just to know about it, do you have an aproximate date for these updates to appear? is not that i want to put you in a hurry or anything, in fact these days i dont even have time to play the game, but i would like to know if the updated map is going to be out in like one week, two weeks... mostly to know when to look for it.
It will be at least a month or two before I start working on it. I'm currently working on building a modpack and a Minecraft skyblock server, and I don't have time for a third project.
I will probably learn a lot from creating the skyblock server, so that will help me build a better map in the long run.
When it's live I certainly will. I've only been working on it for about four days, but work is coming along nicely. We have most of the core functionality down (permissions, ranks, a skyblock plugin...) and we purchased fancy islands for spawn and the tutorial island. I just started working on custom challenges today.
There's a lot of extra work to be done though. We need to set up a fancy end island that players can access once they complete most of the challenges, import the custom islands I made, build an economy, build the empty plot world so people can buy multiple islands and a lot more.
Any update on the 1.12 version of Skyblock Challenge?
I'm slowly working on a new version of this map, but I plan to wait until 1.13 is released before I finish it. I'm going to be using command blocks and functions for this one, and if I do them now I will need to re-do them for 1.13 anyway since it will include several syntax changes to commands.
I plan to build a new version for 1.12 using the new mcfuntions, I couldn't really do this in the past because I'd need to put the command blocks in the spawn chunks, and that's where the main island is.
Here are my plans:
The nether is a skyblock. You get a few small islands. The one in the center has a lit nether portal. One other contains a blaze spawner, and the other looks like a floating chunk of nether fortress. Several other floating chunks of nether fortress will float around the void. I'll make these areas part of a nether fortress so wither skeletons can spawn there.
The end is a skyblock. This includes the towers, the end portal, and a large endstone disk for you to fight the dragon on. Once you slay it, a message in chat will tell you to travel to the middle, and most of the disk will turn into falling sand entities with the end stone texture and fall into the void, making you build a platform again if you want to fight it a second time.
When you kill the dragon, a portal appears. I will create an island at the place each portal takes you with a few chests of end city gear, an elytra, and some chorus plants. There will also be a few shulkers and a portal back.
Tossing a stack of every crop (melon slice, pumpkin seed, wheat, potato, carrot, sugarcane, cactus) in a cauldron causes it to compost and become a single piece of dirt.
In the overworld there will be a broken down witch hut and ocean monument. These will spawn witches and guardians like you would expect.
Packed ice will drop from strays instead of polar bears. In play testing this turned out to be way too hard to farm in decent quantities.
Clay will drop from slimes instead of squid. Squids will also no longer drop prismarine.
A book will be included in the starter chest that tells you how to get all the unique stuff and walks you through all of the unique changes
Custom advancements will be added to provide unique challenges, such as killing the mobs from different islands and mining cobblestone. Some of these will reward the player with end portal frames. Use these to reach the end.
While in the end, ender mites burrow into purpur to become shulkers like in the Quark mod.
Any update on this as 1.13 is pretty close? Also, one question: If I play on this 1.11 map and you released 1.13 would it be possible to transfer what I builded over to the new map?
Any update on this as 1.13 is pretty close? Also, one question: If I play on this 1.11 map and you released 1.13 would it be possible to transfer what I builded over to the new map?
I lost most of my progress to a hard drive crash, but I plan to start working on it again soon. I can't figure out the command block magic side of things, but most of that change log will be in the final project. I'm not entirely sure how I want to handle the ender dragon fight since commands are hard.
Anything built in the overworld should be fine. The biome placement and the main nine islands will be identical to before. I will be adding two new islands, though. One includes the end portal, the other includes a custom villager that sells dirt.
The nether and end will be overhauled. Anything built there will not be safe. Also, when it's done I'll post a new topic but put a comment in this thread. If you're watching it you should get a notification.
Since a few people are interested, I'll post updates here too. Right now I'm working on a modpack, and I'm a week or two away from completing it. Once I push that to open beta I can stop actively working on it and wait for my beta testers to find bugs.
I lost most of my progress to a hard drive crash, but I plan to start working on it again soon. I can't figure out the command block magic side of things, but most of that change log will be in the final project. I'm not entirely sure how I want to handle the ender dragon fight since commands are hard.
