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Cheshire Cat Computing • View topic - A Big Wall Mk. C "StepukCraft" style

Cheshire Cat Computing

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PostPosted: Sun Sep 20, 2015 4:38 am 
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File comment: Big Wall Mk. C
how_wallbigC.cfg [13.59 KiB]
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A Big wall. Built here https://www.youtube.com/watch?v=RAGI8b_ ... 26F97A458C
File comment: Big Wall Mk. C
how_wallbigC.jpg
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 Post subject: Corner for the wall
PostPosted: Sun Sep 20, 2015 6:12 am 
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how_wallbigCL.cfg [40.63 KiB]
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A corner piece for the wall. The torches on the top are spawning by chance so are the stairs. That goes also for the narrow piece.
how_wallbigCL.jpg
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 Post subject: Round corner
PostPosted: Sun Sep 20, 2015 9:57 am 
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how_wallbigCC.cfg [42.89 KiB]
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A round corner for the wall. On the picture there are 4 round corners and four narrow walls combined (just for clarity :-)
how_wallbigCC.jpg
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PostPosted: Sun Sep 20, 2015 1:50 pm 
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how_wallbigCT.cfg [13.3 KiB]
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This is the corresponding tower from StepukCraft. On the picture a narrow wall is attached. You have to light it up for now yourself and place doors where reqired. It has a fixed size bud the components are reusable and it could be generated randomly high if required.
File comment: The tower
how_wallbigCT.jpg
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PostPosted: Mon Sep 21, 2015 1:18 pm 
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You could put all of these separate plans into a single blueprint... the 4block-wide wall segments that repeat often could become a private sub-plan that is called yb all the others. You could use a randomised directive to put torches on the top of the wall at random locations, or maybe to add other irregular features, as it goes.

Any place where you have the same thing repeated could be replaced by a single call to a common private subplan. See how the supplied tower and dungeon blueprints achieve this, or the new ship blueprint that builds parts separately

If you have a lot of time, you could create a Gateway segment, then combine all of these with randomisation to autogenerate an entire castle...

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Steve Shipway
UNIX Systems, ITSS, University of Auckland, NZ
Woe unto them that rise up early in the morning... -- Isaiah 5:11


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 Post subject: Gate
PostPosted: Tue Sep 22, 2015 9:06 am 
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File comment: The Gate Plan
how_wallbigCG.cfg [6.52 KiB]
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This is the gate which can be used with towers from this thread and with the redstoneFenceGate from another topic in the blueprints.
File comment: The fitting gate for these walls
gate.jpg
gate.jpg [ 197.47 KiB | Viewed 19954 times ]

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.
File comment: Gate between towers
gate_with_towers.jpg
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 Post subject: Gate with portcullis
PostPosted: Tue Sep 22, 2015 9:38 am 
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File comment: The gate and redstonefencegate combined.
how_wallbigCP.cfg [22.77 KiB]
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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).
File comment: Gate with Portcullis
portcullis.jpg
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PostPosted: Sun Sep 27, 2015 3:25 am 
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File comment: Completed Wall Segment Mk. A with decorations
how_wallbigXC.cfg [59.42 KiB]
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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.


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PostPosted: Mon Sep 28, 2015 11:15 am 
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This really is a fantastic blueprint. It uses pretty much all of the available features i nthe language, and makes great use of randomisation to give a more unpredictable and natural-looking creation. The use of separate plans optimises the size and readability, too. Sticking with the recommended naming standards for the plans definitely helps with readability and portability, too, so you can be sure there will be no namespace collisions with other plans.

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!

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Steve Shipway
UNIX Systems, ITSS, University of Auckland, NZ
Woe unto them that rise up early in the morning... -- Isaiah 5:11


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 Post subject: Gate House
PostPosted: Fri Oct 02, 2015 10:11 am 
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This is a Gate Hous from Stepuks builds The width is adjusted so the redstone gate fits in. The
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.
File comment: Common building blocks
how_bigwallXCM.cfg [63.42 KiB]
Downloaded 892 times


File comment: The Gate House
how_wallbigXCH.cfg [125.44 KiB]
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File comment: Obligatory picture
how_wallbigXCH.jpg
how_wallbigXCH.jpg [ 224.18 KiB | Viewed 19906 times ]


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