so with 1.7 coming soon...(i think)...are you going to make a new version of Oceanblock? if so, that'll be great! Give me a reason to start the map from scratch...(although I'm not done with this one yet...almost, just need to make blaze farm...craft potions and kill ender dragon, and take the egg trophy.)
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Wisemen say forgiveness is divine, but never pay full price for late pizza.
so with 1.7 coming soon...(i think)...are you going to make a new version of Oceanblock? if so, that'll be great! Give me a reason to start the map from scratch...(although I'm not done with this one yet...almost, just need to make blaze farm...craft potions and kill ender dragon, and take the egg trophy.)
I'd say it's pretty likely. However I cannot guarantee when it'll come out. I'm going to have some free time over the next month or so but I'm not sure when that time is, and I basically haven't played (or really followed) Minecraft since 1.6 came out so I'm not up on anything that's come in the snapshots since then.
Thats sounds sweet....I'm in no rush, so take your time to get caught up with all the new stuff coming in 1.7 to make a new and improved version of Oceanblock...I've got plenty to keep me busy...(FTB and my current Oceanblock map...tour video coming soon, I promise, just waiting for the opportune moment)
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Wisemen say forgiveness is divine, but never pay full price for late pizza.
Here is the beginning of the LP I'm doing for this map. Let me know what i can do to improve the series.
Nice start! Not sure if you noticed, but you dug up all your grass blocks, so you won't be able to spawn in any friendly animals. The emergency chest way up above does have a few of each sapling type you lost, but I don't believe it has any grass blocks, you might have to restart or cheat some in.
You will definitely need to protect those villagers, they are key to many of the objectives.
I'd say it's pretty likely. However I cannot guarantee when it'll come out. I'm going to have some free time over the next month or so but I'm not sure when that time is, and I basically haven't played (or really followed) Minecraft since 1.6 came out so I'm not up on anything that's come in the snapshots since then.
This isn't comprehensive, but some ideas about 1.6 and 1.7 that might start you thinking:
1.6 added horses and horse armor (not craftable). It has been reported in this forum thread that it is possible to spawn horses in the plains biome (and in the 1.7 Savannah biome), although I haven't seen that myself. If "spawning all possible creatures" continues to be part of the objective list, it might be cool to have a horse armor hidden in a chest somewhere.
1.6 had just a few new blocks/items: hay bales, leads (can attach to mobs and drag them around), wool carpets, hardened clay (cook a clay block), stained clay (8 hardened clay around a dye), block of coal (does not work with charcoal). Not sure how many of these are worth incorporating into challenges, maybe replace the old wool challenge with getting each color of stained clay?
The major change in 1.7 is new biomes and new biome generation. For a pre-created map like Oceanblock, most of that isn't super relevant, but here are a few changes that are worth knowing:
Taiga is no longer a snowy biome. To get snow you will need either a Cold Taiga or Ice Plains (possibly some others). In some biomes (Extreme Hills, for example) rain turns to snow at higher elevations (above Y=95), that might be an interesting challenge, building a tall tower/mountain to collect snow from the peak.
There are a ton of new flowers, each of which crafts to a different dye color. Most of these flowers are biome-specific, you can grow them with bonemeal on grass in the correct place (Flower Forest biome, Swampland, Sunflower Plains, etc). It is unclear whether the 2-tall flowers (sunflowers, rose bushes) can be grown this way, or if they only grow on original world generation. It seems also that specific blocks in a flower forest will always grow the same type of flower.
A couple of new, biome-specific blocks of dubious value: red sand, Podzol (attainable only with Silk Touch currently, doesn't spread to other dirt blocks).
Fishing is much more useful in 1.7. You can get 4 types of fish and lots of other stuff, including enchanted fishing rods, enchanted books, name tags, lily pads, saddles, glass bottles, string, leather and boots. One of the fish types (pufferfish) can be used to make a new "Potion of Water Breathing".
Name tags can be used to name friendly and hostile mobs, which will then never de-spawn. They can't be used to name villagers, without a multiplayer trick, though, because it opens the trade interface when you right-click.
Not sure if you want to go this direction, but there are new command block options: setblock (programatically place items), testforblock (check for an item in a certain spot), achievement (give player an achievement or stat), summon (create any entity in the game), tellraw (create "buttons" in chat). Lots of cool stuff here that adventure map makers are making good use of, but not sure if it fits with the minimalist style of map.
