If anyone wants to come discuss the Aether mod, you can come over to the IRC channel #aethermod on esper.net. Come chat with the dev's and other Aether-lovers! If you do not have an IRC client here is how to join the channel with your web browser: 1. Click on 'Chat now!' In the top right hand corner. This will go to another page with an input box which has '#' inside it. Inside the input box, type in #aethermod and press connect.
Aether II Mod is an extension of a mod which has been able to attain legendary status in the world of minecraft. This is one of the most exciting mods that you will ever come across in the world of minecraft.
The mibbit client will then request for your username, type it in. Have fun chatting!
See you there! Hello everyone!
Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer. If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below. Tweaks: - Dungeon Rewards are now hidden in TooManyItems by default.
However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing 'TMIhidden = true' to 'TMIhidden = false' in modAether.cfg file. This file can be found in your /.minecraft/config/ folder.
DO NOT change '#TMIhidden (boolean:true)' as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change 'TMIhidden = true'.
Completely restructured Sound files for the Aether. When riding a saddled Moa, a 'Jump Meter' will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.
Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.
Ambrosium Shards now only heal 'half a heart'. We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers. Gravitite Ore is now much more common.
Zanite Ore is now slightly less common. You can now press 'B' on your keyboard to gain a Book of Lore for free.
You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3). Placing Lava in the Aether now freezes it into Aerogel. Books of Lore no longer appear in Dungeon chests. Aerogel no longer appears in Dungeon chests.
Carved Stone no longer appears in Dungeon chests. Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16). When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free. If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says 'Hmm. Perhaps I should attack this beast with a Pickaxe?' So that new people understand they cannot attack it with other weapons.
Enchanted Gravitite texture now changed, so as to save Sprite ID's. The time taken for Baby Moas to digest their Aechor Petals has now been decreased. Life Shards now have a new sprite, to make them look more like 'Shards' rather than heart containers.
Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now. Bug Fixes: - Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).
Cockatrices and Zephyrs now despawn when on Peaceful mode. Aerwhales and Zephyrs now despawn when stuck. Fixed the Glowstone Dust description in the Book of Lore: Volume 2. Fixed the Glowstone block description in the Book of Lore: Volume 2. Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3. Enchanting Golden Darts and Buckets of Poison now works as intended.
Golden Swets now work correctly. Baby Moa's no longer lay eggs. You can now configure the spawn rate of Aether mobs in modAether.cfg (/.minecraft/config/). 0 = no longer spawn.
Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire. Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.
Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds. Saddled Moas no longer despawn. From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode.
To fix this, just recollect the bed and place it again. Bonemeal can now grow Skyroot saplings and Golden Oak saplings.
You can also use it on Aether Grass to grow a group of White and Purple flowers. You can no longer move the Bronze Boss with the Hammer of Notch projectile. Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes. Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps. The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human 'hurt' sounds when damaged.
Fixed an audio-related issue with Moas and Flying Pigs, where they would build up 'step sounds' while flying, and would play them all at once when landing on the ground. Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.
Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest. Additions: - Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music. Unique 'Victory' tunes have been added when defeating Bronze and Silver bosses.
A small 'Achievement' tune has been added when completing an Aether achievement. When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: 'GeneratedName, the Valkyrie Queen'. Added a new 'Flying Cow' mob. While they are nothing too special, they do drop leather when killed.
These creatures can be saddled and flown around. Added a new 'Aerbunny' mob.
These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed.
This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world. Added a new 'Whirlwind' mob.
These hostile entities will throw you into the air when you get too close. Added a new 'Quicksoil Glass' block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil. Added a new 'Zanite Block'. This is a purely aesthetic block, for the purpose of storage and building materials.
It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them. Added a new 'White Flower' block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future. Added a new 'Purple Flower' block.
These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items. Added a new 'Freezer' block.
This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement.
Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches. Added a new 'Ice Ring and Ice Pendant'.
When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever.
These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron. Added a new 'Healing Stone' item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards. Added four new craftable capes: 'White, Blue, Red and Yellow'.
These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic. Added four new Dungeon Rewards.
One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards. Added a completely new 'Main Menu' which is interchangable in-game and with the modAether.cfg file. This menu, by default, has an 'Aether Theme', with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played.
This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: 'Q' for Quick Load, 'T' for Toggle Theme, and 'W' for Toggle World.
The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the 'Classic' style of buttons and logos (which includes the Minecraft logo, etc), or the 'Aether' style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off.
While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the 'Aether' styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with modAether.cfg, which can be found in /.minecraft/config/.
By default, 'aetherMenu = true' means that Minecraft will always load with the Aether styled buttons and logo. If you change that to 'aetherMenu = false', your game will always load with Minecraft styled buttons and logos. Additionally, the default 'worldMenu = true' means that your game will always preview your previously played world on start up.
However, if you change that to 'worldMenu = false', your game will always start up with the classic Minecraft menu in normal Minecraft. IMPORTANT INFORMATION: The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS.
It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly! ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API.
Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01. There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen.
It actually isn't, you just need to wait a few seconds for the menu to do its thing. We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts!
It's finally here. One of the biggest projects in Minecraft Modding history is now completed. Five very well-known and talented modders ( Kingbdogz, Kodaichi, Shockah, Flan and 303) have joined forces to develop the Aether, a celestial realm found in outer limits of the atmosphere. The Aether is what you could call the 'antipole' of the Nether.
The Nether is a network of desolate, fiery caverns filled with bloodstained Cobblestone and sticky Soulsand; it lies beneath the very soil of our Minecraft world. The Aether, on the other hand, is a collection of floating plains and islands, all connected together to create a breathtaking dimension of the skies. Even during the night, the Aether is still quite peaceful, and a normal day in the Aether is the equivalent of three days on the surface. Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants.
They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Moa Eggs Description: Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal).
When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps. Gold Dungeon Description: Gold Dungeons are the hardest Dungeons to defeat, and contain the most powerful rewards and items in the mod. Unlike other Dungeons, the Gold Dungeon does not have any defenders leading up to the Boss; the Boss greets you as soon as you enter the Dungeon. This Dungeon can be found in giant floating mountains with a collection of Golden Oaks on the mountain's top.
This Boss in particular cannot be harmed with any item in the game; you must figure out a way to defeat it once you confront it. Enchanting - Gravitite Ore Support the Aether Mod! Just copy the code below and insert it into your signature. url=Alternative Banners (Credits to Kanza and Divinux!): url=url=imgurl=imgurl=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/himghttp://i.imgur.com/rL0P3.png/img/url.
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. 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.