The Aether: Redux

The Aether: Redux

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[PLANNED] 2.0 update checklist

Zepalesque opened this issue · 7 comments

commented

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 to short_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 the ReduxOverridesPackResources 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
commented
commented

IT’S DOOOOOOOONE!!!

commented

Hmm, I should probably convert this to a github project
Edit: nah

commented

aaaaaaaaaaaaaa this update is going to take forever

thanos-snap-emoji

commented

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

commented

Hey 😄 , when are you planning next release so that #52 will be included?

commented

Likely in the near future, the update isn’t quite done yet but I’d like to get it finished relatively soon