Anything built in the overworld should be fine. The biome placement and the main nine islands will be identical to before. I will be adding two new islands, though. One includes the end portal, the other includes a custom villager that sells dirt.
The nether and end will be overhauled. Anything built there will not be safe. Also, when it's done I'll post a new topic but put a comment in this thread. If you're watching it you should get a notification.
Since a few people are interested, I'll post updates here too. Right now I'm working on a modpack, and I'm a week or two away from completing it. Once I push that to open beta I can stop actively working on it and wait for my beta testers to find bugs.
Why the villager that sells dirt? I mean the way you have to obtain dirt is (imo) way better than having a villager that sell it. Also what software do you use to make the map like having biome data and stuff I'm interested to make one to play on it myself I just want to add the witchhut on the swamp island and a ocean monument somewhere. Your idea about the nether fortress is pretty dope! Can't wait to play on it xD I might look into a way to do it myself as I have a bit of free time now and just want to play some good technical minecraft and your map by far is the best one I have come across with loottable and stuff! I love it!
Why the villager that sells dirt? I mean the way you have to obtain dirt is (imo) way better than having a villager that sell it. Also what software do you use to make the map like having biome data and stuff I'm interested to make one to play on it myself I just want to add the witchhut on the swamp island and a ocean monument somewhere. Your idea about the nether fortress is pretty dope! Can't wait to play on it xD I might look into a way to do it myself as I have a bit of free time now and just want to play some good technical minecraft and your map by far is the best one I have come across with loottable and stuff! I love it!
I may reconsider. The villager will buy crops in exchange for dirt, and also sell sand for cactus and sugarcane. You don't need to use valuable emeralds for it.
When I made the original map, I used a mod which turned out to be a lot of work. I supplied an image with 9 333 x 333 pixel squares of different colors and it used those as instructions for where to generate the biome. Apparently World Edit has a //setbiome command that would have been way easier.
Unfortunately due to a vanilla bug, witch huts and ocean monuments don't spawn mobs on superflat worlds. I plan to add a world border and pregenerate a 4000 x 4000 block square, then add a layer of barrier blocks. Then I'll switch it to regular world generation so those work.
Adding ocean monuments and witch huts is... messy. You need to use NBT Explorer and edit the temple.dat file to tell it where those exist. This means copy/pasting coordinates, making sure they're exactly aligned on a chunk border, and a few other finicky tricks. There's a guide on the forums here somewhere but I can't seem to find it.
I'll also be using MCEdit to prune the chunks once I'm done to cut down on map size, and the Bounding Box Outline Reloaded mod to see where the outlines of structures are to make sure they worked.
For constructing loot tables, I use this site: jsfiddle.net/MrPingouin/125mx5r5/embedded/
man you are a legend! Thank you very much for all the shared knowledge I will try and see if I can do any of the stuff haha. Also what about the nether would it be done in the same manner?
man you are a legend! Thank you very much for all the shared knowledge I will try and see if I can do any of the stuff haha. Also what about the nether would it be done in the same manner?
Want to collaberate on the project? I can set up a cheap server and a Discord chatroom.
Gareeb and I have been working on and off on a second version of the map.
What we've done so far:
Pregenerated a large map. The nether and overworld are now 4k x 4k.
Created a couple of new islands. To make sure you can get the 1.13 biome-specific mobs (turtles, fish, etc) and all future biome-specific mobs, we will be making an island for every biome (not counting variants like extreme hills edge or mesa plateau)
Cleared the nether of all blocks except for fortresses
Made that nether fortress look old and broken down
Do you think you'll update the map to 1.14 or 1.14.4? The custom mob drops/loot_tables only work for 1.11 and I have this map as a world on minecraft realms which only allows the latest version of minecraft. I have tried many different ways to get the loot_tables to work on 1.14 but to my avail nothing worked. If you could update it to work on 1.14 though, I would be really happy.
It will be at least a month or two before I start working on it. I'm currently working on building a modpack and a Minecraft skyblock server, and I don't have time for a third project.
I will probably learn a lot from creating the skyblock server, so that will help me build a better map in the long run.
Please post the server details in this thread!
When it's live I certainly will. I've only been working on it for about four days, but work is coming along nicely. We have most of the core functionality down (permissions, ranks, a skyblock plugin...) and we purchased fancy islands for spawn and the tutorial island. I just started working on custom challenges today.
