noobeCraft contacted me and said that one of the recent updates must have broken the villagers and monster spawns for the map.
This map is on my Realm. Does anyone know: can we simply set our game version back to an appropriate earlier number, then join the Realm, and find the villagers and spawns working properly. Or do Realms automatically run as the latest version? Or would it now be too late to revert our clients back since we've already started/loaded the Realm world?
Any advice would be greatly appreciated. We'd love to get the whole experience with this map.
Hi. I realize this is necroing an old thread, (and I apologize for it), but I'm having a problem with this map, and I'm hoping someone can help me. My two sons and I played The Forgotten Island VI, and had a truly wonderful time with it all. So I put TFI V on our realm to play (and record this time).
We've established a base camp, with a farm and chickens, and we've mined iron and diamonds for equipment. Then we went exploring. We've found a few places, but they are empty of mobs and/or NPCs. Here is the video of our exploration -- the locations we found are at 2:55, 9:35, and 14:54 of the video:
All spawning options are set to "On" for the realm. Are we doing something wrong? Is something missing? Or are we supposed to mine around in these locations to find stuff? In TFIVI, the dungeons were big, obvious, and full of custom mobs. Are we supposed to do something more than locate the places?
I'd appreciate guidance from anyone with experience on this map.
I looked through a few pages and didn't see this question. And I've not had a realm through a previous update, so I don't know how it works.
How will the 1.9 release affect current realm worlds? Will the realm world be started over? Will the changes be incorporated in the current world without wiping things we've built? Any info and advice would be appreciated, as I need to plan with a bunch of young players in my realm world. Young players who are excited about the announced updates, but who also will be saddened if we have to start all over building in new world.
I have a survival Realm on which my sons and a few friends play and build. The other night, I was playing with my 10 year old in the Nether. We both had prepared for the Nether trip with potions and apples and such, and we had played carefully. But then a freak circumstance occurred.
My son was walking carefully across a bridge we had constructed over a lava ocean when his potion of fire resistance ran out. He was about to drink another when he was hit by a fireball neither of us saw coming. He was knocked off the bridge and fell into the lava. He immediately logged out of the game with half a heart left.
He was concerned/worried/saddened that he was going to lose all his best gear because he knew as soon as he logged back on he would die and all his stuff would burn. He was borderline panicked, but he kept control. I had been right there with him and I was just as upset as he -- it had been such a good night of Minecraft fun, and that was a horrible way to end it. But we sat there and tried to think of some miracle that could save him. (He wasn't really worried about the death, but rather upset at the loss of all his best stuff.)
We eventually figured this possible solution:
I went around and collected many stacks of gravel. I then went back to the bridge and placed the gravel so it fell below to the lava. I stacked towers to the surface (turns out that lava ocean was only 3 blocks deep), and spread them around in a square base. Then I jumped down to the small gravel island. I added more gravel around to make the island bigger. I then dug out the middle of the island, leaving the gravel walls to hold out the lava ocean.
Then my son logged back in. Poof, he appeared in the center of the hollowed out island. He finished burning to death just before he could finish drinking a potion, but all his gear survived. I collected his gear and used an ender pearl to get back to the Nether shore.
It was a very cool plan that actually worked perfectly, (although we both were very nervous while I built the whole thing in the Nether by myself).
Yeah, the thread title is a bit inaccurate, (since he did burn, just not his gear).
Having run several servers for my sons and their friends over the years:
Give the seed terrain a good looking over before starting. Make sure the starting area and the surrounding biomes are a good mix -- useful resources, attractive/interesting terrain, etc. Plains are a better place to start/spawn because you can look around and see where you want to start going, rather than starting in a thick forest or mountains (essentially entering the world with only a very short range view of the world). Make sure there are good biomes at least moderately near the starting area. You'll really miss jungles and deserts and a few other biomes if they are so far away that they're essentially absent.
Check to see if the 0,0 coordinates could make a good spawn point, because those coordinates makes navigating and knowing your position in the world easier than if the start coordinates are, say, -534,144 or something.
