Size: The mod is currently about 20kB, and the "World Gen API" is about a similar size. The SkyBlock map is considerably larger (several mega-bytes), and the "new and improved map" which Noobcrew actually did create (he made a map that was supposed to go beyond the 2.1 map that most people play) was so large that he never released it. A common complaint for people playing the original SkyBlock map is that they can't download it.... because the ISP that Noobcrew is using keeps throttling his bandwidth and telling players they can't download the map (usually at the end of each month).
??? Size? Skyblock was ... tiny, I thought, just two lumps of solid blocks taking up two mini chunks in the overworld, and one minichunk in the nether. Right?
I mean, since the anvil format, that should be really tiny.
(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?
??? Size? Skyblock was ... tiny, I thought, just two lumps of solid blocks taking up two mini chunks in the overworld, and one minichunk in the nether. Right?
I mean, since the anvil format, that should be really tiny.
You would think so. The problem is in part that each "empty" chunk still needs to have some data assigned to it. A few thousand chunks of data saying it is empty still adds up to quite a bit of data. It could be put onto a Superflat map with no blocks generated in new chunks (again.... now a possibility on newer maps that wasn't true when I started this mod nor when Noobcrew created his map).
Regardless, that has been a problem and is one reason why Noobcrew's links to his map keep erroring out when folks try to download the map. It is the reason he hasn't "updated" the map on his own.... although I should point out that was pre-Anvil so if Noobcrew was to really get active again and do something other than run his multiplayer server it might be a substantial improvement.
Constructing things through mathematical algorithms does reduce the download footprint substantially though. Download size was one of the reasons I wrote this mod, although admittedly it wasn't the primary reason.
I use MC patcher for installing mods and have no idea how to do it manually in new versions. Adding files directly ton the "1.6.2" jar file had no results :/ Could someone give me jar file with Optifine and SkyZone installed? It'd be really great
EDIT: My bad, problem fixed.... now the loading screen freezes at "converting world"
I use Magic Launcher for installing Moddloader and other mods. It has a test function that will let you see what mods will cause the game to crash and sometimes just changing the order of which Magic Laucher loads the mods will solve problems. It's also easy to create many different profiles without ever damaging the original jar file. No fooling around with files other then the zipped folders they come in.
Just a question I will throw it in a spoiler for those that don't know or want to know
In the version before the recent update to 1.6, there was iron ore under the lava. It is now Coal, is that correct or am I missing something? I know we need at least one to get that achievement.
Rollback Post to RevisionRollBack
The definition of Insanity is, doing EXACT the same thing over and over again expecting things to change... THAT is crazy.
Just a question I will throw it in a spoiler for those that don't know or want to know
In the version before the recent update to 1.6, there was iron ore under the lava. It is now Coal, is that correct or am I missing something? I know we need at least one to get that achievement.
Ooops, that is a bug. Sorry about that. I intended that to be iron but was too punchy with the blocks on the conversion to 1.6
Another update is planned in the next couple of days, so I'll try to get that fixed with that update. I've also found how to add villager recipes into the game, so I'm going to add for now some Nether Quartz into the list of items you can get from villagers. It is a *very* temporary fix though. This is going to bleed into other worlds as I can't isolate the villager inventory to just one world without a whole lot of extra code that IMHO would be pointless.
How am I supposed to move that ice block out from nether? Silk touch pick is freaky hard to get since it requires cows to spawn.
Cows are easy to get.... compared to Mooshrooms or Ocelots. Never say never until you have at least tried it.
By far and away it was Mooshrooms that were the hardest for me to get to spawn when I did a play-through in survival. Once you get two cows, of course, you have essentially an unlimited supply of leather.
The real trick are diamonds, but those can be found.
I will admit that originally I put the ice block in the Nether when you could still simply break it there and pull it out with a bucket. I just think the extra challenge is something worth trying for though. SkyZone (and similar maps) are never meant to be easy.
