Minecraft Mods

Old English Stylepack for MineColonies 1.20.1

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AnyankaT
Level 28 : Expert Architect Professor
12
Old English is a medieval-inspired pack with multipurpose buildings that pack a lot of use into its buildings. Each complex houses one or more worker huts, a residence, and an auto-leveling guard tower. It’s relatively resource-light, making use of common woods and stone (and lots of paper at level 5).

As of version 1.8 (6 September 2024) there are NO ADDITIONAL MOD DEPENDENCIES! (Versions 1.7 and earlier used Amendments and Supplementaries).

To install, unzip folder and place in the /blueprints/ folder of your MineColonies Minecraft instance - either local for singleplayer, or in your server's /blueprints folder for a server environment.

NOTE: All huts are available, but many are invisible in survival, since the style is based around "Complexes" of related parent/child sets of buildings. Only the main buildings (listed in CYAN below) in each complex are visible in survival. The rest are children of the main buildings.



Agriculture

  • Animal Complex – for all the animal herders (except for bees)
    • Residence – the main building of the complex. Holds barn space for the Cowhand’s Hut, Swineherd’s Hut, and Shepherd’s Hut at level 1. Also contains an autoleveling Guard Tower.
    • Chicken Farmer’s Hut – a stand-alone chicken coop, with autoleveling Guard Tower.
    • Rabbit Hutch – a stand-alone rabbit enclosure with autoleveling Guard Tower.
  • Farm Complex – for the normal farm crops, including any from other mods.
    • Residence – home to the farmer(s), attaches to separate lean-to Farm on the left side, and contains an autoleveling Guard Tower.
    • Farm – a stand-alone barn and windmill with one field. Contains an autoleveling Guard Tower.
    • Field – three different fields – with fences, stone walls, and greenhouse style - which contains beehives!
  • Fishing Complex – two fishermen in a home on stilts in the water.
    • Residencethe main building of the complex, with autoleveling Guard Tower and space for two Fisher’s Huts on the docks.
    • While there's no separate schematic for them, you can build additional docks to connect to the shore or to dock a boat.
  • Plantation – a modular system on a 3×3 grid of greenhouses and surrounding greenspaces for the various plantation crops.
    • Plantation – the main building goes in the center, with openings on each side for various fields or the flower shop. It contains an autoleveling Guard Tower.
    • Apiary – outdoor space designed for a corner of the grid, to line up with the greenhouses.
    • Composter’s Hut – outdoor space designed for a corner of the grid, to line up with the greenhouses.
    • Flower Shop – fits in one of the sides of the plantation greenhouse and takes a corner as well for growing flowers.
    • Fields Cactus, Sugar, Sea Pickle, Seagrass, Kelp and Glow Berry fields are all covered, and should go along the sides of the main building. Bamboo and Cocoa Beans are outdoors and should go in the corners.
    • Fountain End and Door End are alternate endcaps for the greenhouse pieces. You can stack the greenhouse segments along the axis by overlapping the segments at the endcap.

Cathedral


This complex replaces the normal Mystical Site. It is a large (45×88) complex designed in three main parts: the Cathedral itself (Mystical Site), the Graveyard underneath, and the 5-level Churchyard decoration at the front.
  • A Planning blueprint (ground_plan_for_cathedral) lines up the entire structure by placing the Mystic Site, Graveyard, and Builder huts, and shows where to place the Churchyard decoration. NOTE: The blueprint is currently broken - the Graveyard should be one block lower than in this blueprint!
  • Churchyard – the front courtyard of the Cathedral, with wall and fountain at higher levels. There is space here for the dedicated Builder’s Hut.
  • Graveyard – fits underneath the Cathedral and reveals the Nether Mine at level 2.
  • Builder’s Hut – because the Cathedral is so large, there is a dedicated builder who will set up their hut in the churchyard.
  • Mystical Site – the main Cathedral building, houses two Residences each with their own autoleveling Guard Tower in the front towers, a Hospital and Enchanter’s Hut on each side of the pulpit, and an Alchemist’s Hut in the dome of the building beginning at level 2. There is also room for expansion in the future, for a possible Restaurant and/or a Library.
  • Nether Mine – hidden under the Cathedral, the level 2 Graveyard breaks through to a space where an old nether portal lies broken.

