Another quick update here on Chunk Restore! After examining the map some more I went ahead and made a number of changes and improved a number of systems:
Old tower dungeon now gives players a permanent pickaxe which can break spawners
Added just a few spawners to the old tower dungeon
You can now find gold and other items hidden or floating in the air
Some mobs now patrol around, allowing for more tactical gameplay
Enemies now come in 3 types: Weak, normal, and elite...
Weak enemies are pretty trivial and die quickly
Normal enemies are slightly more challenging
Elite enemies are a lot more dangerous, have a lot more health, have a custom skull icon above their head, and have custom abilities that you should avoid
The Brutes have been turned into an elite mob type in old tower
The Brutes do less damage per normal hit, but their custom ability hits for a lot more
Falling into the void or falling in the parkour part of Old Tower will no longer instant kill you - You'll be teleported back up to safety but will still take some damage
Buffed enchanted farmer gear to unbreaking 3, and got rid of the curse of vanishing on the boots
Got rid of the unrepairable tag on all farmer items
Added custom 3D model hats, just one currently
Added some fair stated unbreakable boots, leggings, and helmet that you can get early on if you search hard enough
Added another quick fun power-up to the old tower
Enhanced enemy detection system to allow for special things to happen when specific enemies are pulled (ie: say certain messages to the player)
Enhanced enemy detection system to allow for neutral enemies which won't do anything unless they take damage
Improved the telegraphing of some abilities a bit
Implemented a new type of chest - A barrier chest which can only be opened when you kill certain enemies near it
Added new area trigger for season change
Apples now immediately respawn upon a new season hitting
Apples in the world will now despawn when it is Winter
Even more optimization (Functions are awesome :P)
Anyway, I'm really loving the direction the map is headed in now! The new fishing rod changes where you can pull enemies now that haven't detected you actually allows for a great amount of tactical play. (Pulling creepers into a group of mobs, moving mobs in front of skeletons that are shooting, safely pulling mobs from a distance, pulling mobs off the edge, etc.) Anyway, the above changes will be in with the next update! That's all for now ^^
Fair point. It's just that I have seen the rise and fall of other RPG's that looked rather different to it and I'm just afraid it might happen to yours.
A secrets tab sounds pretty good. It would really help me and a few other people who love to 100% games or at least try to.
That's good. I think the idea of giving certain pieces of loot after updating the map is a good idea, especially with the pickaxe your adding to the Old Tower since once completed, it's destroyed and someone who updates the map, like me would be unable to obtain it .
That's nice to know. Didn't you say that they would be about finding an area corrupted by the Void, doing a little challenge and then using a Terra Restore to turn it back to normal at the end of the event? Will there be sixteen or nineteen of them to correspond with the original monument from Terra Restore 1 and 2 or will it be as many as needed?
Earlier you talked about visual changes. Will I be able to see them if I update the Map? In version 0.1.1 you gave Bob a talking option, but when I updated the map Bob still didn't have it and I had to re-download the 0.1.1 version and play through it to talk to him. Will this happen again because I hope it doesn't.
In other news I'm planning to be become a patreon of you today, however when exactly I'm not sure since in my country it takes 4 dollars to make 1 American dollar.
Also congratulations on 500 posts!
Yeah the restoration events will likely be about that. The amount of restoration events would unlikely be linked to the player base.
And yeah you'll be able to see visual changes in the map with updates. Bob is one of the things I forgot to throw in the updater.
Say, you know how I mentioned the unlockable companion thing a while back? What if it was taken a step further, and gaining companions is a part of the story progression, and are even used in puzzles or story elements, similar to Paper Mario? As you go through the adventure, different characters would want to join your cause and join the In Between (I think that's what it's called.) You could switch between the different recruits as allies, and different allies would perform differently in battle or help with different puzzles. For instance, a wolf would specialize in dealing fast damage and could sniff out hidden treasures, while a witch could specialize in giving status effects and use her potions to change the environment.
