Gemeinsame Ziele:
Gertrude Arbeiten:
Versuch mit Dach (hat aber noch einpaar Macken) :
def koordinaten(x, y, z): def koordinaten(x, y, z): def haus(l, b, h): blocks.place(STONE, world(x, y, z)) blocks.fill(STONE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW) blocks.place(GLASS, world(x, y+h, z+b)) blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1)) blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b)) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b)) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b)) blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3)) blocks.place(REDSTONE, world(x+3, y+7, z+3)) blocks.place(REDSTONE, world(x+2, y+7, z+3)) blocks.fill(GOLD_BLOCK, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW) haus(2, 3, 3) koordinaten(-150, -61, 140)
Code 1
def koordinaten(x, y, z): def haus(l, b, h): blocks.place(BAMBOO_PLANKS, world(x, y, z)) blocks.fill(BAMBOO_PLANKS, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW) blocks.place(GLASS, world(x, y+h, z+b)) blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1)) blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b)) blocks.fill(PLANKS_SPRUCE, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b)) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b)) blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3)) blocks.place(REDSTONE, world(x+3, y+7, z+3)) blocks.place(REDSTONE, world(x+2, y+7, z+3)) haus(2, 3, 3) koordinaten(11, -61, 39)
Joël Arbeiten:
Commandblöcke für automatisierte Türen und Lampen:
Für kleines Haus und Doppelhaus:
- Für Licht an:
innere Pressure plate: 2 Blöcke unterhalb Commandblock mit /setblock ~-2 ~8 ~ redstone_torch . Dann „stone“ und pressureplate drauf
- Für Licht aus:
äussere Pressure plate: 2 Blöcke unterhalb Commandblock mit /setblock ~-4 ~8 ~ air . Dann „grass“ und pressureplate drauf
Für Grosses Haus (4):
- Für Licht an:
/setblock ~-4 ~8 ~ redstone_torch
- Für Licht aus
/setblock ~-6 ~8 ~ air
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(STONE, world(x, y, z))
blocks.fill(STONE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(BED, world(x-1, y, z-1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
haus(2, 3, 3)
koordinaten(-129, -61, 30)
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(STONE, world(x, y, z))
blocks.fill(STONE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 0), world(0,0,-2)
blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 1), world(0,0,-4)
blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 2), world(0,0,-6)
blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 3), world(0,0,-8)
blocks.place(blocks.block_with_data(STONE_BRICK_STAIRS, 4), world(0,0,-10)
haus(2, 3, 3)
koordinaten(-150, -61, 93)
Mit Dach:
def koordinaten(x, y, z): def haus(l, b, h): blocks.place(BAMBOO_PLANKS, world(x, y, z)) blocks.fill(BAMBOO_PLANKS, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW) blocks.place(GLASS, world(x, y+h, z+b)) blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1)) blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b)) blocks.fill(PLANKS_SPRUCE, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b)) blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b)) blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3)) blocks.place(REDSTONE, world(x+3, y+7, z+3)) blocks.place(REDSTONE, world(x+2, y+7, z+3)) haus(2, 3, 3) koordinaten(26, -61, 8)
Häuser variieren im Code akp + Deko ¿Code?
mit if + kleineres Haus (vor allem in Höhe)(Muss dann auch die Commandblocks anpassen) (Häuser in Höhe variieren) „Haus“ Koordinaten anpassen (2, 3, 2) z.B.
