[THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

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GandalfTheDank
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[THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

Foreword:

Yes, I’ve read the guidelines, and I know that Drift suggestions are likely to be shot down immediately. I’m aware the concept is so far in the future that very little, if any, thought has been given to its development.

Do not look at this post as a suggestion so much as a concept proposal. It isn’t meant to be taken with the utmost seriousness, though I genuinely wanted the community’s feedback on it regardless.

Be brutal. Be honest.

It is precisely because this dimension is nowhere near being added to the game that I felt comfortable investing the time to outline a broad concept. My hope is simply to share a vision and maybe, in some small way, influence how people, or more poignantly, the developers, think about what the Drift could eventually become.

With that being said, i present to the community with the utmost humility, a broad overview concept, a labor of love and 10 days, 6-10 hours each day, for the developers to read through at their own leisure, and take from as they will for perpetuity and for the BTA community to comb through and provide feedback for the betterment and refinement of the concept, my hopeful vision as imagined in a fever dream of caffeine and hours lost, THE DRIFT
https://docs.google.com/document/d/1DB9 ... sp=sharing
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by KirisameSoup »

I really like the idea of occasional solar eclipses being the equivalence of night!
That said, the mob and boss suggestions feels kinda mid. They might be cool for a mod tho.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

KirisameSoup wrote: 10 Mar 2026, 05:17 I really like the idea of occasional solar eclipses being the equivalence of night!
That said, the mob and boss suggestions feels kinda mid. They might be cool for a mod tho.
Thank you so much for your reply!
The mobs and boss are meant to have interplay with each other, as well as the environment. i tried to limit myself to keep within the bounds of what's possible with beta minecraft modding, and tried to bear in mind performance impacts and limit that as much as i could. Do you know what changes might be made so that the mobs and boss is less "mid" as you put it?

it was very disappointing to hear this, as these are the ideas i've invested the most time and thought on.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by Yojin »

I think this is full of good ideas. I really like the eclipse, the biomes, needlegrass, and mobs like the puffback and Windevil. The weather events are sick too, making use of bta's wind system in a really cool way!

However, I do think that some of this doesnt really feel in line with the principles bta has established. Ferrite ore feels too centered around the drift and out of place with the other armor sets. the gemcutting table while cool, doesnt feel in line with bta's simple tool progression. Returning players might be in a rush to reach the drift to maximize tool utility instead of just using what they have.

Some mobs like the Hamadryad and Jellyshroom feel a little too passive and "useless" to me. I think the former would be more memorable if it just attacked you directly and the latter needs something to make it not just visual flair. Maybe other mobs could hunt it and you could use it as a distraction? Like catching one with a fishing rod and having the whole school follow you.

Lastly, I think that the bosses arent needed at all. At least not as bosses. Personally I think bta ever having bosses would be a step in the wrong direction and retreading old ground. Im not saying that the Star Drake is bad though, I think just making it into a dangerous hostile mob to make up for the lack of danger in the drift generally would be better. TL;DR I think this is a really cool suggestion with a lot to like but I believe that some stuff could be changed to better fit bta. Theres a lot to like here! And ofc take all of this with a grain of salt, Im not one of the devs so truly I dont have much say in what actually fits bta or not XD.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

thanks for your response!

i did leave a lot of mobs, their drops, their uses bare-bones because i don't feel confident enough in giving suggestions leaning into that area of the game, although i do believe i suggested Windwyrms could hunt Jellyshrooms, so if you made Windwyrms into an aggresive mob until you tamed it, and incorporated that into a more compelling taming method, that would be really cool too.

as far as the Hamadryad goes, i really wanted it to feel like a shadow that was being cast by the tree, i feel like if it attacked you directly it just becomes a Better Than Adventure Creaking, which is exactly what i didn't want and didn't think it felt right, maybe someone else is cleverer than i and can think of a unique interaction with the tree spirit that made it memorable and not just a re-hashing of things that Mojangcrosoft has done.

Lastly, you're right, me calling the "Star Drake" a Boss was a bad call, that was my bad. my imagining was that a Star Drake would spawn in the dimension per the amount of players in the dimension, so if 10 people were in the dimensions, 10 would spawn, if 1 was in the dimension, only 1 would spawn.

i designed it as a "Ultimate enemy" which in my head was a boss, but you're correct, it really doesn't work as a "Boss" in the current modern minecraft sense of the word.

