Structures for all guilds except Builder need to be in a plot claimed by and owned by the player trying to use them to rankup. Vestria staff use this as a mechanism to make sure the build is yours!
Builders do not have to own the builds they create. Builders must create their own structures and cannot purchase them from other players. You may work with 1 other person to construct a level 3 structure and with up to 2 people on level 4 structure, but all work must be split equally. You cannot work with others for level 1 and level 2 structures. You may only do this for Builder Guild rank up structures.
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Level 1: Level 1: A 1+ chunk structure (mildly detailed). For Level 1 structures, the building should encompass most of the available space but does not need to fill the entire chunk as long as the remaining space is incorporated into the build. Level 1 structures should include 4 of 20 items from the detail list.
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Level 2: A 2+ chunk structure (moderately detailed). Moderately detailed means that decent effort was put into ensuring aesthetics. The inside space is well-designed and should not have large open areas without purpose. Level 2 structures should include 8 of 20 items from the detail list.
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Level 3: A 4+ chunk structure (very detailed). Very detailed means that significant effort was put into ensuring aesthetics, design, and style. The inside space is well-designed, which means that it is laid out in a way that ensures that all available space is used appropriately (no large open areas without purpose, hallways to connect different rooms, no dead-end areas, no armor stands and item frames left empty in showcase areas etc.). Level 3 structures should include 13 of 20 items from the detail list.
Size is measured in horizontal chunks. Builds also do not need to be made on the chunk grid or be square in shape. As long as the composite area meets the space required for the level, it can be counted. Vertical space is not taken into consideration when counting size.
The only exception to this rule is farms. Vertical farm chunks count fully and have no story height requirement.
Not all of the space needs to be one structure. Detailed underground space, landscaping, and other outdoor decorations can count towards your overall chunk requirement. As long as staff can clearly tell that all pieces are a part of the same build, the space can be counted.
For example, this could be achieved by having paths connecting a house to a garden with a pond and custom made trees. Another example is a backyard to a house or mansion that may have a pool, shed, gazebo, outdoor entertaining area, or other small structure.
A good question to ask yourself is could an outsider come and clearly draw a border around my build? If they were to draw a border around my build, how much space would that take up in chunks?
As building levels increase, so do the expectations for the level of detail throughout. Where we in previous seasons had a very ‘open-for-interpretation’ approach that often led to confusion, this season we’re trying something else. As building levels increase, you will be expected to include an increasing amount of elements from the Detailing Master List, while still having the freedom to choose what you feel fits best with your build and style. Choose what you like, integrate it into your build, and set yourself up for success!
In short: You can consider the below a checklist - check things off until you have the required amount for your build level!
- Decorative lighting: Lanterns, shroom lights, chandeliers, braziers, and so on.
- Furniture: Using blocks to make the space feel lived in! Stairs for chairs, slabs for shelves or trap door cabinets - the options are limitless.
- Vanilla Decorative Items: Bookshelves, flower pots, carpets etc. - the basic Minecraft decor options
- Wall Decorations: Maps, banners, item frames, vanilla paintings.
- Head Database Heads: Using HDB heads as decorations! Use
/hdb
in-game to get started!
- Artmap/Player Created Art: Using Artmap art in your build can truly liven up the space and add immense detail - made by yourself or another player! You can find the artmap tutorial here.
- Armour Stand Editor: For when blocks are not enough! Unleash your creativity with nigh unlimited options. For a comprehensive guide, look here.
- Detailed Windows and Doors: Framed doorways, windows with shutters, flower boxes, or stained glass designs.
- Wall Textures: Using a variety of different blocks (and colors) or adding variety in depth, height, patterns, or otherwise spicing up the form of your walls.
- Floor and Ceiling Detailing: Carpets, textures, differences in heights or patterns. Avoid floors that are similar throughout. Don’t be afraid to throw in some variety and try something new
- Roof Design: Why settle for just detailed interiors? Roofs are a vital part of (almost) any build - Switch up those basic stair roofs and add details like overhangs, chimneys, detailed ridges and gables, or even a spire!