Actually, set the spawn chunk somewhere far away, build a spawn platform/location that will then teleport the players to 0,0. That way you can have a bunch of command block stuff (clocks and such) always loaded in the spawn chunk but where no one will ever see them.
The above are things I wish I had considered when starting my recent realms server. I really regret letting the spawn stay in a mountain region with widely off 0,0 coordinates.
Thanks, folks. I'd prefer to entice them to go out and build, rather than make a rule or destroy the village. Any ideas on what could give them a reason to go explore and build their own? For me, the biggest reason to play this game is to build, so I can't wrap my head around why these kids really won't.
I started a Realm a couple months ago for my sons (age: 10 and 14) and their friends. The friends are mostly 10 years old.
The Realm is set to survival and has no naturally generated structures. All structures are to be built by players. If they build houses/structures, villagers will spawn there. (Really, I just summon a specially chosen villager to that building.) My sons immediately built a castle and village near the spawn. I built a ranch a good distance away, and then another village in the opposite direction. All these locations now have many villagers with a variety of trades.
The "problem" we're having is that none of the friends playing in the realm will go off and build their own stuff. The other kids (ages around 10) just hang out around the village my boys built. My 10 year old has actually gotten tired of them using all his stuff (reaping from farms without resowing, mixing their stuff with his in his chests, etc.) that he has gone off a good distance to build a new village for himself. And still the friends hang out just in the original village.
What I want to ask here is: Why do these kids not go off and build something somewhere? How can I entice them to go off and build a new village or something in this huge world? These kids also play on another realm set to creative, and they build all kinds of amazing structures and things. But on this survival, they will mine, but they won't explore and build.
Is this something like how you play? Are you never interested to explore a survival world and build your own settlements? I can't understand this personality, because in the years I've played with my sons, we've always explored and built stuff in survival. We will explore together, mine together, and build together, but we also spread out and have our own little areas with our own builds and stuff. We may have a central area where we all do stuff together, but we also go out on our own to create away from the main. These friends, though, seem content to restrict their activity to right there in the original village, and they don't really build anything. A couple have built a couple of small personal homes in the village, but that's it.
I have a survival realm that I'm adding some custom mobs to spawn. Some are around standard challenge (like zombies with leather armor, etc.) that spawn in groups to make the challenge. But I want some to be boss-level challenges -- mobs that should require more than one player to take on.
I'm looking at the Wither and Ender Dragon as "toughness" examples, with 300 and 200 health, doing 4 hearts and 5 hearts damage respectively. Would you consider these numbers to be good starting points for monster challenges requiring either more than one player or one really well equipped player? If not, what base health and damage numbers would you consider good boss-level challenges?
This worry just came to my mind: Will this work on a multi-player server/realm? Do I need to run the "
/blockdata ~ ~1 ~ {}" scriptscript while on the server/realm? I tested this on a single player world, and it worked, but I want to use these heads for mobs in a multi-player server/realm. Will the other players be able to see the heads like I do? Or is it just showing properly on my client?
One redstone current source, running to 3 equal-distance command blocks programmed to /say their name, ("Command Block A", "Command Block B", "Command Block C", named from left to right facing from the redstone source). It seems that the activation is random? It seems to activate in the same order each time for a given setup, but if I rebuild the setup elsewhere, it seems to activate in a different order? Is this correct, or am I just not seeing the accurate pattern?
Can this be used to put heads on mobs -- heads that don't change later if the player changes? (I know how to put a head, even a player head, on a mob, but if the player changes, won't that change the head on the mob? Especially if the mob is summoned later?)
I have a friend who says that Minecraft is actually from the 80s. I disagree for many reasons, but he says that a game by the same name and with the same style of gameplay and graphics came out then, and that the modern version must be a reboot of the legacy game. I know that there are different modern takes on the sandbox format, but I don't really believe him about this supposedly old version.
Does anyone know of any old game that is super similar to MineCraft, specifically coming from the 80s?
First off, tell your friend to present evidence of his claim. If such a game existed, he has the full library of the Internet to find a reference to it. He's trolling you.
Bullgrit
0
noobeCraft contacted me and said that one of the recent updates must have broken the villagers and monster spawns for the map.