With that being said, i have updated the document to reflect your feedback to the best of my current ability. Thank you so much for your feedback.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

Yojin wrote: 12 Mar 2026, 08:17 I think this is full of good ideas. I really like the eclipse, the biomes, needlegrass, and mobs like the puffback and Windevil. The weather events are sick too, making use of bta's wind system in a really cool way!

However, I do think that some of this doesnt really feel in line with the principles bta has established. Ferrite ore feels too centered around the drift and out of place with the other armor sets. the gemcutting table while cool, doesnt feel in line with bta's simple tool progression. Returning players might be in a rush to reach the drift to maximize tool utility instead of just using what they have.

Some mobs like the Hamadryad and Jellyshroom feel a little too passive and "useless" to me. I think the former would be more memorable if it just attacked you directly and the latter needs something to make it not just visual flair. Maybe other mobs could hunt it and you could use it as a distraction? Like catching one with a fishing rod and having the whole school follow you.

Lastly, I think that the bosses arent needed at all. At least not as bosses. Personally I think bta ever having bosses would be a step in the wrong direction and retreading old ground. Im not saying that the Star Drake is bad though, I think just making it into a dangerous hostile mob to make up for the lack of danger in the drift generally would be better. TL;DR I think this is a really cool suggestion with a lot to like but I believe that some stuff could be changed to better fit bta. Theres a lot to like here! And ofc take all of this with a grain of salt, Im not one of the devs so truly I dont have much say in what actually fits bta or not XD.

how would you feel if the Hamadryad worked sorta like an enderman, but on attack instead of dealing damage it applied a sort-of mining fatigue? making it a secondary environmental hazard rather than a hostile?
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by arlwiss »

i like the idea of stars being visible during the day, but that's basically it. all this stuff about the Drake reminds me too much of the End because it's so dominating as to focus the entire dimension around it. it doesn't suit the sandbox nature of BTA where dimensions are places to build and explore. the other mobs don't fit in either as they're overdesigned and lack derpiness, and i find frustrating the idea of having to manage pet ai for their abilities.

this doesn't suit the little we know of the Drift, nor even the Aether, which it's more similar to. it reads like a modern dimension mod and there's too much wrong with the direction for it to be possible to fix and tweak this into being more fitting.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

arlwiss wrote: 13 Mar 2026, 08:33 i like the idea of stars being visible during the day, but that's basically it. all this stuff about the Drake reminds me too much of the End because it's so dominating as to focus the entire dimension around it. it doesn't suit the sandbox nature of BTA where dimensions are places to build and explore. the other mobs don't fit in either as they're overdesigned and lack derpiness, and i find frustrating the idea of having to manage pet ai for their abilities.

this doesn't suit the little we know of the Drift, nor even the Aether, which it's more similar to. it reads like a modern dimension mod and there's too much wrong with the direction for it to be possible to fix and tweak this into being more fitting.
i'll politely disagree, but also, just to be cheeky

if derpiness is what you want modern minecraft is right there waiting for you. derp overload.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by Yojin »

GandalfTheDank wrote: 13 Mar 2026, 00:12 thanks for your response!

i did leave a lot of mobs, their drops, their uses bare-bones because i don't feel confident enough in giving suggestions leaning into that area of the game, although i do believe i suggested Windwyrms could hunt Jellyshrooms, so if you made Windwyrms into an aggresive mob until you tamed it, and incorporated that into a more compelling taming method, that would be really cool too.

as far as the Hamadryad goes, i really wanted it to feel like a shadow that was being cast by the tree, i feel like if it attacked you directly it just becomes a Better Than Adventure Creaking, which is exactly what i didn't want and didn't think it felt right, maybe someone else is cleverer than i and can think of a unique interaction with the tree spirit that made it memorable and not just a re-hashing of things that Mojangcrosoft has done.