- Landscaping: Should your build include an outdoor area, be sure to make it as wonderful as the rest of your creation! Flower beds, landscaping, bushes, hedges, and trees - maybe throw in a dog- or birdhouse for your beloved companions!
- Pathways and Waterways: A worn path or an elaborate walkway - Get from A to B in style!
- Custom Trees: Whether self-made or from vouchers, custom trees can truly transform the atmosphere and add immense detail to your work!
- Water features: Ponds, fountains, maybe a waterfall?
- Redstone: This could be anything from a piston door (secret or otherwise) to a ‘magical’ bell that rings every time someone draws close or anything in between.
- Sculptures and Statues: A smaller bust to honor royalty or an obscene monument to a dark god? Dwarven wall carvings or maybe a Sphinx in the backyard?
- Hidden Details and Easter Eggs: Adding details that are not super obvious on first glance and little funnies that relate to server history.
- Lore and Story: Add a lectern or some other information giving some story or lore about your builds and why they exist.
- Pets and animals: Make the area feel lived in, by adding life! Maybe you like dogs or cats or fancy an aquarium? Perhaps a goat in the attic or a pig in the kitchen is more your style? Add some animal companions to add some life to your build! Don’t forget somewhere for them to eat, sleep and play!
The levels below should be used to determine the level of structures for Builder Guild Requirements. Size follows the typical size calculations.
- Level 1: A 1+ chunk structure
- Level 2: A 2+ chunk structure
- Level 3: A 4+ chunk structure
- Level 4: A 6+ chunk structure
DETAIL
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Level 1: Level 1: A 1+ chunk structure (mildly detailed). For Level 1 structures, the building should encompass most of the available space but does not need to fill the entire chunk as long as the remaining space is incorporated into the build. Level 1 structures should include 4 of 20 items from the detail list.
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Level 2: A 2+ chunk structure (moderately detailed). Moderately detailed means that decent effort was put into ensuring aesthetics. The inside space is well-designed and should not have large open areas without purpose. Level 2 structures should include 8 of 20 items from the detail list.
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Level 3: A 4+ chunk structure (very detailed). Very detailed means that significant effort was put into ensuring aesthetics, design, and style. The inside space is well-designed, which means that it is laid out in a way that ensures that all available space is used appropriately (no large open areas without purpose, hallways to connect different rooms, no dead-end areas, no armor stands and item frames left empty in showcase areas etc.). Level 3 structures should include 13 of 20 items from the detail list.
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Level 4: Highly detailed means that this build could be a showcase build. The inside space is well-designed, which means that it is laid out in a way that ensures that all available space is used appropriately (no large open areas without purpose, hallways to connect different rooms, no dead-end areas, etc.). Level 3 structures should include 18 of 20 items from the detail list.
STRUCTURES
- Guild Structure: A structure that is built to fulfill a building rank up requirement of another guild. It can be for yourself or another player.
- Free Structure: Any structure you want!
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Art Studio: A building dedicated to the production of paintings. This structure should house several easels, storage for paint materials, and a small section displaying at least two paintings. It should have sufficient lighting such that all canvases are at the same light level. This can be attached to another structure. If you choose to attach it to another structure, it must meet all size requirements independently.
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Art Exhibit: A structure that displays 1 - 3 artworks. Each painting should be well lit and should be the main focus or part of the main focus of the display. This structure can be attached to another Artist Guild specific structure. If you choose to attach it to another structure, it must meet all size requirements independently.
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Library: A structure that contains bookshelves, lecterns, study areas, and offices. This structure should be very detailed and display books written by other players. This structure can be attached to another Mage or Artist Guild specific structure. If you choose to attach it to another structure, it must meet all size requirements independently.
