The classic Skyblock map is one of the most popular survival maps in Minecraft history, but did you know it was last updated over 2.5 years ago? When the latest release was Minecraft Beta 1.8??
What if you could keep everything that made Skyblock great, and add some of the best parts from later Minecraft versions? Would you like to fight the Ender Dragon, or assemble a Wither? What could you do with potions or villager trades? What if you had new biomes or new trees? How about completely revamped and updated challenges?
Introducing, The End of Skyblock!
Faithful to the classic, but fixes many of its problems:
Classic starting islands and items
New spawning platform to fix the "forever falling" bug
Built from scratch on a superflat world, there is no "mainland"
The Nether "mainland" is inaccessible as well (surrounded by bedrock)
The map retains the original "minimalist" style, but adds features from more recent Minecraft versions:
End portal with a customized end dimension
A special reward awaits you when you beat the Ender Dragon!
All 6 sapling types are available on the map
25 different biomes around the island! Get snow and ice, grow many different types of flowers, spawn horses and ocelots, even mooshrooms!
New island in the Nether that can spawn some useful mobs!
Get potions, and with some hard work you can build up a village to trade for diamond tools and armor!
(This is for Minecraft 1.7.x only, has not been fully tested in 1.8 snapshots, which contain significant changes to villager trading and breeding.)
Revamped Challenges
Some of these are very difficult! (The bonus challenges are even more difficult, so I made them optional.) Some of these require multiple steps, I prefer "end goal" challenges instead of "make 16 wooden stairs" type of challenges. I also put them into categories and numbered them for your convenience.These challenges are listed in a book in the starting chest, but the version listed here is more detailed and contains some hints:
Milestone Challenges:
Build a cobblestone generator
Build and light a Nether portal
Build a mob grinder for arrows, food, ender pearls, and rare drops
Obtain 12 Eyes of Ender and activate the End Portal
Beat the Ender Dragon and obtain a Dragon Egg
Bonus: Kill a Wither to obtain a Nether Star, and build and activate a beacon
Villager Challenges:
Get a blaze rod and craft a brewing stand
Obtain bottles and other brewing supplies from witches
Use weakness potions and golden apples to cure two zombie villagers
Build a village with an iron golem farm
Make wheat and reed farms to trade for emeralds
Trade emeralds for a diamond pickaxe
Bonus: Trade for a diamond sword, shovel, and axe
Domestic Challenges:
Build a house to sleep in
Spruce it up with dyed carpet and stained glass
Hang a map, a clock, and paintings on your walls
Decorate with at least 6 different kinds of potted flowers
Prepare a roasted pork dinner with carrots and baked potatoes
Prepare a dessert platter (cake, pumpkin pie, and a dozen cookies)
Bonus: Tame a dog and a cat, and give each a name using a nametag
Outdoor Challenges:
Make a grass platform to spawn animals (try different biomes)
Saddle a pig and control it with a carrot on a stick
Grow a giant brown mushroom and a giant red mushroom
Catch and frame 4 different kinds of fish
Collect 10 wool each in all 16 different wool colors
Bonus: Fill a bowl of mushroom stew from a Mooshroom (Mooshrooms spawn on grass in a mushroom biome, not on mycelium)
Workshop Challenges:
Craft an enchantment table and anvil
Craft a jukebox and collect records for it
Craft an Ender Chest to store your most valuable items
Automate one or more of your farms with sticky pistons, repeaters, and hoppers
Brew one of each type of potion (weakness, strength, regeneration, night vision, invisibility, poison, healing, harming, swiftness, slowness, fire resistance, and water breathing)
Bonus: Craft an enchanted golden apple
Warrior Challenges:
Get a full set of dyed leather armor
Get a mismatched set of armor, one piece each of gold, chain, iron, and diamond
Enchant a weapon with 30 levels
Build an army of 8 or more snow golems
Bonus: Tame and equip a horse with a saddle and armor
Bonus: Get a full set of diamond armor, all with level IV enchantments.
