AlphaToOmega's POV
Question: I am curious if the amount of sand in this world is enough.
Opinion: Yes and no, yes if like vanilla skyblock you plan on having no potions but as you already expressed you do, so maybe another set of sand would be applicable, just enough for a few bottles but not enough to OP it, say another layer on the island raising the total to 36 from 27 but if your worried they will go overboard then you can replace the centre of the lower three layers with another block e.g. the iron or you suggested and another 2 misc. blocks.
I'm not entirely sure what a minimalistic version of The End might even be like...
I recommend abuseing the fact your players can't get diamond to be able to place small islands in the end the player must sniper the end crystal off of (with a bow?) and just having the following island set-up:
E= End crystal
O = Obsidian
S = Endstone.
- = nothing
Top Layer:
- - -
- E-
- - -
Middle Layer:
- - -
- O-
- - -
Bottom Layer:
SSS
SSS
SSS
Repeat for as many healers as you like, then just make a 5x5 spawning platform and umm... maybe (if possible) a chest minecart with an enchanting table (or just do the diamonds) & jukebox? skyblockers get alot of music disk >.>
I have a skyblock nether fortress i made for myself (been updating my skyblock with new features for a while) if your interested I can send you a schematic just let me know.
I have a skyblock nether fortress i made for myself (been updating my skyblock with new features for a while) if your interested I can send you a schematic just let me know.
Thanks again for making this mod -Alpha
I have a Nether microfortress that I've put into the 0.4 version of this mod, but I want to put in the Stronghold with the End Portal before I release the update. Maybe I'll just throw up what I have though as it does seem to be working.
Regardless, thanks for the offer.
My immediate goal for the next update is to be able to complete every achievement in vanilla Minecraft. I think I got that accomplished as I put in six diamond blocks (for an Enchantment Table and an extra one for a Jukebox if you want that item as well... or something else you may want to craft with a single diamond). After that, I'm going to struggle to get the mod updated to 1.2.4 where hopefully MCP comes out sometime next week so I can do the update.
Added micro Stronghold with End Portal (Eyes of Ender not included!)
Added micro Dungeon with Skeleton Spawner and "secret surprise"
General bug fixes and cleanup
Also updated mod goals:
Adding challenges and accomplishments into the Minecraft achievement system
Updating to Minecraft 1.2.4
Designing a custom End generator getting rid of most End Stone and Obsidian... I'm still requesting input on what a "SkyZone" version of The End might even look like
Adding small single-chunk biome areas for Jungle and Tiaga, with respective saplings appropriate for those biomes
Adding Birch sapling somewhere.... suggestions are welcome!
"Extra challenging" generator even more minimalistic, but perhaps with some additional ways to generate hard to find resources.
I'm claiming now that you can obtain every possible achievement from vanilla Minecraft with this mod/map... something the original SkyBlock simply can't accomplish. The only achievement that I'm not sure about is the "Overkill" achievement, which requires you to cause eight hearts of damage in a single blow with enchanted weapons. If that requires a couple extra diamonds, I may add them in somewhere appropriate.
In order to complete the achievements, I added in a single block of Iron Ore onto the map, along with a total of six blocks of diamonds. The idea here is that you have three diamonds for a pickaxe (mining obsidian), two for an Enchantment Table, and one left over for possibly a jukebox (that I'm thinking of adding in as a custom achievement). The "On a rail" achievement is going to be tricky to complete, but I think that is simply a grind rather than something necessarily difficult.
In the custom End generator, I'm also toying with the idea of putting in a few blocks of Redstone as a reward for getting that far. At least enough to make some in-game maps, a clock, and a few other items that might be worth doing. I'm still trying to get my head wrapped around what to put there, so any ideas are genuinely welcome.
I hope those who are using this mod enjoy the challenges I've presented here. BTW, if there are some people wanting to make some videos or make some artwork (banners) promoting this mod, it will not only be appreciated but I'd be willing to feature it on the lead post for this thread (provided I think it is of decent quality... but I'm not hoping for too much at the moment).
I can definitively say that I'm so glad to see this mod released! I know its a bit late, but I didn't realize that it did until you made a banner So, congrats! I'll be grabbing a download... or a few
I can definitively say that I'm so glad to see this mod released! I know its a bit late, but I didn't realize that it did until you made a banner So, congrats! I'll be grabbing a download... or a few
I should have dropped you a link earlier... sorry about that. BTW, your mod is going quite nicely as well.