There's a lot of extra work to be done though. We need to set up a fancy end island that players can access once they complete most of the challenges, import the custom islands I made, build an economy, build the empty plot world so people can buy multiple islands and a lot more.
I'm slowly working on a new version of this map, but I plan to wait until 1.13 is released before I finish it. I'm going to be using command blocks and functions for this one, and if I do them now I will need to re-do them for 1.13 anyway since it will include several syntax changes to commands.
Do you mind fixing the DoDaycycle thing and then repost the links?
dont look at this
Any update on this as 1.13 is pretty close? Also, one question: If I play on this 1.11 map and you released 1.13 would it be possible to transfer what I builded over to the new map?
I lost most of my progress to a hard drive crash, but I plan to start working on it again soon. I can't figure out the command block magic side of things, but most of that change log will be in the final project. I'm not entirely sure how I want to handle the ender dragon fight since commands are hard.
Anything built in the overworld should be fine. The biome placement and the main nine islands will be identical to before. I will be adding two new islands, though. One includes the end portal, the other includes a custom villager that sells dirt.
The nether and end will be overhauled. Anything built there will not be safe. Also, when it's done I'll post a new topic but put a comment in this thread. If you're watching it you should get a notification.
Since a few people are interested, I'll post updates here too. Right now I'm working on a modpack, and I'm a week or two away from completing it. Once I push that to open beta I can stop actively working on it and wait for my beta testers to find bugs.
Why the villager that sells dirt? I mean the way you have to obtain dirt is (imo) way better than having a villager that sell it. Also what software do you use to make the map like having biome data and stuff I'm interested to make one to play on it myself I just want to add the witchhut on the swamp island and a ocean monument somewhere. Your idea about the nether fortress is pretty dope! Can't wait to play on it xD I might look into a way to do it myself as I have a bit of free time now and just want to play some good technical minecraft and your map by far is the best one I have come across with loottable and stuff! I love it!
I may reconsider. The villager will buy crops in exchange for dirt, and also sell sand for cactus and sugarcane. You don't need to use valuable emeralds for it.
When I made the original map, I used a mod which turned out to be a lot of work. I supplied an image with 9 333 x 333 pixel squares of different colors and it used those as instructions for where to generate the biome. Apparently World Edit has a //setbiome command that would have been way easier.
Unfortunately due to a vanilla bug, witch huts and ocean monuments don't spawn mobs on superflat worlds. I plan to add a world border and pregenerate a 4000 x 4000 block square, then add a layer of barrier blocks. Then I'll switch it to regular world generation so those work.
Adding ocean monuments and witch huts is... messy. You need to use NBT Explorer and edit the temple.dat file to tell it where those exist. This means copy/pasting coordinates, making sure they're exactly aligned on a chunk border, and a few other finicky tricks. There's a guide on the forums here somewhere but I can't seem to find it.
I'll also be using MCEdit to prune the chunks once I'm done to cut down on map size, and the Bounding Box Outline Reloaded mod to see where the outlines of structures are to make sure they worked.
For constructing loot tables, I use this site: jsfiddle.net/MrPingouin/125mx5r5/embedded/
I also use this site for making the custom villager: https://minecraftcommand.science/shop-generator
The forums are really slow today. It took me four tries to post that last comment, and it ended up triple posting.
I did find that article on placing structures, though: https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/288918-move-witch-hut-or-create-one
man you are a legend! Thank you very much for all the shared knowledge I will try and see if I can do any of the stuff haha. Also what about the nether would it be done in the same manner?
Want to collaberate on the project? I can set up a cheap server and a Discord chatroom.
Sure let's do it. I could learn alot from you my discrod is @MightAsWell#0001
Gareeb and I have been working on and off on a second version of the map.
What we've done so far:
Could I also perhaps help out. I'm kind of good at building.
dont look at this
how do I get the other types of trees in classic?
They're dropped by rabbits.
Oh okay, cool. Thanks!
Custom mob drops aren`t working for me. Any ideas how to turn them on ?
Do you think you'll update the map to 1.14 or 1.14.4? The custom mob drops/loot_tables only work for 1.11 and I have this map as a world on minecraft realms which only allows the latest version of minecraft. I have tried many different ways to get the loot_tables to work on 1.14 but to my avail nothing worked. If you could update it to work on 1.14 though, I would be really happy.