Good luck and have fun!
I have now started a director's commentary / let's play series! Here is episode 1:
Disclaimer: This map is based on and inspired by the original Skyblock map, but is not created by or endorsed by the original map creator.
Now here's an addition to skyblock that looks interesting! Adding extra stuff but still making it challenging for the player. Good luck with this, you have made a good addition to this great map!
Yes, I know that there are a billion Skyblock clone maps, but most of them don't retain the early game style and limitations of the classic map. The End of Skyblock plays very much the same as the original for most of the early game, but starts to add in new items in appropriate places.
Let me know what you think, or if you have any trouble with the spawning pad!
Would you like a free video intro/trailer video to your post? It would make the forum members go crazy for your map, and free good publicity never hurts! Let me know via the forum/private message system here, and I'll make it within the next 72 hours if you're still up for it, your wish is my command ^^
Video Trailer Introduction Below:
Rollback Post to RevisionRollBack
http://www.questflinger.com - A website dedicated to my youtube, twitter, voice recordings, blog, everything.
Please let me know if you can get the map properly downloaded and if everything starts out correctly. The bedrock spawn platform should fix the "falling forever" bug in the original map, but as the map creator I can't test it as a truly "new" player.
Just asking, but what happens if I try to play it in 1.8 snapshots? What changed that made it incompatible?
Well, the map should work in 1.8 snapshots, I just haven't fully tested everything to make sure that all challenges can be completed. I've edited the post to make this more clear.
A few things are significantly different in 1.8:
Enchanting system was totally revamped, now requires lapis lazuli to enchant stuff.
Trading system was totally revamped, different items, different sequence, more villager types
Villager breeding is now different, you have to actually trade something to get villagers in the "mood".
Getting the extra lapis might not be an issue, that is apparently one of the new villager trades, so that will be a renewable resource.
The main thing I'm worried about (though I haven't done much testing) is the villager breeding requirement. What if your two recently-converted zombies are asking for emerald in their first trade? You'll never be able to breed them, so you'll have to keep using golden apples until you get two that are asking for items you can trade.
Once 1.8 is out, I'll fully test this, and tweak the items or challenges a bit to match.
Quick question is there only the 3 islands, dessert spawn and end platform?
Those are the 3 in the overworld, yes.
The Nether has the original glowstone island, plus the new island pictured above (located where a Fortress would have been, so it spawns Fortress mobs).
I am deliberately not revealing the configuration of the End dimension, you'll have to get there to see it
IS there a slime chink near by? Thanks in advanced!
Yes, at least one of the central 4 chunks is a slime chunk, you can type "/seed" in the game if you want to use a slime finder to find out which one, or to find the other nearby slime chunks.
Slimes will also spawn in the swampland biome (at normal elevation). On my test world, I built my spider farm in the swampland, and it generated a slow but regular supply of slimes.
Wherever I've gone on the map I only see Plains biome (in the F3 screen while in game). AMIDST shows a variety of biomes for the world seed (1111) but in game I see nothing but Plains despite going to different coordinates where AMIDST says there should be different biomes. Have I missed something here? Should I be playing using a specific Minecraft version? I'm on 1.7 9 but I've tried it in earlier versions with the same results.
Much the same results with searching for a witch hut. AMIDST shows one at 512, 160 but no such luck when going there in game.
The center island is Plains, but there should be a whole bunch of other biomes within 60 blocks. I'm not sure if AMIDST would properly show them, I think that it only knows how the terrain would have been originally generated.
I used a superflat set to the Plains biome as my starting point, then I used "Biome Painter" to manually edit more biomes in squares around the starting island. If you build over towards the sand island you should pass through a Flower Forest and a Desert biome. If it rains, you may notice snow coming down just off the opposite side of the center island. If you fly around in creative mode there should be like 25 distinct biomes around the center island, all within 60 blocks. Let me know if you don't see those, for some reason.
