I love the ideas of multiple dimensions and two side dimensions for each.
Just to be clear, that diagram is just an example, it is not set in stone. But there will likely be at least one side dimension for each main dimension.
I'm not too fond of the enemies suggested for the water dimension yet,
But.. But the only one I put in the OP was the glowing jellyfish... You don't like the jellyfish? :sad.gif:
though. My main complaint is that The dimensions should be intertwined somehow. Make it possible for the player to get to the end through each dimension, but require some form of technology from the other dimensions to fully progress to the end. I would say that this should be more prominent in the side dimensions.
You will have to fight all four of the other main bosses before you can get to The End, though we could have them be a little more intertwined.
I do feel the nether needs many new things for the main nether dimension. An ore of some sort seems interesting, but would involve the act of a mass mining the moment it would be implemented. A new common ground mob in the nether that would be aggressive would be nice (the nether is rather safe outside of a stronghold until you gather a bunch of ghasts, and the zombie pigmen are a joke of an enemy, but reasonably so.)
Oh yes indeed, the nether does nee some improving.
While I know that we're putting the side dimensions on a hiatus of sorts until we flush out the main dimensions, I would like to suggest an idea for the nether's side dimensions.
The first would be the "nether crust" (or whatever you would call it), and would be like the nether, but it would lack a ceiling, and would instead have an open top.
The other dimension would be the "never" (or something of the sort), and would be the bottom of the nether, completely lacking a floor and having a perpetual and somewhat thick ceiling.
There would be islands containing valuables on islands high up in the "nether crust" and way low down in the "never". They would require a flying technology, something only obtainable in the aether (that is where my cross-dimension idea comes into effect). Blazes might be a very common sight in the "Nether Crust" and the "Never", due to their tendancy to stay close to solid ground. Ghasts would be rare (but still existant), due to their tendancy to fly away from surfaces.
While I dislike the idea of ores being existent in the Nether, I think ores would fit just fine in the side dimensions. If my ideas were to take on, the ores would be much more often seen due to the increase in visible surface area, decreasing the need to produce "Mines", something I despise doing in Minecraft, due to its overly tedious nature.
An interesting Idea, I will come back to this once we start doing the side dimensions.
What I'm focusing on is taking the lore we KNOW and taking it to the next degree, by applying it. Creepers may be a common sight on the WD's crust, due to their plantlike ancestry (Notch said something about this previously, I can't remember where). Even farther mutated pigs might be enemies in the Nether's side dimensions.
The best way to make ideas that fit with Minecraft is to stick to what we know or can infer and build on it. Notch knows Minecraft and should be the only one to really break away from the Minecraft feel, because we can trust it to actually fit into Minecraft. (I though endermen and blazes would feel way out of place. They are now in fact my two favorite enemies in Minecraft).
Interesting, I guess we could try and expand upon the lore minecraft already has.
That's a good idea! I could retexture regular Bricks (the red ones) into 'Crumbling End Brick' (so we could have stairs and slabs), and maybe retexture another block to be 'Crying End Brick'. Remember the troll-block Jeb made, 'Crying Obsidian'? Maybe these 'crying' blocks could have special goodies in them.
But we already have a "cracked stone brick" couldn't you just adapt that instead? And stone bricks have stairs and slabs as well so...
To be honest, I really don't want to remake My entire bridge with bricks :sad.gif:
Well, if I retexture the red bricks, we can have stairs and slabs of cracked stone. I could just retexture Cracked Stone Bricks and Mossy Stone Bricks into Cracked End Brick and Crying End Brick, I guess. We don't need stairs and slabs, although they allow much more finesse in building.
Oh, so you mean like stone bricks = normal End Brick, end brick stairs, etc, and red bricks = cracked end brick versions of those?
Ok, I'm cool with that, I thought you were gonna make red bricks the normal end brick, and I would have to rebuild the entire bridge lol.
Now take some TNT to it. I was thinking that the bridges should be broken down and ancient, like all the other large structures. Anything in a gothic style would do, one of my suggestions was a dilapidated cathedral. Personally, I was thinking the bridges would arch a little bit, but that is a minor detail that could be addressed later. Another possibility is to make the bridges look sort of like aqueducts, with the bottoms being supported by small floating islands. Google gothic architecture on images and you will get some good examples.
Just throwing this out there, the obsidian pillars should be made out of Endbrick as well and taper into a point, as well.
