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This set is for use with the Minecolonies mod; search for it on Curseforge!
Some cool bits to call out:
* Fantastic graveyard with tombs and catacombs by Teareese
* 5 lines of housing (air, earth, fire, water, merged), and mid/higher tiers have working magelight sconces.
* Detailed set of roads (3 tiers: mud brick, deepslate tile, deepslate brick) with even and odd widths
* All animal plots have bamboo-scaffolding for better escape resistance, and larger ones have spots for source gen and/or drygmy (starter samples of those are also in Decorations folder)
* Farm has lots of racks for mudmaking needs, and a spot for agronomic link
* Interesting decorations (road intersection, park, whirlisprig/drygmy starter area, and more!)
* Bakery has placeholders on top for an assortment of (provided) billboards
* Definitely check out the datapack (mentioned more below) for magelike naming and so your colonists can craft most things for you, for things used in the style!
It is mostly complete; feedback is welcome. (Please ignore the 'interim dist' in the URL...bad call on my part making that in the first posting. This is the location of the full style, no longer interim.)
Some buildings are original, and others are generated (with permission) from a recent Minecolonies mod team contest, to take existing styles and 'mod 'em up'! Items derived from prior work have attribution signs in their level 1 building.
Requires Minecolonies and dependencies, Ars Nouveau, and Biomes O Plenty. Created and tested on 1.19.2+ Minecraft.
We recommend also having JEI, Journeymap, and any other QOL mods you want, but those are optional.
What is NOT done (you can build these from other styles, for now):
* Concretemixer
* Flower shop
* Plantation
* Dyer
* Walls
* Player house
What is finished:
* All Minecolonies huts not mentioned above in the Not Done section
* Some decorations, including some that deal with drygmy/whirlisprig and source generation, source gem conversion.
* A datapack linked here, which adds a name pack (if you are a Minecolonies patreon member of the appropriate tier), and for all players, ability of the colonists to craft necessary items, and enable selected items in the architect cutter and as pathblocks....www.planetminecraft.com/data-pack/data-pack-in-support-of-our-minecolonies-style-archwood-collective/
To install, ensure there is a folder named blueprints at the top level of your Minecraft installation. Unzip the archwoodcollective blueprints into that folder (so you will see a folder 'archwoodcollective' in the blueprints folder).
If you are playing on a server you must do this on the server for things to work.
Updates to this style may at times be breaking changes.
Contributors: Shadizar0 (www.twitch.tv/shadizar0), Teareese, FuturisticAce7
Feedback and information is available via thread in the Minecolonies discord, https://discord.gg/minecolonies (channel schematic-design, in the threads)
Some cool bits to call out:
* Fantastic graveyard with tombs and catacombs by Teareese
* 5 lines of housing (air, earth, fire, water, merged), and mid/higher tiers have working magelight sconces.
* Detailed set of roads (3 tiers: mud brick, deepslate tile, deepslate brick) with even and odd widths
* All animal plots have bamboo-scaffolding for better escape resistance, and larger ones have spots for source gen and/or drygmy (starter samples of those are also in Decorations folder)
* Farm has lots of racks for mudmaking needs, and a spot for agronomic link
* Interesting decorations (road intersection, park, whirlisprig/drygmy starter area, and more!)
* Bakery has placeholders on top for an assortment of (provided) billboards
* Definitely check out the datapack (mentioned more below) for magelike naming and so your colonists can craft most things for you, for things used in the style!
It is mostly complete; feedback is welcome. (Please ignore the 'interim dist' in the URL...bad call on my part making that in the first posting. This is the location of the full style, no longer interim.)
Some buildings are original, and others are generated (with permission) from a recent Minecolonies mod team contest, to take existing styles and 'mod 'em up'! Items derived from prior work have attribution signs in their level 1 building.
Requires Minecolonies and dependencies, Ars Nouveau, and Biomes O Plenty. Created and tested on 1.19.2+ Minecraft.
We recommend also having JEI, Journeymap, and any other QOL mods you want, but those are optional.