That could possibly be neat, but right now getting an entity to attack monsters in general is a pain, outside of iron golems at least. (Which you can't adjust the attack damage of) I went ahead and made a suggestion to Dinnerbone where you should be able to have scoreboard teams set up in a way that entities from one team would be hostile with another team. There is probably a good chance it won't happen but who knows. Anyway, right now the only thing I can really do is have them do passive buffs or something not involving directly attacking enemies.
Played the new version, it was better even than last version but I don't know why. By the way, I found each piece of enchanted armor EXCEPT boots. Anyone know where are they? Also on some equipment, it is written 'unrepairable', does it mean we can repair rest of the equipment?
Unrepairable was an old tag that I didn't fully get rid of. The current plan is to make it so only the farmer set of gear is breakable. Every other normal item will be unbreakable outside of things like power-ups. So a repairing system will likely never come to play
Another quick update here on Chunk Restore! After examining the map some more I went ahead and made a number of changes and improved a number of systems:
Old tower dungeon now gives players a permanent pickaxe which can break spawners
Added just a few spawners to the old tower dungeon
You can now find gold and other items hidden or floating in the air
Some mobs now patrol around, allowing for more tactical gameplay
Enemies now come in 3 types: Weak, normal, and elite...
Weak enemies are pretty trivial and die quickly
Normal enemies are slightly more challenging
Elite enemies are a lot more dangerous, have a lot more health, have a custom skull icon above their head, and have custom abilities that you should avoid
The Brutes have been turned into an elite mob type in old tower
The Brutes do less damage per normal hit, but their custom ability hits for a lot more
Falling into the void or falling in the parkour part of Old Tower will no longer instant kill you - You'll be teleported back up to safety but will still take some damage
Buffed enchanted farmer gear to unbreaking 3, and got rid of the curse of vanishing on the boots
Got rid of the unrepairable tag on all farmer items
Added custom 3D model hats, just one currently
Added some fair stated unbreakable boots, leggings, and helmet that you can get early on if you search hard enough
Added another quick fun power-up to the old tower
Enhanced enemy detection system to allow for special things to happen when specific enemies are pulled (ie: say certain messages to the player)
Enhanced enemy detection system to allow for neutral enemies which won't do anything unless they take damage
Improved the telegraphing of some abilities a bit
Implemented a new type of chest - A barrier chest which can only be opened when you kill certain enemies near it
Added new area trigger for season change
Apples now immediately respawn upon a new season hitting
Apples in the world will now despawn when it is Winter
Even more optimization (Functions are awesome :P)
Anyway, I'm really loving the direction the map is headed in now! The new fishing rod changes where you can pull enemies now that haven't detected you actually allows for a great amount of tactical play. (Pulling creepers into a group of mobs, moving mobs in front of skeletons that are shooting, safely pulling mobs from a distance, pulling mobs off the edge, etc.) Anyway, the above changes will be in with the next update! That's all for now ^^
Yeah the restoration events will likely be about that. The amount of restoration events would unlikely be linked to the player base.
And yeah you'll be able to see visual changes in the map with updates. Bob is one of the things I forgot to throw in the updater.
Anyway thanks! ^^
That could possibly be neat, but right now getting an entity to attack monsters in general is a pain, outside of iron golems at least. (Which you can't adjust the attack damage of) I went ahead and made a suggestion to Dinnerbone where you should be able to have scoreboard teams set up in a way that entities from one team would be hostile with another team. There is probably a good chance it won't happen but who knows. Anyway, right now the only thing I can really do is have them do passive buffs or something not involving directly attacking enemies.
Unrepairable was an old tag that I didn't fully get rid of. The current plan is to make it so only the farmer set of gear is breakable. Every other normal item will be unbreakable outside of things like power-ups. So a repairing system will likely never come to play
Will the unbreakable items be found in the old areas, the Old Tower or the new areas? I would like to know before going on a wild goose chase for these pieces of gear that don't even exist anymore.
