Mods / Neo SkyBlock (No mods required)
Author: Brick
Side: Both
Created: Nov 3rd at 5:44 PM
Last modified: Nov 9th at 3:06 PM
Downloads: 195
Follow Unfollow 10
Latest version:
Neo Skyblock 2nd Edition.zip
Hello there. This map requires 0 third party mods to run, uses command blocks in vanilla game to run. It should be possible reach steel tool tier and create the best skyblock base ever using a variety of building blocks. I'd love to recieve feedback if there are any issues with balancing, features seemingly not working, and cool suggestions of things to add.
Installation: Download the file and extract into the Saves folder
Note: Currently entity spawning is set to offline, meaning no random drifters or other mobs gonna spawn by themselves. To enable spawning type in the chat "/serverconfig entityspawning on" without quotation marks, and if conditions are right, it should make drifters or other mobs to spawn as in normal game in addition to the custom spawns of the map. After some playtesting it seems like the conditions of the world dont really fit for anything to spawn naturally with this setting on.
Neo Skyblock Second edition:
- Bigger, better islands: There are regenerating blocks that use 3 types of cooldown. Instant, Small delay ~ 4 min(such as for plants), Longer delay ~8min(ores). You can find seeds for farming that you cant buy from a trader and a couple of fruit trees on in game islands. Fruit trees and tree saplings that you cant get otherwise can be found in a chest somewhere on the map.
- Animal islands: There are several islands, that respawn the farm animals (20 min cycle), and raccoon, wolf (~7min), as long as there is no animal of that type on the island. You can find raccoon island (has flowering berry bush), wolf island(Acacia tree), goat island (pines), chicken (has a block that looks like a nest), boar (red maple). Animals tend to ran away when spooked and jump off the cliff, so when you first reach those islands, unless you use ranged to hunt animals, you might have to first block any possible way to escape before you can start taming.
- Void Traders: There is an altar island that takes player to the Void Realm, where you can do trading with 1 of each trader. Void Realm opens for 30 min and then goes on a 30 min cooldown. Each time it opens - it has new traders with new wares and rust gears in their pockets. Optionally you can also get trader spawn items there to use in a town of your own. Need to have free item slots to get those items.
- Anomaly island: When player steps in the zone inside island, drifters begin to appear around the island. When drifters die inside the island, resources appear in the player inventory. Need to have free item slots or same item to get drifter loot. You can get flax thread, ores for bronze and iron as the loot from drifters. The type of loot is not randomized, each drifter type has its own loot drop. Depending on the player preference this island has potential be used as a fun fighting arena or a cheesy mob farm (in case you want to fully terraform the island, pay attention to the zone in which drifters disappear and give loot, and in which they stay as dead bodies and can be harvested with a knife instead).
- Miscelaneous: Added a couple of aged torch holders and one lantern on the islands, that can be found relatively close to the starting position.
The balance and progression in the Second edition revolves around the distance you have to cross to reach different islands, making a skyway with roads a good idea for travel. There is also a glider schematic on the map and with introduction of rideable animals and fast boats in 1.20 distance shouldnt be an issue in late game on the map.
Neo Skyblock v1:
-It has basic islands with regenerating blocks (one kind instant, second with a delay).
-Treasure chests that contain items to give access to most of content of base game. Resin cant be found in world and is gated behind trading (or mods like Dana Tweak that enable resin on player grown trees). Trader spawn items can be found in treasure chests.
CAUTION: Regenerating blocks replace anything that was placed where they are located, so avoid placing important things where regenerating blocks respawn to avoid losing it.
Known issues in Second edition: I have encountered an issue when some small islands turn invisible. I have no idea what causes it. You can fix it in two ways. First is to reload the world, it works but not 100% of the time. Second is to find that invisible island (you can still see the outline of the block) and place some block on invisible block. It makes island reappear. In any case I have attached a map in the screenshots in case an island suddenly disappears and you need to find it.
Optional mod suggestions: Extra info and Day Trader to make trading with npc easier, Dana tweaks to give traders more rusty gears and allow resin to spawn in player planted trees. Autosifter mod might be a good addition too.