Build as big a grass area as you can with the edge about 24-25 blocks away from your cobble generator. Animals will start to spawn 24-25 blocks away from you and the larger the grass area the better your chances. Spend about 30 minutes making cobble and I bet you get a cow or two. Takes me about 4 hours of my time total usually to get all the animals. I normally will kill about 4 sheep and 5-8 pigs before I get a pair of each. Kill all the animals down to 2 each until you have them all, the game will spawn more faster.
I really don't start farming large until I have all the animals.
Silk touch is easy, just takes a full library and at least 50 xp.
Rollback Post to RevisionRollBack
The definition of Insanity is, doing EXACT the same thing over and over again expecting things to change... THAT is crazy.
Not quite ready to go to the end yet, but here's where I'm at now. Yes I cheated and stuck it into creative from the LAN mode for the screen shots but I play completely in and built all of this in survival. I think I have died twice, once from a rouge baby zombie pigman, once from a stupid fall out of the vilalger farm.
Sun went down just as I flew out to the Taiga Biome. I think it looks cool enough anyway.
Left to right is the fully automatic witch farm, just works at night for now, villager trading center/iron farm. main Island with animal, tree, plant, veggie farms, and brewing station, library, and cobble generator. Tall thing is the Mob/exp farm with auto collection of drops and the portal to the nether. I redstone/lava glitched all 10 blocks into place, didn't use ONE lava block. Still have ALL 11.
View from the Jungle Biome, have yet to go out and harvest the trees. It's next on my list.
Top of the Villager/Iron farm. Its a slightly modified design by MegaTrain, can be found on the forums. Makes villagers and iron like crazy, ink sacks and roses as well. I had a Diamond Pickaxe for trade within the first 2 game days of healing and moving villagers. I know it was mentioned about the saddles being added to the dungeon, I've KILLED at least 4 villagers that have offered saddles for trades. MIGHT not be needed.
Another shot of the witch farm. Its a sliding floor design, with water sink bowl under and a fall drop and hopper collection at the bottom. I have to shut it off or else it fills the chest at the bottom full in about an hour of game play WITHOUT a lid. If it was covered I would have to figure out a larger storage system. Or just shut it off.
Original design looked like this with a floor under it 35 blocks down, I wanted to make sure they were dead and it makes a perfect place for slimes to spawn. Funny thing was I was still eating watermelon at that point, hadn't built the mob farm or had animals.
Looking down on the main Island from the mob grinder. I LOVE having glowstone in such quantity. Cobble generator has been demolished and rebuilt similar to how King made his on his lets play. HOPPERS make it almost 100% efficient and completely automatic with the right mouse control program. I use that design almost every time now on every map I play, it just works perfect.
The Veggie/Wheat/sugar cane farms. Nothing really special other than the water harvest.
Nether world, not much done yet, Gold farm with hoppers and a blaze farm. Was a PITA to build that blaze farm and not die in the process but I did do it.
Still trying to make up my mind if I want to attempt getting wolves, ocelots, mooshrums, another horse and donkeys. I might just try that out this weekend, will have to kill almost all my peaceful mobs to do it.
Sorry for the long post guys, I figured I would at least show off a few things try to help kick the thread along. I love this map/mod can't wait for the next updates! Sorry for the pictures if they are a little wonky, imageshack is having issues for some reason.
Rollback Post to RevisionRollBack
The definition of Insanity is, doing EXACT the same thing over and over again expecting things to change... THAT is crazy.
This is the same WorldGen API as the previous version, so if you've already installed this for 1.6.2 you can use the previous version you've downloaded.
I can't say enough about this fix though, make sure you also have installed Acomputerdog's patch for Risugami's ModLoader if you are still using just ModLoader for this or other mods:
Added an "extention" or alternate platform for the Nether Fortress. This is to simulate the behavior where Wither Skeletons will spawn. The nice added side benefit is that you can now add a grinder which collects coal (not just charcoal).... thus giving you an additional renewable resource that you couldn't obtain earlier.