This map is on my Realm. Does anyone know: can we simply set our game version back to an appropriate earlier number, then join the Realm, and find the villagers and spawns working properly. Or do Realms automatically run as the latest version? Or would it now be too late to revert our clients back since we've already started/loaded the Realm world?
Any advice would be greatly appreciated. We'd love to get the whole experience with this map.
Thanks,
Bullgrit
0
Hi. I realize this is necroing an old thread, (and I apologize for it), but I'm having a problem with this map, and I'm hoping someone can help me. My two sons and I played The Forgotten Island VI, and had a truly wonderful time with it all. So I put TFI V on our realm to play (and record this time).
We've established a base camp, with a farm and chickens, and we've mined iron and diamonds for equipment. Then we went exploring. We've found a few places, but they are empty of mobs and/or NPCs. Here is the video of our exploration -- the locations we found are at 2:55, 9:35, and 14:54 of the video:
All spawning options are set to "On" for the realm. Are we doing something wrong? Is something missing? Or are we supposed to mine around in these locations to find stuff? In TFIVI, the dungeons were big, obvious, and full of custom mobs. Are we supposed to do something more than locate the places?
I'd appreciate guidance from anyone with experience on this map.
Thanks,
Bullgrit
0
I looked through a few pages and didn't see this question. And I've not had a realm through a previous update, so I don't know how it works.
How will the 1.9 release affect current realm worlds? Will the realm world be started over? Will the changes be incorporated in the current world without wiping things we've built? Any info and advice would be appreciated, as I need to plan with a bunch of young players in my realm world. Young players who are excited about the announced updates, but who also will be saddened if we have to start all over building in new world.
Thanks,
Bullgrit
6
I have a survival Realm on which my sons and a few friends play and build. The other night, I was playing with my 10 year old in the Nether. We both had prepared for the Nether trip with potions and apples and such, and we had played carefully. But then a freak circumstance occurred.
My son was walking carefully across a bridge we had constructed over a lava ocean when his potion of fire resistance ran out. He was about to drink another when he was hit by a fireball neither of us saw coming. He was knocked off the bridge and fell into the lava. He immediately logged out of the game with half a heart left.
He was concerned/worried/saddened that he was going to lose all his best gear because he knew as soon as he logged back on he would die and all his stuff would burn. He was borderline panicked, but he kept control. I had been right there with him and I was just as upset as he -- it had been such a good night of Minecraft fun, and that was a horrible way to end it. But we sat there and tried to think of some miracle that could save him. (He wasn't really worried about the death, but rather upset at the loss of all his best stuff.)
We eventually figured this possible solution:
I went around and collected many stacks of gravel. I then went back to the bridge and placed the gravel so it fell below to the lava. I stacked towers to the surface (turns out that lava ocean was only 3 blocks deep), and spread them around in a square base. Then I jumped down to the small gravel island. I added more gravel around to make the island bigger. I then dug out the middle of the island, leaving the gravel walls to hold out the lava ocean.
Then my son logged back in. Poof, he appeared in the center of the hollowed out island. He finished burning to death just before he could finish drinking a potion, but all his gear survived. I collected his gear and used an ender pearl to get back to the Nether shore.
It was a very cool plan that actually worked perfectly, (although we both were very nervous while I built the whole thing in the Nether by myself).
Yeah, the thread title is a bit inaccurate, (since he did burn, just not his gear).
Bullgrit
1
Having run several servers for my sons and their friends over the years:
Give the seed terrain a good looking over before starting. Make sure the starting area and the surrounding biomes are a good mix -- useful resources, attractive/interesting terrain, etc. Plains are a better place to start/spawn because you can look around and see where you want to start going, rather than starting in a thick forest or mountains (essentially entering the world with only a very short range view of the world). Make sure there are good biomes at least moderately near the starting area. You'll really miss jungles and deserts and a few other biomes if they are so far away that they're essentially absent.
Check to see if the 0,0 coordinates could make a good spawn point, because those coordinates makes navigating and knowing your position in the world easier than if the start coordinates are, say, -534,144 or something.
Actually, set the spawn chunk somewhere far away, build a spawn platform/location that will then teleport the players to 0,0. That way you can have a bunch of command block stuff (clocks and such) always loaded in the spawn chunk but where no one will ever see them.
