Mods / [1.21.5] Neo SkyBlock

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Author: Brick
Side: Both
Created: Nov 3rd 2024 at 5:44 PM
Last modified: Nov 8th at 11:08 AM
Downloads: 510
Follow Unfollow 25

Latest release:
1.21.5 Neo Skyblock.vcdbs.zip


Hello there. This is a map that uses command blocks in vanilla game to run. Main feature are the blocks that regenerate over time. Some do that instantly, others with delay.

Installation: Download the file and extract into the Saves folder

Neo Skyblock 1.21.5:

  • Various resource islands: There are regenerating blocks that use 3 types of cooldown. Instant, Small delay ~ 4 min(such as for plants), Longer delay ~8min(ores).
  • Animal islands: There are islands with animal spawns. (Chickens, Racoons, Wolves, Goats, Different Bears, Elks).
    Max amount of animals and respawn time depends on the animal type. For example: Polar bear has limit of 1 and respawn time of 12 ingame hours, while chickens have limit of 5 and respawn time of 6 ingame hours. They also spawn only when player is far enough from the island (about 20 blocks)
  • Custom Trading: There is an altar island that takes player to the Void Realm, where you can trade npc's and also exchange metal blocks for rusty gears.
    You can also spend rusty gears and metal blocks to buy a variety of things: such as saplings, building blocks, fancy clutter and wall decals.
    Void Realm stays open for 30 min and then goes on a 30 min cooldown. It also gives a notification when it opens.
    When doing custom trading make sure you have enough space to recieve all the items. Otherwise you will waste money.
  • Anomaly island: A terraformable island that spawn enemies, which give custom drops when they die. Items spawn into your inventory, so you need free space to recieve it.
  • Dungeon Island: Unterraformable island that has good ore spawns, some parkour, some dangerous enemies, and something special for end game.
    Enemy spawns on this island have charges, so you can clear them up to reduce spawn rates. Ores should respawn every ~30 min.
  • Aquatic Island: An island that contains a variety of corals, some of which regenerate. Also fish. 
  • Miscelaneous: There are a couple of aged torch holders and one lantern on the islands relatively close to the starting position. And some hidden items.
  • Fall Protection: Added a safeguard, when you fall into void, you get transported back to the original dirt block. Should make building and travelling less stressful.

BEWARE: Blocks that regenerate replace ANYTHING that was placed on their coords. Do not lose imporant stuff by accident!

Adding decals to the chiseled blocks may bug them out.


Technically compatible with any mod, that said there are limitations: new mobs wont spawn cause it is a creative world and you'd need a spawn block, mods that change vanilla blocks' id's might break command blocks that use said id's, and any modded block or item should be obtainable from the vanilla blocks which are already available on the map because there is no new terrain generation.

Tips: Harvest regenerating plants that need to grow like cattails and replant them somewhere else.
Regenerating rock blocks are usually spawned two blocks at a time, to get access to whole rock.

 

Have fun!

 

Mod Version Downloads Released Changelog Download
3.0.0 44 Nov 8th at 11:08 AM 1.21.5 Neo Skyblock.vcdbs.zip

More content and fixing broken stuff.

2.0.0 302 Nov 9th 2024 at 3:06 PM Neo Skyblock 2nd Edition.zip

Second edition of the map

1.0.0 164 Nov 3rd 2024 at 5:58 PM Empty Neo Skyblock v1.zip

30 Comments (oldest first | newest first)

💬 ICountFrom0, Nov 9th at 6:42 PM

Yup, this is getting a follow.  I'm gonna play around with this and love it, eventually.

💬 Brick , Oct 17th at 10:53 AM

Vuanaunt I appreciate your feedback. The armor stand works only if merchants are present in the area and you gotta wait up to 10 seconds for it to activate.
Now that game can detect blocks however, I'm thinking to change the price from an armorstand to an iron block and that 10 sec delay gonna be removed.

💬 Vuanaunt, Oct 17th at 4:15 AM

I noticed it was most of the animals, and the two small berry bushes. Surprisingly they didn't update chickens?

 

Anyways, since I already dug through the entity codes, here's all the things I updated. Hopefully it will save you some time.

 

 

Spoiler!

/entity spawnat raccoon-common-adult-male 1 15 2 -30 0.5

/entity spawnat wolf-eurasian-adult-female 1 217 26 42 1

/entity spawnat goat-valais-adult-male 1 -69 42 40 1
/entity spawnat goat-valais-adult-female 1 -69 42 40 1
/entity spawnat goat-valais-baby-female 1 -69 42 40 1

/entity spawnat pig-eurasian-adult-male 1 50 12 85 1
/entity spawnat pig-eurasian-adult-female 1 50 12 85 1
/entity spawnat pig-eurasian-baby-female 3 50 12 85 1

/setblock game:smallberrybush-cranberry-empty 0 24 312
/setblock game:smallberrybush-blueberry-empty -12 24 316

 

 

I couldn't get the armor stands to give me the merchants, but I'm not sure if that's user error or what.

💬 Brick , Oct 16th at 5:02 PM

Vuanaunt Aw man. animals too? I had no idea! Have you noticed any other broken stuff? I will try to go through it this weekend to update map for 1.21.4 cause making players manually dig into command blocks to fix stuff feels wrong if they wanna play on 1.21
There are also better ways to implement passive mob spawns on the island which I have learned after.

💬 Vuanaunt, Oct 15th at 8:34 AM

Heads up for anyone playing on the latest VS version this since Brick said they aren't updating this atm. The animal spawns are broken, they are using outdated entity codes. You can fix this by going in

Spoiler!
creative mode and updating the command blocks above the traders. For example, "/entity spawnat raccoon-male 1 15 2 -30 0.5" should be replaced with "/entity spawnat raccoon-common-adult-male 1 15 2 -30 0.5"

etc.

