Open Shinoow opened 4 years ago
If you're considering Worldgen changes, I think what I might suggest is something to spice up the Abyssal Wastelands (single biome dimensions are so last year). I think a few tall stalagmites on the ground might break up the empty landscape, and maybe some rotten tree formations (ie. a trunk with some "branches", no leaves). As for biomes: currently it's just a plain of green, so perhaps a biome with some more Coralium, like the swamp in the Overworld, an expanse of "sand", maybe a Plateau, some sort of biome with a bit of height to it. Some colour variation might help, too, like some Cyan or Turquoise. Coralium oceans might also be worth a shot; later versions could add more ""life"" underneath.
Well, now I know what I'm gonna do this week... but yeah, everything is up for grabs pretty much. Now to come up with a dozen new plants to add to the various dimensions...
Sounds great, even more so because I'm approaching the AW in my modpack soon. In my opinion the place should be a lot more lethal, more caves, more structures, maybe with mobs. Maybe a config option which Dimension the first Portal is made in? I want to move it to the Beneath in my pack.
I also think the Spectral Dragons need some changes, they seem to just randomly spawn anywhere and can fly through solid blocks so even when I am in creative in my testing world they constantly try to attack me. That makes building a base in the Abyssal Wasteland impossible.
I strongly agree with more Biomes, maybe a few trees, what about abandoned Villages?
I still have some internal bits to work out with the new portal system, but a config option for which dimension the first portal is made in would be possible to add. Worth noting you'd need to enable performing rituals there (since the new portals are created through rituals rather than the key just placing them down all nilly willy). Could even be solved with a single line of ZenScript once the gateway key override functionality has been revamped (the aforementioned enabling of performing rituals is also available through the CraftTweaker integration).
Something i'd suggest is nerfing the entropy spell, or even removing it entirely. If you use an autoclicker, you can get PE so fast that you wont even need statues anymore. It's really op.
Something i'd suggest is nerfing the entropy spell, or even removing it entirely. If you use an autoclicker, you can get PE so fast that you wont even need statues anymore. It's really op.
In fact, if you have ever tried to charge PE with a large amount of statues (furthermore, making statues equip the corresponding charms), you would find it far more faster than using entropy spell with auto-clicker (like 300 PE/s). More importantly, in this way, you won't need to charge energy manually. So with such a powerful way to generate PE in an incredible speed, I don't think the spell is op enough. So far as I know, it actually takes quite a long time. (For example, to fulfill an Abyssalnomicon) Lastly, the current speed of entropy is 5-9 per cast.
The portals currently change colors on their outer edge based on the destination dimension.
I'd still love a version of this for 1.7.10, but no one makes mods for 1.7.10 anymore, unfortunately. :(
It would be cool if there were more accessories that buff the player maybe at the cost of PE. Also you could make the dimensions a bit more dangerous.
@Shinoow any updates for the version 1.18.2? cuz i would love to see this mod received a new update :)
Since porting to any MC version beyond 1.12.2 has been put on an indefinite hiatus, I figured I might as well do a clean up of things, including some of the planned content removals that were to be part of the port.
If you have any thoughts or drastic changes you'd like to see, leave a comment here (or in any place where I'll see it), and I might take those thoughts into consideration.
With that in mind, here are some preliminary lists of changes to come:
Things that will be removed from the mod:
Mechanics that will change in the mod:
Other noteworthy changes:
I also hope to complete the last bits of #371, #372 and #373, and #264 should get a go for its money.