I don't really see how that would be possible to pull off with those wands, at least in the way they're held while extracting essentia. At best it would look extremely awkward.
I downloaded this and have been playing it with a couple of friends, and two problems stuck out to me.
One: Performance issues. Probably more on our end than anything but something in the forest is causing us to lag out something fierce.
Two: The forest feels strangely docile and empty for the most part. The hedge mazes and wizard towers are a lot of fun, but there's no real danger or sense of adventure wandering through the swamps and forests. Aside from the occasional house with a single druid spawner in it, the Forest feels far too safe.
Awesome mod though. We've been enjoying it despite these issues.
When I saw how silverfish spawning worked, I was legitimately terrified of how Vechs would use them. I saw him creating a one-shot trap that would detonate a TNT block in the middle of a mass of silverfish blocks with a little hole in the bottom that drops into the hallway where the trigger is.
So I was bored as hell and started tallying up the number of completely separate posters complaining about the name, reached page 45 and realized I already had 33 tallies and over 600 pages to go. Needless to say, I gave up.
Over 50 wolfaboos complained. 0 were successful. Keep up the good work, if I were to make a suggestion, it's that you add more ways to kill wolves.
It says in the first post you cannot just paste the files in on top, you have to start from a clean minecraft.jar. And it's not hard. Just copy the files in for Modloader, Audiomod, PlayerAPI, ShockAhPI r5.1 and the Aether mod (In that order) and add in the resources. Then delete META-INF.
Yeah, the problem was with PlayerAPI. Got it working now, after watching the updated installation video to see if I'd missed something.
EDIT: While I'm at it, is there any way to keep the title screen from defaulting to the panoramic view? It takes significantly longer to start Minecraft up due to that.
I feel like I'm in an abusive relationship with this mod... somehow, updating to 1.02 broke it for me. Again. I love this thing, but this mod is such a pain to install.
My Avatar is for all ages you idiot and if you keep trolling this thread i'm going to start reporting since kingbdogz said that he supports the thread so i do too...
Please refrain from trying to have an opinion until you can legally drive a car, you are only hurting your own image by reporting every post you feel is "trolling". Actually, as I recall, the first truly trollish post made in this thread was, in fact, made by you.
On-topic: Thank you for this. The inability to fairly get aechor petals was driving me insane.
I do understand why you'd want another dungeon after gold. The sun spirit isn't exactly difficult, compared to the Silver boss. Some sort of "diamond dungeon" or whatever would be awesome. A full-dungeon with an epic boss at the end that puts all of the overpowered Aether gear and items to the test. I realize that months of development time have already gone into this mod though, and expecting an entirely new set of enemies and a boss probably isn't realistic with how many bugs there are to fix. Just food for thought.
Suggestion for future maps that just came to mind:
Use the Nether as a way to house Dungeons, keeping people from setting up beds in forward bases there. I guess the spacing between them would be a lot higher and thus hard to put portals in the normal world, but as long as the dungeons didn't extend in the same direction it might be an interesting way to make them more difficult.
I thought the haunting mines were somewhat interesting in layout, like you were supposed to use the minecart to transfer survival supplies and use it as a mobile base. Skeletons and creepers don't agree with that strategy, but... you know.
infected - Kaizo starts out relatively tame, intersection 2 is where you'll start having trouble. Sea of Flame isn't what I'd call 'easy', but Kaizo is most definitely harder.
The 'trap' that destroys the entire dungeon in Sea of Flame does kind of suck. I guess the idea is to keep you from tunneling into it from the side and stealing the wool the cheap way, but due to the number of creeper spawners in the dungeon, it's basically guaranteed to blow the entire map up sooner or later.
Legendary really doesn't pull a trap like that. There is a way to ruin the VM, but you can stem the lava flow and get it under control. The wool in legendary isn't really hidden for the most part either, it's always at the bottom of the dungeon or the hardest single point to reach alive, for the most part. There are a few that are basically hidden, but for the most part just secure the entire area and you'll find the wool.
At no point do I remember the wool chest being booby-trapped to explode. If you're talking about the furniture in the East Commons mines, well, don't try to move it. :tongue.gif: And there's no wool in the mine.
