Projekt Minecraft Konzept: Gebäude (Villa) programmieren um sie durch Code bauen zu können. Code für Villa (1): house() room() bathfoundation() bathroomdoor() bathroomlights() bathfurniture() bathroom() pool() #Fundament vom ganzen Haus def house(): blocks.fill(CYAN_CONCRETE, world(49, -62, 38), world(73, -49, 61), FillOperation.REPLACE) blocks.fill(AIR, world(50, -61, 39), world(72, -50, 60), FillOperation.REPLACE) blocks.fill(PLANKS_DARK_OAK, world(61, -61, 39), world(50, -61, 60), FillOperation.REPLACE) blocks.fill(PLANKS_SPRUCE, world(72, -55, 39), world(50, -55, 60), FillOperation.REPLACE) #Eingang blocks.fill(AIR, world(49, -60, 49), world(49, -59, 50), FillOperation.REPLACE) blocks.fill(IRON_DOOR_ITEM, world(49, -60, 49), world(49, -59, 50), FillOperation.REPLACE) blocks.fill(DARK_OAK_PRESSURE_PLATE, world(50, -60, 49), world(50, -60, 50), FillOperation.REPLACE) blocks.fill(SPRUCE_PRESSURE_PLATE, world(48, -60, 49), world(48, -60, 50), FillOperation.REPLACE) #Wände blocks.fill(CYAN_CONCRETE, world(50, -60, 45), world(55, -56, 45), FillOperation.REPLACE) blocks.fill(CYAN_CONCRETE, world(52, -60, 39), world(52, -56, 42), FillOperation.REPLACE) blocks.fill(CYAN_CONCRETE, world(61, -60, 60), world(61, -50, 39), FillOperation.REPLACE) #Wohnzimmer Couch blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 3), world(51, -60, 54), world(54, -60, 54), FillOperation.REPLACE) blocks.place(blocks.block_with_data(NETHER_BRICK_STAIRS, 1), world(51, -60, 55)) blocks.place(blocks.block_with_data(NETHER_BRICK_STAIRS, 0), world(54, -60, 55)) blocks.fill(blocks.block_with_data(NETHER_BRICK_STAIRS, 2), world(51, -60, 59), world(54, -60, 59), FillOperation.REPLACE) blocks.place(blocks.block_with_data(NETHER_BRICK_STAIRS, 1), world(51, -60, 58)) blocks.place(blocks.block_with_data(NETHER_BRICK_STAIRS, 0), world(54, -60, 58)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 6), world(52, -60, 56)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 5), world(53, -60, 56)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 7), world(53, -60, 57)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 4), world(52, -60, 57)) #Wohnzimmer Aquarium blocks.fill(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(56, -60, 51), world(59, -60, 51), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(GLASS_PANE, 3), world(56, -59, 51), world(59, -56, 51), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(56, -60, 48), world(59, -60, 48), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(GLASS_PANE, 2), world(56, -59, 48), world(59, -56, 48), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(59, -60, 48), world(59, -60, 51), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(GLASS_PANE, 1), world(59, -59, 48), world(59, -56, 51), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(56, -60, 48), world(56, -60, 51), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(GLASS_PANE, 0), world(56, -59, 48), world(56, -56, 51), FillOperation.REPLACE) blocks.fill(WATER, world(57, -60, 49), world(58, -56, 50), FillOperation.REPLACE) mobs.spawn(TROPICAL_FISH, world(57, -59, 49)) mobs.spawn(TROPICAL_FISH, world(57, -58, 49)) mobs.spawn(TROPICAL_FISH, world(57, -57, 49)) #Mini Zoo blocks.fill(GRASS, world(50, -54, 60), world(54, -54, 46), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(GLASS_PANE, 2), world(50, -53, 60), world(54, -50, 46), FillOperation.REPLACE) blocks.fill(AIR, world(50, -53, 60), world(53, -50, 47), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_TRAPDOOR, 8), world(55, -54, 60), world(55, -54, 46), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_TRAPDOOR, 11), world(54, -54, 45), world(53, -54, 45), FillOperation.REPLACE) mobs.spawn(LLAMA, world(52, -53, 54)) mobs.spawn(MUSHROOM_COW, world(50, -53, 56)) mobs.spawn(MUSHROOM_COW, world(52, -53, 54)) mobs.spawn(OCELOT, world(51, -53, 55)) mobs.spawn(OCELOT, world(52, -53, 56)) mobs.spawn(OCELOT, world(51, -53, 52)) #Treppen blocks.fill(GRASS, world(53, -60, 39), world(53, -60, 42), FillOperation.REPLACE) blocks.place(POPPY, world(53, -59, 39)) blocks.place(ALLIUM, world(53, -59, 40)) blocks.place(YELLOW_FLOWER, world(53, -59, 41)) blocks.place(LILY_OF_THE_VALLEY, world(53, -59, 42)) blocks.fill(blocks.block_with_data(DARK_OAK_TRAPDOOR, 8), world(54, -60, 39), world(54, -60, 42), FillOperation.REPLACE) blocks.fill(AIR, world(50, -55, 44), world(51, -55, 40), FillOperation.REPLACE) blocks.fill(SPRUCE_FENCE, world(50, -54, 