Safes
I had the idea for something called a safe. This might get technical, so bear with me.
Basically, the safe would be a chest that is assigned a number based on its method of creation, like a map. If it is a naturally generated safe, it will have a number 1-10. If it is player made it will start at 11 and progress from there, like creating maps. Chests correspond to keys with the same number, which are labeled the same way. Dropped by mobs/looted from chests of other safes will be randomly assigned 1-10, and player made will progress from 11. There will be several types of safes and keys. Some examples could be iron, gold, diamond, Netherbrick, Aetherbrick, Endbrick, and Kytherbrick. These will be generated naturally in structures, maybe even getting their own structures similar to dungeons.
Along with these safes comes several new mobs, which might either spawn rarely throughout the world or spawn from spawners in a new kind of structure. Depending on the mob it has a chance of dropping a different key. I will just refer to these mobs as "locksmiths" for simplicity. A Nether locksmith, for example, could be found rarely in Nether forts and drop a Netherbrick Key that could unlock some of the chests found throughout the dungeon. You might be swimming around the Kyther and come across a load of treasure locked in safes, and mark it for later. After coming across and killing a locksmith fish you could come back and get some of the load. I hope you get the idea.
To coordinate which locks go with which safes, there could be prefixes that the key and chest will share. For player created keys and safes, the prefix would be just a number based on how many you created. For example, your first iron safe and iron key would be called "Iron Key 1" or "Iron Chest 1", whereas your sixth would be called "Iron Key 6", and so on. For naturally generated chests, there would be a prefix for each number. Keys and safes with a number of 1 might be called "Etched Iron Key" and "Etched Iron Safe", where as one with a number of 5 might be called "Chiseled Iron Key" or "Chiseled Iron Safe." When you right click the safe without the proper key, a sentence will pop up informing you that this safe requires an Etched Iron Key. This means the player will know which key they need to get the sweet loot inside that well-guarded safe.
Notes:
Destroying the safe will destroy its contents, but it is very difficult to break and has the blast resistance of obsidian. Chests and keys don't stack, but keys can be enchanted with an enchantment called Bound (which could also be applied to tools and weapons), which keeps the key in your inventory after death, for a number of deaths dependent on the level of the enchantment. This allows you to hold onto the key to your diamond safe without worrying about it getting burned or lost.
I did a chest retexture as an example of what a Netherbrick Safe might look like and what its contents could be.
To go along with this, there should be some reason to keep your valuables in safes on single player as well. I am not sure how to go about this without be annoying, but there could be some sort of bandit enemy that will open doors and take valuables from chests, run away, and drop them on death if killed. That is just the first thing I could think of, however. I am sure there is some way to give the safes a use without making it annoying.
I apologize if there are some grammar mistakes, I am doing this on a lack of sleep.
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Minecraft makes me feel like I'm three. Playing with blocks and afraid of the dark.
Now take some TNT to it. I was thinking that the bridges should be broken down and ancient, like all the other large structures.
Don't worry, we are working on that right now! :tongue.gif:
onelastorphan is gonna whip up a few endbrick and cracked endbrick textures for us.
Anything in a gothic style would do, one of my suggestions was a dilapidated cathedral. Personally, I was thinking the bridges would arch a little bit, but that is a minor detail that could be addressed later.
Not sure I am a skilled enough builder to do this, but I will try my best..
Another possibility is to make the bridges look sort of like aqueducts, with the bottoms being supported by small floating islands. Google gothic architecture on images and you will get some good examples.
Just throwing this out there, the obsidian pillars should be made out of Endbrick as well and taper into a point, as well.
I was thinking about having some supports to the bridge as well, might try and do that now.
*snip*
Don't have time to respond to this right now, I have some building to do!
I think I have the perfect idea for how to 'intertwine' the dimensions and on how to get to the new 'end.' If the new bosses for each world,(like the enderdragon with it's egg), drop some rare item, then instead of using eye of ender to get to the end, they eye of ender takes you to enderworld, and the end is accessed by taking the drops from the other bosses(just for example, if these were the bosses of other worlds, which I'm not suggesting they be: the crystal menace boss of overworld drops a gem sphere, soul island, the nether boss who is a living, moving island of soul sand living in a lava ocean, drops a spirit flint (I actualy like the nether boss but he would most likely be hard to make), water world boss is a huge tube worm (lives around undersea volcanic vents in real life and eats 'food' made from chemical synthesis instead of photosynthesis) that drops a chemical cell, and the skyland boss, a small, compacted living cloud, drops charged hail(hail+lightning)) and using them in end boss portal. That way instead of eye of ender filling in all the holes it is a portal with only holes to place objects in the four corners. you put the gem sphere in the corner labeled overworld, spirit flint in the nether corner and the chemical cell and charged hail in their respective corners. Then the portal is able to be used. also when you beat a boss his portal that would lead back to his normal world opens to the room containing the portal to the end so you can place the item you got without fear of losing it, and then the portal to the normal world opens for you. This way you must beat the other bosses in order the final boss.