-SNIP-
In order to complete the achievements, I added in a single block of Iron Ore onto the map, along with a total of six blocks of diamonds. The idea here is that you have three diamonds for a pickaxe (mining obsidian), two for an Enchantment Table, and one left over for possibly a jukebox (that I'm thinking of adding in as a custom achievement). The "On a rail" achievement is going to be tricky to complete, but I think that is simply a grind rather than something necessarily difficult.
In the custom End generator, I'm also toying with the idea of putting in a few blocks of Redstone as a reward for getting that far. At least enough to make some in-game maps, a clock, and a few other items that might be worth doing. I'm still trying to get my head wrapped around what to put there, so any ideas are genuinely welcome.
I hope those who are using this mod enjoy the challenges I've presented here. BTW, if there are some people wanting to make some videos or make some artwork (banners) promoting this mod, it will not only be appreciated but I'd be willing to feature it on the lead post for this thread (provided I think it is of decent quality... but I'm not hoping for too much at the moment).
just a heads up if you put any blocks like ore in the end and keep the enderdragon... yeah they won't hang around long... Also I'll see what I can do about making a lil' feature video on the weekend, nothing too flash since I don't own Fraps but something, that or a banner... ether or...
To fix your Lava not flowing problem, you can generate a single leaf block that will decay under the 10 lava sources this will cause a lava block update which in turn will trigger the rest to flow also.
To fix your Lava not flowing problem, you can generate a single leaf block that will decay under the 10 lava sources this will cause a lava block update which in turn will trigger the rest to flow also.
Thanks for the suggestion. I'm going to try that one out!
Also thanks for the offer to make a video. I'm not expecting anything fancy. In fact I'm not expecting anything at all, but if somebody wants to help along those lines it certainly would be appreciated.
just a heads up if you put any blocks like ore in the end and keep the enderdragon... yeah they won't hang around long...
I'm curious about how far away those kind of ores need to be for the End Dragon to hang around the End Crystals and give players the ability to defeat it. In theory The End is just as large as the other two realms, but players rarely go that far.
Another possible solution to the lava problem is to spawn a lavaFlowing block in the center. This worked for me when I had a similar issue, and it ought to work faster than the leaf block. Nice job by the way. Very interesting mod.
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Another possible solution to the lava problem is to spawn a lavaFlowing block in the center. This worked for me when I had a similar issue, and it ought to work faster than the leaf block. Nice job by the way. Very interesting mod.
I tried both the leaf block and the "lavaFlowing" block as possible solutions. Neither one worked.
One "solution" is to simply surround the area immediately around the lava blocks with wood planks, then placing fire under those blocks. That seems to work at the moment, but it is a "hack". If I don't place the fire under the blocks, they do eventually catch fire as well... but that is a much slower process.
I also tried to simply place "flowing lava" blocks... trying to simply spawn this flowing lava as eventually Minecraft does but have it be there out of the box. The problem with that approach is that it turns those blocks of lava into source blocks that can be separately harvested (and also don't go away when you take the blocks above them out). To solve *that* issue, I tried to put some damage values on the lava blocks, but instead Minecraft crashes to a black screen of death when I do that. Perhaps if I mess with the "World" object instead of dealing with adding damage to the individual blocks in a given chunk, Minecraft might not be so picky.
This is a frustrating issue, although with the wooden plank approach it at least does what I wanted to accomplish: a pyre of lava blocks with "hidden rewards" under the pile if you start to dig it out.
I did find one ugly new bug (I think it has been there the whole time, but I haven't noticed it until now): Local light sources for some reason aren't being used in computing light levels. In other words, the torches I've placed on some of the buildings and locations don't make any difference, and the torches essentially "stay in the dark". This might be something fixed with 1.2.4 so I'll have to check it out, but I need a way to force lighting recalculations in situations like that. I found the function that calculates light levels from natural sources (aka sunlight), so the "air blocks" and even under the tree seems to be at the correct light levels, but torches and even the lava blocks seem to be calculated incorrectly in terms of the light levels they produce. I'm adding the torches with the same quick generation routine that blocks (like dirt or ores) are created, so if I add the torches through other method calls it might work better (aka placing the torches on the "world" object instead). I'll have to experiment to see what the results of that might be.