I take it villager trades will allow us to update those pieces of gear.
Final question, will $3+ patrons be able to get the update and all future updates 3 days earlier than other people like with your previous major maps? It would make sense for that to be the case
Anyways I will be waiting patiently for when this comes out.
That could possibly be neat, but right now getting an entity to attack monsters in general is a pain, outside of iron golems at least. (Which you can't adjust the attack damage of) I went ahead and made a suggestion to Dinnerbone where you should be able to have scoreboard teams set up in a way that entities from one team would be hostile with another team. There is probably a good chance it won't happen but who knows. Anyway, right now the only thing I can really do is have them do passive buffs or something not involving directly attacking enemies.
Hmm...I suppose that would be difficult. It's just that you managed to make Exiel and that other villager I forgot her name attack that spider boss in Terra Restore 2, and you got the two skeleton armies attack each other in Team Magma's (I forgot the name, apologies if I completely butchered it) base, so I figured getting mobs to attack each other would have been easier. I guess if that's not a possibility, you could have a select few partners have the capability to attack, like wolves or something, while others give you a buff or enemies a debuff, help you navigate a bit, or be completely useless except in certain situations!
For Chunk restore, when I tried 2 player, either one or the other of us didn't hear the music, I presume its due to a @p instead of a @a in command blocks but your the expert here
Heyo, another quick update here for you all ^^ I've been tweaking systems like crazy lately with Chunk Restore and I'm finally done with the system tweaking part. I actually took a break from working on the dungeons this past week or so to really think the map over some more and tweak everything. So I'm now getting back into actually working on the dungeons.
Just a few notable changes this time:
*Area loading now has a proper % loaded bar
*Players now have a map version value attached to them. (Used to be just the system having a version) If you're not online when a map updates then you will still now receive anything player related update wise on logging in.
*Area titles have now changed a bit. Now when entering an area the overall area region is displayed in the top title bar, and the actual area you're in is displayed in the bottom subtitle bar. Aquaess is one of the two current regions. Ex: Whenever entering the Old Tower now it displays Aquaess at the top and Old Tower in the bottom.
Anyway, one of my plans is to actually get everything set up in a good enough way so that I can use the Chunk Restore system in any of my future maps. That way they can easily re-use some of the systems from Chunk Restore!
If you're wondering how close things are, roughly:
System tweaking - 90% done - Still would like to implement some advanced options if I can really quick
Aquaess Field area - 100% done
Lost Guardian Swamp dungeon area - 70% done - Whole level has been made and detailed; just need to do loot, mobs, and command blocks
Lancean Sanctuary dungeon/city area - 20% done - Theme is down, entrance has been made, and things are pretty planned out for the area; just need to design the rest of the dungeon, add loot, mobs, command blocks, restoration event, and some city stuff like shops.
This was actually going to be a continuation of the other dungeon area, (Trying out the idea of multiple area length dungeons for longer dungeons) however this part turned out more city like rather than dungeon like so I split them into two individual areas.
Other things I would like to do or might just save for a minor update afterwards:
Dungeon challenges - Play through a dungeon again but with much increased difficulty
Custom weather system - More or less just having lightning strike at random locations not near any villagers or pigs. Could maybe experiment with other different things too though.
Patreon area - Similar to that area in TR2
More visual/aesthetic stuff
So it's almost there! Still can't say when until it's like less than a week away though ^^
Will the unbreakable items be found in the old areas, the Old Tower or the new areas? I would like to know before going on a wild goose chase for these pieces of gear that don't even exist anymore.
I take it villager trades will allow us to update those pieces of gear.
Final question, will $3+ patrons be able to get the update and all future updates 3 days earlier than other people like with your previous major maps? It would make sense for that to be the case
Anyways I will be waiting patiently for when this comes out.