I think I have the perfect idea for how to 'intertwine' the dimensions and on how to get to the new 'end.' If the new bosses for each world,(like the enderdragon with it's egg), drop some rare item, then instead of using eye of ender to get to the end, they eye of ender takes you to enderworld, and the end is accessed by taking the drops from the other bosses(just for example, if these were the bosses of other worlds, which I'm not suggesting they be: the crystal menace boss of overworld drops a gem sphere, soul island, the nether boss who is a living, moving island of soul sand living in a lava ocean, drops a spirit flint (I actualy like the nether boss but he would most likely be hard to make), water world boss is a huge tube worm (lives around undersea volcanic vents in real life and eats 'food' made from chemical synthesis instead of photosynthesis) that drops a chemical cell, and the skyland boss, a small, compacted living cloud, drops charged hail(hail+lightning)) and using them in end boss portal. That way instead of eye of ender filling in all the holes it is a portal with only holes to place objects in the four corners. you put the gem sphere in the corner labeled overworld, spirit flint in the nether corner and the chemical cell and charged hail in their respective corners. Then the portal is able to be used. also when you beat a boss his portal that would lead back to his normal world opens to the room containing the portal to the end so you can place the item you got without fear of losing it, and then the portal to the normal world opens for you. This way you must beat the other bosses in order the final boss.
The boss drop thing is already decided, and should be in the OP soon.
To reply, I don't like jellyfish as an enemy, because there's already the squid. Maybe a bigger more vicious version of the squid could exist. I guess I was mislead by the picture of the angler fish and bioluminescent creatures. Also, glowing fish would be poinless in an empty ocean unless there were floating ruins in the ocean :wink.gif:
The nether already has its own "ore". It's glowstone, once you think about it. If another ore were to be added to the nether, that would be two ores existing in the side dimension. This would only make it fair to have two ores specific to each dimension.
Also, I like the idea of bubbles, but I think it could go with a revamp.
My idea is very similar to yours, but I think it should be that bubbles are released from sea creatures over time when they are swimming, making it possible to "follow" a group of fish around, feeding off of their air. A decent amount of bubbles would release from the creature as well when you killed it, acting like experience orbs and "magnetizing" over to you. I think that bubbles shouldn't be an item, but more of a "pick-up" that instantly fills you by so much.
Instead, i think that you could have "bottles of air" that you could breath from (I'm not sure how many times you would be able to use a single bottle, but I think it should refill your air meter as well as give you a buff that stops air consumption. You could brew this using some drop from one of the creatures that lives in the upper levels of the ocean or on the crust. If you don't want to make the intertwining of multiple dimensions so prominent, you could make it to be combining the material with the bottle or make the material itself give you air when you consume it.
The act of making bubbles an instant pick-up and giving you bottles of air would produce two different ways of travel, one requiring more preparation, and the other being a more unique and tricky method, giving hardcore players an optional challenge.
To be honest, I have no idea what the water enemies could be. Zombies might be interesting to have in ruins or on the bottom of the ocean, and would be very fun/annoying to fight. Then again, they seem to be taken by the nether via the zombie pigmen... Maybe zombies could be the intergalactic enemies that are found everywhere. That would make up for their rather pathetic difficulty.
Jellomob, replying to what you said in my "The Haven" thread, you can add anything you want from that thread to this thread. I don't know if I can get my code-experience guys to help you, and I personally do the writing, imaging and 3D modelling and not coding. In short, if you want visually pleasing things, I can give them to you and then some.
In fact, I'm more than willing to add any "The Haven" updates to just this thread here, instead of the one I made. If you allow that.
The boss drop thing is already decided, and should be in the OP soon.