    Craftsmanship

    • Mechanics Complex – connected but not dependent on each other are the Mechanic’s Hut with its Residence upstairs and autoleveling Guard Tower, and the neighboring Glassblower’s Hut.
    • Stoneworkers Complex – a second complex dedicated to stonework. The Residence is the main building here, with two autoleveling Guard Towers, a Small Quarry with its necessary Mine hut, and spaces for four other stoneworkers (Stone Smeltery, Concrete Mixer, Sifter, and Crusher) whose huts are placed in Level 1.
    • Woolworkers Complex – the main building here is the Fletcher, with an autoleveling Guard Tower, a Residence upstairs, and a Dyer’s Hut to the side.
    • Bakery Complex – the Bakery includes an autoleveling Guard Tower, a Residence upstairs at level 2, and a Restaurant at level 3.
    • Storage – the Warehouse contains several autoleveling Guard Towers, two Courier Huts with their own offices for each Warehouse level, and two Residences (for all the couriers) upstairs beginning at level 2.
    • Cookery - the new replacement for the Restaurant's Assistant Cook. Not a nested building.

    Decorations

    • Supplies / Supply Camp this becomes the mayor’s office of the Town Hall. Replace the existing hut block exactly as shown. The basement will never be overwritten, so feel free to use it as a base. There are enough supplies in the camp to build the first level of the Town Hall.
      A platform is just above the “yard” of the supply hut to place a Builder’s Hut (th-builder in Fundamentals) dedicated to the Town Hall. Place hut block where noted – we recommend you begin with this builder and build the level 1 Town Hall as soon as possible.
    • An upgradable Town Square the same width as the Town Hall.
    • An upgradable Player House with customizable interior and plenty of space for storage.
    • Other decorations will be added as the pack develops. If you have an idea, let me know!

    Education

    • The University Campus begins with the University and an autoleveling Guard Tower. It adds a School, a Library, and a Residence at level 2. This complex is rather small, but an alternative, larger version is planned for the future.

    Fundamentals

    • Town Hall contains the Tavern and Restaurant, a dedicated Builder’s Hut, and two autoleveling Guard Towers at level 1. Level 2 adds a Library and another Guard Tower, and level 3 the fourth Guard Tower (both autoleveling). There is also room for expansion in the upper floors.
    • Builder Complex – the Builder’s Hut here is the main building, with a Residence above for the workers, a Sawmill in the front, and an autoleveling Guard Tower.
    • Forestry – the Forester’s Hut contains a Residence and an autoleveling Guard Tower.
    • Mining Complex – this complex begins with a Mine, a Residence upstairs and a dedicated, autoleveling Guard Tower at level 1, with a second Tower at level 3 and a third at level 5. It also adds a Stonemason’s Hut in the courtyard, a Smeltery and a Blacksmith at level 2.
    • Other – several stand-alone Residences are available, each with an autoleveling Guard Tower. The Dormitory is designed as a duplex to flip at the noted spot – line up the signs. There are other homes planned in the future.

    Military

    • Barracks – the central section of the Military Complex houses the Barracks and its four Barracks Towers. The Combat Academy is attached to the right side of the Barracks (line up the signs) and the Archery to the left.
    • A stand-alone Guard Tower may be placed anywhere you need extra protection. There is also a Wall Guard Tower to attach to your walls.

