AbyssalCraft

AbyssalCraft

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AbyssalCraft 2.0

Shinoow opened this issue ยท 11 comments

commented

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:

  • Plate food, MRE
  • Fried Egg
  • Iron Plates
  • Washcloth
  • Upgrade kits (might consider splitting it off into a separate mod)
  • The Coralium and Dread enchantments (the plagues are contagious enough on their own)
  • A bunch of config options (the config file is going to be overhauled in the update, so some options will likely die in the process, while new ones might be added)

Mechanics that will change in the mod:

  • The portals will be entities instead of "nether portal"-shaped (since having a portal that's shaped like the nether portal is so two thousand and late, and no longer socially acceptable regardless of how long your mod has been around)
  • The gateway keys might switch to activating the portals through a ritual (or place down the vortexes)

Other noteworthy changes:

  • Block IDs will be flattened in preparation for future ports
  • Item IDs might come with some flattening as well

I also hope to complete the last bits of #371, #372 and #373, and #264 should get a go for its money.

commented

@Shinoow any updates for the version 1.18.2? cuz i would love to see this mod received a new update :)

commented

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.

commented

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...

commented

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?

commented

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).

commented

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.

commented

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.

commented
  • It will be good if portal entities vary in textures. Specifically, rendering it with the sky texture (or something else) of the dimension that is leads to. In this case, the portal bridging two dimensions looks different when in different side.
  • Removing the the Transmutator recipe for transmuting End Stone to Ethaxium. Otherwise the player can get Ethaxium even before they actually explore the Omothol dimension. Given that Omothol now generates quite a number of Ethaxium (in the farm) or its variant (bricks and so on, can be transmuted), this change should be reasonable.
commented

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.

commented

The portals currently change colors on their outer edge based on the destination dimension.

commented

I'd still love a version of this for 1.7.10, but no one makes mods for 1.7.10 anymore, unfortunately. :(