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1.21 update #154
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Good idea, wish to update |
Please complete it as soon as possible, thanks. |
it is complete |
is the code shared somewhere? |
1.21 is and other recent updates centered around exploration do not integrate smoothly with SkyBlock style worlds. The point of SkyBlock is to use the mechanics to get things, rather than going out and looking for them, like with Iron, Gold, Copper, Cobblestone, Deepslate, Lava, etc. That's why I hesitate to add new structures that generate in the world. Additionally, new gen also doesn't integrate with old worlds like new gameplay features do -- you always have to go to unexplored chunks to find the new things. Issues:
But I don't think solving these issues is worth it. I do like that the Trial Chambers provide a vanilla way of getting enchanted golden apples and Glow Berries, but that is probably all the trial chambers would add to a SkyBlock world. And Glow Berries are only in the loot chests, not vaults. Seeing as the vaults can only really be looted once (per person unless you have a huge server), they are basically just loot chests that need a key. And the trial chambers are essentially just mob spawners. Both loot chests and mob spawners are naturally generating features that are not included in this mod up to this point. The whole "gear up, fight the mobs, and get rewarded with loot" system doesn't work when the mobs just spawn on top of the trial spawner (the only spawnable space), can't move, and can be knocked into the void with arrows or a punch. Breezes can spawn in mid air, so spawn in the void and immediately fall. I'm thinking I will just leave the vaults and trial spawners out of the mod gameplay. That leaves the question of how to get the new items that they provided, namely:
Current Ideas: -Breezes:
Any feedback would be appreciated. |
I just made the trial spawners generate with just the spawners and vaults. I also decreased the amount that would spawn in a trial chamber. This means you can't always guarantee getting a golden apple, and it may take just as long or longer than farming pigs. I've been running it since 1.21 came out on my public server, and it works fine. I do think they are fairly common, but, they also are infrequent enough that finding them is exciting. It does allow you to skip some progress but it also keeps it more "vanilla" and I think it is kind of interesting to have multiple paths to get things. To keep things simple, yeah I just added things you got in pottery to the vault loot table. I believe the only things I needed to add were a music disk and a trial key for everything to be obtainable. I personally prefer it being kept as vanilla as possible, and I think keeping the trial chambers is the best way to do it. I was going to open-source the 1.21 update I did under a new fork because a lot of people were saying you abandoned the mod, but if you plan on updating this one I wouldn't really bother. |
This is a very good point that I hadn't considered. This modpack essentially has its own progression at this point, which vaults would break. I agree that finding a way to make everything available without vaults would be better.
I like these.
I'd suggest requiring an ominous trial spawner for the flow pottery sherd. |
2nd this! (3rd this?) @jsorrell Regarding specific features - I think the "spider jockey drop cobwebs" is FAR more vanilla than the new potion effect - keep it as it was. EDIT: Perhaps fork a version of the mod that allows for easier access to the datapack only (the renewable features in a normal world generation) to increase the mods accessibility to the less tech-savvy part of the Minecraft community, thus hopefully pushing the more "Vanilla" feel of the CarpetSky mechanics as a counterbalance to the increasingly non-Vanilla feel of the official game. (perhaps with collaboration with other "this should be in Vanilla" mods such as YUNG'S better [insert mob-themed structure here]) |
I haven't looked into how difficult/possible it would be but would it be an option to create a game rule to allow or disallow the generation of trial chambers in newly generating chunks? If the rule was off by default then the chunks immediately surrounding the start island would generate without any trial chambers still leaving a grind to get over to newly generated chunks should the rule be optionally enabled. |
In addition to my comment above, this comment from SWR-DMaster is really good. Although maybe rather than it being solely "trial chamber or no" it could modify the world creation menu to allow/dissalow any structure (instead of all structures on/off you could pick and choose which structures would generate in your world - e.g. turn villages off, leave ruined villages on) |
After playing on my public server with Trial Spawners generating, I can say that having Trial Spawners generate is actually not great. They are far too frequent in the world and easy to find everywhere on 32-render distance. The gameplay isn't fun fighting them in the sky and far too trivial. |
+1 |
What about adding everything in 1.21 but none of the trial spawners? Cheers! EDIT I like all the options you mentioned for getting the other items, like banner patterns, mace, etc. |
I am getting books and boots with random enchantments rather than soul speed. Is this happening for others playing TreeOfSelf's mod? |
With Minecraft 1.21 scheduled to be released on June 13, I thought I'd share my ideas on how the new items could be made renewable:
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