They will be found in the old area.
Yeah villagers are used to update some items like gear ^^
If you're a patron at the time when an update gets released then yeah you will see any major Chunk Restore version release 3 days before it goes to everyone. Minor version updates will often be released to everyone at once though of course, since they often just have bug fixes and small tweaks.
I have an idea (Minecraft is all about ideas) Mithey, can you do it like water in rivers flow in a certain direction during a certain season?
2) Some fishes can be caught in certain seasons.
3)Husks spawn in hot areas (possibly like in deserts)
4)Strays spawn in Cold areas (possibly like a high mountain)
1) Would be a bit too tricky to implement really
2) I could likely do that at some point, or have seasons change up some things with fishing in general
3/4) Depends on the area theme, but it's likely they will be used in such areas
Hmm...I suppose that would be difficult. It's just that you managed to make Exiel and that other villager I forgot her name attack that spider boss in Terra Restore 2, and you got the two skeleton armies attack each other in Team Magma's (I forgot the name, apologies if I completely butchered it) base, so I figured getting mobs to attack each other would have been easier. I guess if that's not a possibility, you could have a select few partners have the capability to attack, like wolves or something, while others give you a buff or enemies a debuff, help you navigate a bit, or be completely useless except in certain situations!
I got those things to happen by having the enemies hit by snowballs with a certain UUID of the other mob before teleporting into the fight. It is still possible it's just not the easiest or most reliable thing to do.
For Chunk restore, when I tried 2 player, either one or the other of us didn't hear the music, I presume its due to a @p instead of a @a in command blocks but your the expert here
All music is set to @a so I'm not sure why that happened. It's the first time hearing about something like that too
Hello, I think the Terra Restone you made is very, very, very, very good. The hardest MODpark in the world is Minecraft Is To Easy, and the best map in the world is Terra Restone! ! However, such a very good map knows very little in China, so ... can I post it to MCBBS?
You can post it to other language sites, but it may not be the best received since it's in English
Players now have a map version value attached to them. (Used to be just the system having a version) If you're not online when a map updates then you will still now receive anything player related update wise on logging in.
Thanks for the info Mithey. Just want to know does this mean that we can update the map while still playing it?
The Lacean Sanctuary will, at least I assume, be the basis for future towns, correct?
Thanks for the info Mithey. Just want to know does this mean that we can update the map while still playing it?
The Lacean Sanctuary will, at least I assume, be the basis for future towns, correct?
You would have to reload the world for it to detect the map update.
Lancean Sanctuary is probably going to end up being more of a smaller town. There will be shops and NPCs for sure, but I'm not sure if there will be any quests or minigames in it. Though in future updates I could always add in some.
I did up something pretty neat that I always wanted to do All of current Nira in Chunk Restore all connected: (Slight spoilers)
It doesn't technically connect 100% perfectly but it still looks pretty neat! ^^
You would have to reload the world for it to detect the map update.
Lancean Sanctuary is probably going to end up being more of a smaller town. There will be shops and NPCs for sure, but I'm not sure if there will be any quests or minigames in it. Though in future updates I could always add in some.
This looks amazing. It's a shame that I can't reproduce it for myself since the home base doesn't have structure blocks tied to the landscape, only the restored buildings. Is it possible to obtain the landscape of the base? Thanks in advance.
Also is that the field area, the Lost Guardian Swamp, and the Lacean Sanctuary entrance I see on the left hand side of the first screenshot and shown in detail in the fifth? Nice.
On the subject of the Patreon Town you talked about earlier, I believe it would be best to wait until Chunk Restore is released on Minecraft Maps before you create it since if more people download the map more people will become patrons. Anyways that's just my two cents.
There is a problem with multiplayer with the new chunk restore, where only one person can hear the sounds, I presume this is because of command blocks for music being set for @p instead of @a. But can you get this fixed for the next update please?
