#paradise-lost Friday 13 May 2022
48 messages5 people
- KWe had to approach this issue with Aether 1 + 2 compatibility, which we ended up settling on making a new portal for Aether II00:54I think shroomlights would look underwhelming/not as grand as is fitting to the dimension theme
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- A00:55However, changing the portal would be an interesting idea for multiple reasons
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- Kand a port of the original Aether mod to Fabric is likely a LONG ways off if we end up deciding that's a good idea for us
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- K01:00all portals lead to the same spawn island when players enter the Aether and it's always the basic Highlands biome01:00it was a cool idea but turns out it kinda just sucks lmao01:00it means most players don't even realise there are other biomes 😂 😂 and it makes it hard to get people to diversify their playthroughs01:00so I would definitely say don't use our solution lmao01:02I think the solution really is to have some low entry point but high maintenance mechanic that can mitigate harsh elements early on01:03high maintenance enough to not allow the player to settle in an area but low entry enough to not immediately kill the player01:03so they have tools to move AWAY from hostile areas if they spawn in or come across them
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- A01:39Alright, now I can talk about this01:39Am on computer01:39So the two main thigns to consider01:39First and foremost is the afforementioned thing of safe biomes01:40Or to be more accurate to how we design the world, safe regions01:40The snow region has already been mentioned as to why the player would not want to spawn there, being thrown in there without any insulating equipment would end in a swift death01:41But the big issue here is that the dangers that each region poses are both varied and not always so clear01:41Just going over the regions relevant to progression (+ the snow region since oh well we have mentioend it already)01:41The highlands are... actually pretty safe since they are your standard babbeh biomes.01:46The Snow Region doesn't just cause passive frostbite build up, but also has a few nasty enemies that the player could spawn near + a field boss. The Eternal Peaks don't have any overarching environmental dangers, but depending on what exact biome you spawn on you either have to deal with venom swamps that shut down your health regen if you dip a toe, or hard to traverse mountains (or both) - also vilebloods but those are only a danger if the player decides to attack them. Hearthgrove is an area that I have not yet formally presented to the team so for a tldr: blazing pink forest sprinkled with giant ice crystals. This place has a combination of environmental frostbite, thermal vents, and vicious lategame enemies + another field boss. Golden Steps / whatever the final main region will be called is... actually fairly safe as long as you don't piss off the valkyries... which given how people play mc it is a 50/50 chance on whether they get their skulls crushed by buff divine tomboys.(edited)
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Replying toKatieso they have tools to move AWAY from hostile areas if they spawn in or come across them
So granting them the tools necessary to navigate whatever temporarily would probably be... difficult01:48One solution I've thought about is to mark certain biomes as "safe" or not, similar to how mc marks biomes for spawn safety. Then, instead of portals generating based on translated coordinates, they wire you to the nearest safe biome so you don't disintegrate in an endgame area the moment you take your first step.01:48Along with that, there could be a way to make "unsafe" portals that do hook up directly similar to nether portals, for things like fast travel01:48Regardless, I do think that makes the issue clear01:49Oh also, another thing but imho if we change the portal material we should unhook it from the nether and make it so you can access the dimension using only overworld stuff.01:50It would mean people could start venturing into the dimension earlier which would make progression smoother. + people are more likely to get hooked into stuff they get dragged into early
01:50@cr24 @Jack Papel @CDAGaming pinging you on this one - S
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Replying toSollyIf you do want the portal to select safe biomes to spawn in, I would be interested in…
@Kyrptonaught you two talk - K03:37We can do this, wouldn’t be too bad. We could already do this with CPA with PortalFrameTesters. We can override that03:41This could be a bit odd though if say player enters the aether at coords A, arrives to aether at coords B, travels a bit then builds new portal and arrives back at coords C. Coords A and C could potentially be thousands and thousands of blocks apart03:44Regardless I can add the ability in CPA to specify the starting area to begin picking a location to place the portal. That should be enough, you would then just search for the biome and input those coords. CPA would then just continue as normal attempting to find a valid location to place the portal03:45Or we could go one step further and just allow completely custom portal destination placing