Lastly, you're right, me calling the "Star Drake" a Boss was a bad call, that was my bad. my imagining was that a Star Drake would spawn in the dimension per the amount of players in the dimension, so if 10 people were in the dimensions, 10 would spawn, if 1 was in the dimension, only 1 would spawn.

i designed it as a "Ultimate enemy" which in my head was a boss, but you're correct, it really doesn't work as a "Boss" in the current modern minecraft sense of the word.

With that being said, i have updated the document to reflect your feedback to the best of my current ability. Thank you so much for your feedback.
Ive read the revised document and I am glad to see the revised Windwyrm section, I think using the jellyshroom for taming would definitely be a step in the right direction. Makes both mobs stand out more and stops the jellyshroom hunting behavior from just being fluff.

I saw your revised idea for the hamadryad and I think that might have the same issue, too close to modern mobs. Im not sure what could be done but I do think the shadow concept has a lot of potential. Maybe they'd be invisible mobs and you'd have to watch their shadow to know where they are? or perhaps the jump in and out of shadow to sneak up on you. Not sure if either of those are any good but I hope you get where im coming from.

I will say I do agree with arlwiss on certain things, the star drake being such a big focus does seem too similar to the end dragon with how important of a mob it is. I still hold the opinion that it'd be better if it were dialed back and turned into more of a regular (but still dangerous) mob. The tamed Windwyrm behavior is really cool imo but it could be hard to implement in a way that isnt frustrating for the player.

I dont think that this really needs to be consistent with what we know of the drift or even the aether though. You put it plainly in your disclaimer that this is more of a broad concept for things that could be implemented. I think its fun to use stuff like this to brainstorm on possible directions the drift could take!
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by GandalfTheDank »

Yojin wrote: 14 Mar 2026, 04:00
GandalfTheDank wrote: 13 Mar 2026, 00:12 thanks for your response!

i did leave a lot of mobs, their drops, their uses bare-bones because i don't feel confident enough in giving suggestions leaning into that area of the game, although i do believe i suggested Windwyrms could hunt Jellyshrooms, so if you made Windwyrms into an aggresive mob until you tamed it, and incorporated that into a more compelling taming method, that would be really cool too.

as far as the Hamadryad goes, i really wanted it to feel like a shadow that was being cast by the tree, i feel like if it attacked you directly it just becomes a Better Than Adventure Creaking, which is exactly what i didn't want and didn't think it felt right, maybe someone else is cleverer than i and can think of a unique interaction with the tree spirit that made it memorable and not just a re-hashing of things that Mojangcrosoft has done.

Lastly, you're right, me calling the "Star Drake" a Boss was a bad call, that was my bad. my imagining was that a Star Drake would spawn in the dimension per the amount of players in the dimension, so if 10 people were in the dimensions, 10 would spawn, if 1 was in the dimension, only 1 would spawn.

i designed it as a "Ultimate enemy" which in my head was a boss, but you're correct, it really doesn't work as a "Boss" in the current modern minecraft sense of the word.

With that being said, i have updated the document to reflect your feedback to the best of my current ability. Thank you so much for your feedback.
Ive read the revised document and I am glad to see the revised Windwyrm section, I think using the jellyshroom for taming would definitely be a step in the right direction. Makes both mobs stand out more and stops the jellyshroom hunting behavior from just being fluff.

I saw your revised idea for the hamadryad and I think that might have the same issue, too close to modern mobs. Im not sure what could be done but I do think the shadow concept has a lot of potential. Maybe they'd be invisible mobs and you'd have to watch their shadow to know where they are? or perhaps the jump in and out of shadow to sneak up on you. Not sure if either of those are any good but I hope you get where im coming from.

I will say I do agree with arlwiss on certain things, the star drake being such a big focus does seem too similar to the end dragon with how important of a mob it is. I still hold the opinion that it'd be better if it were dialed back and turned into more of a regular (but still dangerous) mob. The tamed Windwyrm behavior is really cool imo but it could be hard to implement in a way that isnt frustrating for the player.