I meant it would drop these in addition to whatever else they drop, plus they were just examples. But it would be a good way of making sure of beating the other bosses to get to the enderdragon. also just out of curiosity do you like the bosses I came up with, even if the don't fit in the game. My favorite would have to be the nether boss I thought of.
I have concluded that these should be some of the new underwater blocks:
Basalt, Death Snow, and Coral
___________________
In Real Life:
Basalt is an igneous rock that is found in oceans. It is commonly found on the ocean floor at all depths.
"Death Snow" is particles of dead organisms that died close to the surface of the water. This is how the lowest parts of the deep-sea food chains get their food. This varies from microscopic bacteria to massive whales.
Coral is an animal that lives in reefs close to the surface. It is a haven for wildlife.
While death snow is an interesting idea that I like, there is one other way organisms at the bottom of the ocean could get food that I would also like to see. Hydrothermal vents (underwater volcanoes for those who don't know) allow many kinds of underwater creatures to live without the need of sunlight or death snow. Maybe there should also be some 'volcanoes' at the bottom of the water world that only produce 'volcanic ash' that feeds/spawns mobs. I still think your idea is a good one though.
I really love this thread, Amphibia (the Water Dimension) sounds GREAT. I can imagine it being so surreal at the top-layer, with regular bouts of light rainforest rain, very dense and diverse vegetation (kinda like jungles! ), and the sky could be ENTIRELY redone for this dimension... I don't know how to describe it, I think it should be day for 2x the normal day in minecraft and night for 1 regular night... I think the dimension should get it's own sun texture (double suns anyone?) and the night's stars should be randomly colored and some should twinkle and move, perhaps with random comets too.
the sky could change to pure blue water like how the regular world's sky changes to black after you get a certain amount down... could really accent the layers well, and having depth-sensitive water would be great aswell, so you can clearly see the transitions between layers of water.
The underwater ruins sound amazing too, I think that the crust's cave systems should be like a small, rough mountain "stem" down to the trench floor...and as for coral..it would be awesome to have coral/sponge clusters "floating" just under the top layer of water...kinda like glowstone.
I have a question about the crust though, would it be one connected layer, with circular cuts like a fractal pattern, or composed of various "islands" of the crust over the sea? I personally like the idea that each island would be circular to match the crust-circular theme, so there could be open sea for tropical islands to generate directly on the surface of the water...with sandstone,sand,sponges (on the bottom, maybe glowing) and naturally generated "shack" ruins (think wooden plank sheds with sandstone floors, with moss in them)
Also..the trenches...maybe at the bottom of them the water would actually be a different type of water, or an "elemental" water-entity that sucks things in like a vortex? perhaps a very dense, and sharp type of natural coral that could be mined and powdered into dust (like blaze powder) for the eye of the drowned... good ideas imo, you could have dense water that pressurizes you and hurts you, an quasi-magical sharp coral that sucks you into it. I also think you should be able to capture the dense water with an ungraded bucket of somekind and also maybe right underneath the bottoms of the trenches there should be a 1-layer thick of light-purple colored lava that you can capture with the upgraded bucket aswell....Superdense Liquid Mana..or maybe some degenerate matter like metallic hydrogen.
After you defeat the Enderdragon, you should go back to the Overworld, only armed with a stone sword, and goto "Call of the End" surviving an endless apocalypse of Endermen. But you can find a chest with items.
The list goes from rarest to most common:
1. Diamond
2. Gold ore
2 1/2. Obsidian
3. Iron ore
4. String
5. Sticks
6. Flint
7. Feathers
8. Wood
9. Sugar cane
10. Stone
There is a crafting table and a furnace to find. Endermen are always hostile.
You can only open the chest once every round. You also can't get out of the map.
After you defeat the Enderdragon, you should go back to the Overworld, only armed with a stone sword, and goto "Call of the End" surviving an endless apocalypse of Endermen. But you can find a chest with items.
The list goes from rarest to most common:
1. Diamond
2. Gold ore
2 1/2. Obsidian
3. Iron ore
4. String
5. Sticks
6. Flint
7. Feathers
8. Wood
9. Sugar cane
10. Stone
There is a crafting table and a furnace to find. Endermen are always hostile.
You can only open the chest once every round. You also can't get out of the map.
I have an idea for a water dimension and end biome!
These biomes are the pollution in the water dimension, and the bowl in the end. These biomes allow aquatic endermobs!