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Art Gallery: A structure that displays at least 10 different artworks and 5 lored items. Each artwork should be well-lit and have its own dedicated wall space. This building should be very detailed. This structure can be attached to another Artist Guild specific structure. If you choose to attach it to another structure, it must meet all size requirements independently.
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Museum: A structure that displays artworks in exhibits. Each exhibit should have a small blurb somewhere about the history of the painting, the thought process behind it, and/or the meaning of the painting.
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Pottery Studio:A structure to work on pottery projects and display finished pieces. This structure should be well detailed and contain an area storage for pottery ingredients, work stations for active projects, an area to fire complete projects and places to display finished pottery pieces.
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Sculpture Garden: A garden where sculptures are displayed, can be indoors or outdoors. The garden should be well decorated and include pathways and decor to match present themes of the sculptures. Each sculpture should have a small blurb somewhere about the thought process behind it, and the meaning of the sculpture.
- Fishing Station: An area where you can safely fish. (must NOT be an auto-fisher). Area must have some form of structure. (e.g. boat, fishing hut, dock)
- Personal Shop: An area for selling things to other players via chestshop or commission. This area should be owned by a single player.
- Ironworks: An area dedicated to processing raw materials for larger production. It should focus on processing ores and refining stone. The ironworks should contain dedicated smelting areas, refining areas and work spaces, as well as have an area dedicated to receiving raw materials and an area dedicated to distributing refined materials. The ores and other raw materials processed in the forge can be collected by the player or purchased from others, but there should be an area that reflects how the forge receives its materials.
- Armory: An area dedicated to the storage and display of armor. The structure must include armor stands, various types of armor (including customs), and labels.
- Workshop: An area for the small-scale high-quality production and processing of needed resources and the production of small amounts of weapons, tools or armours. Should contain work spaces and storage.
- Factory: An area dedicated to the crafting and upgrading of tools, armour or weapons and refining of stone. Must contain storage areas, work stations and an area for finished tools weapons or armour. The factory an either process their own raw materials or can purchase in for ease but should have an area that reflects how the factory receives its materials. The ores and other raw materials processed in the factory can be collected by the player or purchased from others, but there should be an area that reflects how the forge receives its materials. The factory should be designed for the mass production of tools, weapons or armour. The factory should be focused on the quantity rather than quality of the product it produces.
- Forge: An area dedicated to the crafting and upgrading of tools, weapons, and armour, and refining of stone. Must contain storage areas, work stations and an area for finished projects. The ores and other raw materials processed in the forge can be collected by the player or purchased from others, but there should be an area that reflects how the forge receives its materials. The forge should contain an area for storage of finished tools, weapons and armour and an area to ship out finished products. The forge should be focused on the quality rather than quantity of the product it produces.
- Apiary (Bee Farm): An enclosed space designed to house and care for bees. The structure should include bee hives, bees, and be generally themed to resemble the natural habitat of bees.
- Barn: A structure designed to house and support the general welfare of vanilla minecraft animals. The barn should have separate areas for different animal types (at least 3 types must be housed), including appropriate food, water, and other necessities.
- Orchard: A dedicated space for the growing of trees. The trees must be properly spaced and easily accessible with proper groupings for tree types. The orchard should contain a small section for the dedicated growth of fruit trees.
- Forest Sanctuary: A space designed to house forest animals. This area should prevent animals from escaping and resemble the natural habitat of forest creatures. A sanctuary should house at least 4 of any custom animals in the forest category.
- Garden: A well-lit space that includes different kinds of crops, flowers, trees, and paths for players to walk on.
- Greenhouse: An enclosed structure that incorporates glass and an interior garden filled with different types of crops, flowers and contains paths for players to walk on.
- Ocean Sanctuary: A space designed to house ocean animals. This area should prevent animals from escaping and resemble the natural habitat of ocean creatures. A sanctuary should house at least 4 of any custom animals in the ocean category.