Verschiedene Häuser:
Kleine Häuser:
Weisser Beton, Fichte:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(WHITE_CONCRETE, world(x, y, z))
blocks.fill(WHITE_CONCRETE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.fill(PLANKS_SPRUCE, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW)
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
haus(2, 3, 3)
koordinaten(11, -61, 39)
Ziegel, Ziegel:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(BRICKS, world(x, y, z))
blocks.fill(BRICKS, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.fill(BRICKS, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW)
blocks.fill(BRICKS, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW)
blocks.fill(BRICKS, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW)
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
haus(2, 3, 3)
koordinaten(11, -61, 68)
Eiche, Fichte:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(PLANKS_OAK, world(x, y, z))
blocks.fill(PLANKS_OAK, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.fill(PLANKS_SPRUCE, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW)
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
haus(2, 3, 3)
koordinaten(11, -61, 57)
Stein, Eiche:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(STONE, world(x, y, z))
blocks.fill(STONE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.fill(PLANKS_OAK, world(x, y+2*h+1, z), world(x+2*l, y+2*h+1, z+2*b), FillOperation.HOLLOW)
blocks.fill(PLANKS_OAK, world(x+1, y+2*h+2, z+1), world(x+2*l-1, y+2*h+2, z+2*b-1), FillOperation.HOLLOW)
blocks.fill(PLANKS_OAK, world(x+2, y+2*h+3, z+2), world(x+2*l-2, y+2*h+3, z+2*b-2), FillOperation.HOLLOW)
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
haus(2, 3, 3)
koordinaten(11, -61, 83)
Birke, -:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(PLANKS_BIRCH, world(x, y, z))
blocks.fill(PLANKS_BIRCH, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z+1))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.place(REDSTONE, world(x+3, y+7, z+3))
blocks.place(REDSTONE, world(x+2, y+7, z+3))
haus(2, 3, 3)
koordinaten(11, -61, 98)
Doppel Haus:
Grauer Beton, Eiche, Weisser Beton
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(GRAY_CONCRETE, world(x, y, z))
blocks.fill(GRAY_CONCRETE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.fill(AIR, world(x+1, y+1, z), world(x+3, y+2*h-1, z), FillOperation.HOLLOW)
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.fill(PLANKS_OAK, world(x, y, z-1), world(x+4, y+2*h, z-1), FillOperation.HOLLOW)
blocks.place(WHITE_CONCRETE, world(x, y, z-8))
blocks.fill(WHITE_CONCRETE, world(x, y, z-8), world(x+2*l, y+2*h, z+2*b-8), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b-8))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z-7))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b-8))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z-5))
haus(2, 3, 3)
koordinaten(65, -61, 100)
Dunkle Eiche, Stein, Dunkle Eiche:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(PLANKS_DARK_OAK, world(x, y, z))
blocks.fill(PLANKS_DARK_OAK, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.fill(AIR, world(x+1, y+1, z), world(x+3, y+2*h-1, z), FillOperation.HOLLOW)
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.fill(STONE, world(x, y, z-1), world(x+4, y+2*h, z-1), FillOperation.HOLLOW)
blocks.place(PLANKS_DARK_OAK, world(x, y, z-8))
blocks.fill(PLANKS_DARK_OAK, world(x, y, z-8), world(x+2*l, y+2*h, z+2*b-8), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b-8))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z-7))
blocks.place(OAK_DOOR, world(x+2*l, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b-8))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z-5))
haus(2, 3, 3)
koordinaten(65, -61, 85)
Roter Beton, Fichte, Roter Beton:
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(RED_CONCRETE, world(x, y, z))
blocks.fill(RED_CONCRETE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.fill(AIR, world(x+1, y+1, z), world(x+3, y+2*h-1, z), FillOperation.HOLLOW)
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z))
blocks.place(IRON_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.fill(PLANKS_SPRUCE, world(x, y, z-1), world(x+4, y+2*h, z-1), FillOperation.HOLLOW)
blocks.place(RED_CONCRETE, world(x, y, z-8))
blocks.fill(RED_CONCRETE, world(x, y, z-8), world(x+2*l, y+2*h, z+2*b-8), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b-8))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z-7))
blocks.place(IRON_DOOR, world(x+2*l, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b-8))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z-5))
haus(2, 3, 3)
koordinaten(65, -61, 66)
Dschungel, Stein, Birke
def koordinaten(x, y, z):
def haus(l, b, h):
blocks.place(PLANKS_JUNGLE, world(x, y, z))
blocks.fill(PLANKS_JUNGLE, world(x, y, z), world(x+2*l, y+2*h, z+2*b), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b))
blocks.fill(AIR, world(x+1, y+1, z), world(x+3, y+2*h-1, z), FillOperation.HOLLOW)
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z))
blocks.place(ACACIA_DOOR, world(x+2*l, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z+3))
blocks.fill(STONE, world(x, y, z-1), world(x+4, y+2*h, z-1), FillOperation.HOLLOW)
blocks.place(PLANKS_BIRCH, world(x, y, z-8))
blocks.fill(PLANKS_BIRCH, world(x, y, z-8), world(x+2*l, y+2*h, z+2*b-8), FillOperation.HOLLOW)
blocks.place(GLASS, world(x, y+h, z+b-8))
blocks.place(blocks.block_with_data(BED, 2), world(x+1, y+1, z-7))
blocks.place(JUNGLE_DOOR, world(x+2*l, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l-1, y+1, z+b-8))
blocks.place(STONE_PRESSURE_PLATE, world(x+2*l+1, y+1, z+b-8))
blocks.place(REDSTONE_LAMP, world(x+2, y+6, z-5))
haus(2, 3, 3)
koordinaten(65, -61, 46)
Da auf beiden Seite Häuser gebaut wurden, mussten wir die Häuser auf der einen Seite spiegeln. Daher musste bei jedem Haus bei „blocks.place“ die x-Koorinate verändert werden. Bei „Glass“ wurde x zu x+4, bei den Türen wurde x+2*l zu x+2*l-4 und bei den Druckplatten wurden x+2*l+1 und x+2*l-1 zu x+2*l-3 und x+2*l-5.
