New in Town: Dimensions | Expansion for the Settler's Experience
Explore 4 new Custom Dimensions with working portal logic! Play independently or as an expansion for the base New in Town, which lets you uncover the dastardly plots of the Illagers and start a Ship Fleet and Mining Operation!
Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Details
Changelog
This update has taken a longer time than expected to put out. This was partly due to stealth changes that were made to worldgen in 1.21, for which there was no documentation and so had to be solved on my own, and also partly due to this update bringing the Dimensions expansion up to standards set by the base New in Town pack, particularly with regards to translation support, optimization, and how Illager Attacks are handled.
General:
- Updated Pack format to 48 for Minecraft version 1.21
- Updated all advancements to use the new display item syntax.
- Updated all custom items to use new components format and syntax.
- Some backend changes to recipe books that shouldn't be noticeable or detrimental to the player experience.
- Reduced volume of sounds that play when a new site is built.
- Added translation support for all text that supports it, in the same way as New in Town. If you want to create a translation pack, you can find the language file in the New in Town Template Resource Pack, inside the base New in Town folder. Support for Chinese is also already included thanks to GitHub user yzklpaa.
- Added Trial Spawners and Trial Vaults to several structures. Specifically, the Chandelier and Ancient Tower in the Buried Ocean, and the Illager Obelisk in the Primordial Desert. Some of these may fit better than others, but future structures will integrate them much better, as they'll be designed with Trial blocks in mind.
- Added custom Vault Keys for the structures that possess Trial Spawners and Vaults. If playing with the optional Resource Pack, these have custom textures, as well.
- Prevented players from founding new Fleets and Mines if they already have one. Due to changes in behavior elswhere to bring the pack up to base New in Town standards, this just couldn't be sustained.
- Renamed some advancements on the back-end.
- Optimized how Dimensions handles entity ticking somewhat, to align with base New in Town standards. This should result in improved performance, especially for larger fleets and mines.
- Made Illager Bases try to avoid In Between Portals in addition to the respective sites of the dimension they're in.
In Between:
- Changed how structures generate in this dimension. They now always generate around the same Y level, approximately consistent with the terrain, but will form little islands to generate on if they would otherwise spawn in the void.
Buried Ocean:
- The console/output log is no longer spammed by certain features while players are in the Buried Ocean.
- Kelp, Seagrass, and Sea Pickles now generate more consistently in biomes that have them.
- Improved Surface Rules and their performance.
- Changed the terrain some. There should now be more consistent land hanging above the oceans, as well as somewhat less flat floors and ceilings.
- Increased the height that Ancient Towers can generate to, and made them have top rooms more reliably rather than get cut off.
- Added a confirmation message for setting your respawn point at the Quartermaster's Galleon.
- Overhauled the Illager Attacks in Seafarers. There are simply too many changes to list out completely, but here's the gist.
- Pirate Attacks and base reveals now occur the next (overworld) evening after you build the appropriate structure number, rather than immediately on construction.
- Pirate Attacks now only occur for the first three structures you build.
- Bases are now more like events or mini-raids. They are all objective-based, and need to be taken out by force before discovering new bases.
- Rewards for all bases have been improved.
- Changed advancements so they are granted after dispatching each base.
- Added new unique base: The Suspended Castle.
- Made the Suspended Castle the new final base.
- Changed Raiden's spawn condition at the Suspended Castle. Now, rather than being optional by breaking a Wither Rose, he spawns immediately after all objectives have been destroyed.
- Illagers no longer glow. Instead, the objectives do.
- Updated and improved the Raiden bossfight. While it was already largely up to New in Town standards, the changes to the Illager Attacks also made it clear that this boss fight was sorely in need of an upgrade, both to be more exciting and more challenging.
- Now immune to Poison, Slowness, and Wither.
- Vulnerability phases are no longer tied to attacks.
- Attacks have been reworked. They now include short windup periods (which were previously intentionally omitted, but I've since realized they add a lot visually), and deal more damage on average. These include:
- Potion Spray. Releases a volley of Splash Potion projectiles around the area that cover the ground in hazardous Area Effect Clouds.
