I've tried to research, and I've found that there doesn't seem to be other sources of this statement, which is rather strange, as it should have been pretty easy.
In particular, I haven't managed to find the official statement.
I've tried to research, and I've found that there doesn't seem to be other sources of this statement, which is rather strange, as it should have been pretty easy.
In particular, I haven't managed to find the official statement.
1.9 wasn't all that poorly received. The main reason why PvP servers don't move to 1.9+ is an unwillingness to innovate.
Also, you're putting the inability of Java Edition to be in Bedrock as deliberate, when it's obvious that it's because of Java. They simply WERE UNABLE to integrate it.
If anything, the REAL questionable decisions ar ethe things such as offering the community to choose ONE out of FOUR mobs that are sorely needed to make the unmodded game more fun, adding questionable items and additions, such as:
Beetroots: Almost no point in farming them, except as a way to free up potatoes and carrots for trading. Oh, and dye, even through bone meal and a Rose Bush can be a better source of red dye.
Iron Nuggets: They only exist in order to be able to break iron gear down into iron, but each item gives too little iron to be of any use most of the time, and crafting Iron Nuggets is utterly pointless.
Woodland Mansions: Underwhelming, as none of the mobs can really counter bows, and the Totems of Undying are too rare to be really used at least somewhat regularly.
New Horse Model: A lot less detailed than the old model.
End Cities: Not bad by themselves, but Elytra are only really useful for exploration in spite of being found after most exploration has been done. Shulker Boxes are easily a better reward.
An incomplete Combat Update: They could have added MORE to the combat than what they did. For starters, more weapons were sorely needed because of the monotony of MC combat.
It depends on the villager career. Namely:
Farmers should buy items cheaply. The price for the items they sell is largely irrelevant because buying food from them is inefficient anyways, so it would only really matter when re-unlocking closed trades.
Fishers are generally awful, as fishing can also provide pretty good fishing rods.
Fletchers should mostly sell as many arrows per emerald as possible, both so as to not have to use non-renewable flint, and to avoid needing to use feathers on them. Bow price doesn't matter because string is rather easy to obtain, and even skeletons drop them often enough to be a decent (If non-optimal) source of bows. In the case of their "Gravel to Flint" recipe, it MUST have 10 Flint per emerald, as otherwise it's more flint-efficient to break the gravel until it's completely turned into flint.
Shepherds are largely irrelevant, except as a way to sell wool. Apart from that, using environmental damage to kill Iron Golems to obtain iron to make shears is more efficient.
Librarians should have:
Good enchantments. Either high-level enchantments, or enchantments such as either the treasure enchantments or Silk Touch, which are useful enough to be worthwhile. Bane of Arthropods is generally bad by itself, as it only increases damage agaisnt mobs with otherwise below-average health.
Should sell as much glass per emerald as possible. The reason is that glass can otherwise be difficult to replace.
Sell price for books and paper is secondary, as they always buy the same amount of Written Books per emerald, and it's always a lot more efficient that way.
Cartographers should buy paper cheaply if possible. Apart from that, most of their offers aren't done often enough to be noticeable.
Butchers should buy meat cheaply, same for leatherworkers and leather. Their other offers are largely irrelevant, as, again, buying food from butchers is inefficient, and leatherworkers sell low-tier armor, althrough saddles can be useful.
Finally, blacksmiths in general largely depend on their enchntments:
Armorers are mostly useful if their general price for chainmail is low, and their diamond chestplates are either cheap or powerful.
Tool smiths should have Fortune in one of their picks. If either has Silk Touch, it's also pretty useful. Otherwise, Unbreaking doesn't matter much, but is likely to be decent. Efficiency is more worthwhile in Diamond picks, as it greatly speeds up the mining speed of obsidian.
Weapon Smiths should have Looting. If possible, there should be Sharpness in their diamond sword. Diamond axes should rather have high Efficiency levels, but thir Sharpness level hardly matters, as the sword is a better weapon anyways.
Finally, Clerics have good trades depending mostly on their Redstone, Glowstone and Lapis Lazuli offers, as they're otherwise difficult to obtain renewably (And Lapis Lazuli isn't otherwise renewable at all).
Mojang should add nuclear mechanics to Minecraft.