45), world(51, -54, 45), FillOperation.REPLACE) blocks.fill(SPRUCE_FENCE, world(52, -54, 45), world(52, -54, 40), FillOperation.REPLACE) blocks.fill(PLANKS_DARK_OAK, world(50, -60, 39), world(51, -56, 40), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(51, -55, 40), world(50, -55, 40), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(51, -56, 41), world(50, -56, 41), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 3), world(51, -57, 42), world(50, -57, 42), FillOperation.REPLACE) blocks.fill(PLANKS_DARK_OAK, world(50, -58, 44), world(51, -58, 43), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(52, -58, 43), world(52, -58, 44), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(53, -59, 43), world(53, -59, 44), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 1), world(54, -60, 43), world(54, -60, 44), FillOperation.REPLACE) #Lichtquellen blocks.fill(GLASS_PANE, world(59, -59, 61), world(51, -57, 61), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(54, -59, 38), world(59, -57, 38), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(51, -53, 38), world(59, -51, 38), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(51, -53, 61), world(59, -51, 61), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(49, -53, 59), world(49, -51, 46), FillOperation.REPLACE) blocks.place(GLOWSTONE, world(53, -56, 39)) blocks.place(GLOWSTONE, world(60, -56, 39)) blocks.place(GLOWSTONE, world(60, -56, 60)) blocks.place(GLOWSTONE, world(50, -56, 46)) blocks.place(GLOWSTONE, world(50, -56, 60)) blocks.place(GLOWSTONE, world(50, -50, 39)) blocks.place(GLOWSTONE, world(50, -50, 60)) blocks.place(GLOWSTONE, world(60, -50, 39)) blocks.place(GLOWSTONE, world(60, -50, 60)) Code für den Raum: def room(): #Fundament blocks.fill(GREEN_CONCRETE, world(62, -55, 50), world(72, -50, 60), FillOperation.REPLACE) blocks.fill(PLANKS_SPRUCE, world(62, -55, 50), world(72, -55, 60), FillOperation.REPLACE) blocks.fill(AIR, world(63, -54, 51), world(71, -51, 59), FillOperation.REPLACE) #Lichtquellen blocks.fill(AIR, world(70, -53, 61), world(69, -52, 61), FillOperation.REPLACE) blocks.fill(AIR, world(73, -53, 55), world(73, -52, 52), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(70, -53, 60), world(69, -52, 60), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(72, -53, 55), world(72, -52, 52), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(66, -50, 54), world(68, -50, 56), FillOperation.REPLACE) #Eingang blocks.fill(AIR, world(62, -54, 55), world(61, -53, 55), FillOperation.REPLACE) blocks.fill(IRON_DOOR_ITEM, world(62, -54, 55), world(62, -53, 55), FillOperation.REPLACE) blocks.place(SPRUCE_PRESSURE_PLATE, world(61, -54, 55)) blocks.place(SPRUCE_PRESSURE_PLATE, world(63, -54, 55)) #Schlafplatz blocks.place(BED_ITEM, world(70, -54, 59)) blocks.place(BED_ITEM, world(69, -54, 59)) blocks.place(CHEST, world(71, -54, 59)) blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 6), world(68, -54, 59)) #Couch blocks.fill(DARK_PRISMARINE_STAIRS, world(71, -54, 53), world(71, -54, 54), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_PRISMARINE_STAIRS, 2), world(70, -54, 55), world(71, -54, 55), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(DARK_PRISMARINE_STAIRS, 3), world(71, -54, 52), world(70, -54, 52), FillOperation.REPLACE) #Aquarium blocks.fill(PLANKS_DARK_OAK, world(66, -54, 58), world(63, -54, 59), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(66, -53, 58), world(63, -51, 59), FillOperation.REPLACE) blocks.fill(WATER, world(65, -54, 59), world(63, -51, 59), FillOperation.REPLACE) mobs.spawn(AXOLOTL, world(65, -52, 59)) mobs.spawn(AXOLOTL, world(65, -52, 59)) #Tisch blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 5), world(64, -54, 51)) blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 7), world(65, -54, 51)) blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 4), world(66, -54, 51)) #Stuhl blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 2), world(65, -54, 52)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 8), world(66, -54, 52)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(64, -54, 52)) Code für Badezimmer: def bathfoundation(): blocks.fill((AIR), world(62, -54, 80), world(72, -44, 90), FillOperation.REPLACE) blocks.fill((BLOCK_OF_QUARTZ), world(62, -50, 49), world(72, -55, 39), FillOperation.REPLACE) blocks.fill((AIR), world(63, -54, 48), world(71, -51, 40), FillOperation.REPLACE) blocks.fill((AIR), world(68, -54, 