Sometimes one just has to chill and be patient, that keeps the surprise when it is finally released...
(saying that while refreshing the tab... oh the irony,,,)
more familiars will be nice, like a few people said, i don't really connect to any to any of the animals there is right now, and i think choosing the familiar is an important part, also it's hard to treat him as actual familiar if you don't like the animal.
my ideas are
Phoenix- most likely chicken + blaze, with an hint of rebirth on a grasper. also i think it should become a full, immortal phoenix only when made familiar, before it should be just some sort of fire chicken able to fly.
Spider- i think the best way to do this is make spiders tameable, but only with a potion of taming (also will make the extremely hard to find golden hearts useful), spiders born to tamed spiders should be untamed, their minds simply cannot love humans without a little magical help.
Rat- silverfish + dog (?), tameable with rotten flesh, should become larger once made familiar
Bat- just bat, maybe tameable with rowan berries, or maybe a vampire bat for vampires (from zombie and bat), giving special vampire bonuses
Hellhound\Multi headed dog- as hagrid and the Greek god of death taught us, multiheaded dogs are very cool and great companions, and if there is something special for vampires, the hellhound will fit great for a wolfish counterpart. (miltiheaded dog is most likely 3 wolves + slime maybe), multidog should become larger once made familiar and his look different.
Carnivorous plant- for them tree hugging hippies. treefyd + critter snare.
I love the phoenix idea, but I don't really want it to be a flaming chicken (KFC)... Though it might be cool to summon a phoenix boss with circle magic, then kill it to receive it's ashes. Then you can maybe summon it with a hint of rebirth plus the ashes and blaze powder to... um... ok, it's cool, but I can't really think of a purpose for a huge bad **** phoenix other than it being a cool mount and burning the world with it...
A giant squid monster? humm... Maybe instead of a water based familiar, the player will be a swamp monster, being able to breath in water, and control aquatic life? (aqua man? :P)
p.s oh my! look what you guys done... My imagination has gone wild...
Hum, I have a weird idea of a "Brimstone" or "Shoop-da-woop" mana lens which takes lots of mana and shoot it in a big lazer burst and also deals a decent amount of damage. Good for transferring lots of mana, using it on the manba blaster for an offensive weapon, and looking really cool.
More fish-related textures if you want them.
I made harpoons for all the vanilla tiers (wood through diamond) as well as concept art for a Tinkers harpoon if you ever wanted to add compatibility. Also a fishing net and some other stuff. If you hadn't guessed, not_the_krusty_krab.png is a chum bucket. Chum is a type of bait crafted with fish, right click in water to attract sharks or other large predators.
Edit: Since people are asking to do translations. I could translate the mod to Polish if you want.
Guys Gus guys, calm down, he's still planning to revive the mod, let's not have our plans too ahead of our selves (though harpoons are kinda cool, the fantastic fish mod has one though)
So quite a few pages back someone mentioned a spider themed transformation/curse, and I found the idea intriguing as I'm a bit of an arachnophiliac so I wrote this concept up. I'm just rambling here so it would obliviously need to be nerffed and balanced.
-Webs don't impede movement
-Webs acts like air
-Can break webs instantly and place webs by holding right click (Left of Hotbar)
-When in in webs or a block next to webs creative flight, except the block above
-Can stand on top of webs like normal blocks, but shifting will drop you back into
-Can climb walls and sealing as if there where ladders everywhere
-Speed, jump, invisibility, and night vision buffs (Left of Hotbar)
-Invisibility is canceled when moving (Except when crouching?)
-Can use different types of venoms (Poison, wither, and paralyze)
-Can web paralyzed entities (Can't move, can be picked up and sat down by player
and hung on wall or sealing, players can work their way out over time
-Webbed entities will slowly have their innards turned to liquid and can be eaten
-This is the only way to replenish hunger( Making webs and using buffs/de-buffs
reduce hunger as well as movement )
-Paralyze venom slowly adds poison then slowness then blindness then paralysis
-Neutral to all arthropods
-Command spider children from eggs (Stay, guard, patrol, follow, attack, stop
attacking, ect.) (Must be fed?)
