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ZV-Houses

Hand-authored houses you can build in survival with a Blueprint (26 stonecutter options, your own materials) — or install alongside Zombie Village and let villagers build them. Includes furniture, shelves, hearths, shingles, and shutters.
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zvhouses-0.1.122.jar

File namezvhouses-0.1.122.jar
Uploader
jdb_hkfjdb_hkf
Uploaded
Jun 10, 2026
Downloads
8
Size
762.4 KB
Mod Loaders
NeoForge
File ID
8224407
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zv-houses-1556127:8224407"

Learn more about Curse Maven

What's new

ZV-Houses v0.1.99 → v0.1.122 — Changes Writeup

23 minor releases, ~50 commits. Three big arcs: (1) the build-navigability campaign — eliminating hidden-block stalls and LOS issues across the template family, (2) a new vertical bridge (stairs_t_ybr), and (3) the major _ofp open-floor-plan template family at v0.1.120.


Headline changes

35 new _ofp open-floor-plan templates (v0.1.120)

The biggest single drop in this jump. A whole second style family arrives alongside the existing _ybr (Yellow Brick Road) style.

  • 35 NBT files under data/zvhouses/structures/<name>_ofp.nbt — one _ofp variant for every existing _ybr (officer_quarters, smithy, soul_well, stable, townhall, villa, warehouse, plus all category variants D/I/L/T).
  • Placer support wired in the same release — random_village.py treats _ybr and _ofp as interchangeable for the same category + door-face metadata. The constraint solver freely mixes styles within a single village.
  • Gate verified: 85 NBTs registered, 70 templates + 4 bridges, 20-seed diorite batch with 0 faults, 0 placer give-ups, 17/17 tests.

Style note: _ofp houses have open floor plans — fewer interior walls than _ybr, more contiguous floor space. (No commit explicitly defines "open floor plan" — it's the visual contrast with _ybr's denser interior layout.)

New vertical pass-through bridge — stairs_t_ybr (v0.1.105)

Joins the existing 3 stair bridges. T-vertical shape: one lower entry (W) + two opposite upper exits (N+S) — the upper cell is an N-S pass-through (equivalent to stairs_l_ybr + stairs_l_alt_ybr combined in a single cube).

Placer changes shipped with it:

  • BRIDGES upper-faces went from scalar to tuple — pick_bridge now supports multi-face exits.
  • Pass-through forbidden in corner cells; lower entry forced to face interior on edges; exits may land on corners (dead-end facing back) but not on another bridge.
  • Reject attempts where two adjacent bridges don't reciprocate (fixes an archway-into-wall fault the diorite gate caught).
  • 0 diorite faults / 120+ test villages, 0% give-up rate.

Glass placeholder → profession blocks migration (v0.1.101)

A foundational simplification: every minecraft:glass placeholder removed from _ybr templates in favor of real profession blocks placed directly in rooms.

  • 29 templates touched — flat_duplex ×5, large_dorm ×5, officer_quarters ×5, stable ×5, townhall ×5, plus barracks, library, villa, warehouse.
  • Outcome: a full 3×3×3 build now contains enough profession blocks to cover every vanilla villager profession out-of-the-box. No more runtime glass-marker → profession-block swap at placement time.

Recipe conflict guard + recipe namespace fixes (v0.1.106)

Two-part safety net:

  • check_recipe_conflicts tool wired into the pre-ship gate. Catches recipes that shadow vanilla.
  • Shutter / shingle / thin-panel recipes corrected — they had been shadowing vanilla recipes. Fixed before any shipped jar caused trouble.

Stone hearth gets a real teepee (v0.1.122)

The visible-cosmetic change. Three oak logs lean inward at 22.5° converging at apex (8,14,8) over the hearth pit — classic crossed-firewood look. Both lit and unlit variants get the logs. Unlit reads as neat stacked wood; lit keeps the existing crossed campfire_fire planes layered with the logs.

  • Logs are visual-only — VoxelShape unchanged, so placement/collision in existing templates is unaffected.
  • Textures: oak_log (bark sides) + oak_log_top (cut ends), square UVs, no stretching.

The build-navigability campaign (the bulk of the work)

Most of the version bumps in this window are iterative fixes to a single class of bug: template cells that confuse the ZV Builder's picker — either through line-of-sight occlusion, tucked-under-wall floor cells, or hidden-block stalls.