    Walls

    • Wood and Stone Wall variations with 3 levels of Wood and Stone Gates are now available.
    Have suggestions? I'd love to hear them!
    CreditInspired by builds by DarkLordKaz
    Progress100% complete
    Game VersionMinecraft 1.20.1
    Tags

    1 Update Logs

    Update 24 July 2024 : by AnyankaT 07/24/2024 2:12:01 pmJul 24th, 2024

    While I plan to completely overhaul the style soon, I wanted to make sure everyone has the most recent hut - the Cookery - now available in the update!

    Create an account or sign in to comment.

    Devilswarchild
    08/18/2024 3:38 pm
    Level 1 : New Crafter
    hey man, just wanted to give you an update not sure if you are already aware but do you plan on adding a cookery building to this style?
    1
    AnyankaT
    08/30/2024 1:19 pm
    She/Her • Level 28 : Expert Architect Professor
    history
    The cookery has been added to the version on this page already.
    1
    Devilswarchild
    09/04/2024 9:53 pm
    Level 1 : New Crafter
    alright sweet. was just checking
    1
    SSpotomice
    07/27/2024 4:56 pm
    He/Him • Level 2 : Apprentice Explorer
    Awesome!!
    1
    Shadowbreak02
    07/09/2024 10:48 pm
    Level 1 : New Miner
    Hey, this is Wesley from the mine colonies discord. Just here to give some feed back on this awesome style.

    Bugs

    - Well this problem isn't directly related to the old English style, the mine Colonies Dimensional Adventure seems to have ran into a problem loading the blue prints with
    the Amendment lanterns that were used in the townhall and possibly the other builds( we think this is a moonlight lib/supplements problem). While this might be more of a mine colonies loading issue I think it might be beneficial to switch out those lanterns for a different type of light source unless a fix for this issue pops up as I think a lot of players will miss out on the chance to use old English over this small problem.( Would be an option to have two versions of old English with one having the normal lights while the other not having them if that would be something you'd be interested in of course).

    Slight problems

    -Lanterns: If a fix for these lanterns is found, I noticed a slight problem with upgrading buildings is that while I think this is due to another mod and not vanilla, sometimes
    when replacing blocks the builders will break the block attached to the lantern causing it to fall and break on the ground proceeding to burn the whole building down with those
    poor colonists trapped inside.


    -Townhall builder hut: This is not a big issue as it is super fixable by the player but I noticed when building the builder hut that links to the town hall, every time the
    builder would upgrade it would take a log out of the post that the stairs across from the block out leaving a whole in the stair post. This seems to be only visual as the build
    completes just fine even with the missing block and replacing it is just one click.

    -Fishery complex: When I built the fishery complex I noticed the fisher struggled to get to his post as there was no way across the water to the complex. The stairs from the
    fishery should extend out to the shore.


    Ideas/rambles

    Residences: I love the idea of a Residence duplex and the style of how they link together is to die for. I'd love to see some more residences in a similar style to spice up
    the village, like singles or even a quad res would be pretty interesting with a courtyard .( The site says that their is multiple residences single available so I'm not sure
    if mine colonies dimension adventure has the updated version of old English so ignore me if some of this is already added)

    Decorations: The farming complex had a beautiful swing set that really brough the farm together, I think details like bring so much to your style, I'd love to see more of that
    in other buildings and structures, like the little chill area you build it in the builders complex if I remember correctly had red wool seats.

    Multi structures: I thought the way you did multi structures was amazing, like having the town hall contain food, guards, and a builder. If you add more complexes you
    should keep that up, even if its just adding spots to link up buildings like with the barracks. I find it so much more fun with being able to have big structures without
    struggling to find a place/line everything up.

    Roadways: I noticed that a lot of the time my colonist were getting stuck, I did use roadways from other styles but I'd be really excited to see what kind of roadways
    you'd make for old English. ALSO EPIC BRIDGES FOR REVINES WOULD BE EPIC. Those would probably be hard to do though.

