oh absolutely. There's no way in Nether I would have left the Aether portal sounding the same. I'll add that to the opening post the next time I update the opening post.
there should be a movement ratio from the overworld to the aether much as there is from the nether to the overworld: every 1 block traveled in the overworld is equal to 6 in the aether.
Probably more likely to be a 2:1 or 4:1 ratio at most.
3:1 then? half as much as the nether:overworld one?
there should be a movement ratio from the overworld to the aether much as there is from the nether to the overworld: every 1 block traveled in the overworld is equal to 6 in the aether.
Probably more likely to be a 2:1 or 4:1 ratio at most.
3:1 then? half as much as the nether:overworld one?
last I hear the nether overworld ratio was 8, not 6. I was figuring 1/4th or 1/2 of that.
I'm not saying that I can't cope - it just doesn't seem to fit that there has to be an order of progession. Being able to get to it from the overworld without needing the Nether just seems better.
The progression does a couple different things. It gives more purpose to going to the Nether even without needing to add anything specifically to the Nether, it gives a basic progression so that new players have SOME sort of order of progression so that their game experience isn't over-saturated, it also makes sure that you value getting to the Aether with the effort it took to get there, and as I've already mentions, it draws the parallel to the idea of fighting through hell to earn your way into heaven.
So? This isn't necessarily high up (another plane, like the Nether?), and I think it would be weird to being snow and ice etc. up there. This is 'heaven', not Santa's Grotto!
Even if it's a different dimension that does not have a solid floor to have an actual "elevation" it still exists amidst and above the clouds, which means it will have similar properties. and while it's a "heaven" it's not Heaven, so the queues don't need to be taken from there. Besides, it's not like the cold harms the player, so I don't see why cold temperatures would make it less "heavenly"
Ah, ok. So how what would the mechanic be then? Measure from the 'middle' of the stack of galestone to determine the power? How do you define the middle? But yes, if there was some mechanic that would be good.
I thought it already stated in the description. Whatever face is open will simply check how many galestone there are directly adjacent in the opposite direction to determine the strength of the wind.
No, just not following your not-very-clear-post (no offence :tongue.gif:).
Flowvein already works by chaining. It has 1 output, 1 main input, and the other four faces only act as inputs if they are directly facing the output of another flowvein block. It allows for more controlled joints and boosting the wind power in a more compact area.
...ok. What happens when it reaches the edges (top and bottom) of the map? What happens if you send it off into the distance? Does the game engine have to keep generating where it is going (taking up a lot of space)? It would be annoying to have blocks flying off into the distance, IMO.
Again, this one should have been covered in the opening post. It will only travel as far as half a map chunk, so if you hit it and don't move, it would move all the way to the edge of the map chunk and then stop, even if you move with it, it will still stop by the end of that same distance.
[/quote]Yes, there's nothing wrong with the acceleration part, but why have some form of oxygen loss, and why a weird mechanic for jumping? Why not just 'your speed increases by x1.1 for every block of this you move over'?[/quote]There's a limit to how fast the map can update. If there weren't any limits, you could end up accelerating to the point that you could outrun the limits of the map generation speed. Rather than put an arbitrary cap, I figured that oxygen loss would be a more realistic cap.
Oh, I know that currently, it isn't a rock. But the name 'cold cloud' is just weird. So, I'm suggesting renaming it, and perhaps making it a rock at the same time.
don't want to. when it breaks/melts to its insubstantial form, it is treated as a liquid that can be picked up in the bucket. Having a variety of different blocks is important, and not just to have everything as "thisrock" and "thatstone"
Heat isn't essential for making furnaces work. The magic of crystals could do that (so, using the crystals as fuel, perhaps with a different animation). But what with this whole 'cold' theme you've got going, having some heat-crystal doesn't fit in (especially considering crystal's links to cold).
Crystals aren't magic.
Does it? I don't imagine the nether supporting any kind of tree, dark or no. It doesn't fit the whole hell-and-lava look. 'We have lava, and rock, and ghasts, and... trees.' :tongue.gif:
Black trees that grow upside down, and it just has shadows where the leaves would have been. I think that's a very fitting tree for the Nether.
Ah, ok. Why didn't you just say that?
