Minecraft Maps / Redstone Device

MazeMaker MAXI - The ultimate modular assembly toolkit

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Gheppio avatar Gheppio
Level 54 : Grandmaster Engineer
365
NEW! Numeric interface now available!
Enhanced
Directional interface, now with 4 thematic batches and 48 new textures.
Designing complex mazes has never been so easy!

MAXI - The ultimate MazeMaker


MazeMaker MAXI is the third iteration of the overall project (V3), after the last MazeMaker Deluxe (V2).

These machines are aimed at modularity: they allow you to build your assets in designed spaces and save them as building templates. You can use them later as a macro building block as many times as you want as you compose a horizontal layout with them. When compiling, the machine will read the layout (your map) and will assembly all your templates in the right order creating your designed build.

Templates + Layout = Final build

MazeMaker MAXI - The ultimate modular assembly toolkit Minecraft Map
MazeMaker MAXI - The ultimate modular assembly toolkit Minecraft Map

Considering its advantages in modularity, mazes are a perfect application for these machines. Repeated walls and corridors are placed by the device leaving you to worry only about the actual content of the maze, rearranging walls and obstacles in a matter of seconds, hence the name MazeMaker.

Anyway, the machine as also perfect for any other environment that can be deconstructed modularly, like cities, castles, villages and also landscapes.

Other than its main functionality, MAXI includes many other functionalities that will ease the creation and handling of your templates.

Copy, Paste, Rotate and Flip your Templates easily!

MazeMaker MAXI - The ultimate modular assembly toolkit Minecraft Map
Other than building your templates manually, MAXI provides also with tools that operate to the whole template. Each template has an options button in the corner, press it to obtain the template menu. Click the buttons in the chat to use them. The menu you see is specifically related to the plot you selected.
These are your options:
  • [​COPY]    Copies the current template into clipboard
  • [​CUT]    Copies the current template into clipboard and empties the plot
  • [​PASTE]   Pastes into the plot any cut or copied template
  • [​ROTATE]  Rotates the current template in plot of 90 degrees clockwise
  • [​FLIP]    Flips the left and right sides with respect to the x axis

90 templates and all the space you need to use them!


There is a total of 90 template plots available, divided in batches of 16 each. This is possible thanks to the latest state-of-the are technology implemented in its underground cells, results of three iterations of improvements across all the previous MazeMakers.

The building area where you can generate your layout (the field) is a square of 90 chunks of side, for a total of 8100 editable chunks of space. The field is divided for simplicity in 150 sectors of 6x9 chunks; this is the same size of the inner space grid of the double chest map. In this way each sector is mapped entirely by a double chest in the control room.
The sectors compose a grid of 15 rows and 10 columns. The control room is “floating” and can be moved across the field to interact with different sectors using the designed commands. You can always keep track of where you are by looking at the writings on the floor or at the Compass on the side of the screen. This will always tell you the exact row (0 to 14) and column (0 to 9) of the sector you’re editing.

Scan your Large Builds and convert them into templates


We know that MazeMaker assembles chunk sized templates, right? But what happens if we need to place a structure which is larger than a chunk? Well, we just have to build it across several templates, and compose them correctly in the layout. Anyway, it’s not easy to design something when it’s divided in different plots, and here is where the scanner comes into play.
The scanner is the opposite of the MazeMaker: it takes large constructions in an area and deconstruct them into basic templates following the instructions inside its filter. In this way you can build large structures freely, scan them to send them to the chosen plots, and have their templates ready to be used in any sector.

Store and modify your Layouts in the Archive


The Layout Archive is simply a grid of 150 double chest with individual COPY/PASTE interfaces.
You can use this space to store your layouts and filters, or as a proper layout workshop where you may do the preliminary design of multiple interconnecting layouts. Once you’re finished you just have to copy your layouts from here into the sectors and compile them!
You can also use the archive to study layout variations without losing data: copy your base layout from one archive chest and paste it in another one, then try your modifications in it. Now you’ll have all your layout variants close and easy to compare, just copy the best one and compile it!

Improve your Layouts with the new Interface Packs

Interface Packs are normal resource pack that change how the building materials ae seen in the game GUI, making your chest contents more readable. The appearance of the blocks in game is left unchanged, to leave its effects out from your builds. You will see the modified textures also on the side of the plots.
Use the one that suits more what you have in mind!


PLAIN INTERFACE
Building materials are displayed as flat and the grid between the items is hidden. Perfect for simple projects and for starting experimenting with templates.


NUMERIC INTERFACE
Similar to the plain interface, but with numbered tiles.This allows you to easily make a numbered list of your templates, to keep as reference when drawing your layouts.
Each material displays the same number of the corresponding template.
Enumeration is provided for all 90 building materials.


