
- Removed deprecated `Remarkable` annotation/processor. - Added advancements for Nether and Skyblock progression. - Introduced `ClassBuilder` for dynamic class generation. - Implemented `SmeltingCraftingHandler` for custom recipes. - Updated dependencies for Paper API integration.
118 lines
7.4 KiB
Text
118 lines
7.4 KiB
Text
Tasks (actionable steps) Day 1 setup and safety
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- [ ] Preserve starting flora: harvest grass/flowers to secure at least one seed; leave a few grass blocks for spread.
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- [ ] Reposition dirt: place dirt around the starter tree to catch saplings.
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- [ ] Basic tools and bench: craft a crafting table and wooden pickaxe, then move to stone tools.
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- [ ] Cobblestone generator: build a safe, non-flammable design and begin mining.
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- [ ] Shelter and spawn-proofing: build a small shelter and light the area to reduce hostile spawns and phantoms.
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- [ ] Inventory audit: check the starter chest (crops, obsidian, lava, ice, turtle eggs if present) and plan usage.
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Early farming and resources
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- [ ] Tree loop: replant saplings promptly; expand the platform to improve drop capture.
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- [ ] Crop start: plant starting crops (wheat/melon/pumpkin/sugar cane) near water.
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- [ ] Melon prep: craft melon seeds if you have a melon slice; plant and manage stems.
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- [ ] Early food: collect apples from oak; supplement with fish once you have string.
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Mob farming and animal access
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- [ ] Hostile mob farm (low-tech): build a waterless/pathfinding drop-shaft farm to obtain bones, string, rotten flesh, and occasional iron/redstone from mobs.
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- [ ] Fishing unlock: use string from spiders to craft a fishing rod; fish in your generator’s water channel or a small pool.
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- [ ] Passive mob platform: bridge well away from your island, place grass, and create pens to capture spawned animals.
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Crop progression and bone meal
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- [ ] Bone meal loop: convert skeleton bones to bone meal to accelerate crops and tree growth.
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- [ ] Crop diversity: add potato and carrot farming from mob drops; use carrots to lure/breed pigs.
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- [ ] Sugar cane line: expand near water for paper/trade potential.
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Water acquisition and duplication
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- [ ] Ice to water: break ice to create flowing water.
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- [ ] Infinite source: create a 2×2 infinite water pool using two sources (or two ice blocks).
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- [ ] Rain capture: place a cauldron under open sky to gather water slowly; bucket it into an infinite source once you have two buckets’ worth.
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- [ ] Underwater bonemeal trick: use bone meal in water to create seagrass and generate source blocks (where mechanics allow).
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Villager acquisition and utility
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- [ ] Secure a zombie villager: isolate one from your hostile farm or a night spawn.
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- [ ] Weakness application (no brewing path): bait a witch to throw Weakness at the zombie villager by staying close and with low health.
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- [ ] Weakness application (brewing path): obtain a brewing stand (blackstone/cobblestone), then brew a splash potion of Weakness.
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- [ ] Golden apple prep: acquire gold (Nether piglins, smelt mob-dropped armor, or drowned—version dependent) and craft a golden apple.
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- [ ] Cure and protect: cure the zombie villager and secure it; then build a basic villager breeder.
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- [ ] Trading starter: set up initial workstations (e.g., farmer/librarian/cleric) for emeralds, gear, and books.
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Iron farming
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- [ ] Minimal iron farm: assemble 3 villagers, 3 beds, and a non-despawning zombie (holding an item); build a safe kill chamber.
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- [ ] Scale-out: duplicate the farm or upgrade design to increase iron per hour as needs grow.
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Nether progression and farms
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- [ ] Portal access: light a Nether portal (using provided obsidian or lava/water methods as appropriate).
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- [ ] Biome-targeted farms:
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- Nether Wastes: gold from zombified piglins (simple roofed spawning pad).
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- Crimson Forest: hoglin farm for pork.
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- Warped Forest: enderman farm for pearls.
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- Basalt Deltas: magma cube farm for magma cream.
