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This game had potential but I just couldn't make it work with my skill level. I chose a project way to ambitious like I always do to start off. Sorry if you wanted this game let me know if I should try to make it. Thanks for the support and help.
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tools/tracking
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can-you-build
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FYI: I build all of my maps in single player, I just use commands like /fill and /clone to make the building process go more smoothly.
Now, if you are using the Java Edition, and not the Windows 10 Edition, then something that comes in handy (and when I say that, I mean COMES IN HANDY) are these things called functions. Like text documents that store a list of commands, and they can all be executed, in the order listed, all in the same game tick!
Also, a good webpage to read through about all of the commands is The Minecraft Wiki. If you use Windows 10 Edition, then you'll have to scroll down quite a bit to find the Bedrock Edition commands...
Welp, I can't wait to see how all of this turns out. Just tell me what you want the A.I. systems to do, and I can begin thinking through how they can work :)
'Til next time!
Almost anything that you can do with a mod, you can simulate with command blocks.
I was a tad worried there for a sec XD
But seriously, check out those Functions, they're like the easiest way to apply commands in Minecraft in mass quantities.
For building generation, you could have several templates hidden from player view, that the system /clones into place randomly, but strategically.
Like say for example, it starts with a foundation, so it chooses randomly between several foundation templates, and it places one unit, and it places other units adjacent to the first unit, and it keeps doing this until it has used up a set number of units (maintaining a limited size, and never having a hole in the foundation).
And the rest of the structure could be created with a similar, but more complex mechanism. Like the first function would randomly decide where to put the front door, and other functions would decide room borders, maintaining a good size, making sure that most of them are rectangular.
You could even have functions designated for placing random furniture throughout the build, making sure it never blocks off a window and/or door, and never makes the room too crowded by checking for air blocks.
Concerning something like a couch, you would want to make sure the function checks for adjacent walls, so that couches get placed near walls most of the time, and that they face away from the wall, otherwise it might look a little derpy XD
You could even have a staircase or two placed per floor, and windows on occasional outer walls. The roofing would be a little tricky, but it would use a similar unit mechanism to that of the foundation, just this time it is three dimensional.
Hope all of this helps out with the ideas of how the build generation can work :D
P.S. It might also be wise to make another A.I. system judge your build based upon what it is, and not what you do solely in side-quests, using mathematical rules for deciding what looks good, and what doesn't. Like maybe if the build should maintain a good height to width ratio, the system will give you more points in that area, but if it is too tall and thin, or too short and wide, then the system would negate some points. Just something to think about :)