P.s. Harvest regenerating plants that need to grow like cattails and replant them somewhere else.
Also it should be possible to relieve every regenerating rock block as a whole rock if it is not surrounded by anything else and its only connecting block is broken.
Have fun!
P.p.s. Next planned map is vanilla one block map with random block generation?! Fingers crossed ;) One block is indefinitely postponed cause the way I came up with to randomise block generation doesnt feel good when playing and difficult to set up.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v2 | 95 | Nov 9th at 3:06 PM | Show | Neo Skyblock 2nd Edition.zip | ||
v1 | 100 | Nov 3rd at 5:58 PM | Show | Neo Skyblock v1.zip |
JustSomedude Yeaaah, goats have craaaaazy climb height. As for boars, it sounds like a visual glitch, where you see an entity as a client, but it doesnt actually exist on a server so you are basicaly hitting the air. Thats why reloading would have fixed it. I dont know any other way for boars to be invincible :D
So I'm running into a strange issue where the goats will despawn even when they are trapped. And I'm also running into an issue with invincible boars\sows, I have them trapped and poked them with 3 copper spears and not one of them is dying.
Edit - Looks like the goats are able to parkor them selfs out. And reloading the save resets the invincible boars\sows.
Brick Make it malachite bits, that way you dont need a hammer if for whatever reason you lose all metal for hammers but have a drifter trap.
BruhMoment24 There is one thing I can try to make players who fall to a certain Y level teleport to a specific place, however it may not work reliably if player falls too fast and command block doesnt doesnt activate in time to tp the player. If it works reliably I will add such feature in V3.
Also thanks for the feedback about malachite bits. Will change it in next version to bits or poor chunks 👍
SamiLess From my playtesting I really liked the way trading works right now. You can use copper trinkets and gears from nearby islands and blue clay to get starting capital, then do some reselling between traders to grow the rust gear stack and buy things you want from the surplus. There are some very lucrative reselling deals you can do to get the good stuff from trading.
V2 is so much more fun. I'm not even at the metal age yet and I've had to solve more problems than in V1. Giving us more stuff to play with like the animal islands and not gating traders was a very good decision. Might be able to skip copper entirely from the bony soil I panned.
The shift away from a more vanilla experience and more towards a lightly modded style of map will hopefully lead to more diverse playthroughs for V2 compared to V1.
Thanks for the torch holders and lantern. Too bad I fell off the map with a holder and the lantern trying to get away from the drifter on the island lol. I figured him out though and took a stack of soil. Really fun thinking how to solve that.
love the map so far :D if it's not too much trouble it'd be nice to have a "death island" where if you fall off you get teleported (and killed) there so you dont lose your stuff but its still a bit of a hassle to get back. Additionally I'd really appreciate it if the drifters didnt drop malachite bits since placing and picking them up is pretty slow.
Josyph I found out why drifters do not spawn passively. Type this command in the chat "/serverconfig entityspawning on" without quotation marks and drifters should start spawning
nevermind, they still dont seem to spawn with the command on so I dunno whats going on there.
Josyph Btw unless I misunderstood your comment with map name and hours, you might need to do some calculations to find out the actual playtime on the maps. Because the time I see when I upload->download the map is the time I spent working on the map release, 7h 2min for first map and 29h 25min for second, so if it starts at those values you would need to do some maths to find actual time. Given that I have uploaded 2nd version less than 24 hours ago, it seems that the time it took to make map carries over with the save file.
Josyph
Hello! Glad to hear that you have fun on the map :D
I suspect that because I made the world using Creative world template (because it was easier to remove everything from it to make void map), it seems to not spawn drifter like in normal world. Making it a chill map. In the settings the rifts and storms werent disabled to my knowledge, simply made rifts invisible. The temporal stability was disabled because the spawn was in negative stability...
In V2 i have added an island where you can either fight it out, carefully or recklessly, or build a safer arena, or terraform island into cheesy farm, to compensate for that lack of drifter spawns.
In V3 after devs drop 1.20 release, i will consider adding more different islands that have passive drifter spawn as long as player is on that island. Mainly because there will be more enemy types, and it will make sense to make different hostile islands for different kinds of stuff. Though main goal for V3 would be to expand on the Nature section of the map, to make it possible to find fruit trees and more tree types on islands instead of chests and also make an Elk spawn island.
