**Gesamtcode** def Gras (x,z): h = 0 while h < 400: a = randint(0, 85) s = randint(0, 38) blocks.place(TALLGRASS, world(x+a, 4, z+s)) h = h+1 v = 0 while v < 40: q = randint(0, 85) w = randint(0, 38) blocks.place(POPPY, world(x+q, 4, z+w)) v = v+1 def Villager (x,z): i = 0 while i < 6: mobs.spawn(VILLAGER, world(x, 9, z)) i = i+1 def Weg(x,z): #Luft blocks.fill(AIR, world(x, 4, z), world(x+3, 4, z+32)) blocks.fill(AIR, world(x+4, 4, z+16), world(x+21, 4, z+19)) blocks.fill(AIR, world(x+24, 4, z), world(x+27, 4, z+13)) blocks.fill(AIR, world(x+30, 4, z+16), world(x+70, 4, z+19)) blocks.fill(AIR, world(x+24, 4, z+22), world(x+27, 4, z+38)) blocks.fill(AIR, world(x+27, 4, z+35), world(x+39, 4, z+38)) #Weg blocks.fill(GRASS_PATH, world(x, 3, z), world(x+3, 3, z+32)) blocks.fill(GRASS_PATH, world(x+4, 3, z+16), world(x+21, 3, z+19)) blocks.fill(GRASS_PATH, world(x+24, 3, z), world(x+27, 3, z+13)) blocks.fill(GRASS_PATH, world(x+30, 3, z+16), world(x+70, 3, z+19)) blocks.fill(GRASS_PATH, world(x+24, 3, z+22), world(x+27, 3, z+38)) blocks.fill(GRASS_PATH, world(x+27, 3, z+35), world(x+39, 3, z+38)) #Brunnen #Basis blocks.fill(STONE_SLAB, world(x+22, 4, z+14), world(x+29, 4, z+21)) blocks.fill(STONE_BRICKS, world(x+23, 4, z+15), world(x+28, 4, z+20)) blocks.fill(AIR, world(x+24, 4, z+16), world(x+28, 4, z+19)) blocks.fill(STONE_BRICKS, world(x+24, 3, z+16), world(x+27, 3, z+19)) #Mast for ü in range(0,4,1): blocks.place(CHISELED_STONE_BRICKS, world(x+25, 4+ü, z+17)) blocks.place(CHISELED_STONE_BRICKS, world(x+26, 4+ü, z+17)) blocks.place(CHISELED_STONE_BRICKS, world(x+25, 4+ü, z+18)) blocks.place(CHISELED_STONE_BRICKS, world(x+26, 4+ü, z+18)) #Wasser blocks.place(WATER, world(x+25, 8, z+17)) blocks.place(WATER, world(x+25, 8, z+18)) blocks.place(WATER, world(x+26, 8, z+17)) blocks.place(WATER, world(x+26, 8, z+18)) #Haus gross def Family1(x, z): #Boden OG blocks.fill(PLANKS_SPRUCE, world(x, 7, z), world(x+10, 7, z+4)) #Pfeiler for i in range(4,9,1): blocks.place(LOG_DARK_OAK,world(x, i, z)) blocks.place(LOG_DARK_OAK,world(x,i, z+4)) blocks.place(LOG_DARK_OAK,world(x+10, i, z)) blocks.place(LOG_DARK_OAK,world(x+10,i, z+4)) #Fussboden EG blocks.fill(PLANKS_OAK, world(x, 3, z), world(x+10, 3, z+4)) #Leiter for v in range(0,6,1): blocks.place(LADDER,world(x+9, 4+v, z+2)) #Mauer1 for q in range (1,10,1): blocks.place(COBBLESTONE, world(x+q, 4, z)) blocks.place(COBBLESTONE, world(x+q, 4, z+4)) blocks.place(PLANKS_SPRUCE, world(x+q, 5, z)) blocks.place(PLANKS_SPRUCE, world(x+q, 5, z+4)) blocks.place(LOG_DARK_OAK, world(x+q, 6, z)) blocks.place(LOG_DARK_OAK, world(x+q, 6, z+4)) blocks.place(PLANKS_SPRUCE, world(x+q, 8, z)) blocks.place(PLANKS_SPRUCE, world(x+q, 8, z+4)) for w in range (1,4,1): blocks.place(COBBLESTONE, world(x, 4, z+w)) blocks.place(COBBLESTONE, world(x+10, 4, z+w)) blocks.place(PLANKS_SPRUCE, world(x, 5, z+w)) blocks.place(PLANKS_SPRUCE, world(x+10, 5, z+w)) blocks.place(LOG_DARK_OAK, world(x, 6, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 6, z+w)) blocks.place(LOG_DARK_OAK, world(x, 8, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 8, z+w)) blocks.place(LOG_DARK_OAK, world(x, 9, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 9, z+w)) #Fenster for e in range (0,5,4): blocks.place(GLASS, world(x+2, 