Not sure about the witch hut, I generated the world originally in 1.6.4, so there may not have been one there in that version. But since witches should spawn naturally anywhere in 1.7 (with the proper light level), that shouldn't be a problem.
Oh I see. When I was flying around earlier, I missed them because they were smaller than I was expecting. I was teleporting further, like 1,000 ~ 1,000, 10,000 ~ 10,000, etc. in addition to flying between the bedrock island and the starting island.
As for the witch hut, granted witches do spawn naturally now but I've been running my grinder in my current Skyblock world (original 2.1) and the redstone drop rates really aren't sufficient enough for large redstone projects. Perhaps large redstone projects aren't the point of Skyblock but it is amazing how much can be done with such a limited environment and with a real witch farm, large redstone projects become a possibility. Pushing the limits of what can be done is really where the fun is in it for me, not just completing the challenges.
Well, villager trades are a decent secondary source of redstone, so a good-sized reed or wheat farm can help provide a decent trade volume. Not as much as a true witch farm, probably, but hopefully sufficient.
I'll consider figuring out of there is a way to have a witch farm for a future version, it might not be easy.
I'm thinking more about what it would take to get a witch farm in the overworld. Would a superflat world generate witch huts, if the biome was set to swampland? Not sure, that would have to be tested. That doesn't seem particularly reliable, though, and might break again if generation changed again in the future. The best strategy I can come up is this:
Find any 1.6.4 seed with a witch hut (via trial and error or Amidst).
Create a new world in 1.6.4 using that seed
Travel to the location of the witch hut to load surrounding chunks. This should write the location to the STRUCTURE.DAT file (which was introduced in 1.6.4 for this purpose, so that future changes in terrain generation don't break existing farms).
Analyze the contents of the STRUCTURE.DAT, figure out how and where the witch hut location data is stored.
Copy or duplicate that structure information into the STRUCTURE.DAT file for my End of Skyblock save. If we've figured out how to edit this data as well, we could even modify the location data to make it closer to (0,0).
Use Biome Painter to mark that area as a Swampland biome, so that players recognize it as something unusual when they find it.
This might not be trivial to do, I know the current STRUCTURE.DAT file already contains location information for the Nether fortress structure, and I don't want to mess that up.
I also wouldn't want to put this witch hut structure into the existing (small) swampland biome, since I'd like to preserve the ability to spawn slimes.
Not sure if this would impact my idea above or not: MC-3524: "Witches can not spawn in huts generated in a superflat world"
Ticket is open and unresolved. No way to know if this is a problem with the generation code, or if it is a problem with the spawning code. Might just have to test it.
I totally passed over trading as a source for redstone. Sounds like incorporating a witch hut might be more hassle than it's worth. Though I do like the thought of building farms vs. just grinding trading. Still, trading obviously has it's place especially in Skyblock, but the more options available, the more flexibility in play style. So in the end, it really depends on if you think it's worth the hassle (assuming others show interest in a witch farm too).
Not sure if this would impact my idea above or not: MC-3524: "Witches can not spawn in huts generated in a superflat world"
Ticket is open and unresolved. No way to know if this is a problem with the generation code, or if it is a problem with the spawning code. Might just have to test it.
Ah, looks like that could have just reduced the doability of this (or at the very least, increased the hassle factor).
I think that testing is in order to see if the superflat world would generate witch huts, as this could and would make things alot more simple. If that doesn't work, there possibly might be tutorials out there to move the STRUCTURE.DAT files around. However it works out good luck!
What if you could keep everything that made Skyblock great, and add some of the best parts from later Minecraft versions? Would you like to fight the Ender Dragon, or assemble a Wither? What could you do with potions or villager trades? What if you had new biomes or new trees? How about completely revamped and updated challenges?
Introducing, The End of Skyblock!
Faithful to the classic, but fixes many of its problems:
The map retains the original "minimalist" style, but adds features from more recent Minecraft versions:
Download Links:
(This is for Minecraft 1.7.x only, has not been fully tested in 1.8 snapshots, which contain significant changes to villager trading and breeding.)
