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)