After you beat most things in the game, after you have achieved everything, a player might find themselves looking for a challenge. What can pose a threat against a player who is decked out in fully enchanted diamond gear? The answer could lie in the nether reactor, with a few updates. For those unaware, a nether reactor was a special structure a player could build in the old versions of the Pocket Edition to bring aspects of the Nether to the Over world, when nether portals were unable to function. The core of this structure, the Nether Reactor Core, has since fallen to the wayside and has no use with the addition of the Nether. I see an opportunity to bring this block back, and bring a challenge to late-game players with strong rewards.
So, how would we obtain the core? The first thing to change is the core’s recipe. Instead of just 6 iron and 3 diamonds, it should be changed to 4 iron in the corners, a diamond on each side, and a nether star in the center. This change is to better reflect the difficulty of the impending battles, and ensures that the player doing this is far enough into the game progression.
The next step is to build and prepare. It is quite literally the same as the old structure, gold blocks and all. When building, be sure to build far away from any established bases or buildings, as the reactor will reshape the land around it.
Now, once everything is ready, the player can walk up to the structure and hit the reactor. At this point, a few things would happen. Immediately after activating the reactor, a corrupted beacon beam can explode out of the top into the sky, darkening it and notifying that the invasion has begun. Next, the reactor would act like how it did in the olden days, slowly turning into glowing obsidian.
Now, here’s where things get interesting. Instead of creating a Nether Spire, the reactor will:
Make a circle of nether-based blocks on the ground (radius of 3 chunks)
Fill every cave beneath this arena with nether-based blocks
Replace some of the surface blocks with lava “puddles”. These are small pockets of lava consisting of 3-4 lava sources
Place a Progress bar at the top of the screen
This progress bar is the key to defeating the invasion. Instead of having a certain amount of mobs spawn to get completely wiped out, this invasion will continuously spawn mobs every 15 seconds until a certain point threshold has been passed. Each mob is assigned a point value that will be given to the player upon a kill. The stronger the mob, the more points you can get.When the progress bar is filled, all mobs in the arena instantly die, and the player gets 10 seconds to reorganize and regroup. There are 5 waves in Easy, 7 waves in Normal, and a whopping 9 waves in Hard. In later waves, one should expect mobs to be armored and maybe even have potion effects applied. There won’t be just zombie pigmen like the old reactor. In mid to late waves, there would be a healthy helping of ghasts, blazes, Magma Cubes, Wither skeletons, and even the Piglins and Hoglins. If it exists in the Nether, it can come out of the reactor.
An important aspect about this structure is that the player (or players) must be nearby when the reactor becomes activated. If no players are within a certain radius, are all killed, or decide to leave, the reactor will shut down and everything will despawn.
The amount of points that each mob gets and the amount of nether mobs that spawn per wave can be adjusted for balance, but what matters is what comes after the invasion. After completing the final wave, the reactor will explode, turning off the beacon beam, brightening the sky, and leaving an obsidian crater in the center of the nether arena. Scattered amongst the remains of the crater are the rewards for such a challenge.
In the obsidian crater, you will find the new items, the Supercharged Shards. How many you get depends on how many waves you have beaten (Easy-5 , Normal-7, Hard-9). Now, what could these possibly do to be worth so much? These shards have the ability to, well, supercharge many different items to be stronger than they were before. However, the shards are volatile and present drawbacks for their immense power. For this reason, tools and weapons cannot be enchanted with Mending if they are going to be supercharged using the anvil.
So what can they do? The list is as follows:
All furnace types become energized, smelting 75% faster while consuming fuel 50% faster than normal. Once used on a furnace, that block cannot be picked up, regardless of enchantment, otherwise the furnace will de-power and lose the shards
Pistons and Sticky Pistons switch to a torque mode, changing their push limits to 24 blocks instead of 12. As a downside, they work slightly slower than normal variants. Once charged, they can be picked up and placed back down once, then afterwards act like the smelters and will de-power
Dispensers shoot twice as fast as normal, but cannot be picked back up
Hoppers can move items three times as fast, but can no longer pick up loose items above them
Power Rails send minecarts twice as far twice as fast before losing any momentum, but require entire Redstone blocks underneath to power. Luckily these rails can be picked up and placed back down without penalty.
Charged shields knock all of an attack’s damage +5% back at the attacker, however you take slightly more damage and the shield has a tiny chance to take 2 durability instead of 1 (.1% per hit).
Charged tools (Pickaxe, Shovel, Axe) give Instamine to these tools for all of their durability. All enchants except efficiency work on these energized tools and can be repaired on anvils
Charged hoes get the equivalent of Fortune V and would work on crops to get huge amounts of them easily.
Charged bows get to launch three arrows in a row all at once for the price of one arrow. These arrows can hit the same mob, doing up to three times damage in one volley. However, in turn it takes an additional second to launch all three arrows. You can still fire earlier, but it will only shoot one arrow.
Charged crossbows get explosive arrows and mob-seeking fireworks. After an arrow hits a mob, a small explosion will immediately ensue, setting nearby mobs on fire and not damaging the environment.
Charged sticks get knockback 3, however costs plenty of hunger to use (16 uses leads to 5 shanks gone)
Charged fishing rods have a 10% chance to instantly fish something out, and when used on other mobs, will pull the player toward them like a grapple hook. Also works on blocks as a grapple. Every extraordinary act that the rod will do will eat up durability 3 times as fast.
Charged swords get a 10% chance to land a triple-damage attack on a mob. When this happens, durability on the sword drops by 4.
Charged armor provides lifesteal, the ability to heal oneself by damaging others. A max set of armour gives 50% of damage dealt back as health, but the armor gives 50% less protection than traditional armor. Protection enchantments are also 50% weaker than usual
Of course, these are all just ideas that can be tweaked. The basic concept of the supercharged shard remains the same. Giving endgame players stronger gear for the cost of longevity would help big projects go by much faster, push limits, and allow for things that could never be done before.