- Omen Wave. Releases a damaging shockwave of souls.
- Summon Minions. During Phase 1, it now summons 1 Drowned per player, up to a maximum of 3. They have more health than previously, and deal more damage than normal Drowned. These stat changes are also true of the single Phase 2 Trident Drowned.
- Fixed Ship Planners sometimes being left behind when building new sites. This also included removing the old Barrier Blocks that were previously used to mark where existing sites were.
Primordial Desert:
- Added noise caves to the terrain. This, in combination with the existing caves and wide canyons, makes the underground of this dimension exceptionally cavernous, and hopefully much more fun and rewarding to explore.
- Improved cave biome distribution. Cave biomes should no longer generate on the surface, and generally have a nicer underground distribution.
- Changed how lakes generate in the Oasis biome of the Primordial Desert.
- Reduced the frequency of columns in the Catacombs.
- Increased the frequency and consistency of Pyramids above Catacombs cave biomes.
- Reduced frequency of Basalt Piles and Glowing Trees above Volcanic Zone and Crystal Cave biomes, respectively.
- Redistributed Ores.
- Reduced price of the Mining Drill item. It now only requires 48 Copper Ingots.
- Reduced the average price of Mine structures. Primarily, they now typically require half as much Stripped Jungle Logs, and 33% less Copper Ingots.
- Made the straight Mineshaft structure not require a Mining Drill. This should allow it to be used more frequently as a means of spacing out your mineor tunneling to new locations, as intended.
- Reduced the chances of discovering duplicate Artifact rooms when building new sites.
- Overhauled the Illager Attacks in Excavators. There are simply too many changes to list out completely, but here's the gist.
- Base reveals now occur the next (overworld) evening after you build the appropriate structure number, rather than immediately on construction.
- Bases are now more like events or mini-raids. They are all objective-based, and need to be taken out by force before discovering new bases.
- Rewards for all bases have been improved.
- Changed advancements so they are granted after dispatching each base.
- Added new unique base: The Inverted Pyramid.
- Made the Inverted Pyramid the new final base.
- Changed Rexial's spawn condition at the Inverted Pyramid. Now, rather than being optional by breaking a Wither Rose, he spawns immediately after all objectives have been destroyed.
- Illagers no longer glow. Instead, the objectives do.
- Added a new Seismic Surveyor structure to the Mine. This works similarly to the Scout's Spyglass in Counteroffensive, and shows the general direction as well as exact Y level of discovered Illager Bases.
- Updated and improved the Rexial bossfight. While it was already largely up to New in Town standards, the changes to the Illager Attacks also made it clear that this boss fight was sorely in need of an upgrade, both to be more exciting and more challenging.
- Vulnerability phases are no longer tied to attacks.
- Attacks have been reworked. They now include short windup periods (which were previously intentionally omitted, but I've since realized they add a lot visually), and deal more damage on average. These include:
- Fire Spray. Releases a volley of fiery projectiles around the area that cover the ground in hazardous Area Effect Clouds.
- Magma Swing. Performs a spin attack similar to the [Redacted] boss's swing attack from base New in Town.
- Summon Minions. During Phase 1, it now summons 1 Hoglin per player, up to a maximum of 3. They have more health than previously. Phase 2 now summons a Zoglin instead of a Zombified Piglin, but it also has these increased stats.
- Fixed the Research Station's display sometimes getting stuck on 100 after completing a research, and also fixed some broken behavior.
- Fixed long Mineshafts being able to go through Artifact rooms.
- Fixed a bug that could cause some Artifact rooms to be un-researchable.
Tempest:
- Improved Surface Rules and their performance.
- Fixed a bug that could cause Skeleton Trap horses to cause an infinite loop.
- Has received the fewest changes and should be considered heavily unfinished and WIP.
Files
Metadata
Release channel
ReleaseVersion number
0.4Loaders
Game versions
1.21–1.21.1Downloads
747Publication date
September 23, 2024 at 2:12 PMPublisher
kanokarob
Owner