Schematics
Schematic format
As of version 3.0-beta-1, TARDIS now uses its own JSON schematic format. The method for creating schematics remains basically the same, with the following differences:
- The schematic region start and end points must be defined with the TARDIS schematic
wand (
/tardisgive [player] schematic_wand 1
) - RIGHT-clicking with the wand sets the start point
- LEFT-clicking with the wand sets the end point
- Once the region is defined, use the
/tardisschematic
command (/ts
for short) to save the schematic — see the TARDIS Schematic commands page for more details - You will be warned if the schematic region is not square and a multiple of 16 blocks
- TARDIS schematic files have the extension
.tschm
and are saved in the plugins/TARDIS/user_schematics folder
Guidelines for custom TARDIS schematics
You can create multiple custom schematics for the inner TARDIS, but there are a few things you need to know before you jump right in!
- In order to be loaded by the plugin, the schematic file must be located in the plugins/TARDIS/user_schematics folder.
- There must be an entry for the console in custom_consoles.yml and artron.yml — see Custom Consoles for more information.
- The custom TARDIS can only have 1 iron door, 1 stone button, and 1 wood button in its initial design (in addition to the placeholder blocks as listed below).
- The TARDIS should be sized in multiples of 16 blocks (1 chunk). Schematics can be a maximum 3x3 chunks in size.
- TARDISes should be squares i.e. that same width (x) and length (z) dimensions. A 16 x 16 block TARDIS is good, a 24 x 18 block TARDIS would be bad.
- Custom consoles are always grown starting at the same Y level (Y=64), this means that — the level of the floor where the doors are — needs to be at a certain height for the doors to line up with any rooms that are grown. You should be able to determine the floor level by basing your design on one of the template consoles (small, medium, tall).
- When you are facing the outside of the TARDIS door, you should be pointing SOUTH.
- The are some special placeholder blocks that are needed so the that plugin will record the location of the TARDIS controls. They are:
Block | Control |
---|---|
Cake block | handbrake |
Mushroom stem | All 4 repeaters |
Oak Sign | Control Menu (must have 'Control' on the second line) |
Wood button | Artron Energy Button |
Stone button | Random Destination Button |
Chest | Artron Energy Condenser |
Iron door | TARDIS interior door |
Spawner | Scanner |
Bedrock | To block off the Beacon beam (used when turning off the power) |
Jukebox | Advanced Console |
Note block | Disk Storage |
Command block | Artron charged creeper spawn location |
Daylight detector | Telepathic Circuit |
Block and entity support
TARDIS schematics support the following:
- All regular blocks found in the game
- Banners - preserving colours and patterns
- Item frames - preserving basic item stack properties (type, custom model data, display name, lore) and frame properties (rotation, glowing, fixed, visibility)
- Paintings
- Player heads - preserving textures
- Item Displays - preserving basic item stack properties (type, custom model data)
- Signs - preserving all lines, colours and glowing properties
Time rotors and interior double doors
You can include time rotors (/tardisrecipe time-rotor-[type]
) and item display double doors (/tardisrecipe door
) in schematics.
Time rotors need to locked in place to add some extra data that is stored with the item frame,
and so that the plugin knows to add/update the rotor record in the TARDIS database.
- Craft the appropriate items, or use the '/tardisgive` command to obtain the items
- For time rotors:
- place a time rotor into an item frame
- target the item frame by looking at it
- run the command
/tardisdev frame lock
- the item frame should disappear if you have targeted correctly
- create the schematic in the usual way
- if necessary, run the command
/tardisdev frame unlock
to unlock the frame again
- For the interior double doors:
- just place the doors as you would any other block
- the dispay item takes up 2 block spaces, the block you clicked on and the block to the right (when the player is facing north)
- the doors always face and open in a South direction
- create the schematic in the usual way