-Lay web traps, like land mines that web entity
-Place and break web
-Buffs (Speed, jump, invis, night vision)
-De-duffs (Poison, Wither, Paralyze)
-Web trapped or paralyzed entity
So...Hum... sound like the spider queen mod...
Ok, so I have some suggestions to throw out. This might be a bit long, so bare with me.
Current System Improvements
Vampires- Ok, I believe a few things should be touched up on this a bit. I'm not going to touch on the sunlight thing, because the community beat the idea horse last time it was brought up. For one, there should be a way to control your vampire children more. For example, having them follow you, commanding them to feed on something, or even leveling them up so that they can reach your state of power eventually. Vampires should also have a sort of mist form, which would make the player untargetable for a short period of time. Fire would still hurt though.
Lycanthropy- There should be unique appearances for werewolves. Example, different coats of fur, eye colors, etc. It's a weird request, but I feel it'd add to immersion. Werewolves should be able to inherit some of their strength and speed in human form, and maybe have a sort of scent mechanism.
Demons- Dealing with demons feels a bit lackluster, and there's really no drawback to it. All you do is summon one, trap it (hardest part really), then use it for trading and banish it when convenient. They need something more. There needs to be something at risk here. You're dealing with a nasty creature here. Demons are monsters, tricksters, liars, but the mod does very little to show it with the exception of the monstrous aspect. Along with that, their appearance is rather lanky, easily comparable to an Enderman just because of the model alone. Basically, demons need a revamp.
Mandrake Root- It needs more uses. I was thinking maybe if you Shift + Right Click a bed it hides mandrake root under the bed (ripping off Merlin a bit) causing nightmares. I tried using demon hearts once, but the noise makes it obvious. The root could be discovered the same way it is placed, but does anyone really shift click their bed?
Death- He needs to show up more. I think it'd be pretty interesting to see a spectral embodiment of death appear nearby someone when they die. Also, Death is
Marionette Ritual- Fairly simple, perform an infusion on a puppet and then you can control the person with the puppet for a short time. They can however resist. However, it works wonders with mobs. You can even see from their perspective.
I'll suggest more when I have time. Ta ta for now.
That's a lot of stuff there
I'm sure Emoniph is going to eventually revamp some of the old stuff, I mean the mod is only at version 0.24, but it already a huge mod that has different areas of magic. And yeah, I do really thing customizable werewolf look is a good idea, cause every werewolf just simply looks the same
This deserves the most random mod in the year award...
Q: Can I use your mod in my mod pack?
-A: For now I don't want my mod to be distributed on any other website than here, on my thread. So don't ask me, the answer is NO.
Q: Can you backport the mod to a previous version?
-A: No, I will not do this because it makes absolutely no sense. Why would anyone ever want to go to a previous version of the game? The code works differently and it would just be a pain in the ass.
Q: Is this mod compatible with the XXXXX mod?
-A: This mod should be compatible with every mod.
Q: How do I install the mod?
-A: Read above.
Q: Does this work on SMP?
-A: Yes it definitly does. And it's installation is the same as in the client but in whatever server folder you created by installing Forge in the minecraft_server.
Q: Can you make tamable/ridable mobs?
-A: There will be tamable/ridable mobs as soon as I learn how to do it, and as soon as I have some free time off school.
Q: Can you make XXXX mob/block/item for me?
-A: Maybe. If I like your idea I will work on it my way. So make any suggestions and I'll tell you if I'll do it.
Q: How/Where can I tell you about my suggestions?
-A: Just post your suggestions in the topic replies and I'll get working on it if I find it a good idea!
Q: Can you make the XXX hostile mob tamable/ridable?
-A: Definitly no. They are hostile for a reason, so stop asking it. It annoys me.
Q: Why did you not reply to my post?
