Freedbot
Terrarian
I was suggested to comment on Red's profile posts involving the Skyblock suggestion. Consider this a "tweetlonger" I guess. I'm one of the more active Skyblock map makers. I've corroborated with a few of the other authors as well. We've all tried making suggestions for little tweaks in the past for improving skyblock viability, but not much came of it. I'll attempt to be concise. I can always elaborate when asked. I dearly hope other experienced map makers and Skyblock players can comment as well. I don't expect anything to come of this, but this is addressed to @Redigit🌳. Apologies for the ping, but you did ask. Ideally, I'd suggest looking at existing maps like SkyTerra, Brutal Skyblock, Shimmerblock, or Shimmering Skies and seeing what makes them tick, but here's the jist.
1. The ideology: Skyblock isn't a bunch of large floating biomes. It's putting as little as possible in world to beat the game (1-3 micro-islands)... ideally while getting all useful items, killing all bosses, and completing the bestiary.
2. Renewability: Check this wiki list. It's not completely accurate when considering shimmer or pre-hardmode mimics, but covers all the concerns and then some. In regards to balance vs availability, simply making things available later works quite a bit. Hellstone crates (the hardmode version) is an obvious example for hellstone. Biome crates for locked biome chests. Some demon altar crafting alternative could be locked by the dungeon or in shimmer. Similarly, the hellforge would need to be craftable or dropped by a boss. I'll stop here. I have many ideas.
3. The Start: All you need to begin is a block to spawn on, some way to get renewable blocks, and whatever else that can't be made to beat the game. Examples: a planted acorn (slow), mushroom grass (slow depending on mud supply). Granite. A solidifier and just enough blocks to start spawning slimes (most fun way we currently have). Shimmer and just enough blocks to spawn mobs (pre-hard mimic drops and treasure slimes). As ChiefLogan will mention, one method is to play mediumcore or journey and shimmer your starting gear for blocks. It's all about the reward of the grind. I suggest different starting islands based on secret seed combinations. Players would love a couple more ways to get blocks from literally nothing, any old decoration block works as long as it doesn't involve a crafting table/furnace. People often suggest things like cheaper fertilizer with poo from a wooden toilet to grow more starting trees/mushrooms/grass/etc.
4. Biome Availability: This is 2 parts: blocks, and biome requirements. Stone, dirt, and sand are easy with shimmer, but impossible without it unless you start with some. Some biomes are easy, others are very convoluted to recreate. Even just the 1,500 blocks for a desert is a tall order. The dungeon has many checks that could be eased up on in hindsight. Underground dessert for example became "easy" in certain maps recently since it no longer checks for a vertical line of 50 wall above the spawn block. Just 1 sandstone wall hit with vile/vicious powder and any kind of block/platform below it. Boom, desert mobs. "Easy", but very obscure. Your average player just wants a consistent craftable/shimmerable wall with a little skull on the icon. The jungle temple also needs attention. Normally you need the natural wall, unminable brick, and altar pre-placed in world for lihzahrds to spawn. Snow currently requires snow globes or jungle mimics (tons of blocks locked by these guys), both are only useful in hardmode. Jungle mimic vomit and pre-hardmode mimics are awesome, and skyblock players would love to see more like it.
5. The Grind: Again, I suggest modifying this through the starting island on different secret seed combinations. Some people want to play a super hardcore grindfest fishing simulator. Others just want a unique take on casual normal gameplay with extra building involved. Some don't need a dungeon to beat the game. Others want to complete everything. Still, most agree on which resource grind activities are too much. Early pre-fishing blocks and ores. I'd say simply increasing the treasure slime spawn rate resolves this. Heart crystals/fruit. I think a simple rate adjustment in SOME skyblock seed combinations would fix that... And of course, fishing. It got drastically better with the last updates, particularly with the fishing quest rewards being made mutually exclusive... assuming the sand is available to get the Angler. Assuming an angler is possible, then I'd say fishing is easily resolved just by having a means to make crate potions and having an increased worm and golden worm spawn rates on multiple block types. Back to fertilizer, if only it didn't require bones, and if ash could be made by smelting wood... Then tons of grindy block and biome spread work could be sped up with it.