- Rainforest Sanctuary: A space designed to house rainforest animals. This area should prevent animals from escaping and resemble the natural habitat of rainforest creatures. A sanctuary should house at least 4 of any custom animals in the rainforest category.
- Savanna Sanctuary: A space designed to house the various savanna animals. This area should prevent the animals from escaping and resemble the natural habitat of savanna creatures. A sanctuary should house at least 4 of any custom animals in the savanna category.
- Taiga Sanctuary: A space designed to house taiga animals. This area should prevent animals from escaping and resemble the natural habitat of taiga creatures. A sanctuary should house at least 4 of any custom animals in the taiga category.
- Vineyard: An outdoor area designed for the cultivation of grapes (sweet berry bushes). The area should also include a small enclosed structure for the sale of wine.
- Windmill: A building that uses wind power (typically through the use of sails or vanes) to perform a task like grinding grain or pumping water. The windmill should have an area to perform its main task and a storage area.
- Zoo: A structure that is home for animals of all types. It should contain multiple exhibits for players to view at least 12 different types of animals, and at least 2 animals of each type. Each exhibit should have an appropriate environment for the animals displayed and mimic their natural habitat. Exhibits can be indoor or outdoor. Zoos may be comprised of any Farmer Guild animal enclosures.
- Personal Shop: An area for buying/selling things from/to other players via chest shop or commission. This area should be owned by a single player, and cannot be part of a Mall. There should be an easy way for any player to access your shop (e.g., /t spawn, /warp, etc.). This shop must be stocked with items to sell.
- Storage Building: An area dedicated to storage of items. It should include a practical layout and be organized. Organization methods may include signs, item frames, etc. The storage area must be actively in use (i.e. the chests should contain items). If you choose to attach it to another structure, it must meet the size requirements independently.
- Mall: A structure that contains at least 4 shops that can be rented out to players. Each shop must cover at least 1 chunk of horizontal space. Rentable shops should be moderately detailed by the mall owner or by the embassy owner. A mall should also have an info board with details on the shops, a method for a player to request a shop, and rules.
- Cargo Ship: A ship with the storage containing an area for the storage, loading and offloading of cargo, A mess hall, sleeping quarters, navigation room and an area for fun for the crew.
- Bank: A building for storage and investing of money. It must include some kind of vault for storing money and valuables, an area for bank tellers to perform transactions on behalf of the customers, and a back office for valuble transactions. There must be at least 2 guard areas in the building to defend the riches!
- Market Stall: An area for buying/selling things from/to other players via chest shop or commission in
/warp market
or in a player-owned Mall. This shop must be stocked with items to sell.
- Casino: A casino is a building used for social events and parties. The casino should have an area dedicated to gambling and prize winning, an area dedicated to the handling of money, an area for the staff to watch the casino and an area for the serving of food and drink. The casino should have a secure enterance and exit.
- Wine Cellar: A structure designed for brewing and tasting of several alcohols. It should contain an area designed for brewing, storing, ageing, and tasting of alcohols.
- Club: A structure designed for parties and recreational use of alcohol. The structure should contain several different alcohols for sale, and there should be an area for dancing and some bathrooms. The club should have a staff only area for the offloading and storage of alcohol.
- Distillery: A structure that is designed for both the production of alcoholic drinks and service of patrons. It should contain an area for brewing, ageing, and distilling brewery potions; a storage area for ingredients; and a purchase counter for patrons to buy and be served drinks. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Tavern: A structure that contains a bar for serving drinks, seating and tables for serving food to customers, a storage area, bedrooms for rent, and kitchen. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Inn: An establishment that provides food, amenities, and a place to sleep for travelers. An inn should include at least 15 rooms for rent that contain a bed and small storage space. It should also include a kitchen and mess hall area for guests, an area for the storage of food and drinks, a lobby, and a stable that is either attached or close to the Inn (Stable must be 2+ chunks and include stalls for horses, donkeys, and mules. Animals must have access to a food and water source in their stalls).