Fixed the "bug" where the block of iron ore was switched into a block of coal ore. This is iron ore again (for obtaining the smelting achievement in vanilla Minecraft).
Added some Nether Quartz ore..... for those who might want to get a couple of comparitors or do some stuff with that resource. It is still (unfortunately) a non-renewable resource though. Try to use a Fortune pickaxe!
I may shrink this platform (it is three chunks long) and I might also tweak the mini-fortress somewhat that has the blaze spawner by possibly removing the blaze spawner as it isn't really strictly necessary any more. I would like some feedback on this. With this addition, all mobs in vanilla Minecraft should show up in the SkyZone, something which isn't the case with SkyBlock.
This mod would be nice to have on an smp server. Any idea when / if you might get around to that particular future goals?
I will respond with more detailed instructions later, but as far as I know this should work now on SMP servers. I haven't tried it out specifically, but Risugami's ModLoader as well as Forge should work just fine on servers as well as the WorldGen API. A known problem for Forge in particular (and to a lesser extent Risugami's ModLoader for the same reasons) is that there is a bit of bloat for the API, as many parts of both ModLoader and Forge are concentrated on the GUI parts of Minecraft.
Since the unification of the server and client class names, it has made mod development much, much easier in terms of creating mods. Simply put, you don't need to rename the class names any more differently for a client vs. server version.
The main trick is to try and get the configuration file set up to generate the SkyZone map itself. I haven't actually tried this, so treat such servers as experimental. Like I said, I'll get back with you on this but I think it should technically work.
Great, I look forward to hearing more about setting this up n a server. Theoretically would everyone who logged into the server spawn on the same island? or would there be some way to assign different people to different island areas?
Great, I look forward to hearing more about setting this up n a server. Theoretically would everyone who logged into the server spawn on the same island? or would there be some way to assign different people to different island areas?
I could do some custom server coding to set up regions for players.... although I'll leave that to some of the guys who are already running SkyBlock servers. They have done some custom programming to set up player zones and doing some fun things with Bukkit. At the moment, all it would do is simply generate the one set of islands with everybody arriving at the same spawn point.
I have some other mod ideas I'd like to work on instead of converting this to a Bukkit mod, although if you know somebody who is interested in doing something like that I would be willing to work with them. Well.... maybe. It would be fun to figure out Bukkit as well, but I'm hoping the official plug-in API will be done soon.
I submitted an API proposal for doing custom worlds (like this one and other similar world generators) that was well received.... but I have no idea how much traction any of those submitted ideas will have.
Great update King
Is fantastic seeing this being actively developed again!!!
Also what other mod ideas do you have?
I'm in the middle of an alternate trading system for villagers. I started an idea thread on this concept awhile back, but now I think I know what classes to be tweaking. It will be a "true mod" in the sense that it won't be using any APIs at all, but rather will be changing some base behaviors of the game.
In fact, it will become an API of its own after a fashion.
The main point is that I think I can come up with a slightly more realistic way for villagers to trade resources with players.
Anyway, that is my current project, besides trying to keep SkyZone up to date at the moment.
I'm in the middle of an alternate trading system for villagers. I started an idea thread on this concept awhile back, but now I think I know what classes to be tweaking. It will be a "true mod" in the sense that it won't be using any APIs at all, but rather will be changing some base behaviors of the game.
In fact, it will become an API of its own after a fashion.
The main point is that I think I can come up with a slightly more realistic way for villagers to trade resources with players.
Anyway, that is my current project, besides trying to keep SkyZone up to date at the moment.
Sounds very interesting
Mind linking to the thread when you get it up and going (or just to the idea thread).
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this mod is awesome! great work in it so far man. hardly having any resources definitely makes this quite a challenge ^^ had to watch a couple of your episodes because i got stuck on a couple things lol so many thanks for those videos! can't wait to see how you get mooshrooms to spawn. i'm gonna guess that you probably move some dirt over to the island so that the mycelium particles change the dirt into mycelium, right? (i think that's how it works?? not too sure) i hope to see more great ideas from you for making this mod more fun than it already is.
