I will use a small example, as this would pertain to other bosses as well.
I want to make a tower of obsidian, some 75+ blocks high, maybe 15 floors. I want to have some Iron Golems in the tower, where you need to kill them in order to make buttons to open iron doors and advance.
Now my Q is this: If I make an iron Golem (or a Blaze at top of tower), would that Golem still be there for when the character actually progresses to this point? I also wanted to make a Wither for the Nether, but afraid it will despawn.
Second Q along the lines of populating my dungeon areas. Could I take spawn eggs and put into dispensers to release enemies when a player crosses a certain area? I am unsure how that works in noncreative environments.
Iron Golems will not despawn. To prevent a Blaze from despawning simply give it name.
Also, golems drop iron ingots and poppies... not sure how you would make a button from those... :/
The answer to your second question is a bit more complex.
Yes, you could put spawn eggs in a dispenser and have it activate by the player walking over a pressure plate, tripwire, etc.
However, the redstone can become a nightmare. Unlike regular chicken eggs, a dispenser won't "launch" a spawn egg; instead it spawns the mob directly in front of the dispenser's opening. If there is a solid block there, the mob will get trapped and possibly suffocate.
This requires you to hide the dispenser within 2-high openings for the mobs to pass through. Also, they need to be far enough from the "play area" to prevent the player from just opening the dispenser and emptying it of the eggs. The RS itself should be well hidden to prevent the player from disabling the device. I use pressure plates located in dark, narrow areas.
Here's a few tips for Adventure maps:
-Don't give the player an Axe or a pickaxe. If played in Adventure Mode this greatly reduces the amount of unwanted destruction they can cause. (It also means you can use more appealing blocks for your tower.) I'd even limit their chances of crafting these items as well. That means restrict giving them wood materials and don't use Crafting Tables as decoration.
-Use Item filters and unique items (named using an Anvil) to activate Iron doors rather than let the player craft buttons.
-For "Boss" fights use splash potions to buff the otherwise normal mob.
-Work in sections. For your tower, built one floor at a time, getting all the RS, secrets, etc. in place before working on the next level. You don't want to spend hours building the entire thing only to realize everything above Level 4 needs to be 2 blocks taller.
For some reason I thought the grey button was made of iron ingots lol, will have to rethink that. For the Blaze boss and naming, I assume you mean a nametag? I never read much on that so suppose I will have to lol.
I doubt the players would receive anything more than armor and a weapon. I was thinking on allowing to craft weapons via table, but now that you mentioned it, one can easily craft an axe over a sword.
Maybe in the created dungeons, I will just name all the enemies (unless there is a limit, again will be looking into that or just have the dungeons dark and set for never ending nighttime and give a chest of torches.
I will also have to look into the item filter/unique items for activating doors.
You know, you could use iron ingots to make weighted pressure plates. I realized that after I posted. So you have that going for you...
Generally, it really comes down to what type of Adventure map you want to run. If you want the tower to contain puzzles and secrets and such, it's probably best to not give the player an axe or pick. Otherwise, less-than-honest players could just hack through the wall and by-pass all your hard work. If the game is meant more as a Survive-by-any-means-possible (like a Super Hostile map) then that's less of a concern, I think.
Here is a basic item filter:
To elaborate on unique items, if the item primed in the filter has a name (such as a button renamed "doorbell") then a normal button will not pass through the filter. Only buttons named "doorbell" will.
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I will use a small example, as this would pertain to other bosses as well.
I want to make a tower of obsidian, some 75+ blocks high, maybe 15 floors. I want to have some Iron Golems in the tower, where you need to kill them in order to make buttons to open iron doors and advance.
Now my Q is this: If I make an iron Golem (or a Blaze at top of tower), would that Golem still be there for when the character actually progresses to this point? I also wanted to make a Wither for the Nether, but afraid it will despawn.
Second Q along the lines of populating my dungeon areas. Could I take spawn eggs and put into dispensers to release enemies when a player crosses a certain area? I am unsure how that works in noncreative environments.
Perpetually negative
Iron Golems will not despawn. To prevent a Blaze from despawning simply give it name.
Also, golems drop iron ingots and poppies... not sure how you would make a button from those... :/
The answer to your second question is a bit more complex.
Yes, you could put spawn eggs in a dispenser and have it activate by the player walking over a pressure plate, tripwire, etc.
However, the redstone can become a nightmare. Unlike regular chicken eggs, a dispenser won't "launch" a spawn egg; instead it spawns the mob directly in front of the dispenser's opening. If there is a solid block there, the mob will get trapped and possibly suffocate.
This requires you to hide the dispenser within 2-high openings for the mobs to pass through. Also, they need to be far enough from the "play area" to prevent the player from just opening the dispenser and emptying it of the eggs. The RS itself should be well hidden to prevent the player from disabling the device. I use pressure plates located in dark, narrow areas.
Here's a few tips for Adventure maps:
-Don't give the player an Axe or a pickaxe. If played in Adventure Mode this greatly reduces the amount of unwanted destruction they can cause. (It also means you can use more appealing blocks for your tower.) I'd even limit their chances of crafting these items as well. That means restrict giving them wood materials and don't use Crafting Tables as decoration.
-Use Item filters and unique items (named using an Anvil) to activate Iron doors rather than let the player craft buttons.
-For "Boss" fights use splash potions to buff the otherwise normal mob.
-Work in sections. For your tower, built one floor at a time, getting all the RS, secrets, etc. in place before working on the next level. You don't want to spend hours building the entire thing only to realize everything above Level 4 needs to be 2 blocks taller.
For some reason I thought the grey button was made of iron ingots lol, will have to rethink that. For the Blaze boss and naming, I assume you mean a nametag? I never read much on that so suppose I will have to lol.
I doubt the players would receive anything more than armor and a weapon. I was thinking on allowing to craft weapons via table, but now that you mentioned it, one can easily craft an axe over a sword.
Maybe in the created dungeons, I will just name all the enemies (unless there is a limit, again will be looking into that or just have the dungeons dark and set for never ending nighttime and give a chest of torches.
I will also have to look into the item filter/unique items for activating doors.
Thank you for the reply and suggestions
Perpetually negative
You know, you could use iron ingots to make weighted pressure plates. I realized that after I posted. So you have that going for you...
Generally, it really comes down to what type of Adventure map you want to run. If you want the tower to contain puzzles and secrets and such, it's probably best to not give the player an axe or pick. Otherwise, less-than-honest players could just hack through the wall and by-pass all your hard work. If the game is meant more as a Survive-by-any-means-possible (like a Super Hostile map) then that's less of a concern, I think.
Here is a basic item filter:
To elaborate on unique items, if the item primed in the filter has a name (such as a button renamed "doorbell") then a normal button will not pass through the filter. Only buttons named "doorbell" will.