Hmm, alrighty. Then I think I'll wait for 4.1, then download and start my game again. Will that finish 4.0 as a whole, or do you expect that another minor update would be made before 5.0? :3
Right now the plan is for OceanBlock 4.1 to be the current map, updated to take advantage of new stuff in Minecraft 1.5. OceanBlock 5.0 will be a totally different thing that also is designed to work with MineCraft 1.5. I really like the current OceanBlock (with a few minor problems, like the lack of Soul Sand and the way the book is set up) so expect I'll continue to update it with minor versions for quite some time. What I'm calling "OceanBlock 5.0" may not even be named that. It may be named "SomethingElse 1.0"
Ugh. I need to restart my series on this /).(\ But I think, just like my Ant Farm survival, I don't have the patience to handle this map. It may be a cancelled series.
That is a sad fact with this map. Some just don't have that crazy gene
What I did with SkyBlock, after my 7th failure in an afternoon, is I let it sit for about a week, then tried it again.
Related to our prior conversation, I ran into this question about the exact mob spawning "zones" in a Nether Fortress: http://gaming.stacke...her-fortress-is
Here are the two mods described in the above videos that can show the exact regions for mob spawning areas (wither skeletons, witches, even village boundaries): ShowMonsters Bounding Box Outline
Thanks for the links! I installed the Bounding Box one (and Forge. My .minecraft folder is getting crowded ) and it's AWESOME. It looks like - as I suspected - Nether Fortresses are part of the seed, not the terrain. So, no matter WHAT you do they will ALWAYS be in the same spot. With this tool I can find a nice fortress area to put your portal in and at LEAST guarantee that you can get Whither Skeletons (and Blazes!) in a specific area. Hopefully I'll be able to set it up so you have a portal in a fortress in the Nether, and on a good sized slime chunk in the overworld.
Thanks for the links! I installed the Bounding Box one (and Forge. My .minecraft folder is getting crowded ) and it's AWESOME. It looks like - as I suspected - Nether Fortresses are part of the seed, not the terrain. So, no matter WHAT you do they will ALWAYS be in the same spot. With this tool I can find a nice fortress area to put your portal in and at LEAST guarantee that you can get Whither Skeletons (and Blazes!) in a specific area. Hopefully I'll be able to set it up so you have a portal in a fortress in the Nether, and on a good sized slime chunk in the overworld.
Cool, glad those utilities are helpful.
So do you need to find a seed where everything lines up on its own? (The natural spawn point has good slime chunks, and warps you directly into a nether fortress?) Or can you put the overworld spawn point anywhere you want? (Find a nether fortress on any seed, portal back to the overworld, and see if the slime chunks are good, then place the map spawn point there?)
I don't think we actually need any drops from it, but if you are feeling even more ambitious, you could find a seed with a witch hut, here is a video that describes the witch spawning rules, using the ShowMonsters mod:
(Just don't make the entire swamp biome the witch hut, since no slimes would spawn.)
The adfly page seems to be hijacked. No matter what I click its coming up with an annoying pop up, even trying to close the tab. (2012 iMac, Safari)
Eh, that's kinda adfly's business model.
Ignore anything in the middle/bottom of the screen. Wait for the 5 second countdown in the top-right corner, then click the orange "Skip Ad" button in the top-right to download the map. I just tested it, it worked for me.
So do you need to find a seed where everything lines up on its own? (The natural spawn point has good slime chunks, and warps you directly into a nether fortress?) Or can you put the overworld spawn point anywhere you want? (Find a nether fortress on any seed, portal back to the overworld, and see if the slime chunks are good, then place the map spawn point there?)
I don't think we actually need any drops from it, but if you are feeling even more ambitious, you could find a seed with a witch hut, here is a video that describes the witch spawning rules, using the ShowMonsters mod:
(Just don't make the entire swamp biome the witch hut, since no slimes would spawn.)