??? Size? Skyblock was ... tiny, I thought, just two lumps of solid blocks taking up two mini chunks in the overworld, and one minichunk in the nether. Right?
I mean, since the anvil format, that should be really tiny.
* 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?
You would think so. The problem is in part that each "empty" chunk still needs to have some data assigned to it. A few thousand chunks of data saying it is empty still adds up to quite a bit of data. It could be put onto a Superflat map with no blocks generated in new chunks (again.... now a possibility on newer maps that wasn't true when I started this mod nor when Noobcrew created his map).
Regardless, that has been a problem and is one reason why Noobcrew's links to his map keep erroring out when folks try to download the map. It is the reason he hasn't "updated" the map on his own.... although I should point out that was pre-Anvil so if Noobcrew was to really get active again and do something other than run his multiplayer server it might be a substantial improvement.
Constructing things through mathematical algorithms does reduce the download footprint substantially though. Download size was one of the reasons I wrote this mod, although admittedly it wasn't the primary reason.
Version 2.1 now updated for MC 1.6.2
I use Magic Launcher for installing Moddloader and other mods. It has a test function that will let you see what mods will cause the game to crash and sometimes just changing the order of which Magic Laucher loads the mods will solve problems. It's also easy to create many different profiles without ever damaging the original jar file. No fooling around with files other then the zipped folders they come in.
Ooops, that is a bug. Sorry about that. I intended that to be iron but was too punchy with the blocks on the conversion to 1.6
Another update is planned in the next couple of days, so I'll try to get that fixed with that update. I've also found how to add villager recipes into the game, so I'm going to add for now some Nether Quartz into the list of items you can get from villagers. It is a *very* temporary fix though. This is going to bleed into other worlds as I can't isolate the villager inventory to just one world without a whole lot of extra code that IMHO would be pointless.
Version 2.1 now updated for MC 1.6.2
Cows are easy to get.... compared to Mooshrooms or Ocelots. Never say never until you have at least tried it.
By far and away it was Mooshrooms that were the hardest for me to get to spawn when I did a play-through in survival. Once you get two cows, of course, you have essentially an unlimited supply of leather.
The real trick are diamonds, but those can be found.
I will admit that originally I put the ice block in the Nether when you could still simply break it there and pull it out with a bucket. I just think the extra challenge is something worth trying for though. SkyZone (and similar maps) are never meant to be easy.
Version 2.1 now updated for MC 1.6.2
I really don't start farming large until I have all the animals.
Silk touch is easy, just takes a full library and at least 50 xp.
Sun went down just as I flew out to the Taiga Biome. I think it looks cool enough anyway.
Left to right is the fully automatic witch farm, just works at night for now, villager trading center/iron farm. main Island with animal, tree, plant, veggie farms, and brewing station, library, and cobble generator. Tall thing is the Mob/exp farm with auto collection of drops and the portal to the nether. I redstone/lava glitched all 10 blocks into place, didn't use ONE lava block. Still have ALL 11.
View from the Jungle Biome, have yet to go out and harvest the trees. It's next on my list.
Top of the Villager/Iron farm. Its a slightly modified design by MegaTrain, can be found on the forums. Makes villagers and iron like crazy, ink sacks and roses as well. I had a Diamond Pickaxe for trade within the first 2 game days of healing and moving villagers. I know it was mentioned about the saddles being added to the dungeon, I've KILLED at least 4 villagers that have offered saddles for trades. MIGHT not be needed.
Another shot of the witch farm. Its a sliding floor design, with water sink bowl under and a fall drop and hopper collection at the bottom. I have to shut it off or else it fills the chest at the bottom full in about an hour of game play WITHOUT a lid. If it was covered I would have to figure out a larger storage system. Or just shut it off.
Original design looked like this with a floor under it 35 blocks down, I wanted to make sure they were dead and it makes a perfect place for slimes to spawn. Funny thing was I was still eating watermelon at that point, hadn't built the mob farm or had animals.