💬 Brick , Oct 4th at 5:38 PM

Greenkitty  right now i'm working on a "one block"-ier type of map, where the regenerating block is randomized and you can manually change the block tables depending on your metal progression or building block you need.

For this map I dont think I will have time or motivation to make an upgrade, however I do have plans for future for a better adventure based skyblock map with regenerating dungeon locations where you would go in, loot the resources and escape with loot. If you die (some dungeons would be more hostile than others) you lose the loot. I guess it will feel closer to mmorpg kind of experience. I will try to make it multiplayer compatible if it doesnt bug out too much as well.

💬 Greenkitty, Oct 4th at 1:55 PM

I think the handbasket bugging out might have to do with the fact that reed stuff can now be made out of different materials, same with the oil lamps i found on the later islands since they're now specific colors in the latest version.. A bit of a bummer, but I really enjoyed my time playing it regardless, I do look forward to an updated version in the future if you ever were to do so :)

💬 Brick , Oct 4th at 12:24 PM (modified Oct 4th at 12:25 PM)

Greenkitty At first I was flabbergasted that you managed to do that with 5 additional saplings. Then I went into 1.21 to test just in case I remember something wrong and there were no additional saplings placed on starter island. Oh boy. It seems in 1.21 a handbasket with additional birch saplings got corrupted. I suggest you to download 1.19 to play the map (replace with new copy) cause it is the version in which it was originally made in case some other hand placed bags with items got broken. I edited the name to point out the correct game version. My bad. Should've done it earlier. 😓

💬 Greenkitty, Oct 4th at 1:36 AM

Does the birch tree on the starting island happen to regenerate? If not birch trees might be extinct in my world lol

💬 Brick , Jun 22nd at 11:43 AM

Vanguard6789 I've no idea about the details on setting up a multiplayer server. This isn't a mod, this is a map (copy of the world created in singleplayer) that uses vanilla features to run its features. It was made in 1.19 though 1.20 shouldn't have broken anything because command blocks and stuff wasnt changed as far as I am aware.

I reckon if you can somehow select this world to open when launching the server instead of creating a new world - it should load the map just fine.

💬 Vanguard6789, Jun 21st at 11:31 PM

How does one get this to run on a server, I dont know what version this mod was made for and on a 1.20 it just populates a normal map instead of a skyblock. Help would be amazing. Bisect Hosting if that matters.

💬 Shazza, Feb 19th at 12:53 AM

My birdbrain COMPLETELY forget about sand-panning for nuggets! You're right on that - the infinite sandblock early on would be perfect. The main hangup was really just acquiring a hammer - I like how you've handled the traders. c:

💬 Brick , Feb 18th at 8:24 PM

Vuanaunt Shazza Glad you find it enjoyable! One thing about 1.20... I didnt have time to update the map to 1.20 so if you want the rideable mount you would need to use creative mode whistles.

Speaking of copper nuggets, the ones that you can pick up by hand on the copper island arent respawnable because there is an infinite sand source and I figured first 40 copper bits dont take much time to get through panning. As for full ore blocks, i usually added a couple more non respawnable blocks for a bigger initial yield so it is not a bug if you notice that there are less ore blocks regeneration after you mined all of them first time.
Alternatively you can also take copper trinkets from chests on small islands nearby to sell them to traders and buy bronze pickaxe right away.
In early game you can also gather some resources you have access to like clay and charcoal to sell for more rust gears. However if you want to use traders for progression there are some good trades that you can do by reselling goods between traders. This way you can easily increase the amount of rust gears for your own needs.

💬 Shazza, Feb 18th at 2:55 PM

Been enjoying this a lot on 1.20! Though I did want to chime in with a question on progression, is it intended that the copper island has no respawning (of 4 total) nuggets, and will only give you about 8~10 ores total? The Anomaly Island gives malachite via drops of course, but you're basically having to play chicken naked with quickly ramping spawns and tiered drifters just to get into the metal age.

💬 Vuanaunt, Feb 8th at 6:31 AM

Just wanted to say, thanks for the mod. It really scratches my itch of wanting to play VS without so much of the gameplay being wandering around for days until I find a thing.

💬 Brick , Nov 17th 2024 at 8:44 PM

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

💬 JustSomedude, Nov 17th 2024 at 3:32 AM

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.

💬 BruhMoment24, Nov 14th 2024 at 10:28 AM

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.

💬 Brick , Nov 14th 2024 at 9:49 AM

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.

💬 SamiLess, Nov 14th 2024 at 8:45 AM

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.

💬 BruhMoment24, Nov 13th 2024 at 9:24 PM

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.

💬 Brick , Nov 11th 2024 at 6:21 PM

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.

💬 Brick , Nov 10th 2024 at 1:42 PM

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.

💬 Brick , Nov 10th 2024 at 10:49 AM

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.

💬 Josyph, Nov 10th 2024 at 2:58 AM

Also I love my worlds now.

Neoskyblock 1: 7.5 hours
Neoskyblock 2: 29 hours

😅

💬 Josyph, Nov 10th 2024 at 2:55 AM

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.


💬 Brick , Nov 8th 2024 at 3:21 PM

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.

💬 SamiLess, Nov 8th 2024 at 8:58 AM

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.

💬 Brick , Nov 7th 2024 at 7:47 PM

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.

 

💬 Josyph, Nov 7th 2024 at 7:13 PM

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.




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