New in Town: Dimensions is an expansion pack for the popular base New in Town data pack, a multi-stage, story-driven, settler's experience. This expansion, in pre-release status, serves as a glimpse into the content you can expect to continue the story of New in Town, however, it is provided as a stand-alone experience. You do not need to have the New in Town data pack installed to explore these dimensions. However, the fleet and mine building experiences are only accessible with the base pack installed.
New in Town: Dimensions features the following:
> Multiplayer compatibility; each player can open one portal to the In Between and travel amongst the different dimensions
> Four new and unique dimensions, as well as a peculiar method of traveling between them
> Play with or without the original New in Town; this pack is compatible with it, but independent
> A large and growing variety of naturally-generating structures, with varying complexities
> Room to grow; more structures, natural features, and story beats may be added in the future
> And more!
We have a Discord!
Our growing community now has a Discord server, where you are free to discuss with other New in Town players about all things Minecraft, report bugs, and share suggestions for the future of the settler's experience! Come take a look!
Accessing the Dimensions
Access to the dimensions is not done by the traditional manner of building a portal. Instead, a mysterious portal will open for you when you kill a Phantom in the Overworld using a Spectral Arrow. When you step into the water of the portal (in survival mode), you will be taken to the In Between. If you are playing with the original New in Town data pack, you can also utilize the Mysterious Portal structure for your settlement, the recipe for which can be found in the Mayor's Office.
The In Between
The In Between, as the name might imply, serves as the bridge between the Overworld and the other dimensions included in this data pack. All across the floating islands of the In Between, you will find existing Mysterious Portals. Entering these will take you to one of the three other dimensions: the Primordial Desert, the Buried Ocean, or the Tempest. There is no way to tell which world the portal will take you to until you step through, but once you do, that portal will always take you to that same place in the same dimension.
The Primordial Desert
The Primordial Desert is a harsh and hostile world, a seemingly endless desert peppered with pockets of peace and danger, hundreds of blocks apart. The Oasis biomes are small, and the only place to find water in this ultrawarm dimension where Hoglins do not zombify as they roam the warm sands. Volcanic cave biomes dwell under the surface, flooded with lava deltas and their magma chambers guarded by Blazes. Diamonds and Emeralds generate more commonly in the volcanic zones, sometimes even nearingthe surface, though in smaller deposits. You must be careful mining here, though, as in the whole dimension, silverfish and deposits of infested stone are common occurrences.
Most notably, the Primordial Desert is an exceptional location to mine in, featuring a maximum world depth of -128, with the surface terrain leveling out at about Y=72.
Piglins have carved out a home for themselves all across the Primordial Desert, hunkering down beneath the sands. These advanced Piglins have cooks, stonecutters, and gold mines, but they guard their homes fiercely. If you can manage the Piglin Brutes, these settlements may prove to be allied respite from the Husks of the night.
The Buried Ocean
The majority of the Buried Ocean is flooded with dark seas, where fish and Squids may swim, but Drowned as well. Due to the low light level across this world, the high ceilings and low, flooded caves beneath the seafloor, Drowned make up the majority of hostile mobs, and thanks to this, the odds of encountering one or more trident-wielders is extreme. The obsidian pillars which float at the water's surface may allow skeletons, spiders, and creepers to spawn as well, but they will be largely relegated to the different landmasses which generate in the Buried Ocean, with hundreds of blocks of water between them.
The Tempest
This dimension is cursed with an eternal storm, with rain and snow falling from the sky in every biome, and thunder crashing frequently as lightning strikes the earth. Due to the volatility and high electricity in the air, every Creeper of the Tempest is immediately and constantly charged, and Phantoms grow greatly in size, spawning naturally in any biome that does not have a forest.
In the Lightning Fields, the frequent lightning strikes have created floating magnetites, drawing iron, redstone, and gold ore to the surface and into the air, hovering over the brown fields where livestock and undead tread. In colder biomes, the snow has begun to pile and settle so much that drifts of hardened snow generate, and a barrage of hail threatens to injure any survivalists that would choose to venture out from under the protective leaves (simulated by poison). In the Foreboding Wood, traveling above the canopy is discouraged by haunting spirits.
Seafarers | The Fleet-Sailing Expansion
If you've played the original New in Town, you may be familiar with the non-functional Fleet Manifest sold by the Mayor. Now, that charter book will become functional with both New in Town and the Dimensions Pre-Release installed! Head for the Buried Ocean dimension and use the Fleet Manifest while in water (the Deep Dark Sea, Dark Sea, or Pristine Sea biomes are the most recommended) and the Captain's Ship will be constructed around you!
