9/4/2019 Aether Mod For Minecraft
The Aether II is the sequel to the highly popular dimension mod 'The Aether', set in a hostile paradise miles up in the clouds, the Aether is an entirely different world from what regular players are used to, filled with fantastic creatures and mysterious structures, the Aether is. As with a massive overhaul of a mod, issues are bound to arise. The Aether for Minecraft 1.12.2 is not considered stable yet, but is playable. We recommend.
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Announcing, Aether II - Highlands We've been hard at work on our update to the Aether II mod, from a complete rewrite of the mod's code base to a massive overhaul of every concept and aspect of the mod. New textures, blocks, NPCs, structures, you name it. And we're not even warmed up yet.
We're back on track to create the best version of the Aether II yet, and we're opening the flood gates to players on Curseforge today. What is the Aether II? The Aether II is the sequel to the highly popular dimension mod 'The Aether', set in a hostile paradise miles up in the clouds, the Aether is an entirely different world from what regular players are used to, filled with fantastic creatures and mysterious structures, the Aether is a world brimming with life and history. You'll have to relearn key ideas as the Aether challenges you with twisted materials, terrifying monsters and deep lore if you want to survive and prosper in this strange new land. As the mod comes closer to a final release, Dungeons, Biomes, NPC settlements will pepper the landscape, offering new and exciting challenges and experiences unique to this mysterious world.
Snapshot ('Alpha') Releases You may have noticed that Aether downloads for Minecraft 1.12.2 are marked as alpha. As with a massive overhaul of a mod, issues are bound to arise. The Aether for Minecraft 1.12.2 is not considered stable yet, but is playable. We recommend staying away from adding the Aether to modpacks or making showcase videos quite yet, as you may run into serious bugs or progression issues. Dependencies The Aether II release (1.7.10-1.6) requires GGUtil which can be found Aether II indev builds no longer require any other mods to be installed to play.
Older Aether II indev builds (1.12.2-1.0.0+) require Orbis API to be separately installed. It can be found What's new? New in 1.12.2 we have a redesigned portal block!
The Aether Teleporter! Crafted with just stone and iron you can now access the Aether II's content early on in your survival playthrough.
A new prologue area will guide you into the Aether's world. The new Necromancer NPC will be your contact for getting to the heavenly realm. Explore his tower before heading to the Aether! The Aether II has also seen a huge face-lift! New textures, mobs, blocks, and structures can be found in the hostile paradise that is the Aether.
Revamped world generation that's better than ever, producing actual islands! Trade secret stuff. New biomes and island features are now available! We have a lot planned for Aether II. Highlands will launch very soon™ and will have these features and more! Official Discord Server You can chat with other members of the community and get super secret insights into development. Patreon, our re-imagining of Aether II mod wouldn't have been possible.
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Please consider pledging to help fund development, and you'll receive some special perks in the process! Follow The Aether Facebook: Twitter: Website: Back soon Comments.
I downloaded the 1.7.10 version for my modpack and when I entered a world, it took way to long to load the chunks. I quit out of it and it also took extremely long to exit out of the world. I removed the mod and it worked perfectly fine, so I decided to try it on it's own and it still happened. Is there something wrong with the 1.7.10 version? I'm using the latest 1.7.10 version of Forge, but it still happened with the recommended version. I originally used the recommended version, but this started happening as soon as I downloaded the Aether, so I decided to get the newest version, and it started working very well, but now all of a sudden it's happening again. A lot of questions come to mind when I am playing this mod.
Why is this experience separate from my regular minecraft experience? Why do I lose my inventory and progress so that I have to start new in basically a new world? What is the significance of the castle? And why do I have a completely new inventory system and currency? The first thing I would address is implementation.
It seems like you guys have tried to design a game on the minecraft engine, and then plan to 'make it work' with everything else. In most aspects this seems to be completely separate from the minecraft overworld (which you guys have renamed), so basically everything I do in my modded experience - all the mod interactions, interdimensional travel, hard work, etc. Means nothing in the world of Aether. If this is your intention, I would suggest making this just a project for vanilla minecraft, not to be played with other mods. It will save you tons of work on compatibility fixes and will also allow you to keep the design you've worked hard for. If this is not your intention and you truly do want this to work with other mods, there is work to be done. Implementation - Equipment I would wager that at least 50% of modded players use more than 50 mods on average.
Personally, my packs almost always have at least 90. Mods that add new worlds, such as yours, are almost always included in the popular packs that people play. In most of these mods, the new world comes as a compliment to the minecraft world.
You experience the content across your playthrough and can travel freely between worlds, keeping all your stuff with you. Why is it necessary that you go into Aether with a clean inventory? So that you're forced to start with low-tier equipment and extend the playtime? If that is the intention, perhaps people should have the option to begin in the Aether?