5, z+e)) blocks.place(GLASS, world(x+5, 5, z+e)) blocks.place(GLASS, world(x+8, 5, z+e)) blocks.place(GLASS, world(x+10, 5, z+2)) for r in range (8,10,1): blocks.place(GLASS, world(x, r, z+2)) blocks.place(GLASS, world(x+10, r, z+2)) #Dach for t in range (0,11,1): blocks.place(COBBLESTONE, world(x+t, 10, z+2)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 2),world(x+t, 9, z)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 3),world(x+t, 9, z+4)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 2),world(x+t, 10, z+1)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 3),world(x+t, 10, z+3)) blocks.place(blocks.block_with_data(COBBLESTONE_STAIRS, 2),world(x+t, 8, z-1)) blocks.place(blocks.block_with_data(COBBLESTONE_STAIRS, 3),world(x+t, 8, z+5)) blocks.place(OAK_DOOR, world(x, 4, z+2)) def Family2(x, z): #Boden OG blocks.fill(PLANKS_SPRUCE, world(x, 7, z), world(x+10, 7, z+4)) #Pfeiler for i in range(4,9,1): blocks.place(LOG_DARK_OAK,world(x, i, z)) blocks.place(LOG_DARK_OAK,world(x,i, z+4)) blocks.place(LOG_DARK_OAK,world(x+10, i, z)) blocks.place(LOG_DARK_OAK,world(x+10,i, z+4)) #Fussboden EG blocks.fill(PLANKS_OAK, world(x, 3, z), world(x+10, 3, z+4)) #Leiter for v in range(0,6,1): blocks.place(LADDER,world(x+1, 4+v, z+2)) #Mauer1 for q in range (1,10,1): blocks.place(COBBLESTONE, world(x+q, 4, z)) blocks.place(COBBLESTONE, world(x+q, 4, z+4)) blocks.place(PLANKS_SPRUCE, world(x+q, 5, z)) blocks.place(PLANKS_SPRUCE, world(x+q, 5, z+4)) blocks.place(LOG_DARK_OAK, world(x+q, 6, z)) blocks.place(LOG_DARK_OAK, world(x+q, 6, z+4)) blocks.place(PLANKS_SPRUCE, world(x+q, 8, z)) blocks.place(PLANKS_SPRUCE, world(x+q, 8, z+4)) for w in range (1,4,1): blocks.place(COBBLESTONE, world(x, 4, z+w)) blocks.place(COBBLESTONE, world(x+10, 4, z+w)) blocks.place(PLANKS_SPRUCE, world(x, 5, z+w)) blocks.place(PLANKS_SPRUCE, world(x+10, 5, z+w)) blocks.place(LOG_DARK_OAK, world(x, 6, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 6, z+w)) blocks.place(LOG_DARK_OAK, world(x, 8, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 8, z+w)) blocks.place(LOG_DARK_OAK, world(x, 9, z+w)) blocks.place(LOG_DARK_OAK, world(x+10, 9, z+w)) #Fenster for e in range (0,5,4): blocks.place(GLASS, world(x+2, 5, z+e)) blocks.place(GLASS, world(x+5, 5, z+e)) blocks.place(GLASS, world(x+8, 5, z+e)) blocks.place(GLASS, world(x+10, 5, z+2)) for r in range (8,10,1): blocks.place(GLASS, world(x, r, z+2)) blocks.place(GLASS, world(x+10, r, z+2)) #Dach for t in range (0,11,1): blocks.place(COBBLESTONE, world(x+t, 10, z+2)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 2),world(x+t, 9, z)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 3),world(x+t, 9, z+4)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 2),world(x+t, 10, z+1)) blocks.place(blocks.block_with_data(OAK_WOOD_STAIRS, 3),world(x+t, 10, z+3)) blocks.place(blocks.block_with_data(COBBLESTONE_STAIRS, 2),world(x+t, 8, z-1)) blocks.place(blocks.block_with_data(COBBLESTONE_STAIRS, 3),world(x+t, 8, z+5)) blocks.place(blocks.block_with_data(OAK_DOOR, 2),world(x+10, 4, z+2)) def Lonely_Suite (x,z): #Boden blocks.fill(COBBLESTONE, world(x, 3, z), world(x+4, 3, z+4)) for b in range (0,4,1): blocks.place(COBBLESTONE, world(x, 3+b, z)) blocks.place(COBBLESTONE, world(x+4, 