The above are things I wish I had considered when starting my recent realms server. I really regret letting the spawn stay in a mountain region with widely off 0,0 coordinates.
Bullgrit
0
Thanks, folks. I'd prefer to entice them to go out and build, rather than make a rule or destroy the village. Any ideas on what could give them a reason to go explore and build their own? For me, the biggest reason to play this game is to build, so I can't wrap my head around why these kids really won't.
Bullgrit
0
I started a Realm a couple months ago for my sons (age: 10 and 14) and their friends. The friends are mostly 10 years old.
The Realm is set to survival and has no naturally generated structures. All structures are to be built by players. If they build houses/structures, villagers will spawn there. (Really, I just summon a specially chosen villager to that building.) My sons immediately built a castle and village near the spawn. I built a ranch a good distance away, and then another village in the opposite direction. All these locations now have many villagers with a variety of trades.
The "problem" we're having is that none of the friends playing in the realm will go off and build their own stuff. The other kids (ages around 10) just hang out around the village my boys built. My 10 year old has actually gotten tired of them using all his stuff (reaping from farms without resowing, mixing their stuff with his in his chests, etc.) that he has gone off a good distance to build a new village for himself. And still the friends hang out just in the original village.
What I want to ask here is: Why do these kids not go off and build something somewhere? How can I entice them to go off and build a new village or something in this huge world? These kids also play on another realm set to creative, and they build all kinds of amazing structures and things. But on this survival, they will mine, but they won't explore and build.
Is this something like how you play? Are you never interested to explore a survival world and build your own settlements? I can't understand this personality, because in the years I've played with my sons, we've always explored and built stuff in survival. We will explore together, mine together, and build together, but we also spread out and have our own little areas with our own builds and stuff. We may have a central area where we all do stuff together, but we also go out on our own to create away from the main. These friends, though, seem content to restrict their activity to right there in the original village, and they don't really build anything. A couple have built a couple of small personal homes in the village, but that's it.
Any insight and advice would be appreciated.
Bullgrit
0
I have a survival realm that I'm adding some custom mobs to spawn. Some are around standard challenge (like zombies with leather armor, etc.) that spawn in groups to make the challenge. But I want some to be boss-level challenges -- mobs that should require more than one player to take on.
I'm looking at the Wither and Ender Dragon as "toughness" examples, with 300 and 200 health, doing 4 hearts and 5 hearts damage respectively. Would you consider these numbers to be good starting points for monster challenges requiring either more than one player or one really well equipped player? If not, what base health and damage numbers would you consider good boss-level challenges?
Thanks,
Bullgrit
0
This worry just came to my mind: Will this work on a multi-player server/realm? Do I need to run the "
/blockdata ~ ~1 ~ {}" scriptscript while on the server/realm? I tested this on a single player world, and it worked, but I want to use these heads for mobs in a multi-player server/realm. Will the other players be able to see the heads like I do? Or is it just showing properly on my client?
Bullgrit
0
I tested this last night, and the answer is yes.
Bullgrit
0
Thank you very much. I didn't think of coordinates.
Bullgrit
0
One redstone current source, running to 3 equal-distance command blocks programmed to /say their name, ("Command Block A", "Command Block B", "Command Block C", named from left to right facing from the redstone source). It seems that the activation is random? It seems to activate in the same order each time for a given setup, but if I rebuild the setup elsewhere, it seems to activate in a different order? Is this correct, or am I just not seeing the accurate pattern?
Bullgrit
0
Can this be used to put heads on mobs -- heads that don't change later if the player changes? (I know how to put a head, even a player head, on a mob, but if the player changes, won't that change the head on the mob? Especially if the mob is summoned later?)
Thanks,
Bullgrit
1
Bullgrit
0
Scary...
Most startling: Unseen and unheard Creeper blowing up beside me.
Most spooky: Endermen.
Most nerve wracking: Walking over or around lava, especially in the Nether.
Edited to add: That second or two right after a Creeper has blown me up into the air or off a cliff, and I wonder if the fall back down will kill me.
Bullgrit