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Cheshire Cat Computing Software support and information 2016-01-13T10:03:29+13:00 https://steveshipway.org/forum/feed.php?f=45 2016-01-13T10:03:29+13:00 2016-01-13T10:03:29+13:00 https://steveshipway.org/forum/viewtopic.php?t=9419&p=18046#p18046 <![CDATA[Blueprints • Re: A Church "The Mythical Sausage" Style]]> Statistics: Posted by stevesh — Wed Jan 13, 2016 10:03 am


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2016-01-13T10:01:58+13:00 2016-01-13T10:01:58+13:00 https://steveshipway.org/forum/viewtopic.php?t=9422&p=18045#p18045 <![CDATA[Blueprints • Re: A small village house]]>
I can see that being unable to use randomisation in the MOB directive and in the metadata makes for some complex setups, though.

Statistics: Posted by stevesh — Wed Jan 13, 2016 10:01 am


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2015-11-12T09:59:00+13:00 2015-11-12T09:59:00+13:00 https://steveshipway.org/forum/viewtopic.php?t=9422&p=18038#p18038 <![CDATA[Blueprints • A small village house]]> how_village_A0.cfg
This blueprint will generate a 3x3 small medieval house. In a village generation scenario you would call the randm blueprint only once and for every "wand schwing" you would get a different house. Interior is generated. There is an example of a 3x3 house also whereas the basic wall is 5 blocks wide thus making this house 15x15 blocks which is quite spacey (no interior).

small_house_003.jpg

small_house_002.jpg

- The house has a variable exterior
- wall on ground floor can be one or two windowed
- A fireplace might be generated on the back wall (opposite to door)
- On the upper level a combination of balconies/windows may appear.
- two different entrace types.
- Variable interior for
- underground (should be rare), blacksmith, enchantement or brewery room or more often a empty room or nothing at all
- ground level may hav a variable two seat with a table, decorations
- upper level has a bed, two seats and chests/anvils/furnaces/crafting tables in a random fashion
- Various types of decoration
- from the outside torches may be generated
- different types of flowers under the windows
- interior decorations like flowerpots, pictures

At the moment the houses are from cobblestone. The versions from logs, planks, stone_bricks will be made by me if time permits.

Have fun.

Statistics: Posted by howlington — Thu Nov 12, 2015 9:59 am


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2015-11-04T10:38:38+13:00 2015-11-04T10:38:38+13:00 https://steveshipway.org/forum/viewtopic.php?t=9421&p=18037#p18037 <![CDATA[Blueprints • A small fort "The Mythical Sausage" style]]> how_fort_tms.cfg
This is a small fort with decorations as built in this video:
Part 1 https://www.youtube.com/watch?v=XV6E48ERkbA
Part 2 https://www.youtube.com/watch?v=3DFItxqFZ5k
Neat little build. I will plan to build the redstone gate in the future.
small_fort.jpg

Statistics: Posted by howlington — Wed Nov 04, 2015 10:38 am


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2015-10-22T21:14:30+13:00 2015-10-22T21:14:30+13:00 https://steveshipway.org/forum/viewtopic.php?t=9419&p=18035#p18035 <![CDATA[Blueprints • A Church "The Mythical Sausage" Style]]> how_church_tms.cfg

This is probably one of the most beautiful churches I have seen up-till-now. Was a pleasure to build it.

Blueprint for: how_church_tms
Designed by: The Mythical Sausage
Required modules: all-in-one
Link: https://www.youtube.com/watch?v=CfUYf7h7ABw
Message:
- If you like the blueprint, like the video.
- For the MC 1.8 you can replace the double stone slabs with polished diorite
- The default blueprint is optimized for the conquest resource pack
- A minor effor was made to create some "StepukCraft" styled rooftop (uncomment the relevant section)