    The Church: When I first saw the massive size of the church my first thought was woah that's a big guy. The only thing I'd like for the church is the different option of
    roof, the copper stands out. I thought a giant cross/ different block for the roof as a second option would be really neat. More so of the Copper oxidizing as well.

    The University: The University is beautiful, but I think if their is a way that wouldn't affect the design too much, it would be nice for the different rooms with structure blocks
    to be expanded to allow for more space as I find myself fighting through 6 librarians trying to research something. Maybe even having a table in the research room that looks like a research table could be an idea to fill up the extra space so its not just a hallow big room.

    Lumberjack complex: This is more of an idea based on the useful signs you have explaining buildings, but a sign that would be awesome would be explain how far out the lumberjack would knock down trees .

    Wearhouse: I love the use of striped blocks in all the builds but my favorite by far has to be the Wearhouse. The only thing I would mention is that the entrance to the storage area was a little cramped and I found myself fighting through 6 couriers to get out when I drop off a lot of items. Having a two wide stair case down I think would
    make it feel more roomy and save me from fighting the losing battle against 6 colonists.

    These are just random thoughts I had well playing, I'm looking forward to what ever you release next to this style, your killing it. If you need anymore input you can probably find my discord off the mine colonies chat.
    1
    AnyankaT
    07/11/2024 4:14 am
    She/Her • Level 28 : Expert Architect Professor
    history
    Thanks for all your thoughtful comments! I've also noticed some of the details you mentioned, and I'll be working on an update in the next couple weeks.

    However:
    1. The Lumberjack - I don't have any control over how the forester works - that's a MineColonies thing, and explained there. Any explanation I put in could easily be made obsolete by changes to the mod.

    2. I love the copper roof of the Cathedral. You're welcome to add a giant cross yourself after level 5 is done, or even change out the copper.

    3. I'm working on roadways (3 levels) and bridges.

    4. The fishery is intended to connect to a dock or bridge of some sort. I need to make dock sections and add some placeholders for that.

    5. Finally, the lantern issue is with Amendments. The "crashing when previewing a build" only came up recently, and I'm hoping it's fixed soon, or I'll need to take the wall lanterns out of the style (which I'd HATE to do since I love putting the lanterns directly on the wall!). The dropping and burning is something that can be changed in the Amendments config. You can change that yourself in SP or ask your server owner to do it if you're playing on a server. It's an annoying addition, and I hate that it's on by default.

    Two versions of the style is just not possible - it would take much more time than I can devote to the style. That being said, I expect in the next iteration (1.21, when MineColonies updates) I'll end up making some major changes - shifting around some of the buildings, doing some edits and alts, and making the style follow the standard MC progression rules - so that I can have it added to StyleColonies. Worlds are typically not compatible between major iterations, so I don't think it will be a huge issue. At that point, I probably won't continue to update the 1.20.1 version unless it simply breaks.

    I'm also working on alt versions of buildings like the University (a new, BIG complex!) and additional residences and such. I'm also now working on deco for most of the buildings, as the first pass I focused on functionality.
    2
    Devilswarchild
    07/09/2024 4:21 pm
    Level 1 : New Crafter
    lvl 5 townhall is crashing the game out when the schematic is placed something about a lantern....could you possibly look into this?
    1
    AnyankaT
    07/11/2024 4:05 am
    She/Her • Level 28 : Expert Architect Professor
    This is an issue with the Amendments mod and their Moonlight Lib dependency. It's been reported to them. Hoping it is fixed in an update!
    2
    Devilswarchild
    07/13/2024 11:42 pm
    Level 1 : New Crafter
    how soon will we be informed of an update?
    1
    AnyankaT
    07/24/2024 3:07 pm
    She/Her • Level 28 : Expert Architect Professor
    I'm sorry, but I haven't had a satisfactory answer from the dev of Amendments - and it's still happening in my world. I will have to remove the wall lanterns entirely from the entire pack - not something I can do quickly I'm afraid.
    1

    Welcome