The newest snapshot (13w41b) has 16 colors of stained glass, made from putting 8 glass around a dye. 16 colors each of wool, clay, and glass is probably too much, how about an objective that requires all 16 colors, but consisting of some combination of wool/clay/glass?
Armor, Bows, Fishing Rods and Swords can now get the "unbreaking" enchantment from an enchantment table. Not sure if this impacts any of the enchanting objectives.
Nether Portals can now be much larger, up to 23x23. The old size, 4x5 with 10 obsidian, is still the minimum size. Ghasts can come through very large portals
Finally, this is important enough to deserve its own section:
In the early snapshots there was concern about existing location-based structures (nether fortresses and witch farms) that work in 1.6 being broken after the upgrade to 1.7 (as the new biome/structure generating code would not generate them in the same place, and the new code had no way to "remember" those areas were supposed to generate witches or blazes).
They fixed this in 1.6.4 by adding some data to the map save that explicitly specified "there is a witch farm at these coordinates", "there is a nether fortress at these coordinates". For players, this simply meant loading up their existing world in 1.6.4 and visiting those locations, and Minecraft would explicitly write that data into the save files once those chunks were loaded.
For map makers, though, the existence of this new data in the world save means (hypothetically) that you could choose any old seed for your map, and then explicitly specify where you want Nether mobs and/or witches to spawn, by directly modifying the save data.
I don't know exactly how the data is saved, or how to edit it. I would guess that MCEdit or some other utility may add this functionality.
1.6 added horses and horse armor (not craftable). It has been reported in this forum thread that it is possible to spawn horses in the plains biome (and in the 1.7 Savannah biome), although I haven't seen that myself. If "spawning all possible creatures" continues to be part of the objective list, it might be cool to have a horse armor hidden in a chest somewhere.
Or in a chest in some Nether Fortress..
By the way, great summary of the changes!
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Here are some pictures of my game.. It's not so good and it's been a time that I don't play it but I really enjoyed and I'm thinking at rework on it.. :/
Wow thanks MegaTrain. I knew about a couple of those (leads, clay, and I'd heard about more biomes but not specifics). I've sticked your post and will refer to it when updating. These are some pretty big changes to the game and may necessitate an OceanBlock 5.0, even. Who knows?
The main reason for the "16 of each color wool" was to prove that you could make all colored dyes in sufficient quantity, or have sufficient quantity of sheep to sheer them multiple times. The second one of those really isn't important and I could see asking for - for example - all 16 colors be represented (or is it more than that?) and at least 5 (10 if there are 32 total colors) each of colored glass, wool, and clay. That way you would have to show you could do each, but not be QUITE so grindy as having to do a full spread of all 3 types. Though I have no idea how I'd write THAT down in the goals book.
Speaking of the book, I ESPECIALLY like the idea of achievements. If I could programatically specify ALL achievements that would be pretty sweet. It's something I've wanted in both this and Pancake for quite some time.
Yeah, not sure exactly how the achievements work, if you'd have to have a big bank of command blocks with a redstone timer constantly checking for conditions or something.
(It apparently does have a big redstone apparatus under the house.)
The Oceanblock server has an achievement system, where you can do:
"/oceanblock challenges list" to see the objectives, then "/oceanblock challenges complete" or something like that. I'm sure that's a server-side plug-in, though.
well, he could make some form of redstone apparatus and surround it in bedrock hidden on the ocean floor or something so a player couldn't break it and get free redstone...now how to implement custom achievements, I've no Idea but that would be awesome! how it would work for lets say the Tree Farms...how would you be able to tell if it was complete? as you can make farms of such vast sizes, it would be like way too complicated to show...now for if there were a new Oceanblock, I'd make a Let's Play and I might find a way to edit in "achievements" into my videos whenever I complete a challenge...though I've no idea how to implement this, if anyone knows how to do this without some form of expensive video editing software, I'd love to know! I just use windows movie maker...(I know, I know, alot of people say its a horrible program to use, but it seems to work pretty well imo.)
EDIT: trying to clarify what I mean...Like find some template I can use to just use the default Achievement frame, and edit the image and text (e.g. a pic of a Birch Sapling and text like "Cow bell? try Cow Wood!" for making an Birch Tree farm)
Oh btw 5thHorseman...If you do ever manage to figure out how to make your own custom achievements, I can help with some catchy names!