The pollution: an area in the water dimension where the water is polluted, you take damage without a suit, and there are endermobs everywhere. The endermobs can't leave the pollution, they take damage from clean water.
The bowl: in the end, all water is polluted, some islands are bowls. Bowls are exactly what they sound like, giant bowls full of polluted water. Aquatic endermobs live in bowls.
Just reposting this, I hope it isn't unnoticed.
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Working out the general design first, then I will add holes and stuff :tongue.gif:
*phoenix
Phoenixes are symbols of hope and rebirth.
And they live in hell?
Go home.
http://www.youtube.com/user/Darasilverdragon
But we already have a "cracked stone brick" couldn't you just adapt that instead? And stone bricks have stairs and slabs as well so...
To be honest, I really don't want to remake My entire bridge with bricks :sad.gif:
Better.
Oh, so you mean like stone bricks = normal End Brick, end brick stairs, etc, and red bricks = cracked end brick versions of those?
Ok, I'm cool with that, I thought you were gonna make red bricks the normal end brick, and I would have to rebuild the entire bridge lol.
Now take some TNT to it. I was thinking that the bridges should be broken down and ancient, like all the other large structures. Anything in a gothic style would do, one of my suggestions was a dilapidated cathedral. Personally, I was thinking the bridges would arch a little bit, but that is a minor detail that could be addressed later. Another possibility is to make the bridges look sort of like aqueducts, with the bottoms being supported by small floating islands. Google gothic architecture on images and you will get some good examples.
Just throwing this out there, the obsidian pillars should be made out of Endbrick as well and taper into a point, as well.
Safes
I had the idea for something called a safe. This might get technical, so bear with me.
Basically, the safe would be a chest that is assigned a number based on its method of creation, like a map. If it is a naturally generated safe, it will have a number 1-10. If it is player made it will start at 11 and progress from there, like creating maps. Chests correspond to keys with the same number, which are labeled the same way. Dropped by mobs/looted from chests of other safes will be randomly assigned 1-10, and player made will progress from 11. There will be several types of safes and keys. Some examples could be iron, gold, diamond, Netherbrick, Aetherbrick, Endbrick, and Kytherbrick. These will be generated naturally in structures, maybe even getting their own structures similar to dungeons.
Along with these safes comes several new mobs, which might either spawn rarely throughout the world or spawn from spawners in a new kind of structure. Depending on the mob it has a chance of dropping a different key. I will just refer to these mobs as "locksmiths" for simplicity. A Nether locksmith, for example, could be found rarely in Nether forts and drop a Netherbrick Key that could unlock some of the chests found throughout the dungeon. You might be swimming around the Kyther and come across a load of treasure locked in safes, and mark it for later. After coming across and killing a locksmith fish you could come back and get some of the load. I hope you get the idea.
To coordinate which locks go with which safes, there could be prefixes that the key and chest will share. For player created keys and safes, the prefix would be just a number based on how many you created. For example, your first iron safe and iron key would be called "Iron Key 1" or "Iron Chest 1", whereas your sixth would be called "Iron Key 6", and so on. For naturally generated chests, there would be a prefix for each number. Keys and safes with a number of 1 might be called "Etched Iron Key" and "Etched Iron Safe", where as one with a number of 5 might be called "Chiseled Iron Key" or "Chiseled Iron Safe." When you right click the safe without the proper key, a sentence will pop up informing you that this safe requires an Etched Iron Key. This means the player will know which key they need to get the sweet loot inside that well-guarded safe.
Notes:
Destroying the safe will destroy its contents, but it is very difficult to break and has the blast resistance of obsidian. Chests and keys don't stack, but keys can be enchanted with an enchantment called Bound (which could also be applied to tools and weapons), which keeps the key in your inventory after death, for a number of deaths dependent on the level of the enchantment. This allows you to hold onto the key to your diamond safe without worrying about it getting burned or lost.
I did a chest retexture as an example of what a Netherbrick Safe might look like and what its contents could be.
To go along with this, there should be some reason to keep your valuables in safes on single player as well. I am not sure how to go about this without be annoying, but there could be some sort of bandit enemy that will open doors and take valuables from chests, run away, and drop them on death if killed. That is just the first thing I could think of, however. I am sure there is some way to give the safes a use without making it annoying.
I apologize if there are some grammar mistakes, I am doing this on a lack of sleep.
Not sure...
The boss drop thing is already decided, and should be in the OP soon.