50), world(68, -53, 49), FillOperation.REPLACE) def bathroomdoor(): blocks.place(blocks.block_with_data(IRON_DOOR, 3), world(68, -54, 49)) blocks.place(SPRUCE_PRESSURE_PLATE, world(68, -54, 50)) blocks.place(STONE_PRESSURE_PLATE, world(68, -54, 48)) def bathroomlights(): blocks.fill(SEA_LANTERN, world(64, -50, 40), world(65, -50, 40), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(69, -50, 40), world(70, -50, 40), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(64, -50, 43), world(65, -50, 43), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(69, -50, 43), world(70, -50, 43), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(64, -50, 45), world(65, -50, 45), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(69, -50, 45), world(70, -50, 45), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(64, -50, 48), world(65, -50, 48), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(69, -50, 48), world(70, -50, 48), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(63, -50, 41), world(63, -50, 42), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(63, -50, 46), world(63, -50, 47), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(66, -50, 41), world(66, -50, 42), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(66, -50, 46), world(66, -50, 47), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(68, -50, 41), world(68, -50, 42), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(68, -50, 46), world(68, -50, 47), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(71, -50, 41), world(71, -50, 42), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(71, -50, 46), world(71, -50, 47), FillOperation.REPLACE) def bathfurniture(): #Badewanne blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(63, -54, 43), world(66, -54, 43), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(66, -54, 40), world(66, -54, 43), FillOperation.REPLACE) blocks.fill(WATER, world(63, -54, 40), world(65, -54, 42), FillOperation.REPLACE) #Lavabo blocks.place(BLOCK_OF_QUARTZ, world(68, -54, 40)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 2), world(69, -54, 40)) blocks.place(BLOCK_OF_QUARTZ, world(70, -54, 40)) blocks.place(TRIPWIRE_HOOK, world(69, -53, 40)) #WC blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 4), world(63, -54, 46)) blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 5), world(64, -54, 46)) blocks.place(BLOCK_OF_QUARTZ, world(63, -53, 46)) blocks.place(DARK_OAK_TRAPDOOR, world(64, -53, 46)) #Pflanzen blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 4), world(71, -53, 44), world(71, -53, 45), FillOperation.REPLACE) blocks.place(FLOWER_POT, world(71, -52, 45)) blocks.place(FLOWERING_AZALEA, world(71, -52, 44)) def bathroom(): bathfoundation() bathroomdoor() bathroomlights() bathfurniture() Code fürs Schwimmbad: def pool(): blocks.fill(BLUE_CONCRETE, world(62, -61, 39), world(72, -56, 60), FillOperation.REPLACE) blocks.fill(BLOCK_OF_QUARTZ, world(62, -61, 40), world(72, -64, 60), FillOperation.REPLACE) blocks.fill(AIR, world(63, -60, 41), world(71, -57, 59), FillOperation.REPLACE) blocks.fill(WATER, world(65, -61, 53), world(69, -63, 43), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(65, -61, 54), world(69, -61, 54), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(65, -62, 53), world(69, -62, 53), FillOperation.REPLACE) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(65, -63, 52), world(69, -63, 52), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(63, -56, 54), world(71, -56, 56), FillOperation.REPLACE) blocks.fill(SEA_LANTERN, world(63, -56, 44), world(71, -56, 46), FillOperation.REPLACE) blocks.fill(AIR, world(73, -57, 41), world(73, -59, 59), FillOperation.REPLACE) blocks.fill(GLASS_PANE, world(72, -57, 41), world(72, -59, 59), FillOperation.REPLACE) #Tür blocks.fill(AIR, world(62, -60, 57), world(61, -59, 57), FillOperation.REPLACE) blocks.fill(IRON_DOOR_ITEM, world(62, -60, 57), world(62, -60, 57), FillOperation.REPLACE) blocks.place(SPRUCE_PRESSURE_PLATE, world(61, -60, 57)) blocks.place(STONE_PRESSURE_PLATE, world(63, -60, 57)) #Pool Möbel blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 5), world(64, -60, 47)) blocks.place(blocks.block_with_data(BIRCH_WOOD_SLAB, 8), world(65, -60, 47)) blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 2), world(66, -60, 58)) blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 2), world(69, -60, 