Version 1.1 Beta 3

Remember last time when I said “I guess I’m getting better at putting these updates out faster”?

Yeah. About that. It’s been 100+ days since then. Well, here’s your third beta!

Additions

This beta actually has quite a few additions, unlike last beta’s singular feature addition.

Lots and lots of reworks to vanilla content this time around!

Woodland Mansion Rework

  • The entire mansion has been generally reworked, instead of just the addition of a basement. Better loot, better rooms, better everything. The rarity of the mansion structure itself has also been slightly decreased, so it’s a tiny bit more common.
  • However, there’s still a basement to the structure with very valuable loot… I’ll leave it to you to find the hidden way in. (Here’s a hint, it’s near the entrance of the mansion!)
  • There are about 20 chests of above-average loot per mansion and 3 chests with powerful enchanted books (lots of mending!) throughout the mansion. There is also a single chest in the basement that contains 3 lockets of learning and tons of bottles o’ experience.

More Mineable Blocks

  • More blocks now have proper tools to go with them
  • Pickaxes now mine the following blocks faster:
    • Glass
    • Glass panes
    • Tinted glass
    • Mob heads
    • Redstone lamps
    • Levers
    • Frosted ice
    • Beacons
    • Sea lanterns
    • Glowstone
  • Hoes now mine the following blocks faster:
    • Froglights
    • Cactus
    • Cake
    • Honeycomb blocks

Wandering Trader Rework

  • Instead of appending new trades to the end of the wandering trader’s trades, I decided that it was time to completely wipe the terrible old trades.
  • Now, wandering traders will have the seven following trades:
    • One emerald for a random seed (Melon seeds, potato, carrot, pumpkin seeds, etc.)
      • This does not include wheat seeds
    • Two emeralds for a random sapling
    • Two emeralds for a random cave item (Small dripleaf, glow berries, dripstone, moss, etc.)
    • Two emeralds for a random desert item (Red sand, cactus, dead bushes, etc.)
    • Three emeralds for a random jungle item (Bamboo, cocoa, etc.)
    • Four emeralds for a random ocean item (Nautilus shell, coral, sea pickles, etc.)
    • Five emeralds for a random bucketed mob (Pufferfish, snail, tadpole, axolotl, etc.)
An example of the new trades
  • Additionally, trader llamas now spawn with chests that have a couple emeralds and bits of food so you can buy some items off the trader and get some food even if you don’t need or want anything from him.
An example of the new llama loot

Miscellaneous Additions

  • Compendiums now stay in your inventory after you die
  • Deepslate and stone can now be put in stonecutters to make their cobbled variants
  • Sculk veins can now be crafted into sculk blocks
  • The WHITE tulip now crafts into WHITE dye instead of gray dye
  • Paintbrushes can now dye candle cakes

Changes

Soul Seer Changes

The soul seer has generally been rebalanced to make it less costly and more effective.

  • The recipe no longer contains echo shards. Who would waste their valuable echo shards on something as simple as this feature?
  • The range of the glowing effect is now 48 blocks, rather than just 24
The new recipe

Soul Conductor Changes

  • There are now particles and sounds for multiplayer
  • The limit is now 10,000 blocks instead of a measly 1,800
  • Tweaked the behavior of exit conductors
    • They no longer rotate you facing upwards or downwards
    • You can no longer enter soul conductors that cannot function as an exit to prevent softlocking
    • Increased the possible valid options for exits
      • You can now exit into 1×1 spaces and 1×2 spaces that were previously invalid
  • There’s also a fun new advancement for travelling more than 1000 blocks in one go using a soul conductor called “Thinking with Portals”.

Jeweler Changes

  • They now trade cobbled deepslate instead of normal deepslate, since cobbled deepslate is much more useful for building
  • They now require a compass for their geode outpost map trade along with emeralds for consistency with cartographers

Jewelry Changes

  • Ring durabilities have been increased
    • Gold: 50 durability to 100 durability
    • Iron: 100 durability to 250 durability
    • Netherite: 175 durability to 550 durability
  • Ring amethyst dust costs have been decreased
    • Iron: 3 dust to 2 dust
    • Netherite: 5 dust to 3 dust

Miscellaneous Changes

  • The geomancer pillar textures have been updated
  • Stair recipes have been changed from 8 to 6 to be more consistent with stonecutters
  • Geomancers and iceologers can no longer see through glass, doors, or similar transparent blocks
  • The effects given by enchanters now last longer
  • The compendium background is now green instead of default leather color
  • The vanilla fortress advancement now branches off from the smoldering seeker advancement
  • The smoldering seeker now points to the nearest fortress instead of the nearest unexplored fortress
    • This is to make the item more balanced, and also to make it more compatible with a multiplayer environment where already-explored fortresses are still important

Removals

  • Village Beehives
    • This feature was removed as worldgen causes beehives to be locked to one axis, so the fences holding the hive up block the bee from emerging. Fixing this would require costly commands that simply aren’t worth it for this small feature.

Fixes

Download

To get this update, download here.

Report any bugs you may find in the help channel in our discord so we can categorize them correctly.