On the whole though, I'm pleased with how this mod has developed. I also really appreciate the feedback!
Originally the Block.lavaMoving.blockID was a lavaStill and I would have the same problem as you. For me, making the center block caused the adjacent blocks to update... I wish you the best of luck in dealing with this strange issue.
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can we make spawn chicken/cow/pig without the basic spam when a new chunk is generated ? Because if we can't, we can't complete the achiev' Cow triper (find leather), When pigs fly (we already have the saddle but not the pig), The lie (cake : egg, cow for milk).
You can most certainly spawn cows, chickens, pigs, and sheep in the ice plains biomes that currently exist right now in this mod. It isn't exactly easy though as you need to be somewhere between about 40 and 80 meters from some grass blocks (I'm not sure of the exact distance, but this is close), and the more grass blocks that exist the better it becomes. On top of that, grass blocks only spawn new passive mobs about once every 5-10 minutes, and there is a limit in Minecraft of about 10 passive mobs per chunk. It is calculated for a slightly larger area, but for the purposes of a spawning area with maps created by this mod, you need to lure out the mobs with some wheat and move them elsewhere if you want to keep spawning passive mobs on grass.
I will be honest that I haven't been able to get that to work on maps generated with this mod... yet. I simply haven't done everything because I'm concentrating on the software development rather than necessarily playing the map at the moment. I know the mob spawning is working the way it should, and on the original SkyBlock map I was able to spawn these passive mobs in the way I described above. When I get a chance, I plan on even creating a passive mob spawning area (by playing on the maps created by this mod... not necessarily putting it into the mod proper) with the grass and dirt blocks that are on the main island and perhaps even showing some pics of those creatures spawning. The 80 blocks of dirt and grass found there are more than sufficient to create such a spawner.
The only "passive" mobs that won't spawn in the Ice Plains biome is a wolf (that needs a Tiaga biome), the Ocelot (which needs a Jungle biome), and a Mooshroom (which needs a Mushroom biome along with Mycellium to spawn). That is some future content I plan on adding, but at the moment doesn't impact any of the achievements either. If Mojang adds achievements in some future update, I'll make sure the ability to perform those achievements can be accomplished.
I also plan on adding some achievements to the list, so if you have some suggestions for some achievement ideas, please suggest them. One I certainly plan on adding is a "golden apple" achievement.
If you want to see some details about spawning creatures, I'd strongly recommend reading the MC Wiki article about Spawning.
*Edit* - One thing to consider when trying to create a spawning area for passive mobs: Build a fence, possibly put the fence on top of a block wall surrounding your spawning area and include gates. Cows, pigs, sheep, and chickens all have a tendency of falling off the edge and into the void, which sort of defeats the purpose of the spawning area if you lack that fence. You may also want to build a "stockyard" area that is on the other side of your map (to avoid the mob count limit in Minecraft) and a path with fenced sides so these creatures don't go jumping into the void as you bring them to the stock yard. The stockyard can be built out of cobblestone, as they stay alive without the grass.... they just need the grass to spawn.
thanks for your reply.
the first time i ask - i'v already done an area for spawn some passive mob
Here a pic
and nothing seems to spawn during a night IRL (+- 8hours, so, about 24 day in minecraft) when i was sitting in the place where first village is - something around a distance of 60 block of the first grass.
Thanks for trying. I'm not entirely sure what the correct distance you should have, as I've had the passive mobs spawn while I was doing "nearby" construction work. Note that they do need some high light levels (usually daylight) in order to spawn as well. I know if you are too close they won't spawn, and ditto if you are too far away so it is a narrow range that must be just right for it to work. They do spawn however, so don't totally give up.
So you use the same biome everywhere ? we can't "move" the grass to somewhere else to try to catch wolves /cats ?
At the moment the entire map is Ice Plains biome. I did that mainly to keep things simple and to simulate the theme of the original SkyBlock. I've hooked into the biome generation system to restrict the biomes that can be generated, so it is different from the default maps. On the positive side, that does give world generators like SkyZone the ability to manipulate biome placement as well, so "moving" grass somewhere else may be possible.
Same for ghast , nothing seems to spawn but i didn't wait to much this time, i will look more latter. (after i find a way to harvest the block because i can't use water in the nether, and can't use ladder or something else to help me).