Edit: Fixed failure to hyperlink the non-renewable items wiki page.
1. The ideology: Skyblock isn't a bunch of large floating biomes. It's putting as little as possible in world to beat the game (1-3 micro-islands)... ideally while getting all useful items, killing all bosses, and completing the bestiary.
2. Renewability: Check this wiki list. It's not completely accurate when considering shimmer or pre-hardmode mimics, but covers all the concerns and then some. In regards to balance vs availability, simply making things available later works quite a bit. Hellstone crates (the hardmode version) is an obvious example for hellstone. Biome crates for locked biome chests. Some demon altar crafting alternative could be locked by the dungeon or in shimmer. Similarly, the hellforge would need to be craftable or dropped by a boss. I'll stop here. I have many ideas.
3. The Start: All you need to begin is a block to spawn on, some way to get renewable blocks, and whatever else that can't be made to beat the game. Examples: a planted acorn (slow), mushroom grass (slow depending on mud supply). Granite. A solidifier and just enough blocks to start spawning slimes (most fun way we currently have). Shimmer and just enough blocks to spawn mobs (pre-hard mimic drops and treasure slimes). As ChiefLogan will mention, one method is to play mediumcore or journey and shimmer your starting gear for blocks. It's all about the reward of the grind. I suggest different starting islands based on secret seed combinations. Players would love a couple more ways to get blocks from literally nothing, any old decoration block works as long as it doesn't involve a crafting table/furnace. People often suggest things like cheaper fertilizer with poo from a wooden toilet to grow more starting trees/mushrooms/grass/etc.
4. Biome Availability: This is 2 parts: blocks, and biome requirements. Stone, dirt, and sand are easy with shimmer, but impossible without it unless you start with some. Some biomes are easy, others are very convoluted to recreate. Even just the 1,500 blocks for a desert is a tall order. The dungeon has many checks that could be eased up on in hindsight. Underground dessert for example became "easy" in certain maps recently since it no longer checks for a vertical line of 50 wall above the spawn block. Just 1 sandstone wall hit with vile/vicious powder and any kind of block/platform below it. Boom, desert mobs. "Easy", but very obscure. Your average player just wants a consistent craftable/shimmerable wall with a little skull on the icon. The jungle temple also needs attention. Normally you need the natural wall, unminable brick, and altar pre-placed in world for lihzahrds to spawn. Snow currently requires snow globes or jungle mimics (tons of blocks locked by these guys), both are only useful in hardmode. Jungle mimic vomit and pre-hardmode mimics are awesome, and skyblock players would love to see more like it.
5. The Grind: Again, I suggest modifying this through the starting island on different secret seed combinations. Some people want to play a super hardcore grindfest fishing simulator. Others just want a unique take on casual normal gameplay with extra building involved. Some don't need a dungeon to beat the game. Others want to complete everything. Still, most agree on which resource grind activities are too much. Early pre-fishing blocks and ores. I'd say simply increasing the treasure slime spawn rate resolves this. Heart crystals/fruit. I think a simple rate adjustment in SOME skyblock seed combinations would fix that... And of course, fishing. It got drastically better with the last updates, particularly with the fishing quest rewards being made mutually exclusive... assuming the sand is available to get the Angler. Assuming an angler is possible, then I'd say fishing is easily resolved just by having a means to make crate potions and having an increased worm and golden worm spawn rates on multiple block types. Back to fertilizer, if only it didn't require bones, and if ash could be made by smelting wood... Then tons of grindy block and biome spread work could be sped up with it.
Edit: Fixed failure to hyperlink the non-renewable items wiki page.
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