Looking down on the main Island from the mob grinder. I LOVE having glowstone in such quantity. Cobble generator has been demolished and rebuilt similar to how King made his on his lets play. HOPPERS make it almost 100% efficient and completely automatic with the right mouse control program. I use that design almost every time now on every map I play, it just works perfect.
The Veggie/Wheat/sugar cane farms. Nothing really special other than the water harvest.
Nether world, not much done yet, Gold farm with hoppers and a blaze farm. Was a PITA to build that blaze farm and not die in the process but I did do it.
Still trying to make up my mind if I want to attempt getting wolves, ocelots, mooshrums, another horse and donkeys. I might just try that out this weekend, will have to kill almost all my peaceful mobs to do it.
Sorry for the long post guys, I figured I would at least show off a few things try to help kick the thread along. I love this map/mod can't wait for the next updates! Sorry for the pictures if they are a little wonky, imageshack is having issues for some reason.
This mod would be nice to have on an smp server. Any idea when / if you might get around to that particular future goals?
WC_Shill
http://adf.ly/SpJI8
Remember to include the WorldGen API that needs to be installed in the 1.6.2ML.jar file (or whatever you call the former minecraft.jar file):
http://adf.ly/RqXKG
This is the same WorldGen API as the previous version, so if you've already installed this for 1.6.2 you can use the previous version you've downloaded.
I can't say enough about this fix though, make sure you also have installed Acomputerdog's patch for Risugami's ModLoader if you are still using just ModLoader for this or other mods:
http://www.minecraft...s-in-modloader/
Changes to this version
Anyway, I hope you enjoy this change.
I will respond with more detailed instructions later, but as far as I know this should work now on SMP servers. I haven't tried it out specifically, but Risugami's ModLoader as well as Forge should work just fine on servers as well as the WorldGen API. A known problem for Forge in particular (and to a lesser extent Risugami's ModLoader for the same reasons) is that there is a bit of bloat for the API, as many parts of both ModLoader and Forge are concentrated on the GUI parts of Minecraft.
Since the unification of the server and client class names, it has made mod development much, much easier in terms of creating mods. Simply put, you don't need to rename the class names any more differently for a client vs. server version.
The main trick is to try and get the configuration file set up to generate the SkyZone map itself. I haven't actually tried this, so treat such servers as experimental. Like I said, I'll get back with you on this but I think it should technically work.
Version 2.1 now updated for MC 1.6.2
Great, I look forward to hearing more about setting this up n a server. Theoretically would everyone who logged into the server spawn on the same island? or would there be some way to assign different people to different island areas?
WC_Shill
I could do some custom server coding to set up regions for players.... although I'll leave that to some of the guys who are already running SkyBlock servers. They have done some custom programming to set up player zones and doing some fun things with Bukkit. At the moment, all it would do is simply generate the one set of islands with everybody arriving at the same spawn point.
I have some other mod ideas I'd like to work on instead of converting this to a Bukkit mod, although if you know somebody who is interested in doing something like that I would be willing to work with them. Well.... maybe. It would be fun to figure out Bukkit as well, but I'm hoping the official plug-in API will be done soon.
I submitted an API proposal for doing custom worlds (like this one and other similar world generators) that was well received.... but I have no idea how much traction any of those submitted ideas will have.
Version 2.1 now updated for MC 1.6.2
Is fantastic seeing this being actively developed again!!!
Also what other mod ideas do you have?
I'm in the middle of an alternate trading system for villagers. I started an idea thread on this concept awhile back, but now I think I know what classes to be tweaking. It will be a "true mod" in the sense that it won't be using any APIs at all, but rather will be changing some base behaviors of the game.
In fact, it will become an API of its own after a fashion.
The main point is that I think I can come up with a slightly more realistic way for villagers to trade resources with players.
Anyway, that is my current project, besides trying to keep SkyZone up to date at the moment.
Version 2.1 now updated for MC 1.6.2
Sounds very interesting
Mind linking to the thread when you get it up and going (or just to the idea thread).