Regarding ghast spawning, I was working on another minimalist map, and I built a box (9x9x9) a little bit bigger than enough for them to spawn in, with 2 high pillars in the center for them to spawn on, any pigman spawns tend to drop down to the floor. I didn't bother to automate anything. The spawn rate isn't fast, but I did get a few. I made it a little longer (9x13x9) to provide a couple more spawn spots to see if that would help and I've been thinking of building more boxes - far enough apart to be able spawn while I'm clearing out the others. I have a 2 high door at the base of the cube, blocked with a trapdoor. I can kill the ghasts and all the piggies and the occasional magma cube that way with impunity. Sword or bow with max looting enchantment helps a lot.
My new version of the map Oceanblock..
Some pictures of my work.. I hope you all enjoy..
Really hard to put the villagers there, but after a long time I managed (just to clarify, I pretty much breeded them all before in small improvised houses there on the floor and then send them to the top).
Iron Mine Farm.. After getting some irons, I made the hoppers to automate the farm..
Cobblestone Generator..
Cocoa Bean farm..
Snow farm..
Mushroom farm..
Sugar Cane farm..
Pumpkin and Melon farm..
Wheat, Carrot, Potato and background Nether Wart farm (I have not made larger because I just saw that had tons of soul sand in Nether..)
They are all animals that just spawned, I breeded none of them yet.. Incredibly, no one slime appeared me so far, but animals came in droves!
And the Florest..
My slime biome (Didn't appeared anything yet)..
Dirt, Sand and Clay farm, besides the entrance to the Nether..
The Jungle biome (Also didn't appear any ocelot so far)..
Yeah.. Over there is the Dragon Egg!
Only a ladder to reach the treasures here..
Ghasts and Zombie Pigmen! But no Magma Cube at all.. :/ Where I am is on top of the stairs, at the bottom of the glowstone I placed normal cobblestone and did a clean in 4 layers of items..
I really hope you can have liked my game, it took a long time for me to do all that, but it was worth it.. Mainly because I really like this map!
Very nice pics, ShinzoX! I really like the huge jungle forest! Also, nice brick house and dragon egg!!
BREAKING NEWS: Release 1.7.2 is out!
A few relevant changes since my giant list a page or two ago:
TREES: We have 2 new saplings (Acacia and Dark Oak) and all accompanying leaves, wood types, plank types, stairs, and slabs. (In earlier snapshots, these tree types were made up of existing wood types.) Some details below:
Acacia saplings/wood: Gray exterior, red wood interior. These grow in savannas, and require a single sapling to grow.
Dark Oak: Dark exterior (very close to Spruce), darker interior (darker than spruce). These trees normally grow in a roofed forest. Requires 4 dark oak saplings to grow, like a giant jungle tree. A single dark oak sapling cannot grow a tree.
Giant Redwood: Not a new wood or sapling type, has spruce wood and leaves, grows in "Mega Taiga" biomes. 4 spruce saplings in a square can now grow a giant redwood tree. A single spruce sapling still grows normal spruce trees.
Nether fortress/witch hut regions: MCEdit cannot edit these, see discussion in this thread. I can open the "Fortress.dat" in NBTExplorer.exe, but I wouldn't know how to edit/add regions. I've asked if the Amidst utility can do it in this thread here, hoping that's a possibility.
Free spawning Witches! Witches now spawn (in small numbers) like normal mobs, in addition to spawning in witch huts. This means it should be possible to get witch drops via a normal mob farm (glass bottles, glowstone, redstone, gunpowder, spider eyes, sugar, sticks, plus a few rare drops if killed directly: healing potions, fire resistance potions, swiftness potions, and water breathing potions). Unfortunately, they don't drop weakness potions. They DO, however, THROW weakness potions at you in combat (along with poison, harming, and slowness). While this would require careful planning, and would still be very risky, it seems like this might work as a way to heal villager zombies (zombies are undead and would not die from harming potions, so the witch couldn't kill zombies directly). This could allow us to build a village with zero starting villagers, and no access to the nether! (Hmm, I could even get a village going on the old SkyBlock map!!
A few smaller items that are less likely to impact a new map:
New /setworldspawn command, not sure if this would help during map construction, or if it is for only the current user
If you are on fire, you can now extinguish yourself in a cauldron, even in the Nether. Water level will drop, though.
