What's on your mind?
I know the peat mummy boss is first, but whats everything down the list?
22 Votes in Poll
While building a castle, I noticed that while standing only partially on mud blocks and placing a silt block where you are partially floating, you will be able to walk through the silt. Once you have left the block, you of course can't get back in again without performing the glitch. At first I thought it might be because of a certain tool from the quark mod I was using to place the blocks, but after further testing without quark the problem still occurred. This only works while wearing the rubber boots or boots of the marsh runner, which is interesting to me. All testing of this glitch was done in 3.6.1 with the only non-visual/performance mod installed being initially quark, then none.
Is their any chance of the draetons getting some kind of upgrade on how much fuel they can hold? It might just be me, but I feel like it doesn’t last very long before you have to refuel them.
I've just upgraded the mod pack to the latest version of Betweenlands 3.6.1 I think. and I'm getting a glitch that shows the worm tunnel through the environment. it shows where it will spawn and is always on the screen.
I've had two ideas for new mobs in the Betweenlands. Feel free to add any other ideas as long as they fit the "vibe" of the Betweenlands.
The Floater/Moaner - This passive mob spawns through the Raised Isles biome. It would be fairly rare, and it would emit loud moaning sounds periodically. You might be able to hitch a ride of top of it, but it would either be slow or you wouldn't be able to control it. If it was ridable, it would take a Forbidden Fig on a stick. When it is killed, it drops 0-2 Floater Lungs and 1-5 Blubber. Floater Lungs could be used to fuel the Draeton, or maybe upgrade a Volarpad Kite. You would be able to lure it down to the ground with a brazier emitting Armaniis (Desire) aspect. Blubber culd be used to create oil lantern when combined with 8 scabyst shards.
Swamp Goat - This neutral mob would spawn throughout the Betweenlands in groups of 1-4. Attacking one would cause the others to gang up on you. They drop 0-2 Goat Horns and 1-2 Warped Leather. Warped Leather would act as a replacement for Angler Hide in most cases. Goat horns could be crafted into a spiky shield or maybe an Ivory Sword that had low durability but a high corrosion resistence. You could also milk it for Foul Milk, which would decrease the severity of decay or other negative aspects. The Foul Milk could also be crafted into a Swamp Quiche, crafted with one foul milk, one Seared Snail Flesh, one flathead muchroom, and a cooked mire snail egg.
Some less fleshed out ideas-
Deepwater Beluga- A cute, fat creature that occupies the deep waters. It drives back less agreeable creatures in the water and allows the player to hitch a ride mostly out of laziness. Would drop aforementioned blubber (If you were heartless enough to kill it), and maybe could be hitched up to a Weedwood boat for a faster, safer ride.
Bloated Worm- A powerful, miniboss like creature that occupies the cavern. It can dig long tunnels, and drops gross puss that contains aspects. It would drop digested rock and 1-3 life crystals.
Greebling Alchemist- Appears similar to the wandering trader in Minecraft 1.14 and has a cool looking mossy trading GUI. Trades aspect vials for various herblore items and/or middle gems.
Concept Art (I'm not artistic, so don't expect too much.)
(edited by Unexpectedproton)
I was raiding a Sludgeon, on the new 3.6 update, when I noticed that all the chests were empty, and that none of the urns gave items (although the urns did spawn termites) I was wondering if this was a reported bug, and if not could someone point me in the right direction to report it?
Is there any thought to updating this to 1.15.2. I would really like to use it but most of my mods are for 1.15 and i don't want to revert back as some of them are no longer available for 1.12
Hey Angry Pixel and Fans of the Betweenlands Mod. The information provided for the Emberlings, those little fire salamander/newt things, is mostly missing. Could someone who actually has access to the game or information could update those pages, that would be much appreciated.
Thanks for the wonderful mod and community.
I have been playing Betweenlands through All the Mods 3 modpack and for some reason, when I enter the Betweenlands, I immediately catch fire and continual stay on fire unless I keep myself submerged in water and am also inflicted with the effect "Slowness IV" which only allows me to creep along rather than walk or run.
I have also noticed that any hostile mobs that spawn catch fire.
Any guess as to what is causing this to happen? I am puzzled.
(edited by Mgsprague)
Dreadful Peat Mummy
I have no clue LOL
24 Votes in Poll
Prime wight update
MAN, I have no idea
The devs should add more confirmed upcoming stuff!
26 Votes in Poll
So my friends have an "All the Mods 3" server up and I've gone to the Betweenlands. I've played the mod before so I have a moderate amount of understanding on how the mod works. So when I went to fill a Weedwood bucket AND Syrmorite bucket with water or swamp water and found it wouldn't fill I got very confused. The mod is 3.4.10 and I assume there wasn't any bug with the buckets then. Is there a way to fix this? I've tried looking for the item in the interface and it seems the item doesn't even exist. Neither the Weedwood or Syrmorite buckets have a Water or Swamp Water version. Any help with resolving the issue would be appreciated
I have a problem with compost bin, I can't open it. I'd prefer to use something else then left-click.
Just a small thought but mabie instead of holding the swamp talisman like sideways there could me a minor change as like the player holding the swamp talisman like a sword just a small thing
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At the moment beds are used to set spawn but not skip the night. I don't know whether you guy plan to add that feature but if you did it would still feel pointless, as the mobs aren't affected by the day (as far as I can tell). personally I like this as it's a change from the overworld, but I find that using a bed merely to set spawn, pulls you away from the beautifully crafted atmosphere you devs have created. I don't know whether you guys have a plan for it, but have you considered creating a second use for sleep? I though a interesting mechanic would be insanity / strange thoughts. This would add a meter which would increase slowly ( increasing faster in creepy places i.e. fog, caves) in till it reached certain levels, at which the player gains affects such as mining fatigue, slowness and blindness. The solution to the high insanity is to go to sleep, but the higher the player's insanity the more lightly they are to get a vision / nightmare. ether the get a cut scene of the Prime Wight or, in maybe an extreme case, be transported to an nightmare dimension. This could fit in well with the "it's them." lore scrap.
I think their a lot you can do with it and I hope sleep can be more than skipping the night.