As for hidden treasures and easter eggs, i will move towards adding things like cool clothes, and blocks from ruins, instead of items used for progression like in V1.
Btw this is not modding, I am using command blocks from vanilla game to set up the things, sometimes I have to go for compromises like resources appearing directly in the inventory instead of dropping near dead mobs because there doesnt seem to be functionality for that, or if it is there, it is not in documentation. If i knew how to mod, it would be easier to make skyblock like in minecraft cause I could make one mod that generates world with the skyblock map, expand traders inventory to enable you to get things you otherwise cant and tinker with spawn rates and loot tables of drifters for mob farms, also spawn rules of passive mobs to make them more often or something. Anyway this skyblock map is leaning more into adventure aspect than pure skyblock where you get everything from thin air.
It is indeed possible to have locational spawn of the specific kind of any mob (drifters or animals) and then upon their death give specified resources to the player if they die in the designated area.
In second edition you arent gated behind killing enemies for resources, because some players might not like fighting after all, though to motivate fighting I tried to make it a better way to get some resources than simply waiting for ore respawns. In a way you can consider current features like a proof of concept, because I implemented them as soon as I came up with the idea, and there is definitely potential for a much better design usign those features. Of course it will take more time to develop and balance thigns out, to make it feel fun and optional instead of boring and forced. It might also be a better idea to start a new map from scratch and remove blocks from a normal world creation, to have vanilla drifter spawns, and then add islands that have "distortions" that consume dead drifter bodies and crystallise them into resources when drifters die on those islands and make temporal storms often and possible to skip through sleep. And then balance things out from the beginning around looting enemies to get resources.
Also I love my worlds now.
Neoskyblock 1: 7.5 hours
Neoskyblock 2: 29 hours
😅
Thanks for your feedback for my first comment. I dream of a day when a VS skyblock can be as epic as a MC skyblock.
I've been playtesting v. 1 wayyyyy too much. One additional comment, which you may or may not have addressed in v 2, is the drifter situation. I think you have to have some, and ideally, you could shore up resource accumulation through modified loot tables. You could also (I'm not a modder so feel free to tell me otherwise) totally have locational spawning of tougher drifters. To this end, I would start out with temporal stability on, rfits visible, and maybe a short grace period before they start spawning in.
Some may disagree, but I think a peaceful skyblock undermines the very concept of skyblock, which in MC relies heavily on mob drops for progression. I'm not saying we need to be able to build a witch farm to do alchemy or anything, but I like that element of a skyblock.
I 1 million percent agree with the slower but thicker regenning ore patch thing.
Also, don't take out the goodie chests. I get the instinct. But keep them. You have to reward players from time to time. You can tweak them to make them more a matter of convenience than crucial supplies. But I LOVE hidden chests, and I think you should keep them.
SamiLess Hello :>
There are a couple of reasons for why the start is at y0. First reason is that I have used creative mod map (flat one) to use as a base for sky block. Because of that, the normal temperature is at the bottom and the higher you go the colder it gets. First test map teleported you from starting point at bottom 0 to the height I wanted. Iirc it was about height of 50, and grass looked bad and you could take some cold damage because temperature dropped to -2 there. Second reason, I wanted to remove a giant square of mantle hiding the control blocks at 0 coords which teleports player to the starting location above, and at the time I didnt know how to work around that yet.
In the v2 starting island is still at same elevation(mostly for nicer looking grass and farming), but has less mantle blocks cause I found a way to move all the logic to the far away corner, and other islands that spread out from the center go a bit higher. As you reach them, you can look back at what you have build below, which is neat imo. Also another point to starting low is that you dont need to risk swimming down the water to place blocks below (cause swimming kinda sucks here). Regardless of that, from mid-late game you can pick any other island on the higher elevation to turn into main base with space to build down so I dont think I will be moving things up in the foreseeable future for this map. I will keep it in mind when i start working on Desert and Frost themed skyblocks. I think it will be smaller maps, with less content available, similar to what you find in snowball and scorched earth world settings, though with some additions to make thriving in harsh conditions easier.