3+b, z)) blocks.place(COBBLESTONE, world(x+4, 3+b, z+4)) blocks.place(COBBLESTONE, world(x, 3+b, z+4)) #Wand blocks.fill(PLANKS_SPRUCE, world(x, 4, z+1), world(x, 6, z+3)) blocks.fill(PLANKS_SPRUCE, world(x+4, 4, z+1), world(x+4, 6, z+3)) blocks.fill(PLANKS_SPRUCE, world(x+1, 4, z), world(x+3, 6, z)) blocks.fill(PLANKS_SPRUCE, world(x+1, 4, z+4), world(x+3, 6, z+4)) #Dach blocks.fill(LOG_SPRUCE, world(x, 7, z), world(x+4, 7, z+4)) blocks.fill(LOG_SPRUCE, world(x+1, 8, z+1), world(x+3, 8, z+3)) blocks.place(LOG_SPRUCE, world(x+2, 9, z+2)) #Tür blocks.place(DARK_OAK_DOOR, world(x, 4, z+2)) #Fenster blocks.place(GLASS, world(x+2, 5, z)) blocks.place(GLASS, world(x+4, 5, z+2)) blocks.place(GLASS, world(x+2, 5, z+4)) #Inneneinrichtug blocks.place(blocks.block_with_data(BED, 3),world(x+3, 4, z+1)) blocks.place(blocks.block_with_data(CHEST, 1),world(x+3, 4, z+3)) def Skyscraper(x,z): #Boden blocks.fill(PLANKS_OAK, world(x, 3, z), world(x+6, 3, z+6)) blocks.fill(PLANKS_OAK, world(x, 8, z), world(x+6, 8, z+6)) #Leiter for v in range(0,5,1): blocks.place(LADDER,world(x+3, 4+v, z+5)) #Balken for i in range (0, 13, 1): blocks.place(LOG_DARK_OAK, world(x, i, z)) blocks.place(LOG_DARK_OAK, world(x+6, i, z)) blocks.place(LOG_DARK_OAK, world(x, i, z+6)) blocks.place(LOG_DARK_OAK, world(x+6, i, z+6)) #Wände blocks.fill(PLANKS_OAK, world(x+1, 4, z), world(x+5, 12, z)) blocks.fill(PLANKS_OAK, world(x, 4, z+1), world(x, 12, z+5)) blocks.fill(PLANKS_OAK, world(x+6, 4, z+1), world(x+6, 12, z+5)) blocks.fill(PLANKS_OAK, world(x+1, 4, z+6), world(x+5, 12, z+6)) #Querbalken for j in range(0, 7, 1): blocks.place(LOG_DARK_OAK, world(x, 8, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 8, z)) blocks.place(LOG_DARK_OAK, world(x+6, 8, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 8, z+6)) blocks.place(LOG_DARK_OAK, world(x, 12, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 12, z)) blocks.place(LOG_DARK_OAK, world(x+6, 12, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 12, z+6)) #Fenster for f in range(0, 3, 1): blocks.place(GLASS_PANE, world(x+6, 5, z+2+f)) blocks.place(GLASS_PANE, world(x, 5, z+2+f)) blocks.place(GLASS_PANE, world(x+2+f, 5, z+6)) blocks.place(GLASS_PANE, world(x+2+f, 10, z)) blocks.place(GLASS_PANE, world(x+6, 10, z+2+f)) blocks.place(GLASS_PANE, world(x, 10, z+2+f)) blocks.place(GLASS_PANE, world(x+2+f, 10, z+6)) #Tür blocks.place(blocks.block_with_data(OAK_DOOR, 1), world(x+3, 4, z)) #Dachstock for d in range(0, 5, 1): blocks.place(PLANKS_OAK, world(x+1+d, 13, z)) blocks.place(PLANKS_OAK, world(x+1+d, 13, z+6)) for q in range(0, 3, 1): blocks.place(PLANKS_OAK, world(x+2+q, 14, z)) blocks.place(PLANKS_OAK, world(x+2+q, 14, z+6)) blocks.place(PLANKS_OAK, world(x+3, 15, z)) blocks.place(PLANKS_OAK, world(x+3, 15, z+6)) blocks.place(GLASS_PANE, world(x+3, 14, z)) blocks.place(GLASS_PANE, world(x+3, 14, z+6)) #Dach for r in range(0, 9, 1): blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x-1, 12, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+7, 12, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x, 13, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+6, 13, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+1, 14, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+5, 14, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+2, 15, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+4, 15, z-1+r)) blocks.place(SPRUCE_WOOD_SLAB, world(x+3, 16, z-1+r)) #Eingang for e in range(0, 3, 1): blocks.place(LOG_DARK_OAK, world(x+2, 4+e, z-1)) blocks.place(LOG_DARK_OAK, world(x+4, 4+e, z-1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+1, 7, z-1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+5, 7, z-1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+2, 8, z-1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+4, 8, z-1)) blocks.place(SPRUCE_WOOD_SLAB, world(x+3, 9, z-1)) blocks.place(PLANKS_SPRUCE, world(x+3, 8, z-1)) blocks.place(PLANKS_SPRUCE, world(x+2, 7, z-1)) blocks.place(PLANKS_SPRUCE, world(x+4, 7, z-1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 2), world(x+3, 7, z-2)) def Skyscraper2(x, z): #Boden blocks.fill(PLANKS_OAK, world(x, 3, z), world(x+6, 3, z+6)) blocks.fill(PLANKS_OAK, world(x, 8, z), world(x+6, 8, z+6)) #Leiter for v in range(0,5,1): blocks.place(LADDER,world(x+3, 4+v, z+2)) #Balken for i in range (0, 13, 1): blocks.place(LOG_DARK_OAK, world(x, i, z)) blocks.place(LOG_DARK_OAK, world(x+6, i, z)) blocks.place(LOG_DARK_OAK, world(x, i, z+6)) blocks.place(LOG_DARK_OAK, world(x+6, i, z+6)) #Wände blocks.fill(PLANKS_OAK, world(x+1, 4, z), world(x+5, 12, z)) blocks.fill(PLANKS_OAK, world(x, 4, z+1), world(x, 12, z+5)) blocks.fill(PLANKS_OAK, world(x+6, 4, z+1), world(x+6, 12, z+5)) blocks.fill(PLANKS_OAK, world(x+1, 4, z+6), world(x+5, 12, z+6)) #Querbalken for j in range(0, 7, 1): blocks.place(LOG_DARK_OAK, world(x, 8, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 8, z)) blocks.place(LOG_DARK_OAK, world(x+6, 8, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 8, z+6)) blocks.place(LOG_DARK_OAK, world(x, 12, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 12, z)) blocks.place(LOG_DARK_OAK, world(x+6, 12, z+j)) blocks.place(LOG_DARK_OAK, world(x+j, 12, z+6)) #Fenster for f in range(0, 3, 1): blocks.place(GLASS_PANE, world(x+6, 5, z+2+f)) blocks.place(GLASS_PANE, world(x, 5, z+2+f)) blocks.place(GLASS_PANE, world(x+2+f, 5, z)) blocks.place(GLASS_PANE, world(x+2+f, 10, z)) blocks.place(GLASS_PANE, world(x+6, 10, z+2+f)) blocks.place(GLASS_PANE, world(x, 10, z+2+f)) blocks.place(GLASS_PANE, world(x+2+f, 10, z+6)) #Tür blocks.place(blocks.block_with_data(OAK_DOOR, 3), world(x+3, 4, z+6)) #Dachstock for d in range(0, 5, 1): blocks.place(PLANKS_OAK, world(x+1+d, 13, z)) blocks.place(PLANKS_OAK, world(x+1+d, 13, z+6)) for q in range(0, 3, 1): blocks.place(PLANKS_OAK, world(x+2+q, 14, z)) blocks.place(PLANKS_OAK, world(x+2+q, 14, z+6)) blocks.place(PLANKS_OAK, world(x+3, 15, z)) blocks.place(PLANKS_OAK, world(x+3, 15, z+6)) blocks.place(GLASS_PANE, world(x+3, 14, z)) blocks.place(GLASS_PANE, world(x+3, 14, z+6)) #Dach for r in range(0, 9, 1): blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x-1, 12, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+7, 12, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x, 13, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+6, 13, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+1, 14, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+5, 14, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+2, 