58)) blocks.place(BIRCH_WOOD_SLAB, world(66, -60, 57)) blocks.place(BIRCH_WOOD_SLAB, world(69, -60, 57)) blocks.place(SCAFFOLDING, world(67, -60, 58)) blocks.place(SCAFFOLDING, world(70, -60, 58)) Code für Villa (2): player.teleport(world(-2, -60, 20)) agent.teleport_to_player() #Wände und Böden aus netherbricks blocks.fill(NETHER_BRICK, world(13, -59, 29), world(24, -45, 29)) blocks.fill(NETHER_BRICK, world(11, -59, 27), world(11, -45, 9)) blocks.fill(NETHER_BRICK, world(13, -59, 7), world(24, -45, 7)) blocks.fill(NETHER_BRICK, world(26, -59, 9), world(26, -45, 29)) blocks.fill(NETHER_BRICK, world(12,-60,30), world(26,-60,7)) blocks.fill(NETHER_BRICK, world(12,-53,30), world(26,-53,7)) blocks.fill(AIR, world(19,-53,27), world (24,-53,27)) blocks.fill(AIR, world(19,-53,26), world (24,-53,26)) blocks.fill(NETHER_BRICK, world(12,-46,30), world(26,-46,7)) blocks.fill(AIR, world(19,-46,9), world(24,-46,9)) blocks.fill(AIR, world(19,-46,10), world(24,-46,10)) #Innentapezierung blocks.fill(PLANKS_OAK, world(13, -59, 28), world(24, -45, 28)) blocks.fill(PLANKS_OAK, world(12, -59, 27), world(12, -45, 9)) blocks.fill(PLANKS_OAK, world(13, -59, 8), world(24, -45, 8)) blocks.fill(PLANKS_OAK, world(25, -59, 27), world(25, -45, 9)) #laternen erdgeschoss blocks.fill(SEA_LANTERN, world(12, -57, 9), world(12, -56,27)) blocks.fill(SEA_LANTERN, world(13, -57, 8), world(25,-56,8)) blocks.fill(SEA_LANTERN, world(13, -57, 28), world(24, -56,28)) blocks.fill(SEA_LANTERN, world(25, -57, 27), world(25, -56,9)) #einrichtung erdgeschoss blocks.fill(PLANKS_OAK, world(13,-59,17), world(25,-54,17)) blocks.fill(AIR, world(18,-59,17), world(19,-57,17)) blocks.fill(ANVIL, world(17, -59, 9), world(17, -59,9)) blocks.fill(FURNACE, world(18, -59, 9), world(19, -59,9)) blocks.fill(CAULDRON, world(20, -59, 9), world(20, -59,9)) blocks.fill(ENCHANTMENT_TABLE, world(21, -59, 9), world(21, -59,9)) blocks.fill(CRAFTING_TABLE, world(22, -59, 9), world(22, -59,9)) blocks.fill(CHEST, world(14, -59, 9), world(17, -59,9)) blocks.fill(BOOKSHELF, world(13, -59, 9), world(13, -58,16)) blocks.fill(BOOKSHELF, world(24, -59, 9), world(24, -58,16)) blocks.fill(BREWING_STAND, world(23, -59, 9), world(23, -59,9)) #treppenhaus erdgeschoss blocks.fill(PLANKS_OAK, world(24,-59,27), world(24,-53,26)) blocks.fill(PLANKS_OAK, world(23,-59,27), world(23,-54,26)) blocks.fill(PLANKS_OAK, world(22,-59,27), world(22,-55,26)) blocks.fill(PLANKS_OAK, world(21,-59,27), world(21,-56,26)) blocks.fill(PLANKS_OAK, world(20,-59,27), world(20,-57,26)) blocks.fill(PLANKS_OAK, world(19,-59,27), world(19,-58,26)) blocks.fill(PLANKS_OAK, world(18,-59,27), world(18,-59,26)) blocks.fill(OAK_WOOD_STAIRS, world(17,-59,26), world(17,-59,27)) blocks.fill(OAK_WOOD_STAIRS, world(18,-58,26), world(18,-58,27)) blocks.fill(OAK_WOOD_STAIRS, world(19,-57,26), world(19,-57,27)) blocks.fill(OAK_WOOD_STAIRS, world(20,-56,26), world(20,-56,27)) blocks.fill(OAK_WOOD_STAIRS, world(21,-55,26), world(21,-55,27)) blocks.fill(OAK_WOOD_STAIRS, world(22,-54,26), world(22,-54,27)) blocks.fill(OAK_WOOD_STAIRS, world(23,-53,26), world(23,-53,27)) blocks.fill(PLANKS_OAK, world (17,-59,25), world(24,-54,25)) #zaun erster stock blocks.fill(NETHER_BRICK_FENCE, world(23,-52,25), world(18,-52,25)) blocks.fill(NETHER_BRICK_FENCE, world(18,-52,25), world(18,-52,27)) #laternen erster stock blocks.fill(SEA_LANTERN, world(25, -48, 27), world(25, -47,12)) blocks.fill(SEA_LANTERN, world(24, -48,28 ), world(13, -47,28)) blocks.fill(SEA_LANTERN, world(12, -48, 27), world(12, -47,9)) blocks.fill(SEA_LANTERN, world(13, -48,8), world(24, -47,8)) #treppenhaus zweiter stock blocks.fill(PLANKS_OAK, world(24,-52,9), world(24,-46,10)) blocks.fill(PLANKS_OAK, world(23,-52,9), world(23,-47,10)) blocks.fill(PLANKS_OAK, world(22,-52,9), world(22,-48,10)) blocks.fill(PLANKS_OAK, world(21,-52,9), world(21,-49,10)) blocks.fill(PLANKS_OAK, world(20,-52,9), world(20,-50,10)) blocks.fill(PLANKS_OAK, world(19,-52,9), world(19,-51,10)) blocks.fill(PLANKS_OAK, world(18,-52,9), world(18,-52,10)) blocks.fill(OAK_WOOD_STAIRS, world(17,-52,9), world(17,-52,10)) blocks.fill(OAK_WOOD_STAIRS, world(18,-51,9), world(18,-51,10)) blocks.fill(OAK_WOOD_STAIRS, world(19,-50,9), world(19,-50,10)) blocks.fill(OAK_WOOD_STAIRS, world(20,-49,9), world(20,-49,10)) blocks.fill(OAK_WOOD_STAIRS, world(21,-48,9), world(21,-48,10)) blocks.fill(OAK_WOOD_STAIRS, world(22,-47,9), world(22,-47,10)) blocks.fill(OAK_WOOD_STAIRS, world(23,-46,9), world(23,-46,10)) blocks.fill(PLANKS_OAK, world(17,-52,11), world(24,-47,11)) #zaun