Maps now will correctly show different colors for wool and stained clay
I think that's all the changes besides bug fixes in the last few snapshots.
oh yeah mapping my Island Paradise will be so much better looking in 1.7...Looking forward to any possible map updates...(now tempted to finish up my 4.1 map so I can start all over again in 1.7!) was so glad about the new Acacia and dark oak trees, but kinda saddened about the redwood just being 2x2 spruce...but its not too bad since it shares similar name to regualar taiga...unlike roofed forest and savanna...would've been sweet if they added new mobs specific to savanna...(lions would've been epic!)
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Wisemen say forgiveness is divine, but never pay full price for late pizza.
oh yeah mapping my Island Paradise will be so much better looking in 1.7...Looking forward to any possible map updates...(now tempted to finish up my 4.1 map so I can start all over again in 1.7!) was so glad about the new Acacia and dark oak trees, but kinda saddened about the redwood just being 2x2 spruce...but its not too bad since it shares similar name to regualar taiga...unlike roofed forest and savanna...would've been sweet if they added new mobs specific to savanna...(lions would've been epic!)
I've been waiting a while now to restart this map so i can replay again in 1.7 and the day has arrived. woohoo. off to play.
I also want to restart the map, but I'd better expect the 5thHorseman update the map, if not we'll be a bit stuck, or at least without full freedom of building what we want..
Well, I've tested a bit, and it doesn't appear that the new Dark Oak trees are renewable using the current sapling drop rates.
They give a ton of wood, but in my testing only drop 2-4 saplings per tree, which isn't always enough to re-grow a new tree (growing dark oaks requires 4 saplings, no tree will grow with just one).
If you waited until you had a fortune 3 axe to start your dark oak farm, you'd probably be ok, as harvesting the leaves with fortune increased my drops to 5-8 saplings per tree (plus some apples).
Acacia trees aren't a problem, according to my testing. They seem to drop 3-7 saplings per tree (lots of leaves) and require only 1 to grow a new tree.
Well, I've tested a bit, and it doesn't appear that the new Dark Oak trees are renewable using the current sapling drop rates.
They give a ton of wood, but in my testing only drop 2-4 saplings per tree, which isn't always enough to re-grow a new tree (growing dark oaks requires 4 saplings, no tree will grow with just one).
If you waited until you had a fortune 3 axe to start your dark oak farm, you'd probably be ok, as harvesting the leaves with fortune increased my drops to 5-8 saplings per tree (plus some apples).
Acacia trees aren't a problem, according to my testing. They seem to drop 3-7 saplings per tree (lots of leaves) and require only 1 to grow a new tree.
Nice testing! although with anvils, using an axe to cut down all the leaves can wear out the axe quickly...I might test using an anvil to put Fortune on something without durability like a stick!
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Wisemen say forgiveness is divine, but never pay full price for late pizza.
you saying that this map is impossible? Um, have you even tried playing this map? I can guarantee that each and every challenge is indeed possible...there are villagers there for a reason...not just to keep you company and make trades with you...*hint* try to make more of them up to around 16 and see what spawns...
This advice will help you find a way into the nether, which will provide a way to acquire the stone which you seek!
Might want to increase the amount of lapis, since that is the only way to get blue dye, and if we want to include stained clay and stained glass in the goals, it'll take more blue dye than even using a fortune pick will get you.
I'd say it's pretty likely. However I cannot guarantee when it'll come out. I'm going to have some free time over the next month or so but I'm not sure when that time is, and I basically haven't played (or really followed) Minecraft since 1.6 came out so I'm not up on anything that's come in the snapshots since then.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Nice start! Not sure if you noticed, but you dug up all your grass blocks, so you won't be able to spawn in any friendly animals. The emergency chest way up above does have a few of each sapling type you lost, but I don't believe it has any grass blocks, you might have to restart or cheat some in.
You will definitely need to protect those villagers, they are key to many of the objectives.
Good luck and have fun!
This isn't comprehensive, but some ideas about 1.6 and 1.7 that might start you thinking:
Finally, this is important enough to deserve its own section:
In the early snapshots there was concern about existing location-based structures (nether fortresses and witch farms) that work in 1.6 being broken after the upgrade to 1.7 (as the new biome/structure generating code would not generate them in the same place, and the new code had no way to "remember" those areas were supposed to generate witches or blazes).
