And this is also a way to ensure people don't ask me. I don't want to have tons of false bug reports. This way, we can ensure bug reports are legitimate and not caused by wrong configuration and such. Currently, especially during alpha/beta, I want the highest of quality modpacks to have the Erebus when they desire. So, you are saying, technically Azanor is breaking it too? And every modder that doesn't want their mod to be distributed completely everywhere is too? Wait till you run into a pack of Wasps :3. Many people seem to get shivers from our models, and that is the intention. I'm glad they do! We try to make the Erebus models look somewhat realistic, while remaining truly ''minecrafty'', and I think we have done that quite nicely. (?) A new, RF-using, smelting possibility: the Redstone Umberoven. TE3 custom recipes, so various Erebus objects have a use outside of the basic stuff. Basically, anything useful to OreDict should be OreDicted. Ofcourse, all Wood is registered in the OreDictionary, and so are Umberstone and Umbercobble. ~ Most items, blocks and mobs have TC4 aspects. Any other mods that uses OreDictionary and these ores are, ofcourse, supported too. This means that Tinker's Construct is fully supported ore-wise, and IC2 + TE3 + FZ are also almost fully supported. The ores named above can, seperately, be turned on in the config file, so you can find these ores in the Erebus. I feel that, on the FTB fora, it is appropriate to name which mods are supported/integrated. After we add the initial part of it, we will probably overhaul it at least once in this branch, as we have a lot of complicated and fun plans for it. One of these random upcoming things is Dave's beloved bee system, which can be used to farm Honey, and eventually most crops, really. We add random things to spice up the world. Ofcourse, we also branch off a lot of the time. Think of it as Modular Powersuits and Enchantments, but with some more different things and lots of other fun stuff. One of the main uses for this multiblock structure will be to craft and animate the Reinforced Exoskeleton Armour with a variety of upgrades. We also want to overhaul that tool, to require you to sacrifice mobs to regain the life force that is needed to perform these rituals. This new system will be a bit magical, ofcourse, as it requires the Wand of Animation to function. We included Altars already in the 0.1.x branch, but we want to expand on this concept by adding a crafting altar of sorts. However, we thought most of it was a bit too easily obtainable, so we wanted to add a special crafting mechanic that made these powerful items both hard to get and fun to create. In the 0.1.x branch, we added a lot of sweet content. Each boss will drop a special item of its own, to make them all worth defeating instead of simply doing it for the experience. Each boss will provide a new challenge, taking inspiration from the Mutant Creatures mod and the Twilight Forest Lich, to make some require tactics, others require puzzling, and others simply for bashing. Not all dungeons will have a boss, but the major ones will. We plan to add a variety of special dungeons, based on either real-life insect-made structures, fantasy-esque arthropod nests or lore-related temples and ruins. No matter how fun exploring the terrain is, nothing beats the excitement of finding a never-before-seen dungeon. More mobs, special like this one, can be expected very soon. It is a passive mob, but still does much more than most hostile mobs do. Dave has been doing lots of work on mobs with interesting AI, that do much more than simply bumping into you. Ofcourse, all biomes will include new mobs. We have been working our butts off to add more variety to the terrain gen, including more special worldgen conditions, better ore distribution (not as ''everything is everywhere'' as it is now) and lots of new plants and trees to collect. Biomes and mobs are two major parts of the mod. Here a brief overview of what the 0.2.x branch will include. The 0.0.x branch was crap, the 0.1.x branch was random and directionless, but the 0.2.x branch should finally include many long-awaited features, and also features nobody asked for that we just want to implement ourselves. The 0.2 update news and sneakpeeks segmentÄ .2 will hopefully finally push the Erebus in the right direction. It has been balanced to provide quite the challenge, with stronger (and more) hostiles, but also a bunch of powerful gear to help you survive. The Erebus is a mod about giant invertebrates, and it takes place in a vibrant, underground world with various biomes and a ton of stuff to do (and we are not nearly finished). Even though it is an alpha mod, it is quite stable. It has come a long way, has known many developers, and is currently at a state I would call ''stable''. My name is Dylan and over the past 1.5-2 years, I have been working on a dimension mod called the Erebus.
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