[PLANNED] 2.0 update checklist
Zepalesque opened this issue · 7 comments
This is a checklist of planned features for v2.0, and will be updated as I finish things / find new ones.
General/Large scale changes:
- Remove unnecessary built-in packs
- Biome tints
- Look over feature placement and distribution in all biomes, tweak it as necessary - seems to be reasonable
- Consider a pre-release?
- Trailer for update (release when update is out, but complete before)
- Trailer description
- When all else is done, backport to 1.19.2 for one final release (maybe bugfixes later as well, may also port v2.1 possibly)
Config:
- Configuration option for Bronze Dungeon structure upgrades
- Disable mining speed changes by default
- Configuration option to disable Gilded/Golden vines
- Config to disable the cloud layer datapack
Resources / Built-in Packs:
- Remove many of the existing built-in packs, they can be moved to the Reforged II resource pack
- Consider moving mob sound changes to built-in packs
- Modify classic cockatrices pack, so that_instead_ there is a 'purple cockatrices' or 'blighted cockatrices' pack that is enabled by default (should also affect the default model cockatrices)
- Alter Aechor Plant design
- Veridium pack variants for veridium dart shooter
- Update Jappified pack, add new rings
Reworks:
- Rework Subzero Crossbow, new particles, splash effect?
- Phoenix Ring -> Phoenix Emblem
- Valkyrie Ring -> Grand Victory Medal (gives health regen that scales as health decreases, along with removing the need to collect more medals for every valk queen fight)
- Enchanted ring should be a base to craft other ring accessories
- Sentry Ring rework - will be a variant of the enchanted ring; hitting enemies while wearing will cause electric embers to spark off of them, damaging other mobs they hit and creating nice spark particles
- Change the method of obtaining the Slider Music disc
Additions:
- Airbound Cape (replaces previous sentry ring, gives double jump)
- Raw Gravitite
- Raw Gravitite Block
- Gravitite Ingot (implement fully in future update)
- Ring of Wisdom (grants additional xp drops)
- Shroom ring (Gives an adrenaline ability)
- Veridium arrows (more damage and more accuracy than normal arrows
- Nerf veridium arrow damage and make them a tiny bit faster if possible
- Replace Veridium Arrows with Veridium Dart Shooters
- Redux Menu screen
- (MAYBE, may save for a future update) implement a Paradise Lost-like swet behavior
Tweaks:
- Increase number of maximum layers in leaf piles, allow stacking of leaf piles on top of eachother
- Add biome colors for aether biomes that match their climates
- Add the same but for aether grass in vanilla biomes
- Increase spawnrate of veridium
- Make golden clover item use top texture
- Holysilt + Aether dirt to make Coarse Aether Dirt
- Potentially rename Aether Grass’s id from
aether_short_grass
toshort_aether_grass
- Suffix for Redux advancements
- Jade overrides to indicate things like mob model changes
- Change grass patch feature to not place on coarse dirt
- Improve Gravitite Ingot texture
- Fully implement Gravitite Ingot config (config enables datapack, maybe adds lore overrides? Not sure)
- Improve Veridium Ore texture (make it fit better with the base mod holystone)
- Nerf Veridium sword
- Further nerf the snailshell shield
- Decrease size of mossy holystone and aerogel blobs
- Redo menu panorama
- Rename Phoenix emblem to Solar Emblem
-
- Modified by the Aether: Redux -
suffix for the gravitite advancement when the ingot config is enabled - Fix Infused dart shooter chute (shoot?) pallete
- Raw Gravitite blocks should not use the rare color
- Alter Cloudcap spawnrate
- Switch Solar Emblem to use vanilla item cooldown system
Code refactors:
- Use mixins rather than renderer overrides for mob model changes
- Remove biome placement patches, as the new biome tints along with block-below-predicate patches render them completely useless
- Fade effect for fallen leaves rather than instantaneous disappearance
- Redo vanilla block tint system for the aether
Things to investigate:
- Figure out how to use biome modifiers to add a grass color variable seperate from vanilla’s
- Mixin to make mobs avoid quicksoil? But this time for
QuicksoilBlock
itself to prevent compat issues - Potentially mixin to fix a neoforge bug related to biome modifiers and grass color, also report to neoforge issue tracker (mixin bc they’re unlikely to fix it for 1.20.1)
Removals:
- Remove Bundle of Aether Grass
- Remove oat muffins ):
- Remove depth parameter from the blight / cloudcaps
- Remove Double Cloudcap plants
- Remove Quickroots
Fixes:
- Fix weird behavior from the
getCandidatePacks
method in theReduxOverridesPackResources
class - Fix incorrect buff of uninfused veridium sword rather than infused one
- Make Zanberry bushes spawn properly
- Log error for dark swet loot modifier
Wyndsprouts and other sprouts rework:
- Remove Oats
- Remove Luxbuds and their purified variant
- Move Luxbud advancement to cockatrice feather
- Add bundles of wyndsprouts
- Wyndsprout seeds
- Wyndsprout Bagel (may alter name in future)
- Other variants of the bagel, like blueberry (could also mix the three sprout seeds with it for an everything bagel lol)
- Oatmeal
- Wyndsprout Crop
Gilded Groves rework:
- Remove Aevyrn Bushes
- Add config to switch between normal/enchanted grass
- Implement enchanted blockstates for plants in the biome (or for white flowers, implement a seperate block)
- Make Golden Oaks more common than Gilded ones
- Secondary, potentially more open biome variant, maybe with more Gilded trees and no stone ‘cracks’ on ground (Gilded Grasslands?)