zweiter stock blocks.fill(NETHER_BRICK_FENCE, world(23,-45,11), world(18,-45,11)) blocks.fill(NETHER_BRICK_FENCE, world(18,-45,9), world(18,-45,11)) #fackeln zweiter stock blocks.fill(PLANKS_OAK, world(26,-43,29), world(26,-43,7)) blocks.fill(TORCH, world(26,-42,29), world(26,-42,7)) blocks.fill(PLANKS_OAK, world(11,-43,29), world(11,-43,7)) blocks.fill(TORCH, world(11,-42,29), world(11,-42,7)) blocks.fill(PLANKS_OAK, world(12,-43,29), world(25,-43,29)) blocks.fill(TORCH, world(12,-42,29), world(25,-42,29)) blocks.fill(PLANKS_OAK, world(12,-43,7), world(25,-43,7)) blocks.fill(TORCH, world(12,-42,7), world(25,-42,7)) blocks.fill(BOOKSHELF, world(25,-43,29), world(25,-44,7)) blocks.fill(BOOKSHELF, world(12,-43,29), world(12,-44,7)) blocks.fill(BOOKSHELF, world(12,-43,28), world(25,-44,28)) blocks.fill(BOOKSHELF, world(12,-43,8), world(25,-44,8)) #treppenringe und vorrücker unter dach blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(10, -60, 30), world(10, -60, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(10, -52, 30), world(10, -52, 6)) blocks.fill(BLOCK_OF_QUARTZ, world(10, -43, 30), world(10, -43, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(11, -60, 30), world(27, -60, 30)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(11, -52, 30), world(27, -52, 30)) blocks.fill(BLOCK_OF_QUARTZ, world(10, -43, 30), world(27, -43, 30)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(27, -60, 29), world(27, -60, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(27, -52, 29), world(27, -52, 6)) blocks.fill(BLOCK_OF_QUARTZ, world(27, -43, 30), world(27, -43, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(26, -60, 6), world(11, -60, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(26, -52, 6), world(11, -52, 6)) blocks.fill(BLOCK_OF_QUARTZ, world(27, -43, 6), world(10, -43, 6)) #treppenteil des daches blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(9, -43, 31), world(9, -43, 5)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(10, -43, 31), world(28, -43, 31)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(28, -43, 30), world(28, -43, 5)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(27, -43, 5), world(10, -43, 5)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(10, -42, 30), world(10, -42, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(26, -42, 6), world(11, -42, 6)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(27, -42, 6), world(27, -42, 30)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(26, -42, 30), world(11, -42, 30)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(11, -41, 29), world(26, -41, 29)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -41, 28), world(26, -41, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(25, -41, 7), world(11, -41, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -41, 8), world(11, -41, 28)) #rechteck auf dem dach blocks.fill(BLOCK_OF_QUARTZ, world(12, -41, 28), world(25, -41, 8)) #pike säulen blocks.fill(PURPUR_PILLAR, world(10, -60, 15), world(10, -43, 15)) blocks.fill(PURPUR_PILLAR, world(10, -60, 22), world(10, -43, 22)) blocks.fill(PURPUR_PILLAR, world(18, -60, 6), world(18, -43, 6)) blocks.fill(PURPUR_PILLAR, world(27, -60, 15), world(27, -43, 15)) blocks.fill(PURPUR_PILLAR, world(27, -60, 22), world(27, -43, 22)) blocks.fill(PURPUR_PILLAR, world(18, -60, 30), world(18, -43, 30)) #die ecken mit dem zaun blocks.fill(BLOCK_OF_QUARTZ, world(11, -61, 29), world(11, -43, 29)) blocks.fill(BIRCH_FENCE, world(11, -58, 29), world(11, -54, 29)) blocks.fill(BIRCH_FENCE, world(11, -50, 29), world(11, -45, 29)) blocks.fill(BLOCK_OF_QUARTZ, world(26, -61, 29), world(26, -43, 29)) blocks.fill(BIRCH_FENCE, world(26, -58, 29), world(26, -54, 29)) blocks.fill(BIRCH_FENCE, world(26, -50, 29), world(26, -45, 29)) blocks.fill(BLOCK_OF_QUARTZ, world(26, -61, 7), world(26, -43, 7)) blocks.fill(BIRCH_FENCE, world(26, -58, 7), world(26, -54, 7)) blocks.fill(BIRCH_FENCE, world(26, -50, 7), world(26, -45, 7)) blocks.fill(BLOCK_OF_QUARTZ, world(11, -61, 7), world(11, -43, 7)) blocks.fill(BIRCH_FENCE, world(11, -58, 7), world(11, -54, 7)) blocks.fill(BIRCH_FENCE, world(11, -50, 7), world(11, -45, 7)) #quarzsäulen in den segmenten blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 28), world(11, -43, 28)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(12, -61, 29), world(12, -43, 