gf2:projekte:minecraft:2d2gruppe5

Dies ist eine alte Version des Dokuments!


Projekt Minecraft Konzept: Gebäude (Villa) programmieren um sie durch Code bauen zu können.

Code für einen Raum:

def room():
    #foundation
    blocks.fill(GREEN_CONCRETE, world(50, -61, 50), world(60, -56, 60), FillOperation.REPLACE)
    blocks.fill(PLANKS_SPRUCE, world(50, -61, 50), world(60, -61, 60), FillOperation.REPLACE)
    blocks.fill(AIR, world(51, -60, 51), world(59, -57, 59), FillOperation.REPLACE)

    #light sources
    blocks.fill(GLASS_PANE, world(58, -59, 60), world(57, -58, 60), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(54, -56, 54), world(56, -56, 56), FillOperation.REPLACE)

    #entry way
    blocks.fill(AIR, world(50, -60, 55), world(50, -59, 55), FillOperation.REPLACE)
    blocks.fill(IRON_DOOR_ITEM, world(50, -60, 55), world(50, -59, 55), FillOperation.REPLACE)
    blocks.place(SPRUCE_PRESSURE_PLATE, world(49, -60, 55))
    blocks.place(SPRUCE_PRESSURE_PLATE, world(51, -60, 55))

    #sleeping corner
    blocks.place(BED_ITEM, world(58, -60, 59))
    blocks.place(BED_ITEM, world(57, -60, 59))
    blocks.place(CHEST, world(59, -60, 59))
    blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 6), world(56, -60, 59))

    #couch
    blocks.fill(DARK_PRISMARINE_STAIRS, world(59, -60, 52), world(59, -60, 53), FillOperation.REPLACE)
    blocks.fill(blocks.block_with_data(DARK_PRISMARINE_STAIRS, 2), world(58, -60, 54), world(59, -60, 54), FillOperation.REPLACE)
    blocks.fill(blocks.block_with_data(DARK_PRISMARINE_STAIRS, 3), world(59, -60, 51), world(58, -60, 51), FillOperation.REPLACE)

    #aquarium
    blocks.fill(PLANKS_DARK_OAK, world(54, -60, 58), world(51, -60, 59), FillOperation.REPLACE) 
    blocks.fill(GLASS_PANE, world(54, -59, 58), world(51, -57, 59), FillOperation.REPLACE)    
    blocks.fill(WATER, world(53, -60, 59), world(51, -57, 59), FillOperation.REPLACE) 
    mobs.spawn(AXOLOTL, world(53, -58, 59))
    mobs.spawn(AXOLOTL, world(53, -58, 59))
    
    #desk
    blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 5), world(52, -60, 51))
    blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 7), world(53, -60, 51))
    blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 4), world(54, -60, 51))

    #chair
    blocks.place(blocks.block_with_data(BIRCH_WOOD_STAIRS, 2), world(53, -60, 52))
    blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 8), world(54, -60, 52))
    blocks.place(blocks.block_with_data(BIRCH_TRAPDOOR, 9), world(52, -60, 52))
    

Badezimmer:

def bathfoundation():
    blocks.fill((AIR), world(50, -60, 80), world(60, -50, 90), FillOperation.REPLACE)
    blocks.fill((BLOCK_OF_QUARTZ), world(50, -61, 49), world(60, -56, 39), FillOperation.REPLACE)
    blocks.fill((AIR), world(51, -60, 48), world(59, -57, 40), FillOperation.REPLACE)
    blocks.fill((AIR), world(56, -60, 50), world(56, -59, 49), FillOperation.REPLACE)

def bathroomdoor():
    blocks.place(blocks.block_with_data(IRON_DOOR, 3), world(56, -60, 49))
    blocks.place(SPRUCE_PRESSURE_PLATE, world(56, -60, 50))
    blocks.place(STONE_PRESSURE_PLATE, world(56, -60, 48))

def bathroomlights():
    blocks.fill(SEA_LANTERN, world(52, -56, 40), world(53, -56, 40), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(57, -56, 40), world(58, -56, 40), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(52, -56, 43), world(53, -56, 43), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(57, -56, 43), world(58, -56, 43), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(52, -56, 45), world(53, -56, 45), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(57, -56, 45), world(58, -56, 45), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(52, -56, 48), world(53, -56, 48), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(57, -56, 48), world(58, -56, 48), FillOperation.REPLACE)

    blocks.fill(SEA_LANTERN, world(51, -56, 41), world(51, -56, 42), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(51, -56, 46), world(51, -56, 47), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(54, -56, 41), world(54, -56, 42), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(54, -56, 46), world(54, -56, 47), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(56, -56, 41), world(56, -56, 42), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(56, -56, 46), world(56, -56, 47), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(59, -56, 41), world(59, -56, 42), FillOperation.REPLACE)
    blocks.fill(SEA_LANTERN, world(59, -56, 46), world(59, -56, 47), FillOperation.REPLACE)

def bathfurniture():
    #bathtib
    blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 3), world(51, -60, 43), world(54, -60, 43), FillOperation.REPLACE)
    blocks.fill(blocks.block_with_data(QUARTZ_STAIRS, 1), world(54, -60, 40), world(54, -60, 43), FillOperation.REPLACE)
    blocks.fill(WATER, world(51, -60, 40), world(53, -60, 42), FillOperation.REPLACE)

    #sink
    blocks.place(BLOCK_OF_QUARTZ, world(56, -60, 40))
    blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 2), world(57, -60, 40))
    blocks.place(BLOCK_OF_QUARTZ, world(58, -60, 40))
    blocks.place(TRIPWIRE_HOOK, world(57, -59, 40))

    #toilet
    blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 4), world(51, -60, 46))
    blocks.place(blocks.block_with_data(QUARTZ_STAIRS, 5), world(52, -60, 46))
    blocks.place(BLOCK_OF_QUARTZ, world(51, -59, 46))
    blocks.place(DARK_OAK_TRAPDOOR, world(52, -59, 46))

    #plants
    blocks.fill(blocks.block_with_data(DARK_OAK_WOOD_STAIRS, 4), world(59, -59, 44), world(59, -59, 45), FillOperation.REPLACE)
    blocks.place(FLOWER_POT, world(59, -58, 45))
    blocks.place(FLOWERING_AZALEA, world(59, -58, 44))

def bathroom():
    bathfoundation()
    bathroomdoor()
    bathroomlights()
    bathfurniture()

Swimmingpool:

def pool():
    blocks.fill(BLUE_CONCRETE, world(62, -61, 40), 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(GLASS_PANE, world(72, -57, 41), world(72, -59, 59), FillOperation.REPLACE)
    blocks.fill(AIR, world(62, -60, 57), world(62, -58, 57), FillOperation.REPLACE)

    #Pool furniture
    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

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))

  • gf2/projekte/minecraft/2d2gruppe5.1675447064.txt.gz
  • Zuletzt geändert: 2023/02/03 18:57
  • von huerlimannd