Fire clay can be found as a regenerating block in both v1 and v2. You can find it together with regenerating berry bushes on the Nature island (big island with redwood tree, tbh it is a kinda OP in terms of plant based content, thats why it is far away and I'm gonna work on introducing stuff from its chests into in world islands in v3 after devs release 1.20 version).
I agree that thicker ore with slower cycle is a good idea and already implemented it in v2. The amount of additional ore depends on the type of it, copper got more blocks, while stuff like gold and silver in quartz still gonna make you run often for little cause you can use bony soil (it exists in v1 on iron island) to pan for it infinitely. Iron will be exception in v2 because I want combat (or some cheesy mobfarm :>) to be the main source of it. I will still add some iron ore spawns as alternative but it wont be the best way to get iron.
Generally for progression without mods in v1 I assumed that player gonna buy firebricks and resin from traders(that why I put 4 of each type to find, to make rust gear circulation easier), and eventually reach the far island and find fire clay deposit that you gonna need for steel furnace. If you dont wanna bother with trading you can just grind a bunch of blocks and head there straight away.
In v2 to make trading more viable and reliable way to obtain resourses, i have cooked a whole ass event cycle with a separate trading location, which allows to do trading for 1 ingame day(48irl min) with one of each traders, and then you wait for the same time for traders to refresh with new wares and rust gears. (I also added an option to get 1 of each trader spawn items per cycle for people who wanna make a town\village, also sleep doesnt speed up the cycles, so it is all tied to real time instead of game time). This should make trading much better for skyblock. The overall progression in v2 will be changed towards the distance and time of travel between islands instead of metal tool level, thats why I dont place any restriction to access to traders that sell bronze tools anymore, you still need gears to buy them. Most of content that was placed in chests in v1 will be found in the world instead. (Though fruit trees and some unobtainable tree seeds still gonna be in the chest in v2)
Gonna release v2 this Sunday I believe. Need to add a couple of small islands and hook up coords to spawn animals. Then playtest for a bit to see if block respawn cycles feel good and nothing breaks.
Oh damn you're already working on a big update lol. Well gonna throw in my two cents anyway.
I fully agree with ealier cattails. Also a torch holder would be really nice. If possible, starting higher than y0 would give people more freedom in building as they can build down from their start.
I'm wondering if the fruit bushes were supposed to regen as you can't get more. Admittedly it would be pretty broken if it regens like everything else.
Thicker ore deposits but spawns slower will feel way better than it does now. Running all the way out there just to get a fifth of an ingot every time isn't great. Would help reduce reliance on traders.
Also wheres fire clay? I explored the 3 outer islands and found nothing. I doubt you'd lock steel behind treasure hunter cracked vessel trades so I assume its out there.
Currently at bronze tier and being able to get dirt fast really makes the skyblock experience so much better.
Josyph
Hello there! Thanks for the feedback. After some playtesting i've decided to make cattails regenerate a bit slower but fully harvestable in the next version of the map. Should provide some early cattail for baskets and ropes without a need to wait several ingame days before you get access to it. I have also decided to move away from freebie chests as much as possible.
But! Early lantern sounds like a good idea for the additional early game small island to which you will need to build a bridge to get access :>
To reduce amount of freebie chests I have added a bunch of additional islands where plants grow, currently working making animal islands where they gonna respawn if no animals are detected. The only exceptions to the freebie in a chest in the next version gonna be lava and additional fruit\tree saplings.
I will add a way to get trader spawn items optional for those who wanna make a village, but otherwise I am working on a different way to access the traders, which should be more convenient to use, because goods and rust gears would be refreshed more often than in vanilla.
Also today I've made one special island where you can get iron nuggies in an engaging way :D Depending on the player preference it will be possible to have some thrilling experiences or to cheese the heck out of that island and create a mob farm >_>
Hopefully gonna finish and upload version 2 by the end of this week.
So far it's pretty fun. Definitely get those cat tails started as quickly as possible, as making tongs (with rope) is a significant bottleneck early in the progession. Wouldn't mind a couple more freebies in chests like an early lantern or something.
Overall, I like.