29)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 23), world(11, -43, 23)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 21), world(11, -43, 21)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 16), world(11, -43, 16)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 14), world(11, -43, 14)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(11, -61, 8), world(11, -43, 8)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(12, -61, 7), world(12, -43, 7)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(17, -61, 7), world(17, -43, 7)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(19, -61, 7), world(19, -43, 7)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(25, -61, 7), world(25, -43, 7)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 8), world(26, -43, 8)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 14), world(26, -43, 14)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 16), world(26, -43, 16)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 21), world(26, -43, 21)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 23), world(26, -43, 23)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(26, -61, 28), world(26, -43, 28)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(25, -61, 29), world(25, -43, 29)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(19, -61, 29), world(19, -43, 29)) blocks.fill(PILLAR_QUARTZ_BLOCK, world(17, -61, 29), world(17, -43, 29)) #ringe aus chiseled quartz blocks blocks.fill(CHISELED_QUARTZ_BLOCK, world(11, -51, 27), world(11, -51, 9)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(11, -53, 27), world(11, -53, 9)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(11, -44, 27), world(11, -44, 9)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(13, -51, 29), world(24, -51, 29)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(13, -53, 29), world(24, -53, 29)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(13, -44, 29), world(24, -44, 29)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(26, -44, 28), world(26, -44, 9)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(24, -44, 7), world(13, -44, 7)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(13, -51, 7), world(24, -51, 7)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(13, -53, 7), world(24, -53, 7)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(26, -53, 9), world(26, -53, 27)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(26, -51, 9), world(26, -51, 27)) #türsegment blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -59, 19), world(11, -59, 18)) blocks.fill(NETHER_BRICK, world(12, -59, 19), world(12, -59, 18)) blocks.fill(AIR, world(11, -58, 19), world(11, -57, 18)) player.execute("setblock 12 -58 19 spruce_door") # weil sonst fehlermeldung "can't use item as block" player.execute("setblock 12 -58 18 spruce_door") blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -56, 19), world(11, -56, 18)) blocks.fill(CHISELED_QUARTZ_BLOCK, world(11, -55, 19), world(11, -55, 18)) #fenstersegmente blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -58, 12), world(11, -58, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -55, 12), world(11, -55, 10)) blocks.fill(GLASS, world(11, -57, 12), world(11, -56, 10)) blocks.fill(SEA_LANTERN, world(12, -57, 12), world(12, -56, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -49, 12), world(11, -49, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -46, 12), world(11, -46, 10)) blocks.fill(GLASS, world(11, -48, 12), world(11, -47, 10)) blocks.fill(SEA_LANTERN, world(12, -48, 12), world(12, -47, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -49, 18), world(11, -49, 19)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -46, 18), world(11, -46, 19)) blocks.fill(GLASS, world(11, -47, 18), world(11, -48, 19)) blocks.fill(SEA_LANTERN, world(12, -47, 18), world(12, -48, 19)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -49, 25), world(11, -49, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -46, 25), world(11, -46, 26)) blocks.fill(GLASS, world(11, -47, 25), world(11, -48, 26)) blocks.fill(SEA_LANTERN, world(12, -47, 25), world(12, -48, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 0), world(11, -58, 25), world(11, -58, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 4), world(11, -55, 25), world(11, -55, 26)) blocks.fill(GLASS, world(11, -57, 25), world(11, -56, 26)) blocks.fill(SEA_LANTERN, world(12, -57, 