Best viewed on desktop!

Minecraft



and we're ok with this?





Skyblock

(1/2)

where the hell am i
(2/2)

never mind i enjoy this actually

  Bafflingly in the dozen or so years I've played this game I've never actually tried regular old vanilla Skyblock. Maybe I have and just forgot because the premise was baffling. It's still baffling.

  In January of this year (2026) I started prodding at it (it's March now), PrismLauncher has made playing the game way less of a headache and cuts out all the shit inbetween you and the game itself. It's really good for mod loading and also just playing the game on its own.

  Also for the record I am on Java version 1.20.1 and everything on this page is on that version unless otherwise stated.

And I think I've done pretty well so far!


Anyway uh, where to start?



...where did I start, anyway...?


I had a few attempts before my current one:



(1/4)

Notice the dark green grass blocks: this was a swamp biome. Past me didn't know how good he had it
(2/4)

Getting wildlife to spawn mostly involved a small platform of grass in a compatible biome and leaving the game on overnight (you'll see this pattern come up often)
(3/4)

With 1 water source at the start you're doing wacky water physics stuff to get it multiple places
(4/4)








oops


  While writing this page I found out Lucid Blocks is out on Steam, I saw a vid of it a while ago, was baffled, and then promptly forgot.

I'm now white knuckling my desk pretending I didn't see anything (I really want to play this)








We persevere



(1/3)

this will show up later (copper drops way more frequently from Drowned than iron from Zombies (11% vs 0.83%) so it's not nearly as miserable to just make a giant waterfall in a river biome to farm them, and you might get a trident from it too which is immensely useful later)
(2/3)

the 2nd iteration cobble generator (I wanted to make the lava as low as possible when it reaches the water to reduce how much cobble gets destroyed)
(3/3)

here we go again




We finally started to get somewhere

(1/5)

(2/5)

Beginning of fuckoff huge mob farm
(3/5)

(4/5)

Humble treehouse which is as of writing still my pad but is rarely used
(5/5)





  One problem that's immediately apparent is "where the fuck do I get anything" and naturally the result for a vast amount of things is "villagers" and so, with the absence of village structures you're just waiting for zombie villagers to show up

  Then another problem arises which is "how the fuck do I make potions to cure them" and the answer is: before you have villagers you don't do that. Put a witch in a boat and two zombie villagers in a boat next to the witch and you better have a cow nearby to clear the poison debuff from the witch because this takes For Ev Er




solve for x


"Ok but where do I get gold to make the golden apples"

you're not gonna believe this


Dunk-tank automatic event pauser:

(1/3)

This thing from earlier is a lightning rod-activated trapdoor. If you are in a chest's menu and you move too far from it, the game pauses in singleplayer if the game is out of focus (this can be exploited and I do it for multiple different things)
(2/3)

Funnel a profoundly large amount of pigs (I did ~300 or so) around the lightning rod, stand on the trapdoor (not on the part that still has collision when it flips down) with a ladder about 6 or so blocks under it, and open a chest just barely within your interaction range. Leave the game for some time and you should return to a paused game, a lightning storm, and a lot of zombie piglins
(3/3)

acquire cheddar






  You'll probably be bored to tears of slow terrible stone tools long before this point but it will be over soon I promise








Village construction starts

(1/3)

(2/3)

(3/3)





(1/7)

(2/7)

Lava rerouting to the iron farm
(3/7)

Starting a new cobble generator design
(4/7)

(5/7)

Finished, much faster (I really only use one side with a line of hoppers underneath now)
(6/7)

(7/7)





holy







Ok now what


(1/9)

Well oak trees suck to farm for how often they become big messes that take ages to find every log for, but you can just set a height limit for them and they'll always be regular sized, I'm surprised I didn't try this sooner
(2/9)

Treehouse interior, bare but pleasant
(3/9)

Work starts on the fucking enormous wandering trader spawning platform
(4/9)

(5/9)

oh hi
(6/9)

squad
(7/9)

?
(8/9)

100x100 spawning platform, 10k blocks placed manually
(9/9)

Ow.









I hit the juckport 1 trillion$




  I got super pumped here because not only does dripstone mean more lava, which means no chance of accidentally fucking up the cobble generator and dooming the playthrough, but also sugarcane (great for all the librarians I now have), pumpkins (for farmers), and podzol (for uhhh podzol stuff)

Normally a lot of skyblock worlds give you a little sand island some distance from your starting point, with a cactus and some other crops, but uh.
I just... never got one? I looked all over, and just.. nothing? Unless it's so much further out than I remember?


(1/6)

I got right to work on that
(2/6)

I got right to work on that
(3/6)

(4/6)

(5/6)

(6/6)





It's time

It's time for a break


  Obviously this was a major setback and pretty frustrating to have no idea for sure what caused it (it was probably my stack-refilling mod) but nothing I had was irreplacable so after a good few weeks I got back into it








Back into it

(1/6)

Drowned farm, sky level
(2/6)

Drowned farm, sky level
(3/6)

First actual nether farm, zombie piglin spawn rates in the biome I started in were terrible so I had to bridge out a bit. This is also where pigling bartering finally came in, which meant quartz, fire resistance potions, soul sand, gravel, a ton of other stuff, and all the stuff that entails
(4/6)

(5/6)

chewwy twee
(6/6)

Woodland mansion (bigger in person)



  I had also thought about the nether fortress thing: in this particular mod, the bounding boxes for structures are still there, and because the mobs there have spawning conditions that include bounding boxes.. you can still farm them



I started doing that


We're finally starting to get to the more current developments...


(1/8)

(2/8)

(3/8)

(4/8)

By now I should mention that getting passive mobs to spawn in skyblock may be the most absurdly obtuse part of this whole thing, because of the passive creature mob cap (which is 10). Also, on Java Edition and lasting until a later version than 1.20.1, something called the "spawn chunks" would constantly keep these chunks with these mobs in them loaded, preventing any more from spawning. This includes bee nests. So you need to keep this number under 10 unless you move your base out of the spawn chunks. There's a chance I'm explaining some of this weird math wrong so the wiki page is here
(5/8)

dokucraft my beeloved
(6/8)

dokucraft my beloved
(7/8)

dokucraft my beloved
(8/8)

dokucraft my beloved







I also started messing with other resource packs around this point, which is one of my favorite things to do


(1/5)

(2/5)

It's actually quite nice (Pastelcraft by XradicalD)
(5/5)

RetroNES (by Befarrar, revived by puffcap) and I go way way way back (it's a little more rough on the eyes than I remember but I still really like it)



  I had also recently been concocting a foul plan to venture far far from home on a flying machine, I've only done a few simple ones but I wanted one that could make a path home. If dispensers were able to be pulled by pistons in Java Edition then a flying Basalt generator would be possible (if it is otherwise I have no knowledge of it), so I settled with a water-based design I had found

I would need to figure out the slime situation first. They're esoteric

(1/3)

Big ol spawning platform to figure out where a slime chunk is
(2/3)

Found one!
(3/3)

Pre-flight checks complete


Modded

Listless wandering

Click an image to see the full version

Other info:

Mod list


Shaders: Sildurs Vibrant Extreme VL v1.51

VR