Excavators | The Deep-Mining Expansion
In addition to the Fleet Manifest, you can also purchase the Excavation Lease from the Mayor to begin a mine in the Primordial Desert! Use this new charter book to establish a lift down below the sands. Expand your mine with all kinds of functional shafts and drills, uncover buried artifacts and perform research to restore them to their former glory, and uncover the secrets of the Illagers' intentions in this harsh dimension.
All Versions
+ Add Version- General:**
- Updated Pack Format to 121 for Minecraft 26.3**
- In Between:**
- Packed Ice columns in the Sparkling Glacier no longer have Basalt mixed in with them**
- Buried Ocean:**
- Sea Lanterns on the ceiling no longer have Glowstone mixed in**
- Tempest:**
- The Glacial Wall biome no longer has Basalt mixed in with the ice**
- General:**
- Updated Pack Format to 107 for Minecraft 26.2**
- Updated advancements, predicates, and loot tables to use the new syntax**
- General:**
- Updated Pack format to 101 for Minecraft 26.1**
- Fixed ambient light levels in all dimensions**
- General:**
- Updated Pack format to 94 for Minecraft 1.21.11**
- Updated the dimension_types and all biomes to use the new environment attribute system**
- Because this is still new, some time or location based features may behave strangely
- General:**
- Updated Pack format to 88 for Minecraft 1.21.9**
- Updated noise_settings** to use new preliminary_surface_level" density function
- General:**
- Updated Pack format to 79 for Minecraft 1.21.6**
- General:**
- Updated Pack format to 71 for Minecraft 1.21.5**
- Updated all NBT and text components to new 1.21.5 format.** This will break existing recipe books, among other things, in an existing world
- Removed many NBT checks in favor of more optimized predicates**
- Buried Ocean:**
- Fixed a typo in the Ancient Trial Vol IV book**
- Fixed a duplicated page in the Ancient Trial Volume VI book**
- General:**
- Updated to Pack Format 61 for Minecraft 1.21.4.**
- Updated Custom Model Data components of all items** to 1.21.4 format
- General:**
- Updated to Pack Format 57 for Minecraft 1.21.2.**
- Updated all attributes to remove prefixes** per 1.21.2 syntax
- Updated the Locked Chests in both Rexial and Raiden's arenas** to use the new lock syntax.
- 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.**
- General:**
- Fixed bosses not behaving correctly.** This was due to an undiscovered change with how functions were handling a scoreboard that tracked their health. If you hae no started anby bossfights yet, you can update to this version safely and everything should work without further action. If you started a bossfight and found it was not working, you can use these two commands to fix it:
- /scoreboard objectives remove nitBossHealth
- /scoreboard objectives add nitBossHealth dummy
- Excavators:**
- Fixed particle rendering when holding the Excavation Lease.**
- General:**
- Updated pack format to 26** for Minecraft 1.20.3
- Edited all uses of "minecraft:grass"** to use the new "minecraft:short_grass id.
- Made portal travel forcefully enable the spectatorsGenerateChunks gamerule,** which is required to allow portals to generate properly when entering a new dimension for the first time.
- General:**
- Reworked mob spawning across all dimensions.** Different mob types now spawn more regularly across different biomes, and no longer over-spawn, greatly exceeding the mobcap. This should have multiple effects:
- Significantly improved performance.** No more lagging out due to 800 rabbits.
- More varied mob spawning.** The Primordial Desert's Nazca chambers can now be opened more easily again, as mobs other than Hoglins will spawn on the surface at night, as they did in the past.
- More consistent mob spawning overall.** Previously some biomes would be lacking mobs they were supposed to have, or even fail to spawn mobs at all. This is no longer the case.
- Excavators:**
- Fixed Rexial giving his chat lines twice.** This was due to a mistake that caused him to not be correctly checking whether he had become a zombie or not, and so was producing chat lines both as his "alive" self and "undead" self.
- General:**
- Updated Pack Format to 18.**
- Updated all mobs that get summoned with Potion Effects** to use the new 1.20.2 format.
- Updated most methods of randomness to use the new /random command.** A few use-cases still use older methods, primarily those that are intended to be randomly based on UUIDs, such as the player's ship sail color.
- General**
- Added a new command that can be used to fix portals** whose destinations have been messed up. It is "/trigger nitFixPortal". Any player can use this command.
- Added a Tutorial Tip to inform players of the above trigger,** and that custom dimensions are an experimental Minecraft feature.
- In Between**
- Made naturally generating features no longer require base New in Town to generate loot.**
- Excavators:**
- Fixed a bug in the Research Station** that caused it to not display it's current Research power.