The nether already has its own "ore". It's glowstone, once you think about it. If another ore were to be added to the nether, that would be two ores existing in the side dimension. This would only make it fair to have two ores specific to each dimension.
Also, I like the idea of bubbles, but I think it could go with a revamp.
My idea is very similar to yours, but I think it should be that bubbles are released from sea creatures over time when they are swimming, making it possible to "follow" a group of fish around, feeding off of their air. A decent amount of bubbles would release from the creature as well when you killed it, acting like experience orbs and "magnetizing" over to you. I think that bubbles shouldn't be an item, but more of a "pick-up" that instantly fills you by so much.
Instead, i think that you could have "bottles of air" that you could breath from (I'm not sure how many times you would be able to use a single bottle, but I think it should refill your air meter as well as give you a buff that stops air consumption. You could brew this using some drop from one of the creatures that lives in the upper levels of the ocean or on the crust. If you don't want to make the intertwining of multiple dimensions so prominent, you could make it to be combining the material with the bottle or make the material itself give you air when you consume it.
The act of making bubbles an instant pick-up and giving you bottles of air would produce two different ways of travel, one requiring more preparation, and the other being a more unique and tricky method, giving hardcore players an optional challenge.
To be honest, I have no idea what the water enemies could be. Zombies might be interesting to have in ruins or on the bottom of the ocean, and would be very fun/annoying to fight. Then again, they seem to be taken by the nether via the zombie pigmen... Maybe zombies could be the intergalactic enemies that are found everywhere. That would make up for their rather pathetic difficulty.
Do you have any better ideas that stay consistent with the ther ending?
In fact, I'm more than willing to add any "The Haven" updates to just this thread here, instead of the one I made. If you allow that.
I meant it would drop these in addition to whatever else they drop, plus they were just examples. But it would be a good way of making sure of beating the other bosses to get to the enderdragon. also just out of curiosity do you like the bosses I came up with, even if the don't fit in the game. My favorite would have to be the nether boss I thought of.
While death snow is an interesting idea that I like, there is one other way organisms at the bottom of the ocean could get food that I would also like to see. Hydrothermal vents (underwater volcanoes for those who don't know) allow many kinds of underwater creatures to live without the need of sunlight or death snow. Maybe there should also be some 'volcanoes' at the bottom of the water world that only produce 'volcanic ash' that feeds/spawns mobs. I still think your idea is a good one though.
the sky could change to pure blue water like how the regular world's sky changes to black after you get a certain amount down... could really accent the layers well, and having depth-sensitive water would be great aswell, so you can clearly see the transitions between layers of water.
The underwater ruins sound amazing too, I think that the crust's cave systems should be like a small, rough mountain "stem" down to the trench floor...and as for coral..it would be awesome to have coral/sponge clusters "floating" just under the top layer of water...kinda like glowstone.
I have a question about the crust though, would it be one connected layer, with circular cuts like a fractal pattern, or composed of various "islands" of the crust over the sea? I personally like the idea that each island would be circular to match the crust-circular theme, so there could be open sea for tropical islands to generate directly on the surface of the water...with sandstone,sand,sponges (on the bottom, maybe glowing) and naturally generated "shack" ruins (think wooden plank sheds with sandstone floors, with moss in them)
Also..the trenches...maybe at the bottom of them the water would actually be a different type of water, or an "elemental" water-entity that sucks things in like a vortex? perhaps a very dense, and sharp type of natural coral that could be mined and powdered into dust (like blaze powder) for the eye of the drowned... good ideas imo, you could have dense water that pressurizes you and hurts you, an quasi-magical sharp coral that sucks you into it. I also think you should be able to capture the dense water with an ungraded bucket of somekind and also maybe right underneath the bottoms of the trenches there should be a 1-layer thick of light-purple colored lava that you can capture with the upgraded bucket aswell....Superdense Liquid Mana..or maybe some degenerate matter like metallic hydrogen.
endless apocalypse of Endermen. But you can find a chest with items.The list goes from rarest to most common:
1. Diamond
2. Gold ore
2 1/2. Obsidian
3. Iron ore
4. String
5. Sticks
6. Flint
7. Feathers
8. Wood
9. Sugar cane
10. Stone
There is a crafting table and a furnace to find. Endermen are always hostile.
You can only open the chest once every round. You also can't get out of the map.
NONONONO
Just reposting this, I hope it isn't unnoticed.