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| 1 | +# BlanketCon Participant Guide |
| 2 | + |
| 3 | +--- |
| 4 | + |
| 5 | +## What is BlanketCon? |
| 6 | +**BlanketCon is a collaborative event celebrating the art of Minecraft modding!** |
| 7 | + |
| 8 | +It features keynotes and panels hosted by members of the community, and takes place on a modded minecraft server full of booths that showcase mods and mod-related projects. |
| 9 | + |
| 10 | +Once the event is announced, mod authors and other community members can sign up to build booths for their own projects, or pitch an event they'd like to host! |
| 11 | + |
| 12 | +**For Participants, BlanketCon can be broken down into the following "phases":** |
| 13 | +- **Signups**: Mods, booths, and events are submitted through the ModFest Discord. |
| 14 | +- **Testing**: Participants collaboratively test the assembled modpack/server and fix bugs. |
| 15 | +- **Claiming**: Participants reserve booth space, and plan builds with the team/eachother. |
| 16 | +- **Building**: Participants build their booths, playtest them, and improve common areas. |
| 17 | +- **Showcase Weekend**: Players tour the server, award voting and stage events are held. |
| 18 | + |
| 19 | +--- |
| 20 | + |
| 21 | +## Booth Submissions |
| 22 | + |
| 23 | +### Mod Submission Requirements |
| 24 | +- **Mods must be feature-complete when signups close** - only updates to tweak, fix, and polish existing features can be submitted after this point. |
| 25 | +- **Mods must have visible, up-to-date source available** - this helps the team and other participants screen mods for issues, and fix bugs and compatibility issues faster. |
| 26 | +- **Mods must be able to be modified to meet convention requirements** - including fixes/removals for performance or compatibility, adventure mode restrictions, etc. |
| 27 | + |
| 28 | +### Returning Submission Considerations |
| 29 | +If you're submitting a project that was **shown at BlanketCon in a previous year**, please: |
| 30 | +- **Bring what's new to the table** - center added features/improvements in your booth! |
| 31 | +- **Make it fun, not an ad** - we've seen it before, so give it more than a mini-booth! |
| 32 | +- **Keep it sensible** - scale booth size to new content, don't just add more every year! |
| 33 | + |
| 34 | +--- |
| 35 | + |
| 36 | +## What is a booth? |
| 37 | + |
| 38 | +**Booths** are themed builds that tourists can explore, that also showcase a modding project!<br/> |
| 39 | +Your average booth showcases a mod, and contains: |
| 40 | +- An entrance along a tourist path with a large sign displaying the name of the mod. |
| 41 | +- One collectible **Visitor Shard** ([Scattered Shards](https://modrinth.com/mod/scattered-shards)) placed at the start of the booth. |
| 42 | +- A general description of the mod for tourists, written on **Text Blocks** ([Glowcase](https://modrinth.com/mod/glowcase)). |
| 43 | +- An interactive or walk-through showcase of the mod's features, which may utilize **Item Providers** ([Glowcase](https://modrinth.com/mod/glowcase)) to allow tourists to obtain and utilize items added by the mod. |
| 44 | +- Up to 3 collectible **Bonus Shards** that require interacting with the mod's mechanics to obtain. Walk-through booths may have just one of these shards at their exit instead. |
| 45 | +- Credits for mod/booth creators, and a **Hyperlink Block** ([Glowcase](https://modrinth.com/mod/glowcase)) to the mod page. |
| 46 | + |
| 47 | +<details> |
| 48 | +<summary>Booth Example Screenshots</summary> |
| 49 | + |
| 50 | +### Average Booth |
| 51 | + |
| 52 | +<center> |
| 53 | + |
| 54 | + |
| 55 | +*not every booth has to be a singular building - any cohesive space can work well.*</br> |
| 56 | +***familiar magic (1.21)** is comprised of small forest clearings, with a cave underneath.* |
| 57 | + |
| 58 | + |
| 59 | +*on-path entrance signage helps tourists find your booth, and delineates it from the path so they wont wander into it unintentionally.* |
| 60 | + |
| 61 | + |
| 62 | +*a mod summary explains what to expect from the booth, preventing confusion later on - this one also displays some formatting benefits of text blocks compared to signs.* |
| 63 | + |
| 64 | + |
| 65 | +*a visitor shard helps tourists track booth completion - touching this one would collect it.* |
| 66 | + |
| 67 | + |
| 68 | +*this area tutorializes a mechanic step-by step using text blocks. the item provider allows tourists to take a copy of the flint and steel item for use.* |
| 69 | + |
| 70 | + |
| 71 | +*shards have a custom name, icon, and hint set by the booth author. reaching this one required using the teleport mechanic from the mod.* |
| 72 | + |
| 73 | + |
| 74 | +*a mod page link lets tourists follow your mod if they enjoyed it, and placing it at the exit prevents the page from spoiling your booth!* |
| 75 | + |
| 76 | +</center> |
| 77 | + |
| 78 | +### Variations |
| 79 | + |
| 80 | +<center> |
| 81 | + |
| 82 | + |
| 83 | +*some booths use very little text, and show mod features purely experientially.*<br/> |
| 84 | +***Dust (Carnival)** features a dusty mansion the player can brush to clean.* |
| 85 | + |
| 86 | + |
| 87 | +*command blocks utilizing