Uranium: Uranium ores will be found underground. You need an iron pickaxe or weaker to mine it. If you use anything stronger, it produces a nuclear explosion. Nuclear explosions also occur if the ore is shot by an arrow or blown up by a creeper/TNT.Why should uranium ore explode upon being HIT. WITH. AN. ARROW? Uranium is a LOT more stable IRL, and this is generally too inaccurate, consideirng how complex nuclear bombs are (In perspective, they can be disabled by shooting at them), and, even if we take unrealistic physics, why would this be fun?
Nuclear Reactor: These are crafted with 8 iron blocks around the edges and uranium in the middle. They work 20x faster and more efficient than iron furnaces. Instead of running on coal, they run on uranium. They will also make regular furnaces run this efficiently if they are within 20 blocks from them. The down side is that occasionally, they sound an alarm that they are experiencing a nuclear meltdown. If that happens, you have 15 seconds to take out the uranium in the reactor or else it creates a nuclear explosion. There is a 25% chance that reactors will create nuclear waste instead of the desired item. Nuclear reactors can also serve as redstone.And now you've made something awfully impractical because of the "random chance to kill the player on use". And, again, this is neither realistic nor fun.
Nuclear Waste: They are completely useless, and just takes up space. If they are near plants, grassblocks, or mobs, it will slowly damage them with .5 hearts per second. They are best against facing a bunch of hostile mobs and storing them in chests or thrown in lava.
Nuclear Explosion: They are huge explosions that are 100 blocks radius and form a huge crater. Anything in that explosion will get killed. After the explosion, the area will have radiation floating around where anyone in or near it will lose 1 heart per second. This effect lasts 30 Minecraft days. If you look at the explosion, your character goes blind for a minecraft day.Alright, you tried to be a bit more realistic, but STILL. AN. AWFUL. MECHANIC.
Hydrogen Creeper: A special type of creeper that creates a nuclear explosion rather then a regular one. Their trade off would be they are really slow due to being really heavy. They look like regular creepers that have a radiation icon on their chests and are really fat.Normal creepers are already obnoxious enough. Why would a version that is stronger than Charged Creepers be a good idea?
Radiation potion: Made by using uranium and water. If consumed, there is a 50% chance you die and 50% chance you get stronger.
And a 100% chance to not be made at all because of the chance to kill the player.
So you mean using a hoe on a grass block? Does the grass block change from that or does it just spit out grass seeds? If it just spits them out, you're basically converting hoes into lots of seeds and encouraging click spamming.
You're right, bread is as useful as a baked potato. Maybe grass seeds could be more common than the other seeds, like it already is in village farms? But that's still not great. Does someone else have a better way to "fix" my suggestion?
The Withered Emblem is easily a worse item than the Beacon, as the latter can provide useful buffs, while the former only provides an effect that is exactly like Poison, but weaker in everything except for being able to kill the affected mob.
If the Wither effect were to be able to be caused by the Player, it should be with more acessible means, specially as, by the time you can kill the Wither, you may even have a sword with enough enchantments to kill mobs in 2 hits, so the Wither effect itself won't even speed up the time to kill a single mob.
How about, since this is a steampunk dimension, a train?
Once you've obtained dragon breath you can use it on a minecart with furnace. The furnace will burn brightly, and then it will shoot forward pushing any minecarts ahead of it with it, including any players or mobs within. After about maybe 50 blocks, the train will be teleported to a safe location in the new dimension. This can be repeated to go between dimensions, and you can find dragon breath in some chests in the new dimension (so you don't become stuck). However, as you explore the dimension, you can find materials to build a Hyperspeed Engine that can be used to build a minecart that can swap between dimensions at will and doesn't require fuel or track (however it cannot be used for travel within the dimensions).
A lot of people don't like modernized cars and planes, but if we had some Kerbal Space Program style construction, rather than building the same 3 models of planes, cars or trains, I think this would fit better with the Minecraft theme. (They also shouldn't be called cars, planes or trains. How about "apparatuses" or "flying machines"? Although trains might actually fit.)
Alternatively, the player could build armored walking mechs, which might fit better with the steampunk style.