So, while playing the map, I noticed that you were somehow able to give colored names to mcpatcher custom textures. While looking in their .properties files, it said, where you specify the name, the line was started with a "nbt.ChunkRestoreItem". However, I couldn't find a file matching that name.
My question is, how did you do that? I'm making my own map where I'm trying to give all of the custom items colored names, but I'm running out of items to retexture. Any help?
The mini swamp dungeon is nearing completion! Since I added in a few new fish catches for the area I decided to do an update to the fishing system ^^
Area region now dictates what you can fish up (instead of things being slightly different on an area by area basis)
Added fishing advancement tab
Shows what fish you have caught
Shows total amount of unique fish caught for the different regions
Contains advancements for catching all the different types of fish in each region, which also rewards some exp
Screenshot of it:
I'm pretty happy with the fishing system for now, though there will likely be even more future updates to it. The new region doesn't have a ton of new catches to it so I'll likely be adding to it over time. I also might do things in the future like every 20 fish guarantees a new fish that you haven't caught before, season/time could influence catches, randomly spawning fish schools which also influence catches, and I might add in some sort of rare fun trophy fish.
This looks amazing. It's a shame that I can't reproduce it for myself since the home base doesn't have structure blocks tied to the landscape, only the restored buildings. Is it possible to obtain the landscape of the base? Thanks in advance.
Also is that the field area, the Lost Guardian Swamp, and the Lacean Sanctuary entrance I see on the left hand side of the first screenshot and shown in detail in the fifth? Nice.
On the subject of the Patreon Town you talked about earlier, I believe it would be best to wait until Chunk Restore is released on Minecraft Maps before you create it since if more people download the map more people will become patrons. Anyways that's just my two cents.
The player base is located at 0 50 500 in the world
Seeing how 1.13 doesn't seem too far off now the patreon town might just be added in along with the 1.13 update. When it hits 1.13 the map will go into beta and I'll be posting it on Minecraft Maps then too which will make the map stand out a lot more ^^
It's getting closer The update contains a fair amount of new systems and revisions/tweaks to existing ones which take a lot of time to do up. Whenever the map gets out of alpha and beta I'd imagine the updates will come a lot quicker as the large majority of system creating/tweaking will be done ^^
So, while playing the map, I noticed that you were somehow able to give colored names to mcpatcher custom textures. While looking in their .properties files, it said, where you specify the name, the line was started with a "nbt.ChunkRestoreItem". However, I couldn't find a file matching that name.
My question is, how did you do that? I'm making my own map where I'm trying to give all of the custom items colored names, but I'm running out of items to retexture. Any help?
How to give items colored names? You put a formatting code before the name like /give @p minecraft:leather_boots 1 0 {display:{Name:"§aGreen Name"}} However you have to either use a function for the § sign to work or use an external program like MCEdit. See https://minecraft.gamepedia.com/Formatting_codes for the different color codes
I can't wait for the 0.2 update... I'm so bored at school right now and need something to do in my spare time
Mithey, would you recommend starting the map over since so many things have been changed/tweaked? (first dungeon, systems, fishing, etc.) I don't want to miss anything you added because it's such a great map.
Also, you posted the pictures of all of the chunks being put together. Do they look like that in the game? It was very weird to just see nothingness behind the buttons
thanks
Another quick update here on Chunk Restore! After examining the map some more I went ahead and made a number of changes and improved a number of systems:
Anyway, I'm really loving the direction the map is headed in now! The new fishing rod changes where you can pull enemies now that haven't detected you actually allows for a great amount of tactical play. (Pulling creepers into a group of mobs, moving mobs in front of skeletons that are shooting, safely pulling mobs from a distance, pulling mobs off the edge, etc.) Anyway, the above changes will be in with the next update! That's all for now ^^
Yeah the restoration events will likely be about that. The amount of restoration events would unlikely be linked to the player base.
