I think that you should one: update to 1.9 please and make certain villagers build certain things. (A blacksmith builds a church? Seriously?) BTW these things may be already implemented, I am only playing version 3.
I think that you should one: update to 1.9 please and make certain villagers build certain things. (A blacksmith builds a church? Seriously?) BTW these things may be already implemented, I am only playing version 3.
There is massive new content between most updates and all villagers are carpenters along with their primary professions.
So after a mornings work it looks promising. The "rot" spreads nicely, mobs on rotted ground are offensively and defensively buffed, rot is cured by magic books and/or specially enchanted boots.
For the record this is an addition to the crazy hardcore version and probably will not be released to the general public.
See future posts if you are interested in the new developments.
I gave the hardcore mode a try and boy it kicked my butt in more ways than one.
Learning from my mistakes last time, I took over a pre-generated house instead. It was eaten, and everything inside destroyed.
Put your spoiler here.
Ok, this is fine, I'll just bunk with my ol' pals the villagers, what's the worst that could happen?
A wither tower spawns directly clean through my house, and the wither descends and kills all my villagers.
Put your spoiler here.
As my bunk was also the center building of the village, I had to spawn a new one, but thankfully this time they didn't eat my house...
They ate the redstone.
Put your spoiler here.
I somehow respawned on top of the redstone, which I noticed had several holes chewed through it!
Regardless of this being a total catastrophe, it was fun. Either I'm the unluckiest guy in the world all of a sudden, or Hardcore mode, instead of deliberately avoiding your spawnpoint when generating new buildings, deliberately targets it instead.
There is a glitch where an armorstand cannot be targeted. The fix for the town Hall is to re-summon creating a new stand and deleting the old glitched. Unfortunately there is no way to auto-detect the glitch for dungeon spawning so the town Meeting Book was created to help relocate.
-
Update
Transferred new stuff to up10.
Back to normal difficulty
1st tier dungeons slightly larger with more loot.
Hardware store replaced with the Clonery selling villager eggs for 10 emeralds.
The Rot:
- Spreads like dungeons (for now).
- Mobs on Rot get strength and resistance.
- Players on Rot get weakness.
- Random netherbrick structures with loot and traps can appear on Rot.
- Special boots and books cleanse Rot.
- Mobs on Rot have a 30% chance to drop an emerald on death.
Totems:
- Very rare armorstands that randomly spawn like dungeons.
- Drop ?
- Effect radius one of poison, slowness, hunger, etc.
- Possibly player placed as defense turrets.
Just starting on totems. Unsure if they will stay in, lots of bugs to work out.
Updated up10 add list:
1st tier dungeons slightly larger with more loot.
Hardware store replaced with the Clonery selling villager eggs for 10 emeralds.
All loot tables now non-repeating with some special item and set gear exceptions.
Villager defensive weapon slightly stronger.
New Incendiary Arrows effect
Random Mini-Bosses:
- Persistent.
- Blind, Slowness, Poison, or Fatigue aura.
- Spreads Rot.
The Rot:
- Spreads on level-up until 10 and under mini-bosses.
- Mobs on Rot stronger and players weaker.
- Random Rot structures with loot and traps.
- Special boots and books cleanse Rot.
Turrets:
- Lightning, Slow burn, Strip Armor, and Explode.
- Deployed via enchanted books.
- 10 minute duration.
- 8 block effect radius with indicators.
- Found in random chests and Rot structures.
Well my session that I was playing since last night was going splendidly until ruins generated over half my damn village, including my house (and all its chests stuffed full of things) and the town hall
Is there no way to detect whether or not structures are present reliably yet with command blocks? Overwriting of structures is really the biggest issue this map/gamemode/mod (what do we even call these kinds of game-overhauling command block creations anyway?) has, at least to me. Pretty hard to get invested and immersed in defending and helping a village grow when every few nights a random dungeon sprouts up in the middle of it.