I dont think that this really needs to be consistent with what we know of the drift or even the aether though. You put it plainly in your disclaimer that this is more of a broad concept for things that could be implemented. I think its fun to use stuff like this to brainstorm on possible directions the drift could take!

i agree with everything you've said except for the Dragon. The Dragon was always planned by notch, form the very beginning, in this very one specific instance i don't think it's too close to vanilla any more than an implementation of pigmen is. There was always going to be a dragon in the skylands dimension and it was always going to be a central focus, i think my dragon is starkly different enough to seperate it from vanilla in such a way that still feels vanilla. Dragons are not supposed to be casual encounters, any way you implement them they're always going to be central and all-encompassing to your gameplay, they will always steal all of the attention, anything less would be a disservice to the legend *Cough Wyrmroost, *Cough Ice and Fire.
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Re: [THE DRIFT DISCLAIMER] A CONCEPT for the potential future Dimension.

Post by Yojin »

GandalfTheDank wrote: 14 Mar 2026, 22:53
Yojin wrote: 14 Mar 2026, 04:00
GandalfTheDank wrote: 13 Mar 2026, 00:12 thanks for your response!

i did leave a lot of mobs, their drops, their uses bare-bones because i don't feel confident enough in giving suggestions leaning into that area of the game, although i do believe i suggested Windwyrms could hunt Jellyshrooms, so if you made Windwyrms into an aggresive mob until you tamed it, and incorporated that into a more compelling taming method, that would be really cool too.

as far as the Hamadryad goes, i really wanted it to feel like a shadow that was being cast by the tree, i feel like if it attacked you directly it just becomes a Better Than Adventure Creaking, which is exactly what i didn't want and didn't think it felt right, maybe someone else is cleverer than i and can think of a unique interaction with the tree spirit that made it memorable and not just a re-hashing of things that Mojangcrosoft has done.

Lastly, you're right, me calling the "Star Drake" a Boss was a bad call, that was my bad. my imagining was that a Star Drake would spawn in the dimension per the amount of players in the dimension, so if 10 people were in the dimensions, 10 would spawn, if 1 was in the dimension, only 1 would spawn.

i designed it as a "Ultimate enemy" which in my head was a boss, but you're correct, it really doesn't work as a "Boss" in the current modern minecraft sense of the word.

With that being said, i have updated the document to reflect your feedback to the best of my current ability. Thank you so much for your feedback.
Ive read the revised document and I am glad to see the revised Windwyrm section, I think using the jellyshroom for taming would definitely be a step in the right direction. Makes both mobs stand out more and stops the jellyshroom hunting behavior from just being fluff.

I saw your revised idea for the hamadryad and I think that might have the same issue, too close to modern mobs. Im not sure what could be done but I do think the shadow concept has a lot of potential. Maybe they'd be invisible mobs and you'd have to watch their shadow to know where they are? or perhaps the jump in and out of shadow to sneak up on you. Not sure if either of those are any good but I hope you get where im coming from.

I will say I do agree with arlwiss on certain things, the star drake being such a big focus does seem too similar to the end dragon with how important of a mob it is. I still hold the opinion that it'd be better if it were dialed back and turned into more of a regular (but still dangerous) mob. The tamed Windwyrm behavior is really cool imo but it could be hard to implement in a way that isnt frustrating for the player.

I dont think that this really needs to be consistent with what we know of the drift or even the aether though. You put it plainly in your disclaimer that this is more of a broad concept for things that could be implemented. I think its fun to use stuff like this to brainstorm on possible directions the drift could take!

i agree with everything you've said except for the Dragon. The Dragon was always planned by notch, form the very beginning, in this very one specific instance i don't think it's too close to vanilla any more than an implementation of pigmen is. There was always going to be a dragon in the skylands dimension and it was always going to be a central focus, i think my dragon is starkly different enough to seperate it from vanilla in such a way that still feels vanilla. Dragons are not supposed to be casual encounters, any way you implement them they're always going to be central and all-encompassing to your gameplay, they will always steal all of the attention, anything less would be a disservice to the legend *Cough Wyrmroost, *Cough Ice and Fire.
You're not wrong at all! Im just looking at this from a bta focused perspective. Like, the only reason I even take vanilla mc into account is because I know the devs dont want to rehash ideas from there. I think that just because a dragon was always planned for vanilla doesnt mean it'd be a good fit for bta. Not that it couldnt be of course. I think your idea is different enough from the end dragon mechanically, just that it does seem to take up a lot of focus for a single mob. Which isnt really consistent to bta's other dimensions (not that it has to be)
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