-A: If I don't reply to a question/suggestion, it's most likely because it has already been answered in previous posts. Or I may have also missed it. If it's important just type it again but make sure it hasn't been answered before.
v3.3.0 (because I like skipping numbers)
This mod is trying to make the world full of wild and endangered animals. We are trying to put in animals that are
found in a lot of zoos but are not usually found in other mods. We will make it easy to capture, relocate and build exhibits for various animals such as Rhinos, Giraffes and Walruses. If you want more animals to fill you zoos and minecraft worlds with then this is the mod for YOU! We are planning to add features such as pack behavior and larger herds as well as more plants and new building features such as huge three block wide iron doors. Comment below if you have ideas about animals, items, blocks, plants or features. We are currently working on a trap block that will catch up to 6 mobs when they step on it to help with the capture of animals. We are also working on a incubator which will improve the chance of eggs hatching depending on how long they are in there.
http://zawamod.org/index.html The download can be found here!!!
Alpha Version 1.3 for 1.7.2 forge is released!
-updated from 1.6.4 to 1.7.2
-fixed crash bug when fish bite lures on servers
-added manta rays
-added NurseSharks, 3 varients
-added Fancy Fungus Fish
-added a purple regular fish varient
-re-sized the sail fish
-added new item: Creepedo; small, medium, and large
-added air tanks, single & double
-added an Air Compressor block for refilling the airtanks
-added new tool: harpoon
-added armors wetsuit & flippers(press f for a boost when underwater)
-changed the goggles so that they give night vision when underwater, and have 100% chance of getting the respiration enchantment when enchanted(edit: seems this feature isn't quite working )
-added Diver suit armor. makes you sink to the ocean floor & give lots of extra breathing time when wearing full set.
-added shell armors crafted from clam shells & pearls. comes in 4 different colors
-fish animations have been tweaked
-fish behavior has also be altered to make them wander more instead of only swimming in strait lines
-spawning of all fish has been improved by despawnong some squids
attempted to update the thread with info on the small crabs... after 4 or 5 tries it still doesn't seem to want me to add anything other than a single picture. however if you're reading this, then it finally worked in letting me edit the thread. I am very confused... these forums seem to be very buggy in weird ways now after the recent update. :\
7/26/2014: fixed the typo in the last news update.. i'll fix the rest of the post once the forum support spoilers again,
the bugfix alpha version 1.2 for Minecraft version 1.6.4(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
we FINNALLY release the alpha version 1.1! we added a couple coral blocks and plants, added coral reefgeneration and kelp forests into the ocean biomes! we also added a generated structure in vilages, a new villager, and a handful of new mobs! the new mobs include: clams, starfish, lobsters and 3 types of new fish! there's the mossyback bottom feeders, spotted bottom feeders, and salmon! we also added the goggles to help people fully apriciate the new changes to the oceans. we also reworked the ai for the fish so they'd work the way we intended in the 1st update(they were very glitchy) we also added 5 new types of food! raw and cooked lobster claws and lobster tails. we also added sushi!
the atlanticcraft reviewed the mod, and showed off some features from the current dev build. its posted below 3/28/2014: TODAY WE REALEASE TO YOU, THE ALPHA VERSION! it features the regular fishy that comes in differnt colors, and the cave fish! the only items in the alpha are the differnt kinds & sizes of fish, and the net needed to capture them, and the fish fillets which are the food that the fish are crafted into. the download will be at the bottom of the page. 3/14/2014: as of a few days ago, the modder LittleBreadLoaf, the creator of the Bleach Mod for Mincraft has agreed to start working on the mod. today i got to test out what he's done so far, and its looking great! we might even have a downloadable alpha version of the mod ready in under a week! x/x/x: Overhauled opening post on the forum. Added info for (etc etc)
the bugfix alpha version 1.2 for Minecraft version 1.7.2(Forge) has been release with a few new features. added small crabs, tuna, and sailfish! also you can now catch squids with your net and release them whenever you want! we also added a new color variation for the lobsters, so you can now find black lobsters.
lots of things have happened since i last updated this post. we've recruited a new coder, Frag2000, who has basically re-created the mod from scratch, and has taken leadership of the mod's development. we also created a shared MCforums account for the dev team to make posts and to use to post a new thread for the mod. once we FINALLY post and update version of the mod we will be removing most information on this thread and adding a link to the new one.