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Yo dawg I heard you like playing Portal so now you can play Portal while playing Minecraft while going to Hell.
Well my session that I was playing since last night was going splendidly until ruins generated over half my damn village, including my house (and all its chests stuffed full of things) and the town hall
Is there no way to detect whether or not structures are present reliably yet with command blocks? Overwriting of structures is really the biggest issue this map/gamemode/mod (what do we even call these kinds of game-overhauling command block creations anyway?) has, at least to me. Pretty hard to get invested and immersed in defending and helping a village grow when every few nights a random dungeon sprouts up in the middle of it.
I would give my kingdom to fix the minimum radius bug in the spread command. The best we can say is keep the new Town Hall book in an Enderchest and use Town Meeting books to relocate when overrun.
Most important is to be in the village when leveling-up because dungeons should never be closer than 100 blocks from player (unless bug). I tried executing off villages but had worse problems with unloaded chunks.
More additions:
Xp is given for cleansing the Rot
Villagers are teleported to Town Hall after building instead of random spread.
Transferred to fresh world
Pet removed - He kept stealing my kills
Well my session that I was playing since last night was going splendidly until ruins generated over half my damn village, including my house (and all its chests stuffed full of things) and the town hall
Is there no way to detect whether or not structures are present reliably yet with command blocks? Overwriting of structures is really the biggest issue this map/gamemode/mod (what do we even call these kinds of game-overhauling command block creations anyway?) has, at least to me. Pretty hard to get invested and immersed in defending and helping a village grow when every few nights a random dungeon sprouts up in the middle of it.
I may have eliminated the spreadplayers bug!
New adds:
- Some new sounds and graphics added (Tasteful)
- Found and fixed an oops making 1st tier dungeons 1/2 sized
- Random bridge builder improved
- New complex quest: A Pigman stole the Book of Portals and entered the Nether. Cease the inflow of nether mobs by entering the Nether, finding the thief, obtaining the book, and using it to close the portal.
- New villager buildings
- Improvements to villager build mechanics
Just found out in the last update I removed some redstone in the villager anger system to access an area and forgot to replace it. That's now three errors remedied for the next released along with a ton of new and improved stuff.
Decided to start a let's play on the map. I remember playing it in its early stages and it's cool to see how far it's come.
It's great that you release updates quite regularly but in order to gain anything from the updates we'll need to restart the map right, or do you know of a way to update an already played map?
Thanks for the time and keep up the hard work!
Jamie
How far are you into recording?
The next update is 95% done and I could send you a working copy if it's not too late.
- New sounds and pictures added
- On level-up a spawn dungeon book is given so you summon the next dungeon when ready
- Back to 20 kills / level
- 1st tier dungeons slightly larger with more loot
- Hardware store replaced with the Clonery selling villager eggs for 10 emeralds
- All loot tables now non-repeating with some special item exceptions
- Villager defensive weapon slightly stronger
- New Incendiary Arrows effect
- Deployable Turrets found in Rot structures
- Claustrophobia redesigned
- Random bridge builder improved
- New quests and motivation to complete
- Disabled UFO after all 6 killed
- New villager buildings
- Improvements to villager build mechanics
- Magic tags transform mobs into loot
New complex quest:
A Pigman stole the Book of Portals and entered the Nether. Stop the inflow of nether mobs by entering the Nether, finding the thief, obtaining the book, and using it to close the portal.
Random Mini-Bosses:
- Persistent
- Blind, Slowness, Poison, or Fatigue aura
- Spreads Rot
The Rot:
- Spreads on level-up and under mini-bosses
- Mobs on Rot stronger and players weaker
- Random Rot structures with loot and traps
- Special boots and books cleanse Rot for XP
Played several games co-op and so far disappointed but still have a few on the test list.
Any ideas on how we could freshen this mod?
I think that you should one: update to 1.9 please and make certain villagers build certain things. (A blacksmith builds a church? Seriously?) BTW these things may be already implemented, I am only playing version 3.
