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Coding

As a STEAM educator, the videogame Minecraft has been a sensation when integrating coding lessons into classrooms. Heck, it's been in my own life for the past decade as a wonderful way to stay in touch with old friends. 

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I use this as a platform to both improve my educational toolkit, and to integrate new experiences for others out there to engage with each other and their interests. I'm fascinated by the cultures, inside jokes, and moments created within this microcosm.

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Examples of my code in environmental contexts can be found on my Research page.

 'Structure to Loot Table' Tool

This utility is for users to translate the .nbt file of an in-game structure to a loot-table to be randomly selected in any datapacks they create, proportionally linking the amount of blocks to their probability in the table. Utilizing Python and Google Collaboration, this code allows for public use and access to the code without any necessary download.  

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Prototype / Concept: Rewarded Repair

Naturally spawning structures often come in the form of dungeons and ruins - but what happens when all the enemies are killed and the chests looted? Let's encourage a player to engage with your work, and incorporate the structure into their livings! This concept can be implemented into already existing structures, or into other coder's work to add new layers into their in-game additions.

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Kai's Decay and Devine Datapack

What happens when projects and builds go unattended to? This bit of code will add several new features to the game, never before implemented: natural plant spread AI, structural decay, and various methods of upkeep. When you leave an old tower outside town alone too long, you might find nature had other plans for it.

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Minecraft Chainworld Datapack

A Chainworld is a singleplayer world that is exchanged between people, which allows for asynchronous 'multiplayer', inspired by a 2012 phenomena. Each player has an hour to play, until it teleports them up to the lobby to wait the next player. This system allows for a shared gameplay experience when schedules just don't line up.

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Average Centralized Border Datapack

An in-game border that centers around the average location of all players ensures minimal lag for those with low computing power for server hosting, and creates a new in game function. When combined with proximity chat, which in essence makes users louder when closer together and quiet/mute when farther away, players will never be too far from a conversation or miss out on group events, while all having a say on where travel will take you. 

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Clone Large Structures

If players have structures they created over 32x32x32 blocks, there is no current method of moving them long distances without an immense amount of calculated effort. This tool allows them to copy/paste structures of any size to a new location.

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