how_church_tms_outside.jpg

how_church_tms_inside.jpg

Statistics: Posted by howlington — Thu Oct 22, 2015 9:14 pm


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2015-10-02T10:11:34+13:00 2015-10-02T10:11:34+13:00 https://steveshipway.org/forum/viewtopic.php?t=9411&p=18022#p18022 <![CDATA[Blueprints • Gate House]]> plans have been reworked I have now a "common" plan with reusable parts which are used by other plans. You need both plans to be able to build the gatehouse.
how_bigwallXCM.cfg

how_wallbigXCH.cfg

how_wallbigXCH.jpg

Statistics: Posted by howlington — Fri Oct 02, 2015 10:11 am


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2015-09-28T11:15:49+13:00 2015-09-28T11:15:49+13:00 https://steveshipway.org/forum/viewtopic.php?t=9411&p=18013#p18013 <![CDATA[Blueprints • Re: A Big Wall Mk. C "StepukCraft" style]]>
I'm surprised that the paintings need to be defined using MOB as I'd have thought them to be a BLOCK with metadata? Armour stands are MOB of course. For readability, you might like to remove some of the options from the armour stand MOB metadata that default to 0? You really only need id, Pose, OnGround, and Equipment, as 1.8 sets the rest to default values. Even Pose can be omitted if you want the default.

One suggestion would be to break the Banner objects out to a single plan; that way, there would only be one place to change if you want to set a different banner design. I've been thinking of making some plans have a 'cached random seed' option, so that int this case, multiple calls within a single blueprint would always result in the same random values; this would allow you to have multiple random banners but always get the same one for multiple calls within the same invocation.

There are already plans to allow armour stands to be defined using a special directive that can take randomising options, like the CHEST directive. This would help simplify when you want random armour stands.

Another suggestion would be to use the FRAME directive to place random framed objects (sword, bow etc) in rooms or guard rooms for storage?

Have you thought to add soldiers to the wall/towers -- using zombies with helmets and coloured armour to look like uniforms? The latest Ship blueprint does this to add a ship's crew. Again, doing this by having a single 'add a soldier' plan that is called multiple times by other plans (rather than having multiple MOD directives all over) would allow someone to just comment out a single line in this plan if they want to have an unpopulated wall.

I'm planning on - sometime! - making a YouTube video with a tutorial and showcase of how to best use this mod. If you've no objection, I might use this blueprint as a final example of what you can achieve with an advanced blueprint?

Finally - I'm sure you've already thought to combine this with the CT and other plans to make a single click-once to generate an entire castle...

Thanks for sharing!

Statistics: Posted by stevesh — Mon Sep 28, 2015 11:15 am


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2015-09-27T03:29:05+13:00 2015-09-27T03:29:05+13:00 https://steveshipway.org/forum/viewtopic.php?t=9409&p=18011#p18011 <![CDATA[Blueprints • Re: A big wall Mk. A]]> Statistics: Posted by howlington — Sun Sep 27, 2015 3:29 am


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2015-09-27T03:25:24+13:00 2015-09-27T03:25:24+13:00 https://steveshipway.org/forum/viewtopic.php?t=9411&p=18010#p18010 <![CDATA[Blueprints • Re: A Big Wall Mk. C "StepukCraft" style]]> how_wallbigXC.cfg
This should be a fairly complete wall with decorations like in the stepuk's world. Only the wooden roof seen on several places is not completed yet. Otherwise the features are:
- random chests/double chests on all floors inside of the wall and on top of the wall with random loot
- random torches or heads on the embattlement
- the lower half of the wall and the top of the embattlement can be randomly mossy
- the part directly below the embattlement can have cracked stones
- randomly generated cauldrons on the top with random water level (pity that you can't have cauldrons with lava)
- random decorations on the inside walls (some of them appear only with the corresponding element like crafting table or furnace below them)
- random furnaces with random charcoal or raw meat/fish
- random crafting table
- random armor stands with randomly generated leather, chain or iron armor (random combination of armos pieces possible)
- randomly generated ladder up to the top with trapdoors.
- meta used for WOOD so you get planks based on biome
- the lower part of the wall will extend to hard bottom (not air) and some (to "crush" the grass).

Comments and improvements welcome.