There is massive new content between most updates and all villagers are carpenters along with their primary professions.
Up9 released:
UFO's stop after building a robot and some other small fixes.
Want to try the developers version? This is what we play for fun: RPG Hardcore version
Did you play the hardcore version in my post? That's for crazy people. You want the one on the first page.
The projects other people have come up with involving randomly generated structures like Dynamo http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/2584067-22-new-naturally-spawning-seed-specific-structures and Tyruswoo's structure generator lead me to think you guys could learn from each other and maybe collab on a project sometime. It seems like, especially with 1.10, the potential of an entire genre of randomly generated structure maps is becoming feasible.
I appreciate these maps using the basic RPG commands. It would be awesome to see the more advanced concepts converted into 1.10.
So I've been toying with an idea. Something called the rot is spreading throughout the land.
Mobs are normal unless... they spawn in an infected area.
Use a "to be determined" method to purify infected land or be overwhelmed by uber manifestations.
I have a beta and as time permits it could become a new RPG game mode.
So after a mornings work it looks promising. The "rot" spreads nicely, mobs on rotted ground are offensively and defensively buffed, rot is cured by magic books and/or specially enchanted boots.
For the record this is an addition to the crazy hardcore version and probably will not be released to the general public.
See future posts if you are interested in the new developments.
Ideas are popping, it's been awhile, feels good.
I gave the hardcore mode a try and boy it kicked my butt in more ways than one.
Learning from my mistakes last time, I took over a pre-generated house instead. It was eaten, and everything inside destroyed.
Put your spoiler here.
Ok, this is fine, I'll just bunk with my ol' pals the villagers, what's the worst that could happen?
A wither tower spawns directly clean through my house, and the wither descends and kills all my villagers.
Put your spoiler here.
As my bunk was also the center building of the village, I had to spawn a new one, but thankfully this time they didn't eat my house...
They ate the redstone.
Put your spoiler here.
I somehow respawned on top of the redstone, which I noticed had several holes chewed through it!
Regardless of this being a total catastrophe, it was fun. Either I'm the unluckiest guy in the world all of a sudden, or Hardcore mode, instead of deliberately avoiding your spawnpoint when generating new buildings, deliberately targets it instead.
You made it to level 10! Nice.
There is a glitch where an armorstand cannot be targeted. The fix for the town Hall is to re-summon creating a new stand and deleting the old glitched. Unfortunately there is no way to auto-detect the glitch for dungeon spawning so the town Meeting Book was created to help relocate.
-
Update
Transferred new stuff to up10.
Back to normal difficulty
1st tier dungeons slightly larger with more loot.
Hardware store replaced with the Clonery selling villager eggs for 10 emeralds.
The Rot:
- Spreads like dungeons (for now).
- Mobs on Rot get strength and resistance.
- Players on Rot get weakness.
- Random netherbrick structures with loot and traps can appear on Rot.
- Special boots and books cleanse Rot.
- Mobs on Rot have a 30% chance to drop an emerald on death.
Totems:
- Very rare armorstands that randomly spawn like dungeons.
- Drop ?
- Effect radius one of poison, slowness, hunger, etc.
- Possibly player placed as defense turrets.
Just starting on totems. Unsure if they will stay in, lots of bugs to work out.
Updated up10 add list:
1st tier dungeons slightly larger with more loot.
Hardware store replaced with the Clonery selling villager eggs for 10 emeralds.
All loot tables now non-repeating with some special item and set gear exceptions.
Villager defensive weapon slightly stronger.
New Incendiary Arrows effect
Random Mini-Bosses:
- Persistent.
- Blind, Slowness, Poison, or Fatigue aura.
- Spreads Rot.
The Rot:
- Spreads on level-up until 10 and under mini-bosses.
- Mobs on Rot stronger and players weaker.