15, z-1+r)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+4, 15, z-1+r)) blocks.place(SPRUCE_WOOD_SLAB, world(x+3, 16, z-1+r)) #Eingang for e in range(0, 3, 1): blocks.place(LOG_DARK_OAK, world(x+2, 4+e, z+7)) blocks.place(LOG_DARK_OAK, world(x+4, 4+e, z+7)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+1, 7, z+7)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+5, 7, z+7)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 8),world(x+2, 8, z+7)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1),world(x+4, 8, z+7)) blocks.place(SPRUCE_WOOD_SLAB, world(x+3, 9, z+7)) blocks.place(PLANKS_SPRUCE, world(x+3, 8, z+7)) blocks.place(PLANKS_SPRUCE, world(x+2, 7, z+7)) blocks.place(PLANKS_SPRUCE, world(x+4, 7, z+7)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 3), world(x+3, 7, z+8)) def Kirche (x,z): #Block blocks.fill(STONE_BRICKS, world(x, 4, z), world(x+16, 12, z+8)) blocks.fill(AIR, world(x+1, 5, z+1), world(x+15, 11, z+7)) #Boden blocks.fill(LOG_DARK_OAK, world(x+1, 4, z+1), world(x+15, 4, z+7)) #Turm blocks.fill(STONE_BRICKS, world(x+10, 13, z+3), world(x+14, 19, z+5)) blocks.fill(STONE_BRICKS, world(x+11, 13, z+2), world(x+13, 19, z+6)) blocks.fill(AIR, world(x+11, 13, z+3), world(x+13, 19, z+5)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+10, 14, z+4), world(x+10, 18, z+4)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+12, 14, z+2), world(x+12, 18, z+2)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+14, 14, z+4), world(x+14, 18, z+4)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+12, 14, z+6), world(x+12, 18, z+6)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+13, 20, z+4)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+13, 20, z+5)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+13, 20, z+3)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x+11, 20, z+3)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x+11, 20, z+4)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x+11, 20, z+5)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(x+12, 20, z+3)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(x+12, 20, z+5)) blocks.place(STONE_BRICKS, world(x+12, 21, z+4)) #Glasfenster for j in range(5): if (j % 2) == 0: for i in range(4): if (i % 2) == 0: blocks.place(BLUE_STAINED_GLASS_PANE, world(x, i+8, j+2+z)) else: blocks.place(YELLOW_STAINED_GLASS_PANE, world(x, i+8, j+2+z)) else: for i in range (4): if (i % 2) == 0: blocks.place(YELLOW_STAINED_GLASS_PANE, world(x, i+8, j+2+z)) else: blocks.place(BLUE_STAINED_GLASS_PANE, world(x, i+8, j+2+z)) blocks.fill(BLUE_STAINED_GLASS, world(x+4, 12, z+2), world(x+8, 12, z+6)) #Rand for k in range (18): blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(x+k-1, 4, z-1)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(x+k-1, 4, z+9)) if k < 11: blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x-1, 4, z+k-1)) blocks.place(blocks.block_with_data(GRASS_PATH, 0), world(x-2, 3, z+k-1)) blocks.place(blocks.block_with_data(GRASS_PATH, 0), world(x-3, 3, z+k-1)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+17, 4, z+k-1)) if k < 17: blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(x+k, 13, z)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(x+k, 13, z+8)) if k < 9: blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x, 