What is NOT done (you can build these from other styles, for now):
* Concretemixer
* Flower shop
* Plantation
* Dyer
* Walls
* Player house
What is finished:
* All Minecolonies huts not mentioned above in the Not Done section
* Some decorations, including some that deal with drygmy/whirlisprig and source generation, source gem conversion.
* A datapack linked here, which adds a name pack (if you are a Minecolonies patreon member of the appropriate tier), and for all players, ability of the colonists to craft necessary items, and enable selected items in the architect cutter and as pathblocks....www.planetminecraft.com/data-pack/data-pack-in-support-of-our-minecolonies-style-archwood-collective/
To install, ensure there is a folder named blueprints at the top level of your Minecraft installation. Unzip the archwoodcollective blueprints into that folder (so you will see a folder 'archwoodcollective' in the blueprints folder).
If you are playing on a server you must do this on the server for things to work.
Updates to this style may at times be breaking changes.
Contributors: Shadizar0 (www.twitch.tv/shadizar0), Teareese, FuturisticAce7
Feedback and information is available via thread in the Minecolonies discord, https://discord.gg/minecolonies (channel schematic-design, in the threads)
Progress | 90% complete |
Tags |
14 Update Logs
Update #14 : by Shadizar 03/26/2024 5:32:10 pmMar 26th
* Fixed ornamental signs in stonemason5, nethermage4-5, and fisher5 for 1.20.1
* The baker was tired of people hopping through the walk-up window, and has lowered the shutter a bit. Use the door!
* Lightened resources stored in the courier huts a little
* Netherminer Ars portals have placeholders in the middle now (so repairs/upgrades should not deactivate active portals anymore). For the curious: the colonists won't use the portal…they're for headcanon and player use. When the netherminer gets tired of trying to path between levels they'll teleport. It slows things a little, but it's an intentional design choice.
* After complaints from passers-by, the Archery has re-added hay bales behind a target where they were removed before. Let's all wish the former adventurer Damien, a swift recovery from his arrow to the knee; he thinks he may be up for Guard duty.
* Added a Glassblower. I want to add a more beautiful one later but I also don't want to keep rollin' with no glassblower…and the simpler one I have is satisfactory too, just not as fancy as the yet-unrealized alt :)
* Added a vanillafarms folder in decorations. First ones featured are: an ianxofour wool farm (two versions; simpler pure vanilla, and one with stash/daylight sensor). There's also cactus and sugar farms but their rates are abysmal…they're just a bit of a stopgap til you can build your plantation.
* Added calipers to the supply camp and ship. I found these in other camps and they're pretty handy for measuring.
* Added a couple slabs to the berry burner border, so that you can more easily get to the agronomic link for configuration.
* The baker was tired of people hopping through the walk-up window, and has lowered the shutter a bit. Use the door!
* Lightened resources stored in the courier huts a little
* Netherminer Ars portals have placeholders in the middle now (so repairs/upgrades should not deactivate active portals anymore). For the curious: the colonists won't use the portal…they're for headcanon and player use. When the netherminer gets tired of trying to path between levels they'll teleport. It slows things a little, but it's an intentional design choice.
* After complaints from passers-by, the Archery has re-added hay bales behind a target where they were removed before. Let's all wish the former adventurer Damien, a swift recovery from his arrow to the knee; he thinks he may be up for Guard duty.
* Added a Glassblower. I want to add a more beautiful one later but I also don't want to keep rollin' with no glassblower…and the simpler one I have is satisfactory too, just not as fancy as the yet-unrealized alt :)
* Added a vanillafarms folder in decorations. First ones featured are: an ianxofour wool farm (two versions; simpler pure vanilla, and one with stash/daylight sensor). There's also cactus and sugar farms but their rates are abysmal…they're just a bit of a stopgap til you can build your plantation.
* Added calipers to the supply camp and ship. I found these in other camps and they're pretty handy for measuring.
* Added a couple slabs to the berry burner border, so that you can more easily get to the agronomic link for configuration.
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