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🧱 OneBlock — Player Guide (Event Rules & Exact Chances)

Welcome to OneBlock: your endless regenerating island in the void.
Each block break has a chance to cause something special — whether it’s a new block, a monster attack, or a friendly visit.
This guide explains exactly what can happen, when, and how the difficulty setting influences your odds.


🏝️ Your Start

  • You begin on a small circular island, roughly 5 blocks in radius and 2 blocks thick:
    Bottom layer at Y=62, top at Y=63, and your OneBlock sits at Y=64.
  • The island’s materials match its dimension:
    • Overworld: Grass and dirt layers.
    • Nether: Netherrack.
    • The End: End Stone.
  • You always spawn safely above your OneBlock.
  • Everything beyond is void — this is your whole world.

🔁 What Happens on Each Break

Each time you break the OneBlock, the game rolls several independent chances to determine what happens.

Event Description Base Chance Easy Normal Hard Peaceful
🧱 Block Regeneration A new random block appears from the progression pool. Always ✅ Always
💀 Monster Attack Spawns an instant wave of enemies around your OneBlock. 1 in 100 1 in 200 (half as likely) 1 in 100 1 in 33 (≈3× more likely) ❌ Disabled
🐑 Friendly Visit Spawns peaceful or neutral mobs — animals, villagers, traders. 1 in 100 1 in 50 (twice as likely) 1 in 100 1 in 300 (three times less likely) ✅ Allowed
🪙 Random Item Drop Drops a random safe item above your OneBlock. 1 in 100 1 in 50 (twice as likely) 1 in 100 1 in 300 (three times less likely) ✅ Allowed

These chances are rolled independently every time you break the OneBlock.
Multiple outcomes can occur on the same break — though that’s rare!


⚔️ Monster Attacks (Waves)

When a hostile event succeeds, enemies spawn instantly around your island.
The number and type of enemies scale with your total OneBlock breaks and difficulty.

📈 Wave Scaling

Stage Typical Enemies Notes
Early (0–499) Zombies, Spiders Small waves, basic mobs
Mid (500–1499) Skeletons, Creepers, Husks Varied midgame fights
Late (1500–2999) Strays, Endermen Stronger enemies, elites
Extreme (3000+) Larger mixed waves Frequent elites on Hard

💪 Difficulty Effects

Difficulty Behavior
Easy Smaller, less frequent waves.
Normal Balanced size and rate.
Hard Larger, tougher, and significantly more frequent waves.
Peaceful Hostile waves are disabled entirely.

📍 Spawn Behavior

  • Mobs spawn within a 4-block radius around your OneBlock.
  • Only valid air positions are used (no suffocation).
  • Works in all dimensions (Overworld, Nether, End).
  • In multiplayer, wave messages are broadcast to all players.

🐾 Friendly Visits

Sometimes instead of chaos, the OneBlock sends help — or company.

🐮 Land Spawns (Default)

The friendly pool includes:

  • Farm animals: Chicken, Sheep, Cow, Pig, Rabbit, Goat, Horse, Donkey, Mule, Mooshroom
  • Neutrals: Wolf, Llama, Bee, Fox, Camel, Panda, Polar Bear
  • Ambients: Parrot, Cat, Turtle, Armadillo, Sniffer, Allay
  • Villager: Rarely spawns after mid-game
  • Wandering Trader: Occasionally appears with two leashed llamas

🌊 Aquatic Spawns

If you have a 5×5 pool of water around your OneBlock, friendly events switch to aquatic spawns:

  • Cod, Salmon, Tropical Fish, Pufferfish
  • Axolotl
  • Squid, Glow Squid
  • Frog
  • Dolphin (rare bonus)

The water must fully fill the 5×5 area — both layers need to be water blocks for the pool to count.


🧱 Block Progression

The OneBlock evolves as you play.
Your total break count determines which blocks can appear, moving from soft materials to rare and hard ones.

Total Breaks Example Materials
0–500 Dirt, Logs, Stone, Terracotta
500–1000 Adds ores and deepslate
1000–2000 Adds Basalt, Blackstone
2000–5000 Expands to Nether & End materials
5000–8000 Introduces rare blocks
8000–10000+ Includes all blocks up to Obsidian hardness

🚫 Excluded Blocks

Unsafe or unstable blocks never appear:

  • Bedrock, Barrier, Light, Debug Stick
  • Portals, TNT, Ice, Command or Structure blocks
  • Blocks with entities (chests, beacons, spawners)
  • Falling blocks (sand, gravel, concrete powder)
  • Non-full shapes (stairs, slabs, fences, torches, etc.)