13, z+k)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+16, 13, z+k)) #Fenster Seiten if k < 15: if (k % 3) == 2: blocks.place(GLASS_PANE, world(x+k, 11, z)) blocks.place(GLASS_PANE, world(x+k, 11, z+8)) if k < 9: if (k % 2) == 1: blocks.place(GLASS_PANE, world(x+16, 11, z+k)) #Einrichtung if k < 12: if (k % 2) == 1: blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+1)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+2)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+3)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+5)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+6)) blocks.place(blocks.block_with_data(SPRUCE_WOOD_STAIRS, 1), world(x+1+k, 5, z+7)) blocks.place(PLANKS_SPRUCE, world(x+14, 5, z+3)) blocks.place(PLANKS_SPRUCE, world(x+14, 5, z+4)) blocks.place(PLANKS_SPRUCE, world(x+14, 5, z+5)) mobs.spawn(VILLAGER, world(x+15, 5, z+4)) #E ingang blocks.place(blocks.block_with_data(DARK_OAK_DOOR, 0),world(x, 5, z+1)) blocks.place(blocks.block_with_data(DARK_OAK_DOOR, 0),world(x, 5, z+7)) blocks.place(DARK_OAK_WOOD_STAIRS, world(x-1, 4, z+1)) blocks.place(DARK_OAK_WOOD_STAIRS, world(x-1, 4, z+7)) blocks.place(LOG_DARK_OAK, world(x, 4, z+1)) blocks.place(LOG_DARK_OAK, world(x, 4, z+7)) #2 Türme a=0 i=0 while i<2: blocks.fill(STONE_BRICKS, world(x, 13, z+a), world(x+2, 15, z+2+a)) blocks.fill(AIR, world(x+1, 14, z+a+1), world(x+1, 17, z+a+1)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+1, 14, z+a), world(x+1, 15, z+a)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+2, 14, z+a+1), world(x+2, 15, z+a+1)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x, 14, z+a+1), world(x, 15, z+a+1)) blocks.fill(BLUE_STAINED_GLASS_PANE, world(x+1, 14, z+a+2), world(x+1, 15, z+a+2)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+2, 16, z+a)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+2, 16, z+1+a)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(x+2, 16, z+a+2)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x, 16, z+a)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x, 16, z+1+a)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(x, 16, z+a+2)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(x+1, 16, z+a)) blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(x+1, 16, z+a+2)) blocks.place(STONE_BRICKS, world(x+1, 17, z+a+1)) a=a+6 i=i+1 def Zaun(x,z): for i in range (0,6,1): blocks.place(SPRUCE_FENCE, world(x+i, 4, z)) blocks.place(SPRUCE_FENCE, world(x+i, 4, z+5)) blocks.place(SPRUCE_FENCE, world(x, 4, z+i)) blocks.place(SPRUCE_FENCE, world(x+6, 4, z+i)) #Türe blocks.place(blocks.block_with_data(SPRUCE_FENCE_GATE, 1), world(x+6, 4, z+2)) #Deko blocks.place(TORCH, world(x, 5, z)) blocks.place(TORCH, world(x, 5, z+5)) blocks.place(TORCH, world(x+6, 5, z)) blocks.place(TORCH, world(x+6, 5, z+5)) blocks.place(HAY_BLOCK, world(x+2, 4, z+3)) mobs.spawn(SHEEP, world(x+2, 4+i, z+1)) def Dorf(x,z): Gras(x,z) Weg(x,z) Family1(x+4,z) Family1(x+4,z+28) Family1(x+28,z+29) Family2(x+13,z+7) Lonely_Suite(x+28,z+1) Lonely_Suite(x+4,z+10) Lonely_Suite(x+4,z+21) Villager(x+25,z+17) Skyscraper(x+40, z+21) Skyscraper(x+52, z+21) Skyscraper2(x+40,z+8) Skyscraper2(x+52, z+8) Zaun(x+17,z+23) Kirche(x+66,z+14) Dorf(x,z) [[ef:minecraft:projekt:leajasminsimon:start:|zurück]]