jsorrell / CarpetSkyAdditions

Empty world generation with new ways to obtain resources
MIT License
428 stars 87 forks source link

Obtaining 1.20 Mobs & Items #108

Closed Kluski42 closed 10 months ago

Kluski42 commented 1 year ago

Looking at the new Trails and Tales update features, I was interested in how you planned to include them into Skyblock. The currently unobtainable mobs and items, as well as some information and thoughts on them are:

It's notable that many of the features that are currently unobtainable are so as a result of the lack of suspicious sand / gravel in structures. Some ideas on how this can be circumvented are:

Malachi-lewis commented 1 year ago

I would vote for the first option to obtain sus sand, as this mod also has the goal of making every block obtainable. It is also likely that they will introduce an achievement for finding sus sand(this mod also makes a point to keep all achievements available).

Kluski42 commented 1 year ago

@Malachi-lewis Good point on the advancement, I agree that it seems likely that Mojang would add an advancement requiring suspicious sand / gravel. Thanks for the feedback!

jsorrell commented 1 year ago

My thoughts on this so far:

Kluski42 commented 1 year ago
  • Camels

    • A camel could replace the trader llamas when a wandering trader spawns in a desert (maybe savanna too?). This would match the historical use of them as pack animals.

That's a neat idea. Perhaps wandering traders could ride the camels they spawn in with? A potential problem with this variation however is the despawning: if they do despawn, getting a pair of permanent camels would be annoying. If they don't despawn, then eventually you'll have builds in deserts covered with camels.

  • Suspicious Sand/Gravel ............
    • Maybe the best way to do this would be magic? Maybe dragons breath could convert sand/gravel into the suspicious version? Maybe dropping sand/gravel onto something magical?

Use suspicious stew to convert sand and gravel into their suspicious versions. Jokes aside, I like the idea of dropping sand / gravel onto a end crystal to convert it to its suspicious variant. From a lore perspective:

jsorrell commented 1 year ago

In the test I implemented for camels, I made it so the camel despawns in the same way as a trader llama. Like trader llamas, despawning can be prevented by riding the camel or leashing it. They can't be tamed, so I made it so they remember if they've ever been saddled, and if they have, they never despawn.

A possible problem with a trader riding them is that the camel doesn't care about the trader when it walks around, so eventually it would likely suffocate the trader. But vanilla does this with spider jockeys/ravager riders already and traders always spawn on the highest block so, this would probably be OK. A camel farm could possibly be built by instantly freezing/suffocating the trader sitting on top with water or powdered snow. I'll try implementing this version and see which I like more.

Kluski42 commented 1 year ago

They can't be tamed, so I made it so they remember if they've ever been saddled, and if they have, they never despawn.

Smart solution, I like it, that would probably work. I haven't seen your code, so I don't know it's a problem or not, but in your position, I'd make the camels persistent after having a nametag used on them. Trader llamas despawn even if renamed if I remember correctly, so that's something to consider.