it becomes sort of like a pet, and if any cracklers are in the area, they are friendly as well. Otherwise, it can be annoying because it damages the player AND destroys resource. Just my 2 cents.
Capital Idea, Either that or it could nudge you back 3 blocks until you're out of the 7x7 range, only to turn around and return to it's burrow. If, however you walked back into the range, it would immediately turn around and bump you out again. Once it feels safe in it's burrow again it'll change back into it's "idle" texture. Meaning you'll have one texture when it's in a non-active form, and when struck change colors or appearance.
Of course we could have the siltt behavior be your suggestion and save the idle/non idle/jump at you thing, for a statuesque being.
Here's a Forum Game you could try.
Minecraft Note Blocks - Chaoz Fantasy
Welcome to coding hell.
Java(to my knowledge at least) already struggles with making sand and gravel fall, I find it hard to believe that it could ever handle some of the things mentioned in this thread. BUT it would be awsome if it was possible.
Crystal Torches:
(Possible design)
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The way it would work, is that the Crystal Torch emits no light on it's own, but when placed in Sun light (Day or Daey), not Torch or Lightstone light, Sunlight, it would absorb the light, with the Crystal on top changing colour depending on how much it has, with it being white when it has none, and a bright blue when at full. The light would be used when in an area below a certain amount of light, with the amount it uses depending on when it was charged (Day or Daey) and for how long.
The Crystal Torch would be able to absorb slightly lower than Daey light level of light, with the range the light reaching about double that of a torch when at this level. To reach this level, the Torch would have to lay in the Sunlight during day time for the entire day, but if you don't pick it up by night fall, it would use release the light, wasting it if you wanted to use it for cave exploration. However, if the torch was placed in Daey light, it would take half the time to reach it, however, leaving it in Daey light for the whole day will burn it out, making it unusable, and a waist of resources. If kept in the light for a little less than a full Daey, it will still be at what you'd have had at half. This makes it quicker to charge it in daeylight, but far more dangerous of losing the torch. If the Torch is fully charged, then placed in Daylight for another day, it will break it as if it was in a full Daey cycle.
A fully charged Crystal Torch would last for a full day/night/Daey, with the level of light slowly dropping, until it reaches Daylight levels, a which time the light and range will go down. The light it makes is not coloured, it is pure sunlight. Obviously when in your inventory, it does not use up it's sunlight, only when placed in dark enough areas. The light it makes (although sunlight) will not harm mobs, but when the light is Day level or higher, they will not enter the light of the can help it.
EDIT:They are stackable, but not to 64, to something lower like 35 or something.
EDIT2: It could also make sense if they could emit any light that hits them when they are out or are lower than that light, but they would not retain the light, the would just produce the same amount of light hitting them, it wouldn't help you much, but it would still help you a little, and make it so they aren't totally useless when they run out and you're stuck in a cave, just make sure to bring Flint and Steel, and some real torches along with them.
Something like that anyway.
Maybe a little less "cloud" feel to the island,(the Aether exists in the clouds, doesn't mean that the land masses are comprised of cloud itself) the trees should be less frequent (like just one for the amount land area shown in that mockup) but the individual tree would be larger so that the average size of the trees in the overworld would be the minimum size of trees grown in the Aether (this could be a little overpowered, so this might only apply to trees that are pre-generated with the map, anything planted by the player could follow standard growth rules)
Also, I had always sorta visualized the tree growing up out of a single block of quicksoil in the middle of one of the islands ponds/lakes(if the island has a pond/lake)
Other than the details, this screenshot seems to have pretty well captured the overall "mood" of the Aether.
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Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Yeah, flying serpentine oriental dragons. I like it. Perhaps their attack would be to blast the player with ice, which would impede their movements, or stop them altogether. They'd be neutral, or maybe territorial, but not aggressive. The original post was more indepth, but I just summarized the main point because I'm too frustrated to retype the whole thing.
Well I've previously given you a synopses on my Sentinel concept before, but I've ironed out a few things from the first time I posted.
Rather than the specific crystal types I was mentioning earlier, I'm going to assume you meant the marble pillar element of their design. The Sentinel is closely intertwined with a second Idea of mine, the Temples. No, temples would not just be above-ground dungeons, they would be THE dungeon of Aether. Temples have previously been a discussed idea, but I believe I have a good take on them. Sentinels would occur naturally on top of 2-4 block high pillars as 'watchtowers' to a temple, posted within a large radius of a temple, maybe even occurring on outlying islands, which would give players an idea of where they would find a temple, in addition to the 'dungeon sounds', but in this case, the creepy dungeon sounds would be replaced with a gregorian chant sound (like the temple of time's music from twilight princess. That dungeon was awesome.). A temple would only occur on large islands, and would be comprised entirely of marble, including a few vine covered marble blocks (Cobblestone is to Mossy Cobble as Marble is to Viney Marble ). The temples would house an altar and between two and four Sentinels, but not a mob spawner. The Temple is designed around the Roman Forum, with an angled roof held up by pillars
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like so.
The interior would be marginally larger than that of the average dungeon, and the roof would contain crystal blocks at the corners to light up the interior for the sentinels, and one would occur in the exact center, over the treasure.
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like so.
The treasure would be contained in a slightly more ornate chest than normal, a Magic Chest, which would be the equivalent storage of a large chest using the size of a regular chest. The chest would have a higher chance of containing unique valuables vs the normal chest drops, like Diamonds, Crystals, Books, Scrolls(see below), glass, marble, gold, block versions of diamond and gold, and, (with the frequency of gold apples in regular chests) a complete, placeable Sentinel Eye. The Sentinel Eye is the player made version of the Sentinel found in the Temples, a blue version that is player friendly (I've discussed it previously), and once placed behaves like a mob.