I did:
Quote from OPENING POST »
Sticky Sand replaces slowsand and builds on its features. The player will still have their movement speed reduced while walking on it, but the player will also no longer be able to jump (or at least have their jumping reduced to just half a block height) Furthermore when a sand or gravel block is placed against a sticky sand block, the sand or gravel will act as if supported. If the sticky sand is removed afterward, the sand and gravel that were placeded next to it will not fall unless they are broken, allowing the player to build cascading sand/gravel traps more easily.
Yeah, but random blobs of goo that appear, their only intent to kamikaze you off into the sky? That really *is* strange. And, uh, a rename?
Nope. Slimes = S"lime"s, Swets = S"wet"s
And who said they're kamikaze? They're made of water. They aren't going to drown IN water, and if they fall, they'll probably just evaporate back up to the Aether eventually.
Well, this is pretty much the only one, and it's a sentry, a statue or something. For a place with a lot of light, a damaging light beam would be pretty cool.
If you want damaging light beams, stand underneath a crystal tree.
Anyway, all that said, I think the Aether is a great idea - don't get me wrong, I'm not trying to just troll what you've created.
No offense taken, It's just gotten to be a habit to explain my reasoning behind the features.
Quote from SC2Daedalus »
Wow, this idea sucks so much this thread has turned into quote wars.
It takes more than just people responding to multiple different points to constitute as a war.
Since light travels twice as far in the nether, creating a permanent twilight, shoulden't there be something similer in the aether?
What? LAVA travels twice as far in the Nether. The reason the the Nether is never super dark is because brightness decreases by 10% each level rather than 20%, resulting in a minimum light level of the overworld's level 8 equivalent (redstone torch).
That no-brain piggies thing explains a lot.
1-Explains why they are so morrons
2-Explains why they come to us when we kill them
3-Explains where do zombie pigmen come from
4-Doesn't explain why this guy has sig'd me
I love the idea of the Aether, but I don't think it should be designed as a direct antithesis to the Nether. It should have its own ideas so a player won't be like, "Quicksoil and Stickysand? That's not too original." I'm not too sure what to suggest otherwise for blocks, so I guess I can't complain too much.
I love the idea of the layout, though, being very wide-open and having floating islands. Creating a 2d render of the overworld might be a bit difficult, but there could just be a lightly-colored void as the lower boundary, which would invoke just about as much death, and not hinting that the Aether is above the overworld.
Oh, and the only thing cooler than riding a pig? Riding a Flying Pig.
I love this idea, but there are some things i dislike about it/think should change. If i have nothing to say about the idea, I like it.
First off, (most important to me), the Mobs:
+Strongly dislike the Zephyr.
+I think that the sentries should be more like a lightning elemental. Don't drop anything but give you free access to the temple (they only spawn in temples thus)
+I think that dragons should be implemented: Dragons, except make them either green and/or blue. Have them be very territorial over one single island.
+Also implement the Air Moa, found here: Moa
I LOVE the glider.
Second off, the Terrain:
+I don't like the Aether rock.
+I'd like a mix between the two floatsand ideas, but I don't like the idea of it flying around like crazy. Simply have it float aimlessly (would allow for precarious stepping stones)
+I dislike the idea of having it snow. Make it sunny with turquoise grass, lots of pools, six to seven trees an island, and lots of temples.
+I think that the quicksand should act like water, simply pushing the player off the island, but make it so that if you try to go against the flow of the sand, you'll ultimately lose and fall off the edge.
+Implement marble as an additional material found only in the Aether. Maybe have this: ( = marble)
make a marble pillar, to give it a greek/roman feel. Give temples lots of columns.
Please add a signature Icon so we can continue to spread the word of this idea.
NOTE: sorry for my long (and extensively opinionistic) post. I often have much to say on these big threads.
Grey explicitly stated he wanted to add as few blocks as possible to the Aether, and even as it is it's walking the fine line of "too many".
Except that each suggested block adds something new to the Aether. Marble does not.
That no-brain piggies thing explains a lot.
1-Explains why they are so morrons
2-Explains why they come to us when we kill them
3-Explains where do zombie pigmen come from
4-Doesn't explain why this guy has sig'd me
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Anyway I love this idea notch has to take it or else my minecraft experience will never be perfect...