Raiko und Alissa Arbeiten:
<code python>
def HausBauen():
#BurgGrundriss blocks.fill(STONE, world(30, -61, 30), world(36, -40, 36), FillOperation.HOLLOW) #obere Fenster blocks.fill(STONE_BRICKS, world(36, -48, 32), world(36, -45, 34), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(32, -48, 36), world(34, -45, 36), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(30, -45, 34), world(30, -48, 32), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(32, -48, 30), world(34, -45, 30), FillOperation.HOLLOW) blocks.fill(GLASS_PANE, world(36, -46, 33), world(36, -47, 33), FillOperation.HOLLOW) blocks.fill(GLASS_PANE, world(30, -46, 33), world(30, -47, 33), FillOperation.HOLLOW) #BurgLuft blocks.fill(AIR, world(30, -57, 30), world(30, -40, 30), FillOperation.HOLLOW) blocks.fill(AIR, world(30, -57, 36), world(30, -40, 36), FillOperation.HOLLOW) blocks.fill(AIR, world(36, -57, 36), world(36, -40, 36), FillOperation.HOLLOW) blocks.fill(AIR, world(36, -57, 30), world(36, -40, 30), FillOperation.HOLLOW) blocks.fill(AIR, world(33, -60, 30), world(33, -59, 30), FillOperation.HOLLOW) blocks.fill(AIR, world(33, -47, 30), world(33, -46, 30), FillOperation.HOLLOW) #Fester blocks.fill(GLASS_PANE, world(34, -55, 30), world(33, -54, 30), FillOperation.HOLLOW) blocks.fill(GLASS_PANE, world(36, -54, 33), world(36, -55, 32), FillOperation.HOLLOW) #Tür blocks.fill(OAK_DOOR, world(33, -47, 30), world(33, -47, 30), FillOperation.HOLLOW) blocks.fill(OAK_DOOR, world(30, -56, 33), world(30, -56, 33), FillOperation.HOLLOW) #Dach #Seite blocks.fill(STONE_BRICKS_SLAB, world(35, -38.5, 29), world(35, -39, 29), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(35, -39, 29), world(35, -40, 29), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(35, -41, 29), world(35, -41, 29), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(31, -38.5, 29), world(31, -39, 29), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(31, -39, 29), world(31, -40, 29), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(31, -41, 29), world(31, -41, 29), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(29, -38.5, 31), world(29, -39, 31), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(29, -39, 31), world(29, -40, 31), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(29, -41, 31), world(29, -41, 31), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(29, -38.5, 35), world(29, -39, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(29, -39, 35), world(29, -40, 35), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(29, -41, 35), world(29, -41, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(31, -38.5, 37), world(31, -39, 37), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(31, -39, 37), world(31, -40, 37), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(31, -41, 37), world(31, -41, 37), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(35, -38.5, 37), world(35, -39, 37), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(35, -39, 37), world(35, -40, 37), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(35, -41, 37), world(35, -41, 37), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(37, -38.5, 35), world(37, -39, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(37, -39, 35), world(37, -40, 35), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(37, -41, 35), world(37, -41, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS_SLAB, world(37, -38.5, 31), world(37, -39, 31), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(37, -39, 31), world(37, -40, 31), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(37, -41, 31), world(37, -41, 31), FillOperation.HOLLOW) #Verbindung blocks.fill(COBBLESTONE_WALL, world(34, -39, 29), world(34, -40, 29), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(32, -39, 29), world(32, -40, 29), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(29, -39, 32), world(29, -40, 32), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(29, -39, 34), world(29, -40, 34), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(32, -39, 37), world(32, -40, 37), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(34, -39, 37), world(34, -40, 37), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(37, -39, 34), world(37, -40, 34), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(37, -39, 32), world(37, -40, 32), FillOperation.HOLLOW) #Mitte blocks.fill(STONE_BRICKS, world(33, -38, 29), world(33, -41, 29), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(33, -42, 29), world(33, -42, 29), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(29, -38, 33), world(29, -41, 33), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(29, -42, 33), world(29, -42, 33), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(33, -38, 37), world(33, -41, 37), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(33, -42, 37), world(33, -42, 37), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(37, -38, 33), world(37, -41, 33), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(37, -42, 33), world(37, -42, 33), FillOperation.HOLLOW) #Ecke blocks.fill(STONE_BRICKS, world(36, -39, 30), world(36, -40, 30), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(30, -39, 30), world(30, -40, 30), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(30, -39, 36), world(30, -40, 36), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(36, -39, 36), world(36, -40, 36), FillOperation.HOLLOW)
#Fahne
blocks.fill(IRON_INGOT, world(32, -40, 32), world(32, -35, 32), FillOperation.HOLLOW)
#Etagen
blocks.fill(PLANKS_SPRUCE, world(35, -57, 31), world(31, -57, 35), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(35, -52, 31), world(31, -52, 35), FillOperation.HOLLOW)
blocks.fill(PLANKS_SPRUCE, world(35, -48, 31), world(31, -48, 35), FillOperation.HOLLOW)
#Leiter (Freitag)
blocks.fill(AIR, world(33, -40, 35), world(33, -60, 35), FillOperation.HOLLOW)
for i in range(0,21):
blocks.place(blocks.block_with_data(LADDER,2), world(33, -60+i, 35))
#Licht
blocks.fill(TORCH, world(35, -59, 28), world(35, -59, 28), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -59, 28), world(31, -59, 28), FillOperation.HOLLOW)
blocks.fill(TORCH, world(39, -55, 30), world(39, -55, 30), FillOperation.HOLLOW)
blocks.fill(TORCH, world(39, -55, 36), world(39, -55, 36), FillOperation.HOLLOW)
blocks.fill(TORCH, world(27, -55, 36), world(27, -55, 36), FillOperation.HOLLOW)
blocks.fill(TORCH, world(27, -55, 30), world(27, -55, 30), FillOperation.HOLLOW)
blocks.fill(TORCH, world(36, -38, 30), world(36, -38, 30), FillOperation.HOLLOW)
blocks.fill(TORCH, world(36, -38, 36), world(36, -38, 36), FillOperation.HOLLOW)
blocks.fill(TORCH, world(30, -38, 36), world(30, -38, 36), FillOperation.HOLLOW)
blocks.fill(TORCH, world(30, -38, 30), world(30, -38, 30), FillOperation.HOLLOW)
blocks.fill(TORCH, world(32, -59, 35), world(32, -59, 35), FillOperation.HOLLOW)
blocks.fill(TORCH, world(34, -59, 35), world(34, -59, 35), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -54, 31), world(31, -54, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -54, 35), world(31, -54, 35), FillOperation.HOLLOW)
blocks.fill(TORCH, world(35, -54, 35), world(35, -54, 35), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -50, 31), world(31, -50, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(35, -50, 31), world(35, -50, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -50, 31), world(31, -50, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -46, 31), world(31, -46, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(35, -46, 31), world(35, -46, 31), FillOperation.HOLLOW)
blocks.fill(TORCH, world(35, -46, 35), world(35, -46, 35), FillOperation.HOLLOW)
blocks.fill(TORCH, world(31, -46, 35), world(31, -46, 35), FillOperation.HOLLOW)
#Inneneinrichtung
blocks.fill(BED, world(33, -51, 32), world(33, -51, 32), FillOperation.HOLLOW)
#Terasse links