Revamped Challenges
Some of these are very difficult! (The bonus challenges are even more difficult, so I made them optional.) Some of these require multiple steps, I prefer "end goal" challenges instead of "make 16 wooden stairs" type of challenges. I also put them into categories and numbered them for your convenience.These challenges are listed in a book in the starting chest, but the version listed here is more detailed and contains some hints:
Good luck and have fun!
I have now started a director's commentary / let's play series! Here is episode 1:
Disclaimer: This map is based on and inspired by the original Skyblock map, but is not created by or endorsed by the original map creator.
Let me know what you think, or if you have any trouble with the spawning pad!
Would you like a free video intro/trailer video to your post? It would make the forum members go crazy for your map, and free good publicity never hurts! Let me know via the forum/private message system here, and I'll make it within the next 72 hours if you're still up for it, your wish is my command ^^
Video Trailer Introduction Below:
http://www.questflinger.com - A website dedicated to my youtube, twitter, voice recordings, blog, everything.
Please let me know if you can get the map properly downloaded and if everything starts out correctly. The bedrock spawn platform should fix the "falling forever" bug in the original map, but as the map creator I can't test it as a truly "new" player.
Well, the map should work in 1.8 snapshots, I just haven't fully tested everything to make sure that all challenges can be completed. I've edited the post to make this more clear.
A few things are significantly different in 1.8:
The main thing I'm worried about (though I haven't done much testing) is the villager breeding requirement. What if your two recently-converted zombies are asking for emerald in their first trade? You'll never be able to breed them, so you'll have to keep using golden apples until you get two that are asking for items you can trade.
Once 1.8 is out, I'll fully test this, and tweak the items or challenges a bit to match.
Those are the 3 in the overworld, yes.
The Nether has the original glowstone island, plus the new island pictured above (located where a Fortress would have been, so it spawns Fortress mobs).
I am deliberately not revealing the configuration of the End dimension, you'll have to get there to see it
Yes, at least one of the central 4 chunks is a slime chunk, you can type "/seed" in the game if you want to use a slime finder to find out which one, or to find the other nearby slime chunks.
Slimes will also spawn in the swampland biome (at normal elevation). On my test world, I built my spider farm in the swampland, and it generated a slow but regular supply of slimes.
Much the same results with searching for a witch hut. AMIDST shows one at 512, 160 but no such luck when going there in game.
I used a superflat set to the Plains biome as my starting point, then I used "Biome Painter" to manually edit more biomes in squares around the starting island. If you build over towards the sand island you should pass through a Flower Forest and a Desert biome. If it rains, you may notice snow coming down just off the opposite side of the center island. If you fly around in creative mode there should be like 25 distinct biomes around the center island, all within 60 blocks. Let me know if you don't see those, for some reason.
Not sure about the witch hut, I generated the world originally in 1.6.4, so there may not have been one there in that version. But since witches should spawn naturally anywhere in 1.7 (with the proper light level), that shouldn't be a problem.
Edit: stuff
As for the witch hut, granted witches do spawn naturally now but I've been running my grinder in my current Skyblock world (original 2.1) and the redstone drop rates really aren't sufficient enough for large redstone projects. Perhaps large redstone projects aren't the point of Skyblock but it is amazing how much can be done with such a limited environment and with a real witch farm, large redstone projects become a possibility. Pushing the limits of what can be done is really where the fun is in it for me, not just completing the challenges.
I'll consider figuring out of there is a way to have a witch farm for a future version, it might not be easy.
I also wouldn't want to put this witch hut structure into the existing (small) swampland biome, since I'd like to preserve the ability to spawn slimes.
Your thoughts?
Ticket is open and unresolved. No way to know if this is a problem with the generation code, or if it is a problem with the spawning code. Might just have to test it.
Ah, looks like that could have just reduced the doability of this (or at the very least, increased the hassle factor).
-Wesy