- General:**
- Updated Pack Format to 15 for Minecraft 1.20.**
- Updated recipe advancements for new 1.20 format.**
- Updated other advancements for new 1.20 format.**
- Added Smithing Templates to most Loot Tables.** They range from 20% to 60% frequencies depending on the chest type.
- In Between:**
- Made the Cherry Woods use the new Cherry Tree blocks.** They still use Mangrove Tree shapes cause I think they're cool and work well for the atmosphere.
- Added Cherry Petal Carpets to the Cherry Woods.**
- Primordial Desert:**
- Made Camels spawn in the Desert and Painted Desert biomes.**
- General:**
- Updated pack format to 12.**
- Contract Books now inform the user** of the specific distance you must be from any other fleets/mines if they're too close to an existing one.
- Updated custom biome precipitation** to 1.19.4 standards
- Improved portal generation consistency,** by now checking if the chunks are loaded before placing the portal or linking it. This should reduce the chances of portals not spawning on slower computers/servers, at the trade-off of travel-time taking longer on those slower machines. For some reason, it is unfortunately not fully eliminated.
- Obfuscated Contract Book values** to mitigate accidental activations.
- Optimized code to match base New in Town standards.**
- All Site Planners now use Item Display entities instead of markers.** They now appear as Crafting Tables unless you have a supporting Resource Pack installed.
- Added Accessibility features** to follow Base New in Town Standards:
- Site Planners now regenerate when broken,** but can be permanently removed by lighting a fire on top of them
- Contract Books now display particles when held**
- Recipes that use Water or Lava buckets return those buckets when built**
- Contract Books no longer re-enable sendCommandFeedback,** but it can still be re-enabled manually without issue.
- All Custom Items used in the pack now have CustomModelData associated with them.** These CMD values, and their base items, are listed in the zip file in "cmd.json"
- Buried Ocean:**
- Reduced light level necessary for hostile mobs to spawn**
- Seafarers:**
- The Illager Galleon and Illager Lab now only generate when their chunks are loaded**
- Primordial Desert**
- Fixed the Nazca Lines and Pharaoh's Tomb**. THey previously wouldn't open due to some ID changes in the last update, both on the worldgen side and the item data side.
- Made Hoglins spawn again.**
- Excavators:**
- The Piglin Cavern and Illager Arena now only generate when their chunks are loaded**
- Added an initial Mining Drill Rig item to the starting chest**
- Tempest:**
- Updated the Weather control to use 1.19.4 syntax**
- The Tempest now has rivers and lakes** winding throughout the landscape.
- Reduced the frequency of Ice Castles**
- Made it so Railway rails now turn both directions,** instead of going exclusively in circles
- Added Structure Voids to the Locomotive structure** for when it generates inside a Railway Station.
- Fixed a minor bug that caused the significant issue** of making the data pack to not validate correctly, affecting other data packs including New in Town. Not sure what even was the real cause here, the offending issue was not something that changed between 0.31 and 0.32, but whatever.
If you were having issues getting Dimensions to load in your world, or updated your existing Dimensions data pack, please download again.
- General:**
- Updated the Boss functions for both Raiden and Rexial** to be more in-line with Base New in Town's standards, as well as to eliminate conflicts as a result of New in Town's 2.13 update. Both boss fights should function the same way (which is to say, slightly differently than the improved boss fights of the base New in Town), they're just written better and hopefully are slightly more performant.
- Added Chat Lines for Raiden and Rexial.** These work the same way as the new boss fights in New in Town: Each has up to 6 lines that they can say in chat during their fight every few seconds, but no sooner than every 10 seconds.
- Primordial Desert:**
- Piglin Brutes now only spawn in the Mines of Piglin Settlements,** which have gates so you can visit their settlements safely without having to fight, if you wear gold.
- Piglins in the Primordial Desert now have a separate Bartering Loot Table** from Piglins in other dimensions. This takes advantage of Smithed conventions to allow for relatively safe merging with other Smithed data packs that alter vanilla loot tables, though note that if not downloading from Smithed, this may overwrite or be overwritten by other data packs that alter Piglin Bartering.
- Added Piglin Professions.** Different Piglins in Settlements will offer different loot in bartering based on their profession/the building they spawned in. Currently there are Carvers, Cooks, Goldsmiths, Guards, Miners, Priests, and Storytellers.
- Added a riddle and a hint to the Pharaoh's Tomb** second chamber.
- Excavators:**
- Fixed new shafts not generating Artifact structures.**