A ghast has automatically a number of restrictions that keep them from spawning, so you shouldn't be too surprised that they won't spawn right away. The largest problem with ghasts in the Nether is making sure they don't spawn where you don't want them. If you set up a platform where they can spawn, they will spawn there. Again it is just patience (and hopefully a somewhat low light level there too).
For some idea,
you can place 1 block of redstone and/or lapis lazulis somewhere in the end (like in a pillar), then the player can craft clock/ compass/ colored wool.
I'm thinking of putting some redstone and perhaps even a block or two of lapis lazuli in The End. That should make it tough enough to get but at least giving the possibility of being obtainable. Perhaps placing some cocoa beans there too.... although I can hope that Jeb may put them as occasional drops of the Jungle trees like apples currently are for the basic "oak" or normal tree in the game.
And then some new achievement :
place a wool of each color (except brown, if you don't give cocoa beans)
Make a automatic cobblestone generator (by using piston, redstone, repeater, lava, water) with "no loose" of cobblestone in lava.
Thanks for the suggestion. I'll add them to the stack of other ideas I have piling up at the moment, but I do appreciate the feedback!
I'm sorry to see that my suggestion didn't work for you. If it helps I've included the code I used that managed to work for me.
Originally the Block.lavaMoving.blockID was a lavaStill and I would have the same problem as you. For me, making the center block caused the adjacent blocks to update... I wish you the best of luck in dealing with this strange issue.
I did try the code snippet (or a revision of it) and it did seem to work as intended so far as allowing me to add flowing lava with damage values. It doesn't actually force a state reset though, so in this case I will need to "manually" (aka within the generator) perform the mechanics of putting in all of the blocks down to the void. On the positive side, such "placed" blocks can't be taken as source blocks, which was my largest concern previously.
Mainly updated everything to work with Minecraft 1.2.4
Minor tweak on trying to get lava to flow in the overworld (havn't even tried for the Nether). I admit it is a "hack" at the moment.
If you have updated, I hope this helps. Now if anybody else will update. BTW... I'm impressed that Rigusami put his version of the WorldGen API into his main ModLoader package, but since I needed to extend that API to include linking the Nether, I still need to publish the API separately. My tweak is trivial but important in terms of getting this mod to work right.
Remember, don't forget to remove the "META-INF" folder from minecraft.jar!
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 2f72aab9 --------
Generated 3/23/12 11:12 PM
Minecraft: Minecraft 1.2.4
OS: Mac OS X (x86_64) version 10.7.3
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6750M OpenGL Engine version 2.1 ATI-7.18.11, ATI Technologies Inc.
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at ModLoader.addMod(ModLoader.java:289)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:79)
at ahu.<clinit>(ahu.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f69a3b5f ----------
Hey AlphaToOmega here with more stuff in SkyZone 0.5:
Passive mob spawning: In order to spawn animals the normal game rules apply 32 blocks away 24 blocks from spawn, closer then 64 away, a light level of at least 8 (excluding squid) and there appropriate block. land animals need grass (below 240 I think) and squid need water between 45 and 64 (inclusive)
Best results of a 7x7 grass patch.
End portal: Please note the end portal in this map counts as a player placed portal block, this mean that the portal will only activate when the last eye of ender place is in a row where the portal blocks face into the portal, in the case of this map you want to place your last eye of ender in the f:2 (-z) directions row or a portal will not generate.
For those that want more detail on this quirk I have spoilered the reason this is the case.
So, I'm working on the theory the game is not counting this generation method of the 'stronghold' as natural as it is not using a defined stronghold generation code, this isn't a problem except the game has a quirk where if end portals are not generated in this method then the portal is considered to 'face' a direction (think stairs) in this case the game will only allow portals to be activated if the last eye of ender in the ring is placed on the side where it is facing toward the centre of the portal. In order to remedy this the portal frames on the f:0 side need their *placement* rotated 180* the f:3 rotated 90* clockwise and the f:1 rotated 90* counter-clockwise.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 2f72aab9 --------
Generated 3/23/12 11:12 PM
Minecraft: Minecraft 1.2.4
OS: Mac OS X (x86_64) version 10.7.3
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6750M OpenGL Engine version 2.1 ATI-7.18.11, ATI Technologies Inc.