Another solution could be to add a market for selling Non-Aether items to reward players who have a lot of playtime prior to entering the Aether. I can understand not wanting to litter the overworld with even more stuff, but there's better ways around it. The Portal My guess is you wanted some way to still use that giant castle thing when you switched to the item portal. I feel like there needs to be some explanation as to what to do.
Maybe make the path to the glowstone portal thing more intuitive. I ended up running around that castle for a LONG time before I realized what to do. Travelling through a portal to go through another portal also doesn't really make sense to me. You could make the NPC interaction occur after the player goes through the original portal.
After the conversation you could transfer players to the Aether world. Custom Systems: I'm sure there's a great reason as to why we have another inventory system, backpack system, and currency system instead of using the baubles inventory (perhaps with a custom module) or a backpack mod, or even one of the currency mods. Hey, custom is great! Problem is that people who want to use other mods are likely also using baubles and backpack and currency mods, so that creates compatibility issues as well as balancing issues (Say a person utilized both inventories and filled them with stat-enhancing gear!) Do you guys plan to add compatibility for all of these mods? Or should this be played on its own without any of those mods?
Maybe your system could be written to be used instead of those other mods but it seems like it would have been easier to try and work with the other mod authors to begin with, rather than going to them for compatibility workarounds. Bugs: The bugs I encountered were mostly compatibility issues, I'm sure. I am putting them here so it can be said 'they were reported'.
Messed up Aspect Ratio, Crosshair Offset, Bottom of screen cut off. Makes using JEI difficult because half the search bar is missing. Recurrent Complex Error when generating chunks (cascading lag). Severe Lag. Bunnies freezing in the air.
Crash when loading dialogue for Angel girl (I saved the log) 4. Mod Compatibility: I feel like this might need to be stated as your mod doesn't really WORK WITH these mods, it just doesn't mind if they exist.
Again this is here for the sake of 'reporting it.' Not compatible/redundant:.
Baubles (Or additional inventory mods,). Backpacks!. Iron Backpacks.
Currency Mods are Redundant (not really an issue) SUMMARY TL/DR. I think it might be better to make this mod standalone, but if you don't want to then the mod should be implemented to better work with the minecraft world. Some instruction is necessary when you begin the mod in order to know what to do. You should be able to keep your inventory or at least have the option to go to Aether when you start your world. This mod isn't really compatible with a lot and setup is a pain. You could have easily used some existing mods instead of writing new content, but if you choose to go with your content then better compatibility efforts should be made, such as disabling functionality to certain mods when using Aether. Perhaps even a dialogue should be placed on this page to let users know the nature of your mod and how the experience will differ from regular minecraft.
There are bugs. Bugs: Overall I can see a lot of effort has been made here and I would love to have this as an addition to my world - it just needs to cooperate better! Lack of compatibility with anything is insane with the newest version. I have few mods installed(not many of them) and the game is just straight crashing with concurrent exceptions upon loading worlds, I guess that it would also crash if creating new worlds because it has conflicts with other mods. They did the same mistake like it was with original Aether in MC Beta by ignoring mod compatibility and if devs won't fix it then the mod will be left in a corner like original Aether did. I wish someone could port 1.7.10 version like someone did it with Legacy.
Highlands too much concentrates on NPCs and new models instead of gameplay quality and stability. I hope the devs aren't rushing listed features now just because they missed release date. I don't mind Highlands being released even in 2020, at least release it stable and fully working. Seriously, that entire NPC interactions and intros could be just a small feature, not a main feature of the entire mod, the mod could be still good without these things. We've actually been trying to focus on mod compatibility alot in this iteration of Highlands.
The problem your having is: 1. These are indev builds, meaning it's currently in development. We try to make builds at the end of each of our 'sprints' aka small development cycle. We try to forsee any compatibility issues, but obviously we can't catch them all.
We depend largely on the community to report mod compatibility issues, again we try to code in a way that supports compatibility but we can't test and check everything. We aren't ignoring mod compatibility, sometimes it doesn't get fixed right away because it's planned for a later sprint, sometime's we don't even know a compatibility issue exists because it hasn't been reported. To answer your statements in the second paragraph: We do focus on gameplay, stability, and quality, but again, these are indev builds so alot of times it is more important to get the feature in, then balance and stabilize later. We aren't rushing anything, we are going through cycles of feature implementation and bug fixing.
NPC interaction is extremely important for what the mod is designed to be, and yes, the mod can be good without it, the vision we have for the mod includes NPC interaction, questing, etc. All not really implemented yet. I highly recommend you either join our discord and utilize the #help channel or post crash information on our git's issue reporting tool so we can be aware of incompatibility issues and fix them for the release.
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