[Edit]
Scrolls would be objects that place like pictures, only horizontally on a flat surface. When placed as such, the print depicts a recipe from the game or some other unique tip, which could help hardcore or unfamiliar players who don't read the wiki, and provide an interesting aesthetic to the game. Scrolls could also be crafted with wood to get a Scrollshelf like the Bookshelf, which would add to a scholarly feel in a minecrafter's home.
As to your opinion to a specific block type being unnecessary to a new mob, the idea is for the Sentinel to be groundbreaking and unique it it's incorporation of blocks in the design. A 'Turnabout is fair play' of the blocks biting back. Similar to the 'crystal spider' idea being discussed.
I'm ok with that, I just made up the idea while typing that up. However, that design seems a little expensive for a single Torch, maybe the recipe creates multiple (around somewhere around 2-5)?
@Razre
I like that idea. They'd be a rare enemy that wouldn't drop the eye, but would guard a chest that could hold an eye. Also, the Scroll thing is the best part, I've always thought that there should be a way to find out recipes without looking it up.
The ice breath thing is also good. It could cause the blocks the player is on to freeze and be slippery, making them more likely to fall, and if the player themself was frozen, it could just set it so that they can't hold sneak to keep from falling off blocks.
Perhaps it could even do a "brittle ice" effect that would create fragile ice blocks in midair, and if you ended up standing on one too long, it would break from under you. If they otherwise looked exactly like any other iced-over block, then it could be very easy to wander onto one by accident and have it break before you realized you weren't still on the landmass you were depending to keep you from falling.
I do like the temple idea, and it being an alternate to underground temples instead of in addition to. The sentinels aren't a bad idea, by themselves, but I am hesitant to commit to something that can damage the player directly, even if it is only a territorial thing.
What about if the sentinels simply destroyed any block you tried to place within the temple, and also did a simple zap(that only does knockback, no damage) when you try to destroy any blocks too. Rather than being a guard, it becomes more like a Temple curator. Of course sentinels in Nether or Overworld could still be included that would do direct damage.
The thing with the Siltt is that the "crystal" thing is really only camouflage, and not something that its abilities are based on.
Another thing I'm running into here is the talk about Marble. I'm not directly opposed to it, but it goes back to that budget philosophy I mentioned earlier. If Notch adds marble to the overworld directly, that's cool, but I don't want to add it specifically for the Aether, or to put in ideas that depend on Marble being implemented, when it isn't certain to ever be implemented otherwise.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Trickster (name pending):
A Trickster is a mob that has a similar ability to Aetherrock, as in it looks like the block next to it. The Trickster is a mob that does not move or attack, it hides like Aetherrock, but with a slightly paler colour than the block it is mimicking. Although it doesn't attack, when it is touched, it poisons whatever touched it. Not in the way of damaging you, but in disorientating you (or the mob). It blurs your vision, and makes things appear to be there, or not be there.
The way it works, is when it makes things seem like they are there, the thing looks slightly see through, but this is hard to notice because everything is blurred. It can make things seem like they aren't there, you can still see the thing, but barely. It can also make Mobs not be there, or be there in the same way as blocks and objects. If you walk into another Trickster, you will slightly lose control of your legs, having to fight them so they don't walk you off islands.
If you kill a Trickster, they drop their poison, which allows you to place it on your weapons so that you can poison enemies, possibly making them attack other mobs or kill them selves.
Ohhh, I like the fragile ice block thing. That could even be incorporated into the normal overworld where ice biomes show up. People find it much too safe to just waltz over any old ice patch they come across in my opinion. Danger, thin ice mother****er!
Well you can't ignore the fact that despite the 'direct damage' it would still make a great mob type. Anyway, if it's really an issue then we could have the blocks it razes the laser across burst into flame (the aether would rapidly extinguish the flames however) but if the player got caught in the path of the beam then the player would be hit by the flames for the second they existed and rather than actually taking direct beam damage would be taking fire damage. However, perhaps there could be three types of sentinels (going back to Notch's Prefixes) Where theres the red Broken Sentinel which has degraded over time and become lethally hostile, the Ancient Sentinel which is green in color and uses the non-lethal knockback, and the Guardian Sentinel which is the blue player made version that attacks hostile mobs (perhaps each type could have a uniquely colored laser according to their coloration?). Note that they do not attack neutral mobs, so you could not lure an angry ice dragon into a laser trap. We could even expand on the sentinels with the prefix thing, but three is kind of pushing it.
Well its such a popular concept that it's inevitably going to be added anyway. At least that seems to be where things are headed. Anyway, marble could just occur more frequently in the Aether, like with these temples.
Posting for updates, this needs to be in Minecraft
check out the description for floatsand, you'll get far better elevators and moving platforms out of that.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Even if it was physically above the overworld, that doesn't mean the invisible ceiling wouldn't still be in effect, keeping you from reaching it that way.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I'm supposing a new portion of the normal earth would have to be generated for you to land there and probably die, and you'd probably never go to that chunk of land again; thus taking up space on the player's computer. If that isn't the case, the whole loading screen between falling from the aether to the real world just to die, loading, and respawning seems to dull things down with that redundancy of the loading screen.
It seems much more reasonable to have some cloud cover like cloud blocks or just die when you fall past the clouds and respawn like normal.