Yeah I can move the spawn. What I'd like is a spot where you could make a nether portal in a nether fortress, and come out on a slime chunk. Or vice-versa
I usually don't put my own LPs on here, but I just posted step 1 of my Blaze Farm.
I should say, that if you've not yet secured your own Blaze Spawner, you may not want to watch this as it contains spoilers. And if you HAVE secured your Blaze Spawner already, you may also not want to watch it as it may fill you with rage over all the troubles you had.
Other than adding some Nether Quartz and maybe adding some challenges that require a hopper, I'm not sure what other changes this might bring to the map.
Automate chicken breeding. Generate one chicken without either seeds or manually picking up or throwing an egg.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you are having trouble keeping your villagers separated/organized, you will want to watch this episode where I totally re-design my village, complete with "trading slots" for each villager, nicely labeled. Check it out!
Last night I did some work on my island, rebuilding my mob spawner and a few other things (will be in my next LP episode).
When I was done, I went back to my iron farm to see if there was anything to collect (the golems fall 8 blocks down from the village, so that additional golems can spawn).
When I looked down into the hole, it was basically a solid mass of golems. I dropped some sand down and waited to collect the loot, it gave me 138 iron!! Over two full stacks!! With this kind of efficiency, iron has become a valid trade material (some villagers will take 8-9 iron for an emerald).
Last night I did some work on my island, rebuilding my mob spawner and a few other things (will be in my next LP episode).
When I was done, I went back to my iron farm to see if there was anything to collect (the golems fall 8 blocks down from the village, so that additional golems can spawn).
When I looked down into the hole, it was basically a solid mass of golems. I dropped some sand down and waited to collect the loot, it gave me 138 iron!! Over two full stacks!! With this kind of efficiency, iron has become a valid trade material (some villagers will take 8-9 iron for an emerald).
I was very impressed with your village design in your last episode. I showed it to my partner, and now she and I are going to attempt the same (if you don't mind?) on our private server (a normal world, not OceanBlock), as the current village we live near is.... Well, basically, more than half of the village is literally gone. A rather large chunk error -spanning at least 3 chunks across- caused the village to be cut in a straight line, and there is a large drop where taiga meets it, in an equally straight line... So, to keep such a village isn't safe, considering that half of the houses have no back walls, or doors. It's sad.
I was very impressed with your village design in your last episode. I showed it to my partner, and now she and I are going to attempt the same (if you don't mind?) on our private server (a normal world, not OceanBlock), as the current village we live near is.... Well, basically, more than half of the village is literally gone. A rather large chunk error -spanning at least 3 chunks across- caused the village to be cut in a straight line, and there is a large drop where taiga meets it, in an equally straight line... So, to keep such a village isn't safe, considering that half of the houses have no back walls, or doors. It's sad.
Thanks, glad you like it! Of course you can try it, I was hoping people would find the idea useful.
When I get my latest video up, you'll see that I added a fence/gate to each corner, so that the villagers are divided into 4 groups. This reduces "favorite door" crowding, and should also reduce the impact of a zombie siege, should one occur.
It occurs to me now that you could even move the doors (or just add a whole additional ring of doors) to the outside of the far outer wall, which would do several things:
Increase the total amount of doors in the village (especially if you also left the inner ring of doors)
Keep villagers from slamming or hiding behind doors (unless you kept the inner ring of doors)
Any zombie sieges would spawn outside (unless you kept the inner ring of doors)
You would need to expand the platform to 40x40 to do that, and then probably worry about lighting. (hmm... can mobs spawn on a "door block"? IE, if I have a single row of planks outside the outer wall, just enough so I can place a door, can mobs spawn on them?)
Thanks, glad you like it! Of course you can try it, I was hoping people would find the idea useful.
When I get my latest video up, you'll see that I added a fence/gate to each corner, so that the villagers are divided into 4 groups. This reduces "favorite door" crowding, and should also reduce the impact of a zombie siege, should one occur.
