sp-skyworlds-0.7.0.jar
Curse Maven Snippet
What's new
New in 0.7.0 — Ocean fishing
Every player receives one Ocean Explorer Rod on first joining an Ocean World with this update, including existing saves. The rod is delivered to the inventory (or dropped nearby if full); the boat keeps its original three supplies. This grant is per player per world and is not repeated on reconnect or death.
The rod has permanent durability and progresses from level 1 to 100. Each successful fishing catch gives one progression point. Moving from level L costs 10 + 2 × (L − 1) catches, for 10,692 successful catches to reach level 100. Progress is stored on the rod itself, independent of player experience and world progression, and survives storage, transfer and reload. Unbreakable does not prevent losing the item to death, fire or the void.
/ow opens an illustrated fishing guide without requiring cheats. Browse every level's items and exact individual catch probabilities, all 100 progression thresholds, current rod progress and the full rules. The guide uses your held special rod, or the highest-level special rod in your inventory. Reopen it to refresh. Outside Ocean World it shows a preview.
| Rod level | Fish | Supplies | Ores | Treasure | Eggs | Spawners | End frames |
|---|---|---|---|---|---|---|---|
| 1–9 | 80% | 20% | — | — | — | — | — |
| 10–24 | 65% | 25% | 10% | — | — | — | — |
| 25–39 | 55% | 25% | 20% | — | — | — | — |
| 40–50 | 45% | 20% | 30% | 5% | — | — | — |
| 51–64 | 40% | 15% | 30% | 10% | 5% | — | — |
| 65–79 | 35% | 15% | 30% | 10% | 9% | 1% | — |
| 80–89 | 30% | 10% | 30% | 15% | 13% | 2% | — |
| 90–99 | 25% | 10% | 30% | 17% | 15% | 3% | — |
| 100 | 25% | 10% | 29% | 17% | 15% | 3% | 1% |
One item is drawn uniformly from the selected category, always quantity one. Animal eggs start at 51; villager eggs, spawners and diamond ore at 65; monster eggs and emerald ore at 80; ancient debris, netherite scrap and more animals at 90. End portal frames unlock only at 100, with a 1% chance per catch. /ow lists every item, including all fish, supplies, ores, treasures and egg types.
Only successful catches with the special rod in an Ocean World save outside Creative/Spectator advance it. Empty reels and hooked entities do not. The current catch uses the rod's level before the point is awarded. Ordinary rods and other world types retain vanilla fishing loot. Lure keeps its normal waiting-time effect; Luck of the Sea does not alter the special table. Vanilla fishing experience remains separate. Fishing still needs water and a successful bite; the custom rare table does not add an open-water requirement.
Spawner catches are normal placeable spawners; use a spawn egg on one to choose its creature. Vanilla spawning rules apply. End portals require 12 correctly oriented frames and Eyes of Ender. Spawners and frames are not normally recoverable by breaking them in Survival.
This release adds fishing and /ow; broader Ocean World settings remain separate future work. One Block and SkyBlock gameplay are unchanged.
New in 0.6.0 — SkyBlock
/sb opens the illustrated SkyBlock guide. /sbsettings opens the per-world editor, requiring Creative AND cheats/operator permission in a SkyBlock world. Use Save to world to apply the draft. No phases are used. The settings and guide are available in English and Bulgarian; reopen the guide to refresh its snapshot.
- Biome islands: enable/disable, spacing (64–4,096 blocks, multiples of 16), generation chance, radius (3–6 blocks) and seven weighted biome choices. Trees and ground match the actual biome. Weight 0 excludes a biome.
- Structures: independent enable switch, spacing, chance and weights for ruins, roofed workshops and campfire shelters. Existing ruin workstation variants remain available. Default spacing stays 768 for islands and 1,024 for structures. Existing Create World switches are inherited.
- Chests: Normal, Common, Rare, Unique, Epic and Legendary, with percentages totaling 100%, separate item pools, relative item weights, quantities and stack counts. Structure loot and AirDrop loot are independent. Existing generated chests never refill.
- Events: AirDrop, Mini Boss Battle, Boss Battle and Island Battle. Each has its own enable switch, attempt interval, chance, warning, player-distance range, platform rules and unlock conditions. They all start disabled. Events can require active world days, distance from spawn and previous player victories.
- Void rescue: optional return to a previously observed safe position, with a per-player limit and cooldown. A zero limit means unlimited rescues. It defaults to off and does not rebuild a destroyed island.
Event flow
An eligible Survival player receives an announcement with a fixed location and countdown (default ten minutes). /sb → Active event shows the coordinates, remaining time, required platform dimensions and whether the site is ready. Coordinates do not follow the player after announcement. Distances are measured horizontally from that player at selection; the floor is placed near their current height, clamped to Y=40–200. Only one event runs per world, and other players can help.
Choose Automatic platform or Player-built platform. Automatic floors require empty space and do not overwrite builds. Manual floors require a solid square of full blocks with clear space above. Set an odd width from 7–31 and clear height from 3–10. A missing/blocked platform can cancel the event or retry up to five times, every 60 seconds.