Would we have to introduce new ores into this dimension? I'm thinking copper or zinc could be used to make brass, which would then be used for steampunk things like the mech suits or vehicles.
Something else to consider with a new dimension is the color scheme. This may sound silly, but here me out.
The Nether has a color scheme of crimson red, and orange/yellow. The End has a color scheme of black, purple, and bright yellow (endstone).
So, what would the color scheme of the new dimension be? Personally, I would really like it if one of the main colors was green, though if it were steampunk it would probably have to include gray/grey or brown too.
Fishg, you are 10000000000000% right on that. Adding more end-game content at the moment would already be pushing it, as you can get fully-enchanted diamond armor so early on compared to how far away the elytra is. I think we should preserve the Diamond Armor, and the enchanting too, but we need to space it out more and maybe make different "tiers" of diamond armor.
What do I mean by that? Well, first we should start by making it so that the player doesn't get full iron armor the first or second night. It's kind of silly how easy it is to get; it gets to the point where the default player is with the armor points of full iron armor, since it is so easy and to obtain. My proposal is that we make either iron ore smelt into 3-4 iron nuggets, or we make iron gear require more iron to make. Maybe iron ore that smelts into ingots could be found deeper, too, so that if you're already at the point of iron armor you can easily get more of it in case you want to make hoppers, cauldrons, anvils, etc.
Now for how we could add "tiers" of diamond armor. The concept as already been partially implemented with having different levels of enchantments (Protection I, II, III, & IV), but just like getting leather and getting iron, they aren't really spaced out. We could potentially make it so that the player has to start out using just Protection I, and then has to get new items to use in place of lapis in order to get higher versions of enchantments.
Another Idea for a Dimension!
This idea is something I've thought about for a while but haven't shared. What if there was an "Eternal Sea" dimension, maybe like Davy Jone's Locker or something? I don't know how you'd access it; maybe if you die at the bottom of a really deep ocean, or maybe if you fail to defeat some sort of new boss. (Though, if you went to an "Eternal Sea" after being eaten by a Kraken sort of thing, it'd be completely ripping off Pirates of the Caribbean.)
Anyway, I am really excited for the thread. I can't wait to see the amazing ideas we come up with, and maybe even get put in the game!
If we're adding more end-game content, then we need to add more end-game threats. The thing about Minecraft is that the difficulty kinda stays the same. (I think there may be regional difficulty or something like that, but I don't know a lot about it.)
In Terraria, for those who don't know, you slowly progress through the start of the game in a sort of "Easy Mode". Once you defeat a difficult boss (The Wall of Flesh) you can move on to a new mode, the unsurprisingly named "Hard Mode". In which, evil biomes spread across the landscape, requiring you to contain them, harder enemies spawn, and you can do more exciting stuff.
I'm not sure Minecraft really needs a "Hard Mode", but maybe the difficulty could progressively increase in smaller ways as the player gets Advancements or as time goes on. Mobs should spawn with more armor and more powerful weapons, mobs can see players from further away, etc. The only problem with that is that on servers, if the difficulty is based on the player, an experienced player could go near spawn and a bunch of difficult mobs would start tearing apart newly spawned players. (And this problem gets worse if the difficulty is world-based, because then new players deal with incredibly hard mobs when joining an old server.)
But the reason for me bringing up Hard Mode or Progressive Difficulty in the first place, is that if we want to add a new dimension with end-game stuff, we need something to give good reason for this new stuff. The one good reason many Gun threads get turned down is because the Bow is already capable of doing significant damage, and in order to make the gun powerful enough to make it worth using, it has to be incredibly overpowered. The same thing can be said about vehicles (or most modern objects), ridable dragons, and many more things.
We should be able to bypass this problem with the new dimension. Since players have the choice of when to enter it, we don't have to worry about early game players getting destroyed by very dangerous mobs. We can assume that everyone coming to this dimension has enchanted diamond. An example of this is the Divine RPG mod, which has 5 dimensions that progressively get harder and require you going to the previous dimension first. I'm not saying we need 5 dimensions, but this sort of "new dimension = more difficulty" idea would work well here.