blocks.fill(STONE, world(39, -61, 36), world(36, -57, 30), FillOperation.HOLLOW) blocks.fill(STONE, world(40, -61, 31), world(40, -58, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(36, -57, 30), world(38, -57, 30), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(39, -57, 30), world(39, -57, 36), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(38, -57, 36), world(36, -57, 36), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(36, -56, 30), world(38, -56, 30), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(39, -56, 30), world(39, -56, 36), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(38, -56, 36), world(36, -56, 36), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(37, -57, 31), world(38, -57, 35), FillOperation.HOLLOW) blocks.fill(IRON_BARS, world(36, -60, 31), world(36, -58, 35), FillOperation.HOLLOW)
#Tiere Rechts
for i in range(10):
mobs.spawn(COW, world(38, -60, 33))
#Tiere links
for i in range(10):
mobs.spawn(CAT, world(29, -60, 33))
#Terasse rechts
blocks.fill(STONE, world(30, -61, 30), world(27, -57, 36), FillOperation.HOLLOW) blocks.fill(STONE, world(26, -61, 31), world(26, -58, 35), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(30, -57, 30), world(28, -57, 30), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(27, -57, 30), world(27, -57, 36), FillOperation.HOLLOW) blocks.fill(STONE_BRICKS, world(30, -57, 36), world(28, -57, 36), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(30, -56, 30), world(28, -56, 30), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(27, -56, 30), world(27, -56, 36), FillOperation.HOLLOW) blocks.fill(COBBLESTONE_WALL, world(30, -56, 36), world(28, -56, 36), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(29, -57, 31), world(28, -57, 35), FillOperation.HOLLOW) blocks.fill(IRON_BARS, world(30, -60, 31), world(30, -58, 35), FillOperation.HOLLOW) #Terasse oben blocks.fill(PLANKS_SPRUCE, world(34, -48, 29), world(32, -48, 29), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(33, -48, 28), world(33, -48, 28), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(35, -48, 29), world(35, -48, 29), FillOperation.HOLLOW) blocks.fill(BLACKSTONE_WALL, world(35, -47, 29), world(35, -47, 29), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(34, -48, 28), world(34, -48, 28), FillOperation.HOLLOW) blocks.fill(BLACKSTONE_WALL, world(34, -47, 28), world(34, -47, 28), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(33, -48, 27), world(33, -48, 27), FillOperation.HOLLOW) blocks.fill(BLACKSTONE_WALL, world(33, -47, 27), world(33, -47, 27), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(32, -48, 28), world(32, -48, 28), FillOperation.HOLLOW) blocks.fill(BLACKSTONE_WALL, world(32, -47, 28), world(32, -47, 28), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(31, -48, 29), world(31, -48, 29), FillOperation.HOLLOW) blocks.fill(BLACKSTONE_WALL, world(31, -47, 29), world(31, -47, 29), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(33, -49, 29), world(33, -49, 29), FillOperation.HOLLOW)
#Vorne/Hinten Burg
blocks.fill(STONE, world(37, -60, 29), world(29, -60, 29), FillOperation.HOLLOW) blocks.fill(STONE, world(36, -59, 29), world(30, -58, 29), FillOperation.HOLLOW) blocks.fill(STONE, world(36, -60, 28), world(35, -60, 28), FillOperation.HOLLOW) blocks.fill(STONE, world(31, -60, 28), world(30, -60, 28), FillOperation.HOLLOW) blocks.fill(PLANKS_SPRUCE, world(34, -60, 29), world(32, -58, 29), FillOperation.HOLLOW) blocks.fill(SPRUCE_WOOD_STAIRS, world(34, -58, 29), world(34, -58, 29), FillOperation.HOLLOW) blocks.fill(SPRUCE_WOOD_STAIRS, world(32, -58, 29), world(32, -58, 29), FillOperation.HOLLOW) blocks.fill(SPRUCE_WOOD_STAIRS, world(34, -60, 28), world(34, -60, 28), FillOperation.HOLLOW) blocks.fill(SPRUCE_WOOD_STAIRS, world(32, -60, 28), world(32, -60, 28), FillOperation.HOLLOW) blocks.fill(SPRUCE_DOOR, world(33, -60, 29), world(33, -60, 29), FillOperation.HOLLOW) blocks.fill(STONE, world(30, -60, 37), world(36, -58, 37), FillOperation.HOLLOW) blocks.fill(STONE, world(32, -60, 38), world(34, -60, 38), FillOperation.HOLLOW)
player.on_chat(„bauen“, HausBauen)