AirDrop descends as a light-particle trail and creates its configured loot chest on landing. Mini Boss and Boss use selectable, strengthened vanilla mobs, not new custom models or attack AI. Select weighted opponents and equipment, leader health (20–1,024), total group size (1–32), battle time limit and victory bonus. Companions have 20 health. Island Battle defaults to ten opponents. Normal creature drops remain separate from the final bonus. Only player-credited kills count; the bonus goes to the announced owner once after every opponent is defeated.
Active events keep a snapshot of their settings and survive save/load. Owner logout pauses the active countdown; the cleanup countdown can continue if other players remain online. Owner death, Creative/Spectator, dimension change, timeout, Peaceful, or an uncredited/removed enemy cancels a battle without a bonus. Remaining event opponents are removed on cancellation.
Platform cleanup
Player-built platforms are always kept. Automatic platforms can stay or have their temporary floor removed after a configurable collection period (default 120 seconds), with warnings at 30 and 10 seconds. Floor blocks edited by players and supports beneath builds/reward chests are retained. Players standing there are moved to a remembered safe position; if none exists, the floor is kept. Collect the chest during the collection period if you want the floor fully removed. Cleanup does not delete player inventory or chest contents.
Scope and compatibility
Island and structure changes affect newly generated chunks only. Existing terrain, biome data, builds and loot are preserved. Previously generated areas can therefore have different spacing from newly explored areas. Active days mean 20 minutes with players online in the Overworld; sleeping and time commands do not advance this counter. Unlock requirements apply together. Saving settings resets future attempt timers, while an announced event keeps its original settings.
One Block retains its menus and gameplay. Its settings storage now also supports large configurations beyond the old single-string limit, while accepting existing saves. Ocean World receives no new commands or settings in this release.
New in 0.5.0
World-card descriptions now float beside the mouse while hovering the illustration.
/ob opens the illustrated progress guide with phases, block icons, rewards and event details. Events and rewards can be browsed separately for each phase. Reopen the guide to refresh its snapshot; menus do not pause gameplay.
/obsettings → Events → choose a phase edits that phase's complete event profile. Access requires a One Block world, Creative mode and cheats/operator permission. The server checks these again when saving. Changes remain a draft until Save to world on the home page.
- Event chances: passive animals, angry animals, hostile mobs, chests, bonus items and battle challenges. These are percentages per eligible Survival core break after the cooldown; their sum must be at most 100%. At most one random event is selected. The last block of a phase uses that phase's event rules.
- Chest tiers: Normal, Common, Rare, Unique, Epic and Legendary. Set the overall chest-event chance, then the six conditional tier percentages, totaling exactly 100%. Each tier has its own item pool, minimum/maximum stack draws, quantity ranges and relative item weights. For example, 10% chest chance with 20% Rare gives 2% Rare per eligible break. Draws may repeat an item. The chest replaces the core; collect and break it to continue. Contents persist without refilling.
- Mob pools: choose relative weights independently for each phase; the editor shows the resulting percentages. Weight 0 disables a creature. Phase 1 can use only cows and pigs, and phase 2 can enable zombies. Passive choices are cow, pig, sheep, chicken and rabbit; angry choices are wolf, polar bear and bee; hostile choices are zombie, skeleton, spider, creeper, husk and stray.
- Equipment: each mob has six slots, with an item picker, equip percentage and drop percentage. Empty slots preserve vanilla equipment; selecting an item with 0% equip chance clears that slot. Armor pickers filter compatible slots. A creature's vanilla AI determines whether it uses a held weapon.
- Battle challenge: set the event chance, 1–32 opponents, a 30–3,600-second time limit, weighted opponents, equipment and the final bonus. Defaults are 10 opponents and 600 seconds, with the battle chance disabled. All opponents spawn together on your existing platform. Defeat every opponent for the separate bonus in addition to normal mob drops; cooperative player kills count. Only one battle runs at a time.
- Phase rewards: set the milestone interval and item cycle separately for each phase. Random bonus items use that phase's cycle; chest loot and battle bonuses are separate lists.
Ordinary mob events need a solid, clear platform 2–4 blocks from the core and stop at eight nearby mobs. Battles search 2–10 blocks from the core and require enough space for the entire group. Neither creates terrain. Angry and hostile events are skipped in Peaceful. Creative breaks do not advance progress or trigger events.
Battles persist across save/load. The timer pauses while the owner is offline. Death, switching to Creative/Spectator, leaving the dimension or moving more than 64 blocks from the core, Peaceful mode, timeout, or an opponent dying without player credit cancels the battle without its bonus. Removed/exploded opponents also cancel it. Remaining opponents are removed on cancellation. Jumping progression through the editor cancels an active battle.
Existing worlds retain progress and their previous event settings. A phase inherits those settings until its own profile is edited; new worlds still default to zero random-event chances. The first chest tier defaults to 100%, with the original reward items as loot. This preserves existing gameplay and lets administrators customize each tier.
Phases still supports up to 12 phases, custom names/lengths, a searchable block picker, and ordered or random blocks. The last phase is endless. Current phase jumps the shared counter after confirmation without awarding skipped rewards. Save edits before jumping. Invalid, stale or replayed saves are rejected.
This mod has no additional files