And yeah you'll be able to see visual changes in the map with updates. Bob is one of the things I forgot to throw in the updater.
Anyway thanks! ^^
That could possibly be neat, but right now getting an entity to attack monsters in general is a pain, outside of iron golems at least. (Which you can't adjust the attack damage of) I went ahead and made a suggestion to Dinnerbone where you should be able to have scoreboard teams set up in a way that entities from one team would be hostile with another team. There is probably a good chance it won't happen but who knows. Anyway, right now the only thing I can really do is have them do passive buffs or something not involving directly attacking enemies.
Unrepairable was an old tag that I didn't fully get rid of. The current plan is to make it so only the farmer set of gear is breakable. Every other normal item will be unbreakable outside of things like power-ups. So a repairing system will likely never come to play
Will the unbreakable items be found in the old areas, the Old Tower or the new areas? I would like to know before going on a wild goose chase for these pieces of gear that don't even exist anymore.
I take it villager trades will allow us to update those pieces of gear.
Final question, will $3+ patrons be able to get the update and all future updates 3 days earlier than other people like with your previous major maps? It would make sense for that to be the case
Anyways I will be waiting patiently for when this comes out.
Yeah, not sure why I asked. Probably should have just known that from what I've seen.
Mithy mayby give us a rough estmate when next update will be released?????
Well, he did say it would come out this month so it could be from later today to 7 days from now.
I have an idea (Minecraft is all about ideas) Mithey, can you do it like water in rivers flow in a certain direction during a certain season?
2) Some fishes can be caught in certain seasons.
3)Husks spawn in hot areas (possibly like in deserts)
4)Strays spawn in Cold areas (possibly like a high mountain)
Perseverance always pays. Sooner or later.
Hmm...I suppose that would be difficult. It's just that you managed to make Exiel and that other villager I forgot her name attack that spider boss in Terra Restore 2, and you got the two skeleton armies attack each other in Team Magma's (I forgot the name, apologies if I completely butchered it) base, so I figured getting mobs to attack each other would have been easier. I guess if that's not a possibility, you could have a select few partners have the capability to attack, like wolves or something, while others give you a buff or enemies a debuff, help you navigate a bit, or be completely useless except in certain situations!
For Chunk restore, when I tried 2 player, either one or the other of us didn't hear the music, I presume its due to a @p instead of a @a in command blocks but your the expert here
Looks like a lot of work!
this map is so good!
Heyo, another quick update here for you all ^^ I've been tweaking systems like crazy lately with Chunk Restore and I'm finally done with the system tweaking part. I actually took a break from working on the dungeons this past week or so to really think the map over some more and tweak everything. So I'm now getting back into actually working on the dungeons.
Just a few notable changes this time:
*Area loading now has a proper % loaded bar
*Players now have a map version value attached to them. (Used to be just the system having a version) If you're not online when a map updates then you will still now receive anything player related update wise on logging in.
*Area titles have now changed a bit. Now when entering an area the overall area region is displayed in the top title bar, and the actual area you're in is displayed in the bottom subtitle bar. Aquaess is one of the two current regions. Ex: Whenever entering the Old Tower now it displays Aquaess at the top and Old Tower in the bottom.
Anyway, one of my plans is to actually get everything set up in a good enough way so that I can use the Chunk Restore system in any of my future maps. That way they can easily re-use some of the systems from Chunk Restore!
If you're wondering how close things are, roughly:
Other things I would like to do or might just save for a minor update afterwards:
So it's almost there! Still can't say when until it's like less than a week away though ^^
They will be found in the old area.
Yeah villagers are used to update some items like gear ^^
If you're a patron at the time when an update gets released then yeah you will see any major Chunk Restore version release 3 days before it goes to everyone. Minor version updates will often be released to everyone at once though of course, since they often just have bug fixes and small tweaks.