It occurs to me now that you could even move the doors (or just add a whole additional ring of doors) to the outside of the far outer wall, which would do several things:
Increase the total amount of doors in the village (especially if you also left the inner ring of doors)
Keep villagers from slamming or hiding behind doors (unless you kept the inner ring of doors)
Any zombie sieges would spawn outside (unless you kept the inner ring of doors)
You would need to expand the platform to 40x40 to do that, and then probably worry about lighting. (hmm... can mobs spawn on a "door block"? IE, if I have a single row of planks outside the outer wall, just enough so I can place a door, can mobs spawn on them?)
I think they can, but I'm not sure. They're not opaque which is usually the deciding factor.
One more benefit of putting the doors on the outside. You can put an extra line of doors, doubling the number of doors total. You can actually do this 5 times. For your 36 (is that right?) wide thing, you currently have 36x4=144 doors, you can have 144x5=720 doors. That would allow for over 250 villagers!
I think they can, but I'm not sure. They're not opaque which is usually the deciding factor.
One more benefit of putting the doors on the outside. You can put an extra line of doors, doubling the number of doors total. You can actually do this 5 times. For your 36 (is that right?) wide thing, you currently have 36x4=144 doors, you can have 144x5=720 doors. That would allow for over 250 villagers!
250 villagers?? Let's not get crazy
I posted a separate question about whether mobs can spawn on a single block where you've placed a door. No replies yet.
If I was going to move ALL the doors outside the ring with the villagers, we could re-consider the space between the inner and outer walls, if necessary (since the outer wall distance was based on having enough space for the doors along the inner wall to not see the blocks against the outer wall). You wouldn't want it too narrow, especially if you do as I suggest in the next paragraph.
You could also line the inner-wall with more "villager cubbies", which you would probably need anyway, if you were multiplying the number of doors. You'd have to raise the inner wall up to 2.5 blocks high to accomodate this, that half-slab on top is where you drop the sand or place the sign.
Actually, sketching it out, the current spacing (7 blocks between walls) only leaves 3 blocks between opposite fences for villager proliferation, you probably wouldn't want any less than that.
Doing the math: my village currently has 63 cubbies in the outside wall (would be 64 if I didn't have a main door). Adding cubbies to the inside adds 40 more, for a total of 103 villager slots. Ringing the outside of the 36x36 outer wall would be 36 x 4 = 144 doors. Actually, subtract 2 doors for the main entrance, so 142 doors which begats 49 villagers. Add a second layer of 142 doors on the outer edge brings you to 284, which should generate 99 villagers, which is just about right.
More than that would be kind of silly. Well, even this many is pretty silly. But hypothetically manageable!!
I posted a separate question about whether mobs can spawn on a single block where you've placed a door. No replies yet.
It's easy to test. I'll do so and reply here and there
If I was going to move ALL the doors outside the ring with the villagers, we could re-consider the space between the inner and outer walls, if necessary (since the outer wall distance was based on having enough space for the doors along the inner wall to not see the blocks against the outer wall). You wouldn't want it too narrow, especially if you do as I suggest in the next paragraph.
You could also line the inner-wall with more "villager cubbies", which you would probably need anyway, if you were multiplying the number of doors. You'd have to raise the inner wall up to 2.5 blocks high to accomodate this, that half-slab on top is where you drop the sand or place the sign.
Actually, sketching it out, the current spacing (7 blocks between walls) only leaves 3 blocks between opposite fences for villager proliferation, you probably wouldn't want any less than that.
Doing the math: my village currently has 63 cubbies in the outside wall (would be 64 if I didn't have a main door). Adding cubbies to the inside adds 40 more, for a total of 103 villager slots. Ringing the outside of the 36x36 outer wall would be 36 x 4 = 144 doors. Actually, subtract 2 doors for the main entrance, so 142 doors which begats 49 villagers. Add a second layer of 142 doors on the outer edge brings you to 284, which should generate 99 villagers, which is just about right.
More than that would be kind of silly. Well, even this many is pretty silly. But hypothetically manageable!!