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at ModLoader.addMod(ModLoader.java:289)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:79)
at ahu.<clinit>(ahu.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f69a3b5f ----------
You need to be running Java version 7 update 3 to run this mod, it was compiled on a system with a newer version of java then on yours. Once you upgrade it will run fine you can download it off the oracle site here: http://www.oracle.co...ad-1501631.html
End portal: Please note the end portal in this map counts as a player placed portal block, this mean that the portal will only activate when the last eye of ender place is in a row where the portal blocks face into the portal.
Hmmmm.... this could be some useful information. I wonder if there needs to be a "damage" value associated with the other portal blocks can be set to indicate the direction they face? If so, that would be an easy fix. I did wonder why the portal sometimes worked for me and sometimes didn't. I'll have to add this to the known bugs for the moment.
Edit: I've identified where Minecraft at least places the portal frame in the code. It takes place in the "ComponentStrongholdPortalRoom" class (currently class acl in the obfuscated code). An example is as below:
The randomizer is merely to randomly put one of the Eyes of Ender into the frame, but the orientation of the blocks seems to be a bit strange for me and non-obvious. But the damage values definitely are necessary.... in other words your intuition is spot on that orientation is necessary for the End Portal Frame blocks. It looks like Mojang deliberately messed this one up to confuse would-be inventory hackers trying to make one on their own. I guess that is somewhat cleaver but unnecessarily so.
Edit 2: I got it working, so the "fix" should be in the next update I'll release. There are a few other things I want to work on before that, so it may be a day or two before that comes up. The blocks need to be "placed" as if you are facing toward the middle, or rather have the "damage" values identical to the direction players face if they are on the outside of the portal looking toward the middle.
Just a signature I made for you mate as some encouragement add it to the OP if you like it, making a video just re-shot it in 0.5 so it is 100% up to date will edit it tonight.
Hey AlphaToOmega here with more stuff in SkyZone 0.5:
Passive mob spawning: In order to spawn animals the normal game rules apply 32 blocks away 24 blocks from spawn, closer then 64 away, a light level of at least 8 (excluding squid) and there appropriate block. land animals need grass (below 240 I think) and squid need water between 45 and 64 (inclusive)
Best results of a 7x7 grass patch.
End portal: Please note the end portal in this map counts as a player placed portal block, this mean that the portal will only activate when the last eye of ender place is in a row where the portal blocks face into the portal, in the case of this map you want to place your last eye of ender in the f:2 (-z) directions row or a portal will not generate.
For those that want more detail on this quirk I have spoilered the reason this is the case.
So, I'm working on the theory the game is not counting this generation method of the 'stronghold' as natural as it is not using a defined stronghold generation code, this isn't a problem except the game has a quirk where if end portals are not generated in this method then the portal is considered to 'face' a direction (think stairs) in this case the game will only allow portals to be activated if the last eye of ender in the ring is placed on the side where it is facing toward the centre of the portal. In order to remedy this the portal frames on the f:0 side need their *placement* rotated 180* the f:3 rotated 90* clockwise and the f:1 rotated 90* counter-clockwise.
You need to be running Java version 7 update 3 to run this mod, it was compiled on a system with a newer version of java then on yours. Once you upgrade it will run fine you can download it off the oracle site here: http://www.oracle.co...ad-1501631.html
Question: I am curious if the amount of sand in this world is enough.
Opinion: Yes and no, yes if like vanilla skyblock you plan on having no potions but as you already expressed you do, so maybe another set of sand would be applicable, just enough for a few bottles but not enough to OP it, say another layer on the island raising the total to 36 from 27 but if your worried they will go overboard then you can replace the centre of the lower three layers with another block e.g. the iron or you suggested and another 2 misc. blocks.
I'm not entirely sure what a minimalistic version of The End might even be like...
I recommend abuseing the fact your players can't get diamond to be able to place small islands in the end the player must sniper the end crystal off of (with a bow?) and just having the following island set-up:
E= End crystal
O = Obsidian
S = Endstone.
- = nothing
Top Layer:
- - -
- E-
- - -
Middle Layer:
- - -
- O-
- - -
Bottom Layer:
SSS
SSS
SSS
Repeat for as many healers as you like, then just make a 5x5 spawning platform and umm... maybe (if possible) a chest minecart with an enchanting table (or just do the diamonds) & jukebox? skyblockers get alot of music disk >.>
I have a skyblock nether fortress i made for myself (been updating my skyblock with new features for a while) if your interested I can send you a schematic just let me know.