DIRECTIONAL INTERFACE
Essential for advanced applications, where templates may contain oriented corridors, turns, junctions etc.
Just build your junctions in the corresponding slot and your work will be easier in phase of layout design.
It comes with 4 batches with custom textures, each one with a thematic series of junctions: corridors, squares, circles and dots.
Designing complex mazes has never been so easy!


User manual included!

Inside the world folder, you'll find also a PDF user manual and guide that explains everything in detail, with notes, tips and also detailed diagrams.
Refer to it if you have any doubts!


Progress100% complete
Tags

3 Update Logs

Numeric Update : 04/12/2021 2:51:48 pmApr 12th

+Added a new interface pack: the Numeric Interface. Provides enumeration for all 90 building materials.The numbers are also displayed on the side of each template. Fully integrated with MAXI's new layout.
*Updated project description
*Minor project polishing and bug-fixing
LOAD MORE LOGS

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2
04/05/2021 4:43 pm
Level 30 : Artisan Theorist
Kord
Kord avatar
Yay for updates! I'll download and check it out after work. :D
3
03/29/2021 1:55 pm
Level 32 : Artisan Mountaineer
MisterGriimm
MisterGriimm avatar
This is huge!

Amazingly huge!!
3
03/29/2021 2:25 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
True! All the space needed and more!
Technically the sector grid can be expanded indefinitely without increase of lag or other problems, but 90x90 chunks seemed enough for me XD
2
03/28/2021 11:58 am
Level 19 : Journeyman Blacksmith
christianTENN
christianTENN avatar
cool i hope me computer can handle it. my game fbs would grop on v2 just looking at it.
2
03/28/2021 12:10 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Give it a try, it should work also with small render distances unlike v2, it's sufficient that the sector you're compiling it's loaded. In case of doubts look at the pdf guide in the world folder!
2
03/28/2021 7:19 pm
Level 19 : Journeyman Blacksmith
christianTENN
christianTENN avatar
it runs really well I noticed that the Redstone is a bit simpler. wish was the problem with the old one. even on 32 chucks
1
03/28/2021 7:34 pm
Level 19 : Journeyman Blacksmith
christianTENN
christianTENN avatar
also does do entities?
2
03/29/2021 2:15 amhistory
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Yes it works also with entities!
Yes as you can see it handles 90 templates instead of 20 and has 150 sectors instead of 4, and it runs much smoother!
You can have an idea of how much work went into optimization behind the scenes, and why Maxi had to be an entirely new project XD

I'm very happy to hear that it runs well for you too 👍🏻
1
03/28/2021 7:35 pmhistory
Level 19 : Journeyman Blacksmith
christianTENN
christianTENN avatar
and I'm utterly confused on how this works??
1
03/29/2021 1:38 pm
Level 19 : Journeyman Blacksmith
christianTENN
christianTENN avatar
after doing some investigating I know how it works I think.
3
03/28/2021 11:53 am
Level 41 : Master Pixel Painter
Tgw Creeper
Tgw Creeper avatar
This is amazing and i need it! :D
3
03/28/2021 12:10 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Happy to hear it!
3
03/28/2021 10:08 am
Level 30 : Artisan Procrastinator
Hajimbo
Hajimbo avatar
hoh cant wait to try this. although almost completed the the previous version. i can just move them here. excited to come up with something lol
3
03/28/2021 11:30 amhistory
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Yes! if you use worldedit you can save your templates and move them from MazeMaker Deluxe to MAXI so you will have more space and better tools!
Let me know if you publish something made woth one of the MazeMakers, I'll add it to the official collection!
3
04/02/2021 3:14 pm
Level 30 : Artisan Procrastinator
Hajimbo
Hajimbo avatar
i forgot to ask this. is it a must to use all 150 sectors?
3
04/02/2021 3:55 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
No no of course, the area is incredibly huge!
Use only the sectors of the grid that you need and leave the rest un-compiled.
You don't even have to to use a sector in its entirety, just place glass panels in the chest map to leave those chunks empty. (so for example you can build on an area of 6x6 even if a single sector is larger, 6x9)
Basically you can build in any shape or size you want, up to 90x90 chunks
1
04/03/2021 1:19 am
Level 30 : Artisan Procrastinator
Hajimbo
Hajimbo avatar
lol yeah it is . but does this mean i can do whatever i want with the empty sectors? like manual custom terrain without using the templates or something like that.
2
04/03/2021 1:30 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Yes of course, use the machine only where it helps you the most. Be careful not to compile the sectors where you build manually or their contents will be overwritten XD
3
03/27/2021 7:57 pmhistory
Level 1 : New Explorer
CrunchyLemon
CrunchyLemon avatar
WOWOWWOW

can't wait to mess around with it even though it'll probably break my computer
3
03/27/2021 8:02 pm
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
Thanks! I tried to optimize it also for small render distances!
I just presented it on twitch, In case of doubts look at the pdf guide in the world folder!
2
03/27/2021 8:35 pmhistory
Level 1 : New Explorer
CrunchyLemon
CrunchyLemon avatar
Yup, crashed. Happened after I hit compile for sector 0-0.
here's the report:
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.