There is nothing silly about a gratuitous number of villagers
EDIT: I posted there, but the short of it is, it's not 100% safe.
I've been playing with this idea more, I do like the idea of putting a double row of doors on the outside, and having both walls inside covered by "villager slots". I may put together a "how to" video on a new creative world, but for now, here is the overhead plan:
This gives 103 villager slots, and the 286 outside doors should generate exactly 100 villagers.
As far as building materials (assuming all wood construction), this would take:
1600 planks for the base platform
542 more planks for the walls
327 slabs for the walls
211 fences (assuming all villager slots are filled)
10 fence gates
286 doors
103 signs (assuming all slots are filled)
107 of those fences and all 103 signs aren't needed until you start getting the villagers into slots.
This breaks down to a grand total of 6.3 stacks of wood for the platform, and an additional 11.7 stacks of wood for all the pieces.
How can I turn on my nether portal? I cant make fire!!
3 ways to do it, potentially:
1. Some villagers may sell you a flint and steel.
2. There is a single gravel somewhere on the map, you can convert it to flint and make your own
3. In a pinch, there is extra flint in the emergency chest.
Right now the plan is for OceanBlock 4.1 to be the current map, updated to take advantage of new stuff in Minecraft 1.5. OceanBlock 5.0 will be a totally different thing that also is designed to work with MineCraft 1.5. I really like the current OceanBlock (with a few minor problems, like the lack of Soul Sand and the way the book is set up) so expect I'll continue to update it with minor versions for quite some time. What I'm calling "OceanBlock 5.0" may not even be named that. It may be named "SomethingElse 1.0"
That is a sad fact with this map. Some just don't have that crazy gene
What I did with SkyBlock, after my 7th failure in an afternoon, is I let it sit for about a week, then tried it again.
Thanks for the links! I installed the Bounding Box one (and Forge. My .minecraft folder is getting crowded ) and it's AWESOME. It looks like - as I suspected - Nether Fortresses are part of the seed, not the terrain. So, no matter WHAT you do they will ALWAYS be in the same spot. With this tool I can find a nice fortress area to put your portal in and at LEAST guarantee that you can get Whither Skeletons (and Blazes!) in a specific area. Hopefully I'll be able to set it up so you have a portal in a fortress in the Nether, and on a good sized slime chunk in the overworld.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Cool, glad those utilities are helpful.
So do you need to find a seed where everything lines up on its own? (The natural spawn point has good slime chunks, and warps you directly into a nether fortress?) Or can you put the overworld spawn point anywhere you want? (Find a nether fortress on any seed, portal back to the overworld, and see if the slime chunks are good, then place the map spawn point there?)
I don't think we actually need any drops from it, but if you are feeling even more ambitious, you could find a seed with a witch hut, here is a video that describes the witch spawning rules, using the ShowMonsters mod:
(Just don't make the entire swamp biome the witch hut, since no slimes would spawn.)
Eh, that's kinda adfly's business model.
Ignore anything in the middle/bottom of the screen. Wait for the 5 second countdown in the top-right corner, then click the orange "Skip Ad" button in the top-right to download the map. I just tested it, it worked for me.
Yeah I can move the spawn. What I'd like is a spot where you could make a nether portal in a nether fortress, and come out on a slime chunk. Or vice-versa
What MegaTrain said, or if you'd like just use the non-adfly link. I won't mind if you get the map for free
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
I should say, that if you've not yet secured your own Blaze Spawner, you may not want to watch this as it contains spoilers. And if you HAVE secured your Blaze Spawner already, you may also not want to watch it as it may fill you with rage over all the troubles you had.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Automate chicken breeding. Generate one chicken without either seeds or manually picking up or throwing an egg.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Channel: http://www.youtube.com/user/Dezzedez5
When I was done, I went back to my iron farm to see if there was anything to collect (the golems fall 8 blocks down from the village, so that additional golems can spawn).