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- Soul Sand Valley: ghast farm for tears and additional gunpowder.
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- [ ] Piglin bartering post: trade gold for utility items (blackstone, crying obsidian, gravel, quartz, soul sand).
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- [ ] Fortress utilization: locate a Nether fortress in the void; collect blaze rods, bones, coal, soul sand, and wither skulls.
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Wither and late utility
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- [ ] Wither prep and fight: obtain three skulls and soul sand; defeat the Wither safely; craft a beacon.
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Goals (milestones) Foundational milestones
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- [ ] Establish a reliable cobblestone generator and upgrade to full stone tools.
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- [ ] Secure renewable food sources (crops and/or fishing).
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- [ ] Build a functioning hostile mob farm yielding bones and string consistently.
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- [ ] Create an infinite water source using any valid method available to your map/version.
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- [ ] Acquire your first animals via a passive mob platform.
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Villager and economy milestones
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- [ ] Cure your first zombie villager and protect them.
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- [ ] Build a villager breeder and produce multiple villagers.
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- [ ] Open a trading loop that generates emeralds steadily.
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- [ ] Obtain enchanted gear (tools/armor/books) through villager trades.
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Metal and automation milestones
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- [ ] Construct your first iron farm and achieve steady iron income.
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- [ ] Scale your iron production to meet tool/automation demands.
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Nether milestones
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- [ ] Activate and safely use a Nether portal.
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- [ ] Build a basic gold farm and unlock piglin bartering.
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- [ ] Acquire key bartering outputs (blackstone, gravel, quartz, crying obsidian, soul sand).
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- [ ] Locate and utilize a Nether fortress for blaze rods and skulls.
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Combat and power milestones
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- [ ] Craft a brewing stand and brew splash Weakness potions.
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- [ ] Defeat the Wither and place your first beacon.
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Challenges (optional constraints or variants) Resource and progression constraints
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- [ ] Waterless start: reach infinite water using only rain-in-cauldron collection.
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- [ ] No-redstone early: construct a fully passive/pathfinding-based hostile mob farm.
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- [ ] No-bone-meal: grow crops and trees without bone meal until Nether access.
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- [ ] No-fishing: establish sustainable food without fishing.
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- [ ] No-villager-trading until iron: reach an operational iron farm before any trades.
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Villager-specific constraints
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- [ ] Witch-only cure: cure your first villager via a witch’s Weakness potion (no brewing).
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- [ ] No-Nether cure: obtain a golden apple and cure a villager without entering the Nether (relying on armor smelts/drowned for gold; version dependent).
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Mob farm and safety constraints
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- [ ] Spiderless farm: design a hostile farm that prevents spider spawns while keeping rates high.
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- [ ] Phantom-proof base: eliminate phantom risk via shelter design and lighting without relying on frequent sleep.
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- [ ] Zero fall deaths: complete early bridging/expansion without falling into the void.
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Nether farming variants
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- [ ] Biome mastery: build one working farm in each Nether biome (piglin, hoglin, enderman, magma cube, ghast).
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- [ ] Minimal gold farm: produce bartering-grade gold using a simple low-material pad (no turtle eggs or complex baiting).
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Iron farm constraints
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- [ ] Lava-free iron farm: use fall damage or other non-lava methods for the kill chamber.
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- [ ] Minimal villagers: keep iron farm to the smallest villager count while maintaining uptime.
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Version-aware constraints
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- [ ] Copper-era start: if drowned drop copper (not gold), reach your first golden apple via alternative gold paths.
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- [ ] Ice-free start: obtain infinite water without ice blocks present.
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Collection and completionist variants
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- [ ] Barter unlock list: obtain each notable bartering item at least once.
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- [ ] Fortress-only advance: obtain blaze rods and wither skulls before building non-Nether automated farms.
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- [ ] Farm trifecta: operate simultaneous farms for bones, string, and gunpowder using low-tech designs.
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Use these as a menu: pick Tasks to guide immediate actions, track progress with Goals, and spice up playthroughs using Challenges tailored to your map/version.
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