- Random Rot structures with loot and traps.
- Special boots and books cleanse Rot.
Turrets:
- Lightning, Slow burn, Strip Armor, and Explode.
- Deployed via enchanted books.
- 10 minute duration.
- 8 block effect radius with indicators.
- Found in random chests and Rot structures.
Well my session that I was playing since last night was going splendidly until ruins generated over half my damn village, including my house (and all its chests stuffed full of things) and the town hall
Is there no way to detect whether or not structures are present reliably yet with command blocks? Overwriting of structures is really the biggest issue this map/gamemode/mod (what do we even call these kinds of game-overhauling command block creations anyway?) has, at least to me. Pretty hard to get invested and immersed in defending and helping a village grow when every few nights a random dungeon sprouts up in the middle of it.
This is great and thanks for the improvements im always looking forward to them
Minecraft fanatic, xla mod finally up and running on Ranked Boost and Pokemon GO server.
I would give my kingdom to fix the minimum radius bug in the spread command. The best we can say is keep the new Town Hall book in an Enderchest and use Town Meeting books to relocate when overrun.
Most important is to be in the village when leveling-up because dungeons should never be closer than 100 blocks from player (unless bug). I tried executing off villages but had worse problems with unloaded chunks.
More additions:
Xp is given for cleansing the Rot
Villagers are teleported to Town Hall after building instead of random spread.
Transferred to fresh world
Pet removed - He kept stealing my kills
Edit
Added:
On level-up a spawn dungeon book is given so you may summon the next dungeon when ready. Books are 1-10 Dungeon, 6-10 Dungeon, and 10+ Dungeon
Back to 20 kills / level
I may have eliminated the spreadplayers bug!
New adds:
- Some new sounds and graphics added (Tasteful)
- Found and fixed an oops making 1st tier dungeons 1/2 sized
- Random bridge builder improved
- New complex quest: A Pigman stole the Book of Portals and entered the Nether. Cease the inflow of nether mobs by entering the Nether, finding the thief, obtaining the book, and using it to close the portal.
- New villager buildings
- Improvements to villager build mechanics
Just found out in the last update I removed some redstone in the villager anger system to access an area and forgot to replace it. That's now three errors remedied for the next released along with a ton of new and improved stuff.
Estimated release in 2 weeks.
How far are you into recording?
The next update is 95% done and I could send you a working copy if it's not too late.
Update 10 released!
The Emerson Update
- New sounds and pictures added
- On level-up a spawn dungeon book is given so you summon the next dungeon when ready
- Back to 20 kills / level
- 1st tier dungeons slightly larger with more loot
- Hardware store replaced with the Clonery selling villager eggs for 10 emeralds
- All loot tables now non-repeating with some special item exceptions
- Villager defensive weapon slightly stronger
- New Incendiary Arrows effect
- Deployable Turrets found in Rot structures
- Claustrophobia redesigned
- Random bridge builder improved
- New quests and motivation to complete
- Disabled UFO after all 6 killed
- New villager buildings
- Improvements to villager build mechanics
- Magic tags transform mobs into loot
New complex quest:
A Pigman stole the Book of Portals and entered the Nether. Stop the inflow of nether mobs by entering the Nether, finding the thief, obtaining the book, and using it to close the portal.
New Books:
- Construct Random Villager Building
- Invincible Villagers
- Villagers Build Fast
- summon 1-5 Dungeon
- summon 6-10 Dungeon
- summon 10+ Dungeon
- Deploy Lightning Turret
- Deploy Slow burn Turret
- Deploy Strip Armor Turret
- Deploy Explode Turret
Random Mini-Bosses:
- Persistent
- Blind, Slowness, Poison, or Fatigue aura
- Spreads Rot
The Rot:
- Spreads on level-up and under mini-bosses
- Mobs on Rot stronger and players weaker
- Random Rot structures with loot and traps
- Special boots and books cleanse Rot for XP