They fixed this in 1.6.4 by adding some data to the map save that explicitly specified "there is a witch farm at these coordinates", "there is a nether fortress at these coordinates". For players, this simply meant loading up their existing world in 1.6.4 and visiting those locations, and Minecraft would explicitly write that data into the save files once those chunks were loaded.
For map makers, though, the existence of this new data in the world save means (hypothetically) that you could choose any old seed for your map, and then explicitly specify where you want Nether mobs and/or witches to spawn, by directly modifying the save data.
I don't know exactly how the data is saved, or how to edit it. I would guess that MCEdit or some other utility may add this functionality.
Or in a chest in some Nether Fortress..
By the way, great summary of the changes!
--------------------------------------------------------------
Here are some pictures of my game.. It's not so good and it's been a time that I don't play it but I really enjoyed and I'm thinking at rework on it.. :/
The main reason for the "16 of each color wool" was to prove that you could make all colored dyes in sufficient quantity, or have sufficient quantity of sheep to sheer them multiple times. The second one of those really isn't important and I could see asking for - for example - all 16 colors be represented (or is it more than that?) and at least 5 (10 if there are 32 total colors) each of colored glass, wool, and clay. That way you would have to show you could do each, but not be QUITE so grindy as having to do a full spread of all 3 types. Though I have no idea how I'd write THAT down in the goals book.
Speaking of the book, I ESPECIALLY like the idea of achievements. If I could programatically specify ALL achievements that would be pretty sweet. It's something I've wanted in both this and Pancake for quite some time.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
There is a simple but cool example of that kind of adventure/challenge map built with command blocks here:
http://www.reddit.com/r/Minecraft/comments/1mw5sp/i_used_the_new_commands_to_make_a_fully_scripted/
(It apparently does have a big redstone apparatus under the house.)
The Oceanblock server has an achievement system, where you can do:
"/oceanblock challenges list" to see the objectives, then "/oceanblock challenges complete" or something like that. I'm sure that's a server-side plug-in, though.
EDIT: trying to clarify what I mean...Like find some template I can use to just use the default Achievement frame, and edit the image and text (e.g. a pic of a Birch Sapling and text like "Cow bell? try Cow Wood!" for making an Birch Tree farm)
Oh btw 5thHorseman...If you do ever manage to figure out how to make your own custom achievements, I can help with some catchy names!
Some pictures of my work.. I hope you all enjoy..
Cobblestone Generator..
Cocoa Bean farm..
Snow farm..
Mushroom farm..
Sugar Cane farm..
Pumpkin and Melon farm..
Wheat, Carrot, Potato and background Nether Wart farm (I have not made larger because I just saw that had tons of soul sand in Nether..)
They are all animals that just spawned, I breeded none of them yet.. Incredibly, no one slime appeared me so far, but animals came in droves!
And the Florest..
Dirt, Sand and Clay farm, besides the entrance to the Nether..
The Jungle biome (Also didn't appear any ocelot so far)..
Yeah.. Over there is the Dragon Egg!
Ghasts and Zombie Pigmen! But no Magma Cube at all.. :/ Where I am is on top of the stairs, at the bottom of the glowstone I placed normal cobblestone and did a clean in 4 layers of items..
I really hope you can have liked my game, it took a long time for me to do all that, but it was worth it.. Mainly because I really like this map!
BREAKING NEWS: Release 1.7.2 is out!
A few relevant changes since my giant list a page or two ago:
Great summary again! I believe the 1.7.2 update will cause the most of the maps to be reworked..
I also want to restart the map, but I'd better expect the 5thHorseman update the map, if not we'll be a bit stuck, or at least without full freedom of building what we want..
They give a ton of wood, but in my testing only drop 2-4 saplings per tree, which isn't always enough to re-grow a new tree (growing dark oaks requires 4 saplings, no tree will grow with just one).
If you waited until you had a fortune 3 axe to start your dark oak farm, you'd probably be ok, as harvesting the leaves with fortune increased my drops to 5-8 saplings per tree (plus some apples).
Acacia trees aren't a problem, according to my testing. They seem to drop 3-7 saplings per tree (lots of leaves) and require only 1 to grow a new tree.
Nice testing! although with anvils, using an axe to cut down all the leaves can wear out the axe quickly...I might test using an anvil to put Fortune on something without durability like a stick!
This advice will help you find a way into the nether, which will provide a way to acquire the stone which you seek!