Minecraft Maps / Redstone Device

MazeMaker MAXI - The ultimate modular assembly toolkit

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Gheppio's Avatar Gheppio
Level 59 : Grandmaster Engineer
NEW! Numeric interface now available!
Directional interface, now with 4 thematic batches and 48 new textures.
Designing complex mazes has never been so easy!

MazeMaker MAXI - The ultimate modular assembly toolkit Minecraft Map
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!

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!

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

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.

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

4 Update Logs

Version Update : by Gheppio 08/28/2021 7:55:36 amAug 28th, 2021

*Project updated, verified and checked for mc 1.17.1
*Interface packs updated accordingly

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02/25/2022 8:22 am
Level 1 : New Collective
Strawberry735's Avatar
i need more templates...
09/03/2021 8:24 pm
Level 44 : Master Modder
nerdgirl_art's Avatar
I can't be the only one thinking, "Maxi?"
09/02/2021 5:04 pm
Level 25 : Expert Theorist
Skwerps's Avatar
my feeble brain cannot comprehend what you do...
09/02/2021 6:07 pmhistory
Level 59 : Grandmaster Engineer
Gheppio's Avatar
Yeah I know it's not very straight forward, especially since there isn't yet a big example to showcase!
Basically you can build templates in plots of one chunk (maze parts of whatever you want) then you can play with them and reuse them as many times as you want to assembly a larger structure.
You do this by placing blocks in a chest, so it's super easy to change the content and recompile all the new structure. Change everything in a click!
Here is a gif from the Meltrock Fortress, same concept in smaller scale, it's the older version.
09/02/2021 8:27 pm
Level 34 : Artisan Architect
Theotmt's Avatar
This will result in

09/06/2021 12:57 pmhistory
Level 59 : Grandmaster Engineer
Gheppio's Avatar
Only if the final result would be laggy by itself (for example if templates are super full of armor stands!)
Otherwise it should be smooth XD
09/02/2021 4:27 pm
Level 67 : High Grandmaster Blacksmith
GentlemanRevvnar's Avatar
Dayum, that's really impressive! Good work man :D
09/02/2021 6:11 pm
Level 59 : Grandmaster Engineer
Gheppio's Avatar
Thank you very much, I'm glad you like it!
09/02/2021 2:04 pm
Level 21 : Expert Cake
THCDPRO's Avatar
wow that must have been hard to make
09/02/2021 2:51 pmhistory
Level 59 : Grandmaster Engineer
Gheppio's Avatar
Thank you for your comment :-)
Yes especially the system optimization required a lot of work, the game (and the PC) doesn't usually like having do deal with a machine so large (more than 2 million blocks of area) so I had to redesign the circuits in many iterations.
Now it should run smoothly even on low-end PCs, loading a sector (~600k block in volume in around 15-20 seconds)

Try it out yourself!
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