1) Would be a bit too tricky to implement really
2) I could likely do that at some point, or have seasons change up some things with fishing in general
3/4) Depends on the area theme, but it's likely they will be used in such areas
I got those things to happen by having the enemies hit by snowballs with a certain UUID of the other mob before teleporting into the fight. It is still possible it's just not the easiest or most reliable thing to do.
All music is set to @a so I'm not sure why that happened. It's the first time hearing about something like that too
You can post it to other language sites, but it may not be the best received since it's in English
Thanks for the info Mithey. Just want to know does this mean that we can update the map while still playing it?
The Lacean Sanctuary will, at least I assume, be the basis for future towns, correct?
This sounds neat! :-D
I did up something pretty neat that I always wanted to do All of current Nira in Chunk Restore all connected: (Slight spoilers)
It doesn't technically connect 100% perfectly but it still looks pretty neat! ^^
You would have to reload the world for it to detect the map update.
Lancean Sanctuary is probably going to end up being more of a smaller town. There will be shops and NPCs for sure, but I'm not sure if there will be any quests or minigames in it. Though in future updates I could always add in some.
This looks amazing. It's a shame that I can't reproduce it for myself since the home base doesn't have structure blocks tied to the landscape, only the restored buildings. Is it possible to obtain the landscape of the base? Thanks in advance.
Also is that the field area, the Lost Guardian Swamp, and the Lacean Sanctuary entrance I see on the left hand side of the first screenshot and shown in detail in the fifth? Nice.
On the subject of the Patreon Town you talked about earlier, I believe it would be best to wait until Chunk Restore is released on Minecraft Maps before you create it since if more people download the map more people will become patrons. Anyways that's just my two cents.
There is a problem with multiplayer with the new chunk restore, where only one person can hear the sounds, I presume this is because of command blocks for music being set for @p instead of @a. But can you get this fixed for the next update please?
Hey, Mithey. Just a quick question:
So, while playing the map, I noticed that you were somehow able to give colored names to mcpatcher custom textures. While looking in their .properties files, it said, where you specify the name, the line was started with a "nbt.ChunkRestoreItem". However, I couldn't find a file matching that name.
My question is, how did you do that? I'm making my own map where I'm trying to give all of the custom items colored names, but I'm running out of items to retexture. Any help?
The mini swamp dungeon is nearing completion! Since I added in a few new fish catches for the area I decided to do an update to the fishing system ^^
Screenshot of it:
I'm pretty happy with the fishing system for now, though there will likely be even more future updates to it. The new region doesn't have a ton of new catches to it so I'll likely be adding to it over time. I also might do things in the future like every 20 fish guarantees a new fish that you haven't caught before, season/time could influence catches, randomly spawning fish schools which also influence catches, and I might add in some sort of rare fun trophy fish.
The player base is located at 0 50 500 in the world
Seeing how 1.13 doesn't seem too far off now the patreon town might just be added in along with the 1.13 update. When it hits 1.13 the map will go into beta and I'll be posting it on Minecraft Maps then too which will make the map stand out a lot more ^^
It's getting closer The update contains a fair amount of new systems and revisions/tweaks to existing ones which take a lot of time to do up. Whenever the map gets out of alpha and beta I'd imagine the updates will come a lot quicker as the large majority of system creating/tweaking will be done ^^
How to give items colored names? You put a formatting code before the name like /give @p minecraft:leather_boots 1 0 {display:{Name:"§aGreen Name"}} However you have to either use a function for the § sign to work or use an external program like MCEdit. See https://minecraft.gamepedia.com/Formatting_codes for the different color codes
I can't wait for the 0.2 update... I'm so bored at school right now and need something to do in my spare time
Mithey, would you recommend starting the map over since so many things have been changed/tweaked? (first dungeon, systems, fishing, etc.) I don't want to miss anything you added because it's such a great map.
Also, you posted the pictures of all of the chunks being put together. Do they look like that in the game? It was very weird to just see nothingness behind the buttons