25), world(12, -56, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(14, -58, 29), world(15, -58, 29)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 7), world(14, -55, 29), world(15, -55, 29)) blocks.fill(GLASS, world(14, -57, 29), world(15, -56, 29)) blocks.fill(SEA_LANTERN, world(14, -57, 28), world(15, -56, 28)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(21, -58, 29), world(23, -58, 29)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 7), world(21, -55, 29), world(23, -55, 29)) blocks.fill(GLASS, world(21, -57, 29), world(23, -56, 29)) blocks.fill(SEA_LANTERN, world(21, -57, 28), world(23, -56, 28)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(14, -49, 29), world(15, -49, 29)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 7), world(14, -46, 29), world(15, -46, 29)) blocks.fill(GLASS, world(14, -48, 29), world(15, -47, 29)) blocks.fill(SEA_LANTERN, world(14, -48, 28), world(15, -47, 28)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(21, -49, 29), world(23, -49, 29)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 7), world(21, -46, 29), world(23, -46, 29)) blocks.fill(GLASS, world(21, -48, 29), world(23, -47, 29)) blocks.fill(SEA_LANTERN, world(21, -48, 28), world(23, -47, 28)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(14, -58, 7), world(15, -58, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 6), world(14, -55, 7), world(15, -55, 7)) blocks.fill(GLASS, world(14, -57, 7), world(15, -56, 7)) blocks.fill(SEA_LANTERN, world(14, -57, 8), world(15, -56, 8)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(21, -58, 7), world(23, -58, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 6), world(21, -55, 7), world(23, -55, 7)) blocks.fill(GLASS, world(21, -57, 7), world(23, -56, 7)) blocks.fill(SEA_LANTERN, world(21, -57, 8), world(23, -56, 8)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(14, -49, 7), world(15, -49, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 6), world(14, -46, 7), world(15, -46, 7)) blocks.fill(GLASS, world(14, -48, 7), world(15, -47, 7)) blocks.fill(SEA_LANTERN, world(14, -48, 8), world(15, -47, 8)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 2), world(21, -49, 7), world(23, -49, 7)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 6), world(21, -46, 7), world(23, -46, 7)) blocks.fill(GLASS, world(21, -48, 7), world(23, -47, 7)) blocks.fill(SEA_LANTERN, world(21, -48, 8), world(23, -47, 8)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -58, 12), world(26, -58, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -55, 12), world(26, -55, 10)) blocks.fill(GLASS, world(26, -57, 12), world(26, -56, 10)) blocks.fill(SEA_LANTERN, world(25, -57, 12), world(25, -56, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -49, 12), world(26, -49, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -46, 12), world(26, -46, 10)) blocks.fill(GLASS, world(26, -48, 12), world(26, -47, 10)) blocks.fill(SEA_LANTERN, world(25, -48, 12), world(25, -47, 10)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -49, 18), world(26, -49, 19)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -46, 18), world(26, -46, 19)) blocks.fill(GLASS, world(26, -47, 18), world(26, -48, 19)) blocks.fill(SEA_LANTERN, world(25, -47, 18), world(25, -48, 19)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -49, 25), world(26, -49, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -46, 25), world(26, -46, 26)) blocks.fill(GLASS, world(26, -47, 25), world(26, -48, 26)) blocks.fill(SEA_LANTERN, world(25, -47, 25), world(25, -48, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -58, 25), world(26, -58, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -55, 25), world(26, -55, 26)) blocks.fill(GLASS, world(26, -57, 25), world(26, -56, 26)) blocks.fill(SEA_LANTERN, world(25, -57, 25), world(25, -56, 26)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(26, -58, 18), world(26, -58, 19)) blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 5), world(26, -55, 18), world(26, -55, 19)) blocks.fill(GLASS, world(26, -56, 18), world(26, -57, 19)) blocks.fill(SEA_LANTERN, world(25, -57, 18), world(25, -56, 19)) #blumenkästen blocks.fill(GRASS, world(10, -50, 10), world(10, -50, 12)) blocks.fill(GRASS, world(10, -50, 18), world(10, -50, 19)) blocks.fill(GRASS, world(10, -50, 25), world(10, -50, 26)) blocks.fill(GRASS, world(14, -50, 30), world(15, -50, 30)) blocks.fill(GRASS, world(21, -50, 30), world(23, -50, 