- Laboratory: A secure area for the production and testing of brewery potions and dungeon items. A Laboratory should include an area for brewing dungeon brews, a storage area for potion ingredients, an area for grinding alchemy and/or wizard job, and an area for testing potions.. A Laboratory should include some form of secure sealing mechanism for the entry point. This could be, but is not limited to: an elevator entry, a redstone door, or a hidden entry point. This build may be an extension of previous Brewer Guild structures.
- Apothecary: An area for the production of brewery potions and ingredients. An Apothecary should include an area for brewing brewery potions, a storage area for potion ingredients, and small areas for the collection of potion ingredients. This may include, but is not limited to: crop farms, a mob grinder, and animal farms. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Speakeasy: A structure that is well hidden in its surroudings designed for the secret serving of alcohols and food. A speakeasy should be well hidden and have a secret way to enter into the speakeasy as well as contain an area for the service of partrons, a storage area for alcohols and food, a staff section and a secret exit method that acts as a back door.
- Wizard Tower: A tall tower where a Mage lives. This should contain a bedroom, small library, kitchen, crafting station (crafting table/other crafting blocks eg. stonecutter), and be at least 4 stories tall at level 1. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Academy: Academy: A place for the study and research of magical items. An Academy should include dormitories, classrooms or places of study, and a library. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Temple: A mystical structure used to harness the energy of the minecraft world for the purposes of performing magic. This structure should include an area for worship, an area for the production of potions and elixirs, an enchantery, a library, and a magical vault. This build may be an extension of previous Mage Guild structures.
- Enchanted Cottage: A building where a magical creature lives. It should have a kitchen, a bedroom, and a small library space, as well as a unique room (a study, a living room, a magic ritual room, etc.). Additionally, there must be maigcal addition unique to the magical creature that lives there.
- Potion Lab: A structure where potions are studied and made, must include potion brewing area with an area for study and an area for disposal.
- Library: A structure that contains bookshelves, lecterns, study areas, and offices. This can be attached to another structure. If you choose to attach it to another structure, it must meet size requirements independently.
- Spell Forge: A structure where Mages craft and cast spells. This should contain a dedicated library area for the storage of spell books, a lectern from which to cast spells, and should have glowing elements to reflect its magical nature.
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- Trophy Room: An area used for the display of lore items, custom items, and other loot. A trophy room must have at least 30 unique lore items and at least 10 unique custom items displayed. These items must be organized in some way and each item must have a description. Displayed items must be housed in a form of display structure. This could include, but is not limited to: a pedestal, decorated wall, armor stand editor, etc. This can be attached to another structure. If you choose to attach it to another structure, it must meet the size requirements independently.
- Armory: Structure for storing armor, must have changing areas for armoring up, armor stored in a way that’s practical for quickly grabbing and equipping armor (ie. not in a chest)
- Barracks: An area for the housing of warriors. It should include dedicated sleeping areas, storage, as well as armor stands with armor for each of the soldiers (i.e. not everything can or should be in the chest!).
- Castle: A fortified structure designed with defense in mind. It should incorporate architectural elements like walls and towers. The castle should have habitable areas inside the castle walls. The structure must contain a throne room, servant's quarters, at least 10 bedrooms, a kitchen, a mess hall, a library, a storage area, and a stable.
- Storage Room: An area dedicated to storage of items. It should include a practical layout and be organized. Organization methods may include signs, item frames, etc. The storage area must be actively in use (i.e. the chests should contain items).
- Training Grounds: An area dedicated to the training of scavengers. It should include an outdoor target practice area, as well as a pvp arena. Thematic elements like weapons and armor should be included.
- Treasure Vault: A structure dedicated to housing the spoils of war. It should include treasure elements like ore blocks (e.g. diamond blocks, emerald blocks, etc.), as well as custom items. Players are encouraged to include personal treasures like special books, paintings, maps, etc. These must have a sign or a short book (in a lectern) to explain their choice.