The fish are able to detect a floating lure in the water when its within a specific radius and height depending on the type of fish, and will slowly swim towards it and once they get close enough they dart at it and get "hooked". Once they're hooked all other fish will avoid the lure and hooked fish and flee from it. The hooked fish will start to berserk and swim around erratically like a peaceful mob that has been attacked. To "catch" the fish once its hooked simply right click to pull it on land. After a set time of being hooked, depending on the fish, a fish will start to swim downwards making it harder to pull out of the water. Once its on land it will begin to flop around on its side like a real fish bouncing around until it is killed or lands back into the water. To get the fish in item form you left click it with a "net" which will despawn the fish and give you the fish item that can be used to re-spawn the fish. This means chasing down fish with the net is a valid fishing method assuming you can get close enough. Fish also avoids players keeping their distance by darting extra quick, so the player can't simply swim after them and hit them with a sword.
Coral reefs and kelp forests have been added! dispite being called kelp forests, theyre mostly made of seaweed, and only a small amount of kelp.
spawns rarely in villages with 2 fantastic fishermen(new vilagers)the fisherman trades in "pearls" for various mod related items. he also buys legendary fish for large amounts of emeralds!
1.6.4 alpha release version 1.0.0:
1.6.4 alpha release version 1.1.0:
1.6.4 alpha release version 1.2.0:
1.7.2 alpha release version 1.3.0:
1.7.10 alpha release version 1.4.0:
*Don't forget to if you like what you see!*
Imagine a scale. You've got a hundred pounds of ice on one end, a hundred pounds of gunpowder on another. Different, but similar weights.
Now imagine you drop a thousand-ton purple and orange weight on the end. It's odd-looking, quite a lot of pain to acquire, and throws the scales off massively. How useful is it in much other than tipping those scales? Arguably, not much. Now should we put a thousand more tons of ice on one side, or just get rid of the weight?
Alright, that metaphor went off the rails. The point I'm making is that Draconic Evolution is that weight-- entirely crazy, unreasonable, exceptional and not altogether something that balance should be based off of. I think a counter to it is just fine, especially when the unkillable titan wrecking everything can be countered by something designed for just that guy. What's worse-- being an unstoppable, gaudy murder machine, or ending said murder machine's reign of terror with a weird sword? :V Draconic Evolution is not some idol shrine to be protected and revered, it's an example of sheer OP endgame catastrophe.
I'm pretty sure things need weakness to be "balanced", not just effort to acquire, and the sword now provides one Maybe it'll encourage people to look into other mechanics in the mods their using?
Is there any point to this sword OTHER then being pissed that someone else has powerful armor and you can't kill them? Seems like a REALLY easy sword to get with minimal work that allows you to defeat someone who had to put hours of grind in to get that armor. Seems INCREDIBLY unbalanced in the favor of FM. Why is there no boss fight or other mechanic that makes getting this sword actually take some effort?
Getting started in AM2 is quite simple to do.
First, you need to find a pool of liquid etherium:
Place an item frame within a few blocks of the pool, and put a book into the item frame, and watch the show.
This will give you the Arcane Compendium, which has everything you need to continue using the mod, from guides, to structures, to items, to bosses.
The Compendium by default is staged to unlock as you go - this can be turned off via config.
Keep in mind, the compendium doesn't limit progress, so even if something is locked, you can still craft and use it. Using and crafting items/blocks that you haven't yet unlocked will unlock them, as well as other items directly related to them.
3-part spotlight by Direwolf20!
Part 1: The basics
Part 2: The Blocks and Mechanics
Part 3: Cool stuff you may not know
I have a question... (bug reporting instructions too)
I'm having trouble with Optifine...
AM2 supports Optifine only in the main mods directory. It will not work if optifine is in a subdirectory. Move optifine there and it should work.
Note that disabling optifine by changing the extension to .disabled currently will not work - you need to move it out of the folder completely.
When is the next update?
When it's ready.
Something Something Something Complaining About Textures
I never claimed to be an artist. Go make your own texture pack. If you do, feel free to send me a message and I can put a link to it in this post.
Support AM2! Grab a banner:
Some textures present in Ars Magica 2 were created by the amazingly awesome D3miurge for this mod's exclusive use. The license for those textures can be found at http://www.minecraft...6-d3miurge/#am2
Spell icons used include Painterly Spell Packs 1 through 4, courtesy of J. W. Bjerk (eleazzaar) at opengameart.com.