- Consider bringing back the Zyatrix for the grasslands
- Config to use skyroot-like gilded oak shapes
Blight rework:
- Remove Blighted Fungi
- Implement Corrupted Vines
- Try to make cockatrices spawn here at daytime
- Blightbunny
- Blightbunny tooth
- Spear of the Blight
- Increase chance to blight mobs when hit with a thrown spear of the blight
- Make the spear enchantable
- Inebriation Potion from Blighted spores (Potion of Intoxication?)
- Redo Blightwillow Tree shape
- Give blightwillows more height variation
- Feather of Endurance accessory
- Make Blighted Caves even rarer outside the blight, perhaps more common in it
- Blightwillow Leaf Piles
- Blighted Aerclouds (will heal blight mobs such as cockatrices and blightbunnies and will harm others)
Highfields (Skyfields) rework:
- Remove Chromatic Bushes (More specifically, rename them, retexture them, and move them to the unnamed Shrublands biome)
- Increase chance of spawning Skyroot trees
- Remove Firecaps
- Add white/purple flowers
- Implement Xaelia flowers
- Fix Xaelia worldgen
- Crystal tree spawns?
- Rename to skyfields
- Rename fieldsprout to fieldsproot
- Fix missing item model stuff for fieldsproot leaves and fieldsproot petals
- Fix language name thing for fieldsproot leaves
Cloudcaps rework:
- Redo mushroom shape
- Redesign Springshrooms
- Implement Shimmerstools
- Spore particles from Cloudcap Spores
- Large patches of coarse dirt
- Springshroom Jelly block
- Retexture Avelium
- Maybe turn Lightroots into a vine-like block similar to glow lichen?
- Rocks
- Implement Shimmercow
- Fungal Caves
- Consider using randomized textures for cloudcap cap blocks
- Mykapod (funny mushroom snail thing)
- Mykapod Shell chunk
- Snailshell Shield (cancels knockback, may nerf to a ~75% or so knockback resistance)
- Shell Shingles block (blast-resistant, placeable by dispensers, breakable by pistons, enchantable into hardened variant which does not have the dispenser and piston behavior, maybe has some alternative behavior)
- Mykapod sounds
- Figure out what on earth is happening with the mykapod shedding animation???
- Related - Figure out why mykapod animation is wonky when pausing the game
- Make mykapods spawn in the biome properly
- Make lightroots spawn on avelium
- Make shimmercow have glowing back mushrooms (use entity emissive translucent rendertype)
Frosted Forests rework:
- Add snow layers
- Purple variant of Glacia trees
- Two sub-biomes, frosted tundra and glacial taiga
- Aerogel patches in stone?
- Increased spawnrate of Icestone
- Remove Frosted Holystone
- Rework Frosted Fern texture
- Snow side texture for glacia leaves
- Decrease density of trees in frosted tundra
New biome: Skyroot Shrublands:
- Rename Chromaberries, give them a new dark green bush/shrub to grow on
- Implement biome
- Trees (less dense than other biomes)
- Bushes
- Rework Frosted Ferns to no longer be just cold biome plants and put them here
- Slightly more tan/yellowish grass color
- Genesis pine shaped trees
- Denser grass
- Denser bushes
- Coarse dirt patches
Mod Compatibility:
- Aether: Genesis falling leaves
- Bring changes from base mod biomes to Genesis vibrant biomes
- Galosphere Glow/Spectral flare support for Subzero Crossbow
- Make Coarse Aether Dirt interchangeable with Deep Aether’s Aether Coarse Dirt
- Ancient Aether grass compatibility
- Deep Aether plant tints
- Ancient Aether plant tints
- Investigate gravitation for compat features
- Ancient Aether Sky grass feature compat
- Ancient Aether falling leaves
Other things to do:
- Update screenshots on all three mod pages (curseforge, modrinth, planetminecraft)
- Redo mod description
- Update GitHub description
- Finish GitHub credits section
pre-release is out!
https://github.com/Zepalesque/The-Aether-Redux/releases
hmm, I think I’m going to split this into three seperate issues:
2.0 features, 2.1 plans and future plans
That way I’m not tracking things I need to do for this update in the same place as future features
Hey 😄 , when are you planning next release so that #52 will be included?