I completely agree that the current system is a bit too simple. While I'm open to a such a game-changing overhaul to the Overworld, I believe there may be a far easier alternative. Going off the idea that this dimension will contain harder mobs, how about we simply add another armor set obtainable from this dimension. Say the "zombie" of this dimension is 4x as powerful. Enchanted diamond would be the equivalent of iron here.
We could take advantage of a possible steampunk theme by changing this dimension's progression to be more about building "gadgets", rather than smelting materials found from caves. You'd have the scavenge through the dimension to gain parts, and then put them together to create new "gadgets", such as crossbows, booster boots, or x-ray goggles. It might sound moddy, but I think with some effort and the vanilla game intended it could work.
The only foreseeable problem with this is that even more powerful weapons would make the Overworld a joke. However, if the player has already defeated the End they already are very powerful, and as long as Overworld materials (such as diamonds) aren't required in the new recipes, mining in the Overworld will become useless. I think it would be neat for the Overworld to transition through the game into a "peaceful" biome, with most of gathering and combat taking place in the other three dimensions.
When I first read this I really liked this, but the more I think about this the more my doubt grows. If this only attained thorough failure, will it come across annoying rather than exciting? It seems just like another tedious step. Also, just how much would be in the dimension? If there's a lot of cool stuff going on in here, will players purposefully die just to enter the Eternal Seas? Still, I wouldn't be against this being our final product.
Sharks would make less people want to do anything with the ocean! Not only do we have to deal with the fish (Which I actually do like and the dolphins) But when your building underwater which is already painful enough you have sharks attacking you and floating all around your base! Or your trying to sail somewhere all of a sudden a shark comes out of the water eats your boat and swims away or you kill it. Now your stuck in the ocean without a boat and possibley will either A: Quit due to there being no land around B: Drown C: Find the closest island and lose everything you had. Sharks would be a terrible idea to add to minecraft.
I don't know, personally I find the reason silly but I'd rather a unique water hostile than a shark. There are so many awesome water mobs that could be thought up and added instead of a boring shark.
Something similar to a Stingray that can jump out of the water and glide for a short distance before diving, that attempts to land on players to hurt them.
A mob that doesn't attack directly but generates whirlpools to drown players.
A tamable mob that you can right click to grab onto and it allows for fast swimming underwater.
A mob that hides among seaweed and grabs players and tries to hold them at the bottom of the sea (think Grindylow).
There, it took me 3 minutes to come up with 4 potential mobs that are infinitely more interesting than a shark.
I'm not really in support of this, but I also don't oppose the idea.
The problem I have with this idea is that there are more ways to obtain XP. If you're out mining then you don't only get XP from killing mobs, but also from mining coal, redstone, lapis, diamonds and emeralds (provided you don't use silk touch). Next you also get XP from smelting iron and gold as soon as you take out the results.
So for regular survival gameplay such an XP boost could become seriously overpowered.
As such my preference would be to make something like this available in the End, as they're already doing with Mending. So only after you "finish" the game then you'll gain access to more enhanced powerups.
Of course from a technical perspective I'm not too sure that this is doable right now, considering that the XP drops are currently hard coded. Only items ("loot") can be set up using loot tables. So before this would be possible I'd imagine that they would need to make the XP drops more modular. And then also allow us to apply a dynamic reward system.
All in all it would make the whole thing a lot more complex I think.
The Betweenlands for Minecraft 1.10.2
NEWS AND UPDATES -
Version 3.0.0 of The Betweenlands for Minecraft 1.12.2 has no been released an an alpha! This update is a snapshot release and is not final version. Changes are to be expected and some things may not be fully implemented yet, so keep that in mind before you download.
Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!
- The Betweenlands repository on Github
- For frequent news and updates, follow @BetweenlandsDev on Twitter
We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!
Like the mod? Show your support by hitting that little button down at the bottom of the thread!
During the time when the Overworld and Nether were just being born, this dimension existed as little other than a void of nothingness, but energy seeped into it, giving it potential to grow. Eventually, an interdimensional rift appeared, allowing life force to populate this dimension. A race of NPCs inhabited it, including a powerful druid. He and his followers worked to twist the Nether's evil into a weapon of peace. However, when they opened the portal in this dimension, evil surged out into it. This caused the NPCs to become Wights. The powerful druid himself became the Prime Wight, and he now wielded power over this dimension. He caused the Betweenlands to become a swampy, deathly land, as it is now. After much time, a traveller (the player) found their way to the dimension.