Some item icons used courtesy of Ails at http://www.alteredga...vx-custom-icons
The original Aether mod was one of the largest and most popular Minecraft mods of its time back in the Minecraft beta. With the Aether II, we aim to recreate that same amazing experience but with a fleshed-out sense of quality. The mod includes amazing features such as our advanced party system, our vastly redesigned dungeons, and much, much more. Aether II is designed to be the polar opposite of the Nether, a grand realm of floating islands in the sky with dark secrets beneath. Getting to the Aether is easy -- a 4x5 glowstone portal (just like the Nether portal!) and a little water will open the path to the skies. Discover new unique mobs and items in this vast and beautiful world.
The Aether II is currently in an open alpha development stage, meaning the mod is highly unstable in some areas. Don't fret, though, we will soon be releasing our first beta update, complete with tons of fixes, improved systems, new biomes, mobs, items, and more.
New Ores, Items, and Armor
While exploring the Aether you'll come across a variety of new ores, such as Ambrosium and Gravitite. Search and discover each new ore and unlock its secrets!
The Aether II is also accompanied by sevreal new sets of armor each accompanied by its own special ability. A full set of Neptune armor, for example will allow you to walk across the depths of the ocean with ease, and a full set of Valkyrie armor will allow you to fly! Getting your hands on these mythic sets won't be easy, though. Fight and defeat dungeons, and if all else false, try your luck at using some Continuum!
Dungeons and the Party System
One of the most revolutionary additions to the Aether II is our advanced dungeon and party system, allowing you to team up with friends to tackle some of the Aether's most difficult (and rewarding) challenges together. Explore the newly designed Slider's Labyrinth, a reimagination of the original Aether's bronze dungeon, and fight the realms darkest and most dangerous foes.
Once you've assembled your party, have the party leader simply right click the dungeon's entrance, queue up, and enter the depths of the labyrinth. Dungeons regenerate their loot, enemies, and bosses after a party leaves, ensuring everyone gets a shot, not just whoever finds it first.
While the original Aether's dungeons only took up a small area, the Aether II's Slider Labyrinth occupies entire islands, meaning you'll have no shortage of loot to grab, enemies to fight, or chambers to explore! Each dungeon contains five minibosses that must be defeated before gaining access to the final boss, the Slider.
How are you going to conquere dungeons with your friends without having a way to meet up? The Aether II is built on the Minecraft Forge API, allowing an easy way to create and manage Aether multiplayer servers! Minecraft Wiki provides a simple tutorial on how to get your own server up and running.
But if you don't want the hassle, just hit the "Official Aether Server" button on the main menu. We've got an awesome server set up by the awesome team at CraftNode Hosting complete with an myraid plugins and an awesome community to help you get started!
We know installing mods can be difficult, so we're proud to present the Aether II Launcher! All it takes it logging in with your typical Minecraft credentials, choosing what version you want, and hitting play. The launcher will install everything you need to a new folder, .aether, so you can still easily manage all of your Aether II files. Launcher not working for you? Make sure you're running on an updated version of Java 7, and if you're still having issues, you can grab the files for a manual installation below.
Donating to the Aether II will unlock the Donator Perks section in your inventory, allowing access to several exclusive skins for your Moas, plus many more perks we're working on! Donating is easy and directly supports the developers so we can continue work on bringing the mod closer to release. Hit the button below, type in your username and the amount you wish to donate, and PayPal will take you through the rest. Any donation supports us, so any donation will unlock the extras!
Project Leads: Brandon "Kingbdogz" Pearce and Emile van Krieken
Developers: Collin Soares and Chris Peterson
Art and Design: Oscar Payn and Hugo Payn
Music Composition: Emile van Krieken (Grab the Aether soundtrack here!)
Community Manager: Brandon Potts
Quality Assurance: Jon Lachney
Additional Compositions: Moorziey and Aether UK
Retired Team Members: Jaryt, Cafaxo, Saspiron, Liberty, Flan, _303, Risugami, Tundmatu and Kodaichi