Thanks again for making this mod -Alpha
I have a Nether microfortress that I've put into the 0.4 version of this mod, but I want to put in the Stronghold with the End Portal before I release the update. Maybe I'll just throw up what I have though as it does seem to be working.
Regardless, thanks for the offer.
My immediate goal for the next update is to be able to complete every achievement in vanilla Minecraft. I think I got that accomplished as I put in six diamond blocks (for an Enchantment Table and an extra one for a Jukebox if you want that item as well... or something else you may want to craft with a single diamond). After that, I'm going to struggle to get the mod updated to 1.2.4 where hopefully MCP comes out sometime next week so I can do the update.
Version 2.1 now updated for MC 1.6.2
In order to complete the achievements, I added in a single block of Iron Ore onto the map, along with a total of six blocks of diamonds. The idea here is that you have three diamonds for a pickaxe (mining obsidian), two for an Enchantment Table, and one left over for possibly a jukebox (that I'm thinking of adding in as a custom achievement). The "On a rail" achievement is going to be tricky to complete, but I think that is simply a grind rather than something necessarily difficult.
In the custom End generator, I'm also toying with the idea of putting in a few blocks of Redstone as a reward for getting that far. At least enough to make some in-game maps, a clock, and a few other items that might be worth doing. I'm still trying to get my head wrapped around what to put there, so any ideas are genuinely welcome.
I hope those who are using this mod enjoy the challenges I've presented here. BTW, if there are some people wanting to make some videos or make some artwork (banners) promoting this mod, it will not only be appreciated but I'd be willing to feature it on the lead post for this thread (provided I think it is of decent quality... but I'm not hoping for too much at the moment).
Version 2.1 now updated for MC 1.6.2
I should have dropped you a link earlier... sorry about that. BTW, your mod is going quite nicely as well.
Version 2.1 now updated for MC 1.6.2
just a heads up if you put any blocks like ore in the end and keep the enderdragon... yeah they won't hang around long... Also I'll see what I can do about making a lil' feature video on the weekend, nothing too flash since I don't own Fraps but something, that or a banner... ether or...
To fix your Lava not flowing problem, you can generate a single leaf block that will decay under the 10 lava sources this will cause a lava block update which in turn will trigger the rest to flow also.
For the acquire Hardware achievement.
Thanks for the suggestion. I'm going to try that one out!
Also thanks for the offer to make a video. I'm not expecting anything fancy. In fact I'm not expecting anything at all, but if somebody wants to help along those lines it certainly would be appreciated.
I'm curious about how far away those kind of ores need to be for the End Dragon to hang around the End Crystals and give players the ability to defeat it. In theory The End is just as large as the other two realms, but players rarely go that far.
Version 2.1 now updated for MC 1.6.2
if you wish to rent this space, please jump up and down, and then put a sticky-note on your screen. The sticky-note gremlin will then notify me of your request.
I tried both the leaf block and the "lavaFlowing" block as possible solutions. Neither one worked.
One "solution" is to simply surround the area immediately around the lava blocks with wood planks, then placing fire under those blocks. That seems to work at the moment, but it is a "hack". If I don't place the fire under the blocks, they do eventually catch fire as well... but that is a much slower process.
I also tried to simply place "flowing lava" blocks... trying to simply spawn this flowing lava as eventually Minecraft does but have it be there out of the box. The problem with that approach is that it turns those blocks of lava into source blocks that can be separately harvested (and also don't go away when you take the blocks above them out). To solve *that* issue, I tried to put some damage values on the lava blocks, but instead Minecraft crashes to a black screen of death when I do that. Perhaps if I mess with the "World" object instead of dealing with adding damage to the individual blocks in a given chunk, Minecraft might not be so picky.
This is a frustrating issue, although with the wooden plank approach it at least does what I wanted to accomplish: a pyre of lava blocks with "hidden rewards" under the pile if you start to dig it out.
