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Altered Aether

Altered Aether builds upon the aether by adding several awe inspiring biomes, and mechanical tweaks to make exploring the Aether more rewarding
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Description

Altered Aether expands the Aether to reach new heights. With a taller Aether to match the Overworld, new biomes with striking landforms, rare landmarks to hunt down, lightning storms over the peaks and rideable aerwhales, you'll have more reasons than ever to journey to the Aether.

The mod is best enjoyed with the optional mods below installed, but it works on its own as a standalone expansion to the Aether.

Requires: The Aether, Aeroblender (and TerraBlender). Install on both client and server.

New Biomes

Altered Aether's biomes live in their own region, so Deep Aether and other Aether worldgen mods keep theirs.

Biome Terrain
Aether Plateau stepped mesas with lakes, pools and the odd waterfall off a cliff
Frozen Crags floating mountain massifs along ridgelines, tarns, snow drifts, ice spikes
Tempest Peaks needle spires, branching native copper crystals, strike craters and lightning storms
Shattered Rift an island torn apart into tall, blocky columns, with clouds of rubble hanging in the gaps
Windswept Dunes thin sheets of quicksoil winding high through the sky, rippled by the wind; ruins and dead bushes
Skyroot Cathedral forest islands of giant skyroots joined by roots and canopy bridges: hollow trees you can build in, tunnel trees, trails, lamps and pilgrim camps
Nurselog Hollow colossal fallen trees with walkable hollows, giant stumps, flooded craters and islands crumbling apart
Archwood Groves Ars Nouveau's archwood forests (needs Ars Nouveau; the Flashing grove also needs Ars Elemental)

Atolls are set into the skyroot forests and the plateau: rings of land round sunlit lagoons, with quicksoil beaches, coral reefs, glowstone, kelp, tropical fish and glow squid. Some hide a treasure chest.

The giant-tree groves are full of secrets: chests sealed in burls, fallen logs and stumps, swamp lakes round lone giants, stumps holding springs, and the mossy stone ruins of the people who came before. Out on the plateau, rows of great stone heads stand sunk to their chins in the turf.

Rare Landmarks

  • Tempest Crown: a cluster of storm-black needles rising far above the Tempest Peaks, crowned with lightning rods. The storms strike it first.
  • Frozen Spire: one colossal twisted spire of ice in the crags.
  • Grand Cascade: a staircase of pools stepping down to an island's edge, the last pouring off into the sky.
  • Great Fracture: a canyon across the rift, one side heaved up over the other.
  • Double Atoll: an atoll alone in open sky, with a second ring in its lagoon, a golden oak at its heart and a treasure chest.
  • The Grandfather Tree: the Skyroot Cathedral's ancestor tree, some 140 blocks tall, with a hidden room lined with golden oak heartwood.
  • Deserted Village Tree: a squat giant with a canopy 90 blocks across, its trunk carved into a village whose people are long gone: a street, houses, a great domed hall and overgrown fields on top.

Rumour maps to every kind of landmark turn up in grove chests and Aether dungeon chests. Follow the red X.

Features

  • A taller Aether: the Aether is built -64 to 319 like the Overworld, with deeper islands and room for the tallest landmarks. Turn off the "Tall Aether" datapack when creating a world to keep the stock height.
  • Tempest storms: storm cells drift over the Tempest Peaks and strike the high ground, with a warning of sparks and thunder first. Overworld-metal armour and tools attract lightning, and standing on copper in a storm calls down a strike unless you wear leather or gem boots.
  • Tamed aerwhales: feed a wild aerwhale blue berries to tame it, and enchanted berries to breed. Saddled, an adult seats four players, and its back is a deck you can walk on while it flies. Add chests for saddlebags. Steer by looking, dive with space, and leap off with J. Sneak and use it to make it stay, wander or follow.
  • Unsaddling: sneak and use an empty hand on a saddled phyg or flying cow to take its saddle back.
  • Ambrosium campfire: a campfire of skyroot and ambrosium that burns in the Aether.
  • Gleam vines: glowing cave vines in Aether colours, hanging from the giant trees.
  • Advancements: an Altered Aether advancement tab for every biome and landmark.

New Mobs

  • The Squall: a storm-cloud cousin of the Zephyr that hovers over its target and calls down lightning instead of firing snowballs. It roams the Tempest Peaks.

Optional Integrations

Highly encouraged

Mod What it brings
Deep Aether its stones, blocks and ground cover in our biomes; totems, carved squash, tiki torches, poison pools, giant trees of its woods, skyjade lanterns, glowing vines and moss in the groves; its own aerwhales if you prefer them
Aether Overworld Ores its ores placed by biome; 42 enchanting recipes

Notable

Mod What it brings
Ars Nouveau the archwood groves, familiars and wilden; archwood moves out of the Overworld and into the Aether (configurable)
Ars Elemental the Flashing Archwood Grove, flashjacks, sirens, sourcestone boulders
Create zinc in the Tempest Peaks; bulk enchanting with a fan behind an ambrosium campfire
Oreganized silver in the crags and the rift
Dried Ghast dried ghast fields in the Windswept Dunes
Snuffles Snuffles in the Frozen Crags, and only in the Aether (configurable)
Mowzie's Mobs nagas in Deep Aether's Yagroot Swamp; lanterns in the Skyroot Cathedral and Deep Aether's Luminescent Forest
Integrated Villages its airship village in the Aether, and no longer in the Overworld (configurable)
Aether: Beyond Parity its campfire is replaced by the ambrosium campfire; grove chests use its skyroot chests

Everything is configurable in config/altered_aether-common.toml: biomes, landmark rarity, storms, spawns and each mod integration can be tuned or switched off.

Credits

Huge thank you to the Aeroblender team. Without their work this project wouldn't be possible.

Altered Aether Team

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