30)) blocks.fill(GRASS, world(27, -50, 25), world(27, -50, 26)) blocks.fill(GRASS, world(27, -50, 18), world(27, -50, 19)) blocks.fill(GRASS, world(27, -50, 12), world(27, -50, 10)) blocks.fill(GRASS, world(23, -50, 6), world(21, -50, 6)) blocks.fill(GRASS, world(15, -50, 6), world(14, -50, 6)) #holz an blumenkästen blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(9, -50, 10), world(9, -50, 12)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(10, -50, 9)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(10, -50, 13)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(9, -50, 18), world(9, -50, 19)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(10, -50, 17)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(10, -50, 20)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(9, -50, 25), world(9, -50, 26)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(10, -50, 24)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(10, -50, 27)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(14, -50, 31), world(15, -50, 31)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(13, -50, 30)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(16, -50, 30)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(21, -50, 31), world(23, -50, 31)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(20, -50, 30)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(24, -50, 30)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(28, -50, 26), world(28, -50, 25)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(27, -50, 27)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(27, -50, 24)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(28, -50, 19), world(28, -50, 18)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(27, -50, 20)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(27, -50, 17)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(28, -50, 12), world(28, -50, 10)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 10), world(27, -50, 13)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(27, -50, 9)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(23, -50, 5), world(21, -50, 5)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(16, -50, 6)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(13, -50, 6)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 11), world(15, -50, 5), world(14, -50, 5)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 12), world(24, -50, 6)) blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(20, -50, 6)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(10, -51, 10), world(10, -51, 12)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(10, -51, 18), world(10, -51, 19)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(10, -51, 25), world(10, -51, 26)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(14, -51, 30), world(15, -51, 30)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(21, -51, 30), world(23, -51, 30)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(27, -51, 25), world(27, -51, 26)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(27, -51, 18), world(27, -51, 19)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(27, -51, 12), world(27, -51, 10)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(23, -51, 6), world(21, -51, 6)) blocks.fill(blocks.block_with_data(BIRCH_TRAPDOOR, 5), world(15, -51, 6), world(14, -51, 6)) #blumen blocks.fill(ROSE_BUSH, world(10, -49, 10), world(10, -49, 12)) blocks.fill(ROSE_BUSH, world(10, -49, 18), world(10, -49, 19)) blocks.fill(ROSE_BUSH, world(10, -49, 25), world(10, -49, 26)) blocks.fill(ROSE_BUSH, world(14, -49, 30), world(15, -49, 30)) blocks.fill(ROSE_BUSH, world(21, -49, 30), world(23, -49, 30)) blocks.fill(ROSE_BUSH, world(27, -49, 25), world(27, -49, 26)) blocks.fill(ROSE_BUSH, world(27, -49, 18), world(27, -49, 19)) blocks.fill(ROSE_BUSH, world(27, -49, 12), world(27, -49, 10)) blocks.fill(ROSE_BUSH, world(23, -49, 6), world(21, -49, 6)) blocks.fill(ROSE_BUSH, world(15, -49, 6), world(14, -49, 6)) #pool blocks.fill(AIR, world(-18, -60, 12), world(-1, -64, 0)) blocks.fill(SEA_LANTERN, world(-18,-61,12), world(-1,-64,12)) blocks.fill(SEA_LANTERN, world(-1,-61,11), world(-1,-64,0)) blocks.fill(SEA_LANTERN, world(-1,-61,0), world(-18,-64,0)) blocks.fill(SEA_LANTERN, world(-18,-61,0), world(-18,-64,11)) blocks.fill(SEA_LANTERN, world(-18,-64,12), world(-1,-64,0)) blocks.fill(WATER, world(-17, -62, 11), world(-2, -63, 1))