3:1 then? half as much as the nether:overworld one?
last I hear the nether overworld ratio was 8, not 6. I was figuring 1/4th or 1/2 of that.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
my mistake, i still think it should be 1/2 though, so 1:4
Even if it's a different dimension that does not have a solid floor to have an actual "elevation" it still exists amidst and above the clouds, which means it will have similar properties. and while it's a "heaven" it's not Heaven, so the queues don't need to be taken from there. Besides, it's not like the cold harms the player, so I don't see why cold temperatures would make it less "heavenly"
I thought it already stated in the description. Whatever face is open will simply check how many galestone there are directly adjacent in the opposite direction to determine the strength of the wind.
Flowvein already works by chaining. It has 1 output, 1 main input, and the other four faces only act as inputs if they are directly facing the output of another flowvein block. It allows for more controlled joints and boosting the wind power in a more compact area.
Again, this one should have been covered in the opening post. It will only travel as far as half a map chunk, so if you hit it and don't move, it would move all the way to the edge of the map chunk and then stop, even if you move with it, it will still stop by the end of that same distance.
[/quote]Yes, there's nothing wrong with the acceleration part, but why have some form of oxygen loss, and why a weird mechanic for jumping? Why not just 'your speed increases by x1.1 for every block of this you move over'?[/quote]There's a limit to how fast the map can update. If there weren't any limits, you could end up accelerating to the point that you could outrun the limits of the map generation speed. Rather than put an arbitrary cap, I figured that oxygen loss would be a more realistic cap.
don't want to. when it breaks/melts to its insubstantial form, it is treated as a liquid that can be picked up in the bucket. Having a variety of different blocks is important, and not just to have everything as "thisrock" and "thatstone"
Crystals aren't magic.
Black trees that grow upside down, and it just has shadows where the leaves would have been. I think that's a very fitting tree for the Nether.
I did:
Nope. Slimes = S"lime"s, Swets = S"wet"s
And who said they're kamikaze? They're made of water. They aren't going to drown IN water, and if they fall, they'll probably just evaporate back up to the Aether eventually.
If you want damaging light beams, stand underneath a crystal tree.
No offense taken, It's just gotten to be a habit to explain my reasoning behind the features.
It takes more than just people responding to multiple different points to constitute as a war.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
What? LAVA travels twice as far in the Nether. The reason the the Nether is never super dark is because brightness decreases by 10% each level rather than 20%, resulting in a minimum light level of the overworld's level 8 equivalent (redstone torch).
THIS IS EXACTLY WHAT I WAS THINKING!!! OMG IT'S PERFECT!!!
A ying-yang to the Minecraft world, finally!
I love the idea of the layout, though, being very wide-open and having floating islands. Creating a 2d render of the overworld might be a bit difficult, but there could just be a lightly-colored void as the lower boundary, which would invoke just about as much death, and not hinting that the Aether is above the overworld.
Oh, and the only thing cooler than riding a pig? Riding a Flying Pig.
Say that to just about every other person in this thread.
Also, is it really gonna be snowy up here? I'd rather it not be... But that's just my opinion.
Click here to see the list of awesome ideas I support!
First off, (most important to me), the Mobs:
+Strongly dislike the Zephyr.
+I think that the sentries should be more like a lightning elemental. Don't drop anything but give you free access to the temple (they only spawn in temples thus)
+I think that dragons should be implemented: Dragons, except make them either green and/or blue. Have them be very territorial over one single island.
+Also implement the Air Moa, found here: Moa
I LOVE the glider.
Second off, the Terrain:
+I don't like the Aether rock.
+I'd like a mix between the two floatsand ideas, but I don't like the idea of it flying around like crazy. Simply have it float aimlessly (would allow for precarious stepping stones)
+I dislike the idea of having it snow. Make it sunny with turquoise grass, lots of pools, six to seven trees an island, and lots of temples.
+I think that the quicksand should act like water, simply pushing the player off the island, but make it so that if you try to go against the flow of the sand, you'll ultimately lose and fall off the edge.
+Implement marble as an additional material found only in the Aether. Maybe have this: (
make a marble pillar, to give it a greek/roman feel. Give temples lots of columns.
Please add a signature Icon so we can continue to spread the word of this idea.
NOTE: sorry for my long (and extensively opinionistic) post. I often have much to say on these big threads.
Grey explicitly stated he wanted to add as few blocks as possible to the Aether, and even as it is it's walking the fine line of "too many".
Except that each suggested block adds something new to the Aether. Marble does not.
Edit: Nether is hot and has lava. Aether is the opposite of the Nether. That means cold and icy.