🎛 Drop Weighting & the 10k Normalization

The OneBlock generator now uses a weighted bag early on to bias which blocks appear, but that weighting fades out as you progress toward 10,000 total breaks.

⚖️ How It Works

Early on, the game favors useful blocks (like wood, wool, planks, and ores) while still including structural blocks (stone, dirt, sand, etc.) and a few rare ones (diamonds, emeralds, debris).

  • Base weight distribution (NORMAL difficulty):

    • 🪵 Useful: 60%
    • 🧱 Structural: 35%
    • 💎 Rare: 5%
  • As you break more blocks, the weighting fades:

    • Let progress = totalBreaks / 10,000
    • Let pWeighted = 1 − progress
    • With probability pWeighted, a block is chosen from the weighted bag
    • With probability (1 − pWeighted), a block is chosen uniformly from all allowed blocks

At 0 breaks, your drops are 100% weighted (favoring useful materials).
At 10,000 breaks, the weighting hits 0%, making your OneBlock fully random within the safe pool.


📊 Weight Fade Example (NORMAL Difficulty)

Total Breaks Weighted Portion Useful Structural Rare Uniform Portion
0 100% 60% 35% 5% 0%
2,500 75% 45% 26.25% 3.75% 25%
5,000 50% 30% 17.5% 2.5% 50%
7,500 25% 15% 8.75% 1.25% 75%
10,000+ 0% 0% 0% 0% 100% Random

🧠 In plain terms: early game gives you plenty of useful stuff — wood, ores, wool.
Mid game blends structure and randomness.
End game? Anything can appear — total chaos and creativity.


⚔️ Difficulty Modifiers

Each difficulty level slightly changes the ratios within the weighted bag:

Difficulty Useful Bias Structural Bias Rare Bias Result
Peaceful +30% −10% −20% Easier access to building blocks
Easy +20% ±0% −10% Gentle progression
Normal Baseline Baseline Baseline Standard balance
Hard −20% +10% +10% More stone/rare blocks early

These adjustments only apply while pWeighted > 0 — after 10k breaks, all blocks are equally likely regardless of difficulty.


🧩 Why This Change

This new scaling system smooths out progression and ensures the OneBlock never feels stale:

  • Early game: consistent access to core materials
  • Mid game: growing diversity and unpredictability
  • Late game: completely freeform, with every block equally possible

By 10,000 breaks, you’ve effectively reached complete block freedom — the OneBlock becomes a true mirror of Minecraft’s full creativity.



🎁 Random Item Drops

Item events spawn safe, valid items directly above your OneBlock.

Allowed:
Tools, food, and most non-hazardous items.

Blocked:

  • Command / Structure / Jigsaw blocks
  • Explosives, boss spawn eggs
  • Non-full blocks (stairs, slabs, torches, panes, beds, etc.)

Friendly and item events happen twice as often on Easy,
at the base rate on Normal,
and are three times less likely on Hard.

After 10k breaks End Portal Frames will be added to the rare item drop pool.


❌ Restricted & Blacklisted Items

  • End Portal Frames are never generated.
  • Portals (End, Nether, Gateway) never appear as block results.
  • Boss spawn eggs and unsafe items are permanently filtered out.
  • “Cheaty” items must be added manually via datapacks or commands.

💾 Persistence & Safety

  • If you die without a bed or anchor, you respawn safely above your OneBlock.
  • World state (break count, waves, events) saves automatically between sessions.
  • The mod guarantees regeneration even after crashes or forced shutdowns.

📊 TL;DR — Event Chances

Event Base Easy Normal Hard Peaceful
💀 Hostile Wave 1 in 100 1 in 200 (half as likely) 1 in 100 1 in 33 (3× more likely)
🐑 Friendly Visit 1 in 100 1 in 50 (2× more likely) 1 in 100 1 in 300 (3× less likely)
🪙 Item Drop 1 in 100 1 in 50 (2× more likely) 1 in 100 1 in 300 (3× less likely)
🧱 Block Regeneration Always Always Always Always Always

Difficulty summary:

  • 🟢 Easy – safer, more friendlies and loot.
  • Normal – balanced and consistent.
  • 🔴 Hard – more danger, more frequent monster waves.
  • Peaceful – only friendly or item events occur.

“It all begins on one small island — what you build from there is entirely up to you.”

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