Version Theme Scope
0.1.100 Hidden-block stall fixes 11 _ybr templates
0.1.102 Targeted gravel under stairs_l_ybr 1 template
0.1.103 Wall-strip + canonical-base fixes 5 single-category templates
0.1.104 Nuisance-combo archway pass villa + warehouse re-rotation
0.1.107 LOS fixes villa, barracks, all 5 flat_duplex
0.1.108 Misplaced block correction stairs_l_ybr
0.1.109 Officer_quarters interior restructure 5 variants — less problematic layout
0.1.110 Nested-block LOS issues large_dorm, townhall, flat_duplex (+ overlooked officer_quarters + flat_duplex_t)
0.1.111 Remove gravel from stairs stairs_l + stairs_l_alt — cleaner fill
0.1.112 Rework under-stair structure stairs_l + stairs_l_alt
0.1.113 Stair build-navigability rework stairs, stairs_l, stairs_l_alt (22 cells across 3 templates)
0.1.114 Slab trim at archway crown all 4 stair bridges
0.1.115 Archway-crown follow-up stairs_ybr (2 cells)
0.1.116 Crown follow-up stairs_ybr (4 cells, stone_bricks → bedrock)
0.1.117 Wall tweaks + gravel-pit removal stairs_t_ybr
0.1.118 Top-course wall blocks removal 3 flat_duplex + smithy
0.1.119 Wall blocks removal barracks, stables ×4, warehouse
0.1.121 Exterior W-wall LOS villa_ybr (22 cells stone_bricks → bedrock + 3 under-floor diorite → bedrock)

The pattern across all of these: stone_bricks → bedrock swaps on specific cells. The bedrock acts as an invisible-shell marker that the ZV Builder's picker treats differently than visible wall blocks — eliminating cells that classify as buildable but where no mob can stand or see them. (This is the chronic "doorstep-under-wall picker trap" you've documented in memory.)

Door openings and bridge canonical positions are never changed in this campaign — only cells outside the bridge thresholds.


Tooling improvements

  • v0.1.110 — find_unreachable.py — new tucked-block detector + coord-mapper. Reads NBT directly, flags cells that classify as floor targets but have no walkable approach. Used as the diagnostic for the LOS campaign.
  • v0.1.106 — check_recipe_conflicts — pre-ship gate addition (mentioned above).
  • Pre-ship validation gate — referenced throughout. Standard sign-off line in commit messages: "Pre-ship gate PASS (0 diorite faults, 17/17)."

Also in the window but pre-0.1.99 era:

  • Constraint-propagation fill_floor in the placer (0.84% → 67% per-attempt yield, 0% give-up).
  • Single NBT compose path consolidation.
  • Pre-ship validation gate + test suite + placer benchmark.

Per-version table (compact)

Version Headline
0.1.100 Hidden-block stall fixes, 11 _ybr templates
0.1.101 Glass placeholders → profession blocks (29 templates)
0.1.102 Gravel under stairs_l_ybr (targeted placement)
0.1.103 Wall-strip + canonical-base fixes (5 single-category)
0.1.104 Nuisance-combo archway pass + villa/warehouse re-rotation
0.1.105 New: stairs_t_ybr T-vertical pass-through bridge
0.1.106 Recipe-conflict guard + shutter/shingle/thin-panel recipes fixed
0.1.107 LOS fixes on villa, barracks, all 5 flat_duplex
0.1.108 Stairs_l_ybr block correction
0.1.109 Officer_quarters interior restructure (5 variants)
0.1.110 Nested-block LOS issues (large_dorm, townhall, flat_duplex) + find_unreachable.py tool
0.1.111 Remove gravel from stairs_l + stairs_l_alt
0.1.112 Rework under-stair structure
0.1.113 Stair build-navigability rework (3 templates)
0.1.114 Slab trim at archway crown (all 4 stair bridges)
0.1.115 Stairs_ybr archway-crown follow-up (2 cells)
0.1.116 Stairs_ybr crown follow-up (4 cells)
0.1.117 Stairs_t_ybr wall tweaks + gravel-pit removal
0.1.118 Top-course wall blocks removal (3 flat_duplex + smithy)
0.1.119 Wall blocks removal (barracks, stables ×4, warehouse)
0.1.120 35 _ofp open-floor-plan templates + placer support
0.1.121 Villa_ybr exterior W-wall LOS fix (22 cells + 3 under-floor)
0.1.122 3-log teepee model on stone_hearth (lit + unlit)

Bold = architectural milestone vs. iterative polish.

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