Time: 3/28/21 8:33 AM
Description: Batching chunks

java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextNode(HashMap.java:1429)
at java.util.HashMap$KeyIterator.next(HashMap.java:1453)
at java.util.AbstractCollection.addAll(AbstractCollection.java:343)
at java.util.HashSet.<init>(HashSet.java:119)
at com.google.common.collect.Sets.newHashSet(Sets.java:273)
at ecu$c.a(ChunkRenderDispatcher.java:637)
at ecu$c.access$500(ChunkRenderDispatcher.java:369)
at ecu$c$b.a(ChunkRenderDispatcher.java:735)
at ecu.lambda$runTask$1(ChunkRenderDispatcher.java:191)
at ecu$$Lambda$4675/783626.apply(Unknown Source)
at java.util.concurrent.CompletableFuture.uniCompose(CompletableFuture.java:952)
at java.util.concurrent.CompletableFuture$UniCompose.tryFire(CompletableFuture.java:926)
at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:474)
at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1624)
at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1610)
at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:289)
at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(ForkJoinPool.java:1056)
at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1689)
at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:157)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Thread: Render thread
Stacktrace:
at java.util.HashMap$HashIterator.nextNode(HashMap.java:1429)
at java.util.HashMap$KeyIterator.next(HashMap.java:1453)
at java.util.AbstractCollection.addAll(AbstractCollection.java:343)
at java.util.HashSet.<init>(HashSet.java:119)
at com.google.common.collect.Sets.newHashSet(Sets.java:273)
at ecu$c.a(ChunkRenderDispatcher.java:637)

-- Affected level --
Details:
All players: 1 total; [​dzm[''/17, l='ClientLevel', x=46.68, y=100.00, z=72.71]]
Chunk stats: Client Chunk Cache: 1089, 956
Level dimension: minecraft:overworld
Level spawn location: World: (-216,49,-72), Chunk: (at 8,3,8 in -14,-5; contains blocks -224,0,-80 to -209,255,-65), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 6795734 game time, 6000 day time
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at dwt.a(ClientWorld.java:617)
at djz.c(SourceFile:2239)
at ecu.lambda$runTask$3(ChunkRenderDispatcher.java:197)
at ecu$$Lambda$4681/604599492.accept(Unknown Source)
at java.util.concurrent.CompletableFuture.uniWhenComplete(CompletableFuture.java:760)
at java.util.concurrent.CompletableFuture$UniWhenComplete.tryFire(CompletableFuture.java:736)
at java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:474)
at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1624)
at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1610)
at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:289)
at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(ForkJoinPool.java:1056)
at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1689)
at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:157)

-- System Details --
Details:
Minecraft Version: 1.16.5
Minecraft Version ID: 1.16.5
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 977008160 bytes (931 MB) / 2113929216 bytes (2016 MB) up to 2113929216 bytes (2016 MB)
CPUs: 8
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
Launched Version: 1.16.5-OptiFine_HD_U_G7
Backend library: LWJGL version 3.2.2 build 10
Backend API: ~~ERROR~~ IllegalStateException: Rendersystem called from wrong thread
GL Caps: Using framebuffer using OpenGL 3.0
Using VBOs: Yes
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Graphics mode: fast
Resource Packs: vanilla, file/Simply Simple 8x8
Current Language: English (US)
CPU: 8x Intel(R) Core(TM) i7-10510U CPU @ 1.80GHz
OptiFine Version: OptiFine_1.16.5_HD_U_G7
OptiFine Build: 20210219-144623
Render Distance Chunks: 14
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.6.0 NVIDIA 451.67
OpenGlRenderer: GeForce MX250/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 8
2
03/27/2021 8:43 pm
Level 1 : New Explorer
CrunchyLemon
CrunchyLemon avatar
Wait I didn't save the batch would that be the problem?
2
03/28/2021 6:36 am
Level 54 : Grandmaster Engineer
Gheppio
Gheppio avatar
No, if you don't save the compile goes fine but it simply doesn't paste anything.
A render distance of 14 is totally fine and it should work, I'm afraid it's just a matter of hardware, maybe try also without optifine.
I wonder if you would experience crashes also with the old MazeMaker Deluxe
3
03/29/2021 1:59 amhistory
Level 1 : New Explorer
CrunchyLemon
CrunchyLemon avatar
No, v2 was just a bit laggy
EDIT: yup v3 works fine now!
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