When I looked down into the hole, it was basically a solid mass of golems. I dropped some sand down and waited to collect the loot, it gave me 138 iron!! Over two full stacks!! With this kind of efficiency, iron has become a valid trade material (some villagers will take 8-9 iron for an emerald).
I was very impressed with your village design in your last episode. I showed it to my partner, and now she and I are going to attempt the same (if you don't mind?) on our private server (a normal world, not OceanBlock), as the current village we live near is.... Well, basically, more than half of the village is literally gone. A rather large chunk error -spanning at least 3 chunks across- caused the village to be cut in a straight line, and there is a large drop where taiga meets it, in an equally straight line... So, to keep such a village isn't safe, considering that half of the houses have no back walls, or doors. It's sad.
Thanks, glad you like it! Of course you can try it, I was hoping people would find the idea useful.
When I get my latest video up, you'll see that I added a fence/gate to each corner, so that the villagers are divided into 4 groups. This reduces "favorite door" crowding, and should also reduce the impact of a zombie siege, should one occur.
It occurs to me now that you could even move the doors (or just add a whole additional ring of doors) to the outside of the far outer wall, which would do several things:
I think they can, but I'm not sure. They're not opaque which is usually the deciding factor.
One more benefit of putting the doors on the outside. You can put an extra line of doors, doubling the number of doors total. You can actually do this 5 times. For your 36 (is that right?) wide thing, you currently have 36x4=144 doors, you can have 144x5=720 doors. That would allow for over 250 villagers!
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
250 villagers?? Let's not get crazy
I posted a separate question about whether mobs can spawn on a single block where you've placed a door. No replies yet.
If I was going to move ALL the doors outside the ring with the villagers, we could re-consider the space between the inner and outer walls, if necessary (since the outer wall distance was based on having enough space for the doors along the inner wall to not see the blocks against the outer wall). You wouldn't want it too narrow, especially if you do as I suggest in the next paragraph.
You could also line the inner-wall with more "villager cubbies", which you would probably need anyway, if you were multiplying the number of doors. You'd have to raise the inner wall up to 2.5 blocks high to accomodate this, that half-slab on top is where you drop the sand or place the sign.
Actually, sketching it out, the current spacing (7 blocks between walls) only leaves 3 blocks between opposite fences for villager proliferation, you probably wouldn't want any less than that.
Doing the math: my village currently has 63 cubbies in the outside wall (would be 64 if I didn't have a main door). Adding cubbies to the inside adds 40 more, for a total of 103 villager slots. Ringing the outside of the 36x36 outer wall would be 36 x 4 = 144 doors. Actually, subtract 2 doors for the main entrance, so 142 doors which begats 49 villagers. Add a second layer of 142 doors on the outer edge brings you to 284, which should generate 99 villagers, which is just about right.
More than that would be kind of silly. Well, even this many is pretty silly. But hypothetically manageable!!
250 villagers?? Let's not get crazy
I posted a separate question about whether mobs can spawn on a single block where you've placed a door. No replies yet.
It's easy to test. I'll do so and reply here and there
There is nothing silly about a gratuitous number of villagers
EDIT: I posted there, but the short of it is, it's not 100% safe.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
This gives 103 villager slots, and the 286 outside doors should generate exactly 100 villagers.
As far as building materials (assuming all wood construction), this would take:
1600 planks for the base platform
542 more planks for the walls
327 slabs for the walls
211 fences (assuming all villager slots are filled)
10 fence gates
286 doors
103 signs (assuming all slots are filled)
107 of those fences and all 103 signs aren't needed until you start getting the villagers into slots.
This breaks down to a grand total of 6.3 stacks of wood for the platform, and an additional 11.7 stacks of wood for all the pieces.
Happy building!
3 ways to do it, potentially:
1. Some villagers may sell you a flint and steel.
2. There is a single gravel somewhere on the map, you can convert it to flint and make your own
3. In a pinch, there is extra flint in the emergency chest.