The air is so foul that any creature breathing it slowly decays. The realm has no day/night cycle. Clocks, maps, redstone, flint and steel, and compasses are useless here. Due to the warm and wet environment of The Betweenlands, food from other dimensions rots when travelling through the portal to this dimension, becoming Rotten Food.
As Flint and Steel cannot operate in the dimension, there is an alternative way to creating a fire. Simply hold right-click Moss, Cave Moss, or Thorns (either placed or dropped, both block and item forms work) with an Octine Ingot to light it on fire. The ingot will cause the plant to slowly build up flame until it turns into a fire block, without consuming the ingot in the process. This is essential for getting an Infuser started.
Torches will not work here, and you will require Sulfur Torches instead. Along with that, tools from other dimensions will be diminished in effectiveness in the Betweenlands, prompting the player to use the Betweenlands tools. However, Betweenlands tools in your inventory will undergo Corrosion.
How to access -
The Betweenlands revolves around a swampy-like theme. It has a randomly generated, animated green sky dotted with mysterious, hazy stars. These skies have Auroras from time to time, one of the last sparks of happiness in the dimension. The once verdant soil retains a very dead green colour.
The dimension is composed of Swamplands, Patchy Islands, Coarse Islands, Sludge Plains, Deep Waters, and Marshes. The Middle Gem Ores can be found within a couple of these biomes. These biomes are crawling with very thick and uncontrolled flora and fauna, and some contain remnants of long lost civilizations in the form of Small Ruins, Dungeons, and Idol Head Statues, among other mysterious structures. There is one rare major dungeon landmark, the Wight Fortress, that is central to progression. The Betweenlands may give birth to new biomes in the future and will receive more structures, such as Tribe Settlements.
The Betweenlands's default tree is the small Weedwood Tree, although there are bigger variations. The dimensions also provides Sap Trees, Rubber Trees, and Dead Trees. More trees are to come in the future.
The dimension carries a whole underground system with ores such as Sulfur Ore,Slimy Bone Ore, Octine Ore, Syrmorite Ore, Valonite Ore, and Life Crystal Ore. The caves themselves are often wide and house underground flora and dripping stalactites, along with echoing cave ambiance.
The Betweenlands only has two underground structures at the moment, and those are the Tar Dungeon, located in the Caverns layer, and the Underground Ruins, located in the Lake Caverns layer. Ancient Temples and more will be arriving in the future.
Lots more information, as well as lengthy, in-depth guides for the mod, can be found on the official wiki.
Feel free to create your own banners too! The best ones will be shared here
This is a really nice model! It's not really what the fallen would look like though. Also, I agree and i'm trying to think of a better, more useful drop that works well for a ghost. Ectoplasm maybe? If so what could it do? I'm thinking a "cleansing table" that removes enchantments.
Recently, a leak of a shark mob for version 1.14: The Update Aquatic was released. Afterwards, Mojang announced that the leak was fake. While this was fine on its own, they then went on to say that sharks would NEVER be added to Minecraft! When I learned about this I was really pissed off. Sharks are probably one of the most wanted mobs to be added into Minecraft. You'd think they'd add this in since the entire 1.14 update is about the ocean. How could you have an ocean without sharks? Sharks would be a really good addition to the game.It would make traveling the ocean a lot more scary and exciting.
But you might be asking, "Did they give any reasons for this decision?" Well, Helen Angel actually gave an explanation as to why sharks won't be added. Take a look.
I'm not against having new ores and materials, but a new set better than diamond? That breaks the whole idea of this place being non-progression based. I mean, if this is a sort of post-End sort of place, maybe have stuff to upgrade and repair gear instead?
I might make a quickie sort of concept art of what I envision in my head of what I think this place would look like within the next week or so.
I like this list a lot, I agree with all the biomes. However, I don't think the varm (which is warm in norweigen if anyone was curious) should be purple. That color pallet has already been taken by both mushroom islands and the end. Especially fungus and alien plant life. In retrospect I see why overworld grass would be an issue, but I think the varm should be just "less cold" than the super cold dimension. Maybe it could have a unique white-blue-green block?