I did find one ugly new bug (I think it has been there the whole time, but I haven't noticed it until now): Local light sources for some reason aren't being used in computing light levels. In other words, the torches I've placed on some of the buildings and locations don't make any difference, and the torches essentially "stay in the dark". This might be something fixed with 1.2.4 so I'll have to check it out, but I need a way to force lighting recalculations in situations like that. I found the function that calculates light levels from natural sources (aka sunlight), so the "air blocks" and even under the tree seems to be at the correct light levels, but torches and even the lava blocks seem to be calculated incorrectly in terms of the light levels they produce. I'm adding the torches with the same quick generation routine that blocks (like dirt or ores) are created, so if I add the torches through other method calls it might work better (aka placing the torches on the "world" object instead). I'll have to experiment to see what the results of that might be.
On the whole though, I'm pleased with how this mod has developed. I also really appreciate the feedback!
Version 2.1 now updated for MC 1.6.2
Originally the Block.lavaMoving.blockID was a lavaStill and I would have the same problem as you. For me, making the center block caused the adjacent blocks to update... I wish you the best of luck in dealing with this strange issue.
if you wish to rent this space, please jump up and down, and then put a sticky-note on your screen. The sticky-note gremlin will then notify me of your request.
You can most certainly spawn cows, chickens, pigs, and sheep in the ice plains biomes that currently exist right now in this mod. It isn't exactly easy though as you need to be somewhere between about 40 and 80 meters from some grass blocks (I'm not sure of the exact distance, but this is close), and the more grass blocks that exist the better it becomes. On top of that, grass blocks only spawn new passive mobs about once every 5-10 minutes, and there is a limit in Minecraft of about 10 passive mobs per chunk. It is calculated for a slightly larger area, but for the purposes of a spawning area with maps created by this mod, you need to lure out the mobs with some wheat and move them elsewhere if you want to keep spawning passive mobs on grass.
I will be honest that I haven't been able to get that to work on maps generated with this mod... yet. I simply haven't done everything because I'm concentrating on the software development rather than necessarily playing the map at the moment. I know the mob spawning is working the way it should, and on the original SkyBlock map I was able to spawn these passive mobs in the way I described above. When I get a chance, I plan on even creating a passive mob spawning area (by playing on the maps created by this mod... not necessarily putting it into the mod proper) with the grass and dirt blocks that are on the main island and perhaps even showing some pics of those creatures spawning. The 80 blocks of dirt and grass found there are more than sufficient to create such a spawner.
The only "passive" mobs that won't spawn in the Ice Plains biome is a wolf (that needs a Tiaga biome), the Ocelot (which needs a Jungle biome), and a Mooshroom (which needs a Mushroom biome along with Mycellium to spawn). That is some future content I plan on adding, but at the moment doesn't impact any of the achievements either. If Mojang adds achievements in some future update, I'll make sure the ability to perform those achievements can be accomplished.
I also plan on adding some achievements to the list, so if you have some suggestions for some achievement ideas, please suggest them. One I certainly plan on adding is a "golden apple" achievement.
If you want to see some details about spawning creatures, I'd strongly recommend reading the MC Wiki article about Spawning.
*Edit* - One thing to consider when trying to create a spawning area for passive mobs: Build a fence, possibly put the fence on top of a block wall surrounding your spawning area and include gates. Cows, pigs, sheep, and chickens all have a tendency of falling off the edge and into the void, which sort of defeats the purpose of the spawning area if you lack that fence. You may also want to build a "stockyard" area that is on the other side of your map (to avoid the mob count limit in Minecraft) and a path with fenced sides so these creatures don't go jumping into the void as you bring them to the stock yard. The stockyard can be built out of cobblestone, as they stay alive without the grass.... they just need the grass to spawn.
Version 2.1 now updated for MC 1.6.2
Thanks for trying. I'm not entirely sure what the correct distance you should have, as I've had the passive mobs spawn while I was doing "nearby" construction work. Note that they do need some high light levels (usually daylight) in order to spawn as well. I know if you are too close they won't spawn, and ditto if you are too far away so it is a narrow range that must be just right for it to work. They do spawn however, so don't totally give up.
At the moment the entire map is Ice Plains biome. I did that mainly to keep things simple and to simulate the theme of the original SkyBlock. I've hooked into the biome generation system to restrict the biomes that can be generated, so it is different from the default maps. On the positive side, that does give world generators like SkyZone the ability to manipulate biome placement as well, so "moving" grass somewhere else may be possible.