Statistics: Posted by howlington — Sun Sep 27, 2015 3:25 am


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2015-09-22T20:38:42+13:00 2015-09-22T20:38:42+13:00 https://steveshipway.org/forum/viewtopic.php?t=9412&p=18008#p18008 <![CDATA[Blueprints • Re: A redstone fence gate "Permittivity" style]]> - cobblestone platform instead of grass (so redstone doesn't fall off if built in the air
- air "bubble" around the redstone circuits (indeed it was quite harmful for this machinery to be mindlessly sunken into the ground)
- sinking the gate so it is on the ground level (ground = where the builder is standing at the time of build)
- this was done in 1.8 but it should also work in 1.7.10 (need to test it)
are implemented in the ready made gate for the Big Wall Mk. C, the plan name is how_wallbigCP.cfg

The other principle like in McDungeons might be as another plan. I'm just trying to put together building
blocks of medieval elements at the moment. There is a lot of inspiration out there. The goal might be as
you suggested to generate a whole medieval city. That might be easy on a flat surface, but will be a
challenge on "real" minecraft terrain.

Statistics: Posted by howlington — Tue Sep 22, 2015 8:38 pm


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2015-09-22T12:12:05+13:00 2015-09-22T12:12:05+13:00 https://steveshipway.org/forum/viewtopic.php?t=9412&p=18007#p18007 <![CDATA[Blueprints • Re: A redstone fence gate "Permittivity" style]]>
I'm also not 100% sure, but you may need to include air blocks in the plan for the redstone to work around some corners when going up.

This looks like a very clever use of pistons. If using MC1.8.x then you could do it using a chain of delayed-action command blocks to set areas to fence or air to give the illusion of movement (like MCdungeon does it now)

Statistics: Posted by stevesh — Tue Sep 22, 2015 12:12 pm


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2015-09-22T12:06:42+13:00 2015-09-22T12:06:42+13:00 https://steveshipway.org/forum/viewtopic.php?t=9409&p=18006#p18006 <![CDATA[Blueprints • Re: A big wall Mk. A]]>
The reason for this is that otherwise there are simply too many variables to know what the user wants the default origin and rotation to be, so it is left for you to specify yourself using a wrapper plan.

Statistics: Posted by stevesh — Tue Sep 22, 2015 12:06 pm


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2015-09-22T09:38:03+13:00 2015-09-22T09:38:03+13:00 https://steveshipway.org/forum/viewtopic.php?t=9411&p=18005#p18005 <![CDATA[Blueprints • Gate with portcullis]]> how_wallbigCP.cfg
This plan combines the redstone fence gate and the gate building into one. You can use the stone buttons to open and close the gate from both sides. Additionally when combined with the how_wallbigCT towers you can hide the redstone tech on the side (see screenshot).
portcullis.jpg

Statistics: Posted by howlington — Tue Sep 22, 2015 9:38 am


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2015-09-22T09:06:54+13:00 2015-09-22T09:06:54+13:00 https://steveshipway.org/forum/viewtopic.php?t=9411&p=18004#p18004 <![CDATA[Blueprints • Gate]]> how_wallbigCG.cfg
This is the gate which can be used with towers from this thread and with the redstoneFenceGate from another topic in the blueprints.
gate.jpg
And this is how the gate is combined with towers. First build two towers and leave a gap of 9. Then build the gate between.
gate_with_towers.jpg

Statistics: Posted by howlington — Tue Sep 22, 2015 9:06 am


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2015-09-22T20:42:21+13:00 2015-09-22T08:53:22+13:00 https://steveshipway.org/forum/viewtopic.php?t=9412&p=18003#p18003 <![CDATA[Blueprints • A redstone fence gate "Permittivity" style]]> https://www.youtube.com/watch?v=EGNL7Y9zbo0
how_redstoneFenceGate.cfg
This is a redstone Fence Gate. Here is a standalone build. Later on it will be part of a castle gate. (see how_wallbigCP.cfg in Wall Big Mk. C thread)
redstoneFenceGate.jpg

Statistics: Posted by howlington — Tue Sep 22, 2015 8:53 am


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