As for what I'd like to see, I'd love to see a Ruined City map that is somewhere around Black Desert in difficulty. Just a giant sprawling metropolis of skyscrapers and creepers raining down on my head. To fill the role of a dungeon, you could put a giant airship, a castle, or a sewer in to hold that ever-frustrating red wool.
Alright, just explored the last inch of the map using the bugged chainmail. Sorry Vechs, but I could tell by the end of Intersection 2 that there was no way I would see the end of this map without using the bugged armor. :tongue.gif:
I have to say that the final areas are markedly different from the rest. Where the rest are huge, expansive exhibitions of mapmaking showoffery that are littered with traps and spawners, the final "intersection" (if you can call it that) is a meat grinder. Plain and simple. All of the areas are created for the explicit purpose of killing you as fast as possible, as often as possible. Prior to it, the map was somewhere in the realm of possibility, ranging from Ilvern Mines to the Spine Forest dungeon in difficulty. The last intersection? It's just ridiculous. I express my sincere doubt that any LPer will have the patience to finish this.
(Zisteau, I'm looking at you. Finish your grass farm and get on it.)
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One: Performance issues. Probably more on our end than anything but something in the forest is causing us to lag out something fierce.
Two: The forest feels strangely docile and empty for the most part. The hedge mazes and wizard towers are a lot of fun, but there's no real danger or sense of adventure wandering through the swamps and forests. Aside from the occasional house with a single druid spawner in it, the Forest feels far too safe.
Awesome mod though. We've been enjoying it despite these issues.
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toomanyitems mod is just trolling your maps.
sorry vechs
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Or an entire dungeon made of silverfish blocks.
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Over 50 wolfaboos complained. 0 were successful. Keep up the good work, if I were to make a suggestion, it's that you add more ways to kill wolves.
(Exploding tennis ball)
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Yeah, the problem was with PlayerAPI. Got it working now, after watching the updated installation video to see if I'd missed something.
EDIT: While I'm at it, is there any way to keep the title screen from defaulting to the panoramic view? It takes significantly longer to start Minecraft up due to that.
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Please refrain from trying to have an opinion until you can legally drive a car, you are only hurting your own image by reporting every post you feel is "trolling". Actually, as I recall, the first truly trollish post made in this thread was, in fact, made by you.
On-topic: Thank you for this. The inability to fairly get aechor petals was driving me insane.
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I haven't been that far in
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Use the Nether as a way to house Dungeons, keeping people from setting up beds in forward bases there. I guess the spacing between them would be a lot higher and thus hard to put portals in the normal world, but as long as the dungeons didn't extend in the same direction it might be an interesting way to make them more difficult.
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The 'trap' that destroys the entire dungeon in Sea of Flame does kind of suck. I guess the idea is to keep you from tunneling into it from the side and stealing the wool the cheap way, but due to the number of creeper spawners in the dungeon, it's basically guaranteed to blow the entire map up sooner or later.
Legendary really doesn't pull a trap like that. There is a way to ruin the VM, but you can stem the lava flow and get it under control. The wool in legendary isn't really hidden for the most part either, it's always at the bottom of the dungeon or the hardest single point to reach alive, for the most part. There are a few that are basically hidden, but for the most part just secure the entire area and you'll find the wool.
At no point do I remember the wool chest being booby-trapped to explode. If you're talking about the furniture in the East Commons mines, well, don't try to move it. :tongue.gif: And there's no wool in the mine.
As for what I'd like to see, I'd love to see a Ruined City map that is somewhere around Black Desert in difficulty. Just a giant sprawling metropolis of skyscrapers and creepers raining down on my head. To fill the role of a dungeon, you could put a giant airship, a castle, or a sewer in to hold that ever-frustrating red wool.
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I have to say that the final areas are markedly different from the rest. Where the rest are huge, expansive exhibitions of mapmaking showoffery that are littered with traps and spawners, the final "intersection" (if you can call it that) is a meat grinder. Plain and simple. All of the areas are created for the explicit purpose of killing you as fast as possible, as often as possible. Prior to it, the map was somewhere in the realm of possibility, ranging from Ilvern Mines to the Spine Forest dungeon in difficulty. The last intersection? It's just ridiculous. I express my sincere doubt that any LPer will have the patience to finish this.
(Zisteau, I'm looking at you. Finish your grass farm and get on it.)