A ghast has automatically a number of restrictions that keep them from spawning, so you shouldn't be too surprised that they won't spawn right away. The largest problem with ghasts in the Nether is making sure they don't spawn where you don't want them. If you set up a platform where they can spawn, they will spawn there. Again it is just patience (and hopefully a somewhat low light level there too).
I'm thinking of putting some redstone and perhaps even a block or two of lapis lazuli in The End. That should make it tough enough to get but at least giving the possibility of being obtainable. Perhaps placing some cocoa beans there too.... although I can hope that Jeb may put them as occasional drops of the Jungle trees like apples currently are for the basic "oak" or normal tree in the game.
Thanks for the suggestion. I'll add them to the stack of other ideas I have piling up at the moment, but I do appreciate the feedback!
Version 2.1 now updated for MC 1.6.2
I did try the code snippet (or a revision of it) and it did seem to work as intended so far as allowing me to add flowing lava with damage values. It doesn't actually force a state reset though, so in this case I will need to "manually" (aka within the generator) perform the mechanics of putting in all of the blocks down to the void. On the positive side, such "placed" blocks can't be taken as source blocks, which was my largest concern previously.
Version 2.1 now updated for MC 1.6.2
Changes include:
Remember, don't forget to remove the "META-INF" folder from minecraft.jar!
Version 2.1 now updated for MC 1.6.2
ModLoader 1.2.4
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 2f72aab9 --------
Generated 3/23/12 11:12 PM
Minecraft: Minecraft 1.2.4
OS: Mac OS X (x86_64) version 10.7.3
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6750M OpenGL Engine version 2.1 ATI-7.18.11, ATI Technologies Inc.
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at ModLoader.addMod(ModLoader.java:289)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:79)
at ahu.<clinit>(ahu.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f69a3b5f ----------
Passive mob spawning: In order to spawn animals the normal game rules apply 32 blocks away 24 blocks from spawn, closer then 64 away, a light level of at least 8 (excluding squid) and there appropriate block. land animals need grass (below 240 I think) and squid need water between 45 and 64 (inclusive)
Best results of a 7x7 grass patch.
End portal: Please note the end portal in this map counts as a player placed portal block, this mean that the portal will only activate when the last eye of ender place is in a row where the portal blocks face into the portal, in the case of this map you want to place your last eye of ender in the f:2 (-z) directions row or a portal will not generate.
For those that want more detail on this quirk I have spoilered the reason this is the case.
So, I'm working on the theory the game is not counting this generation method of the 'stronghold' as natural as it is not using a defined stronghold generation code, this isn't a problem except the game has a quirk where if end portals are not generated in this method then the portal is considered to 'face' a direction (think stairs) in this case the game will only allow portals to be activated if the last eye of ender in the ring is placed on the side where it is facing toward the centre of the portal. In order to remedy this the portal frames on the f:0 side need their *placement* rotated 180* the f:3 rotated 90* clockwise and the f:1 rotated 90* counter-clockwise.
You need to be running Java version 7 update 3 to run this mod, it was compiled on a system with a newer version of java then on yours. Once you upgrade it will run fine you can download it off the oracle site here: http://www.oracle.co...ad-1501631.html
Hmmmm.... this could be some useful information. I wonder if there needs to be a "damage" value associated with the other portal blocks can be set to indicate the direction they face? If so, that would be an easy fix. I did wonder why the portal sometimes worked for me and sometimes didn't. I'll have to add this to the known bugs for the moment.
Edit: I've identified where Minecraft at least places the portal frame in the code. It takes place in the "ComponentStrongholdPortalRoom" class (currently class acl in the obfuscated code). An example is as below:
The randomizer is merely to randomly put one of the Eyes of Ender into the frame, but the orientation of the blocks seems to be a bit strange for me and non-obvious. But the damage values definitely are necessary.... in other words your intuition is spot on that orientation is necessary for the End Portal Frame blocks. It looks like Mojang deliberately messed this one up to confuse would-be inventory hackers trying to make one on their own. I guess that is somewhat cleaver but unnecessarily so.
Edit 2: I got it working, so the "fix" should be in the next update I'll release. There are a few other things I want to work on before that, so it may be a day or two before that comes up. The blocks need to be "placed" as if you are facing toward the middle, or rather have the "damage" values identical to the direction players face if they are on the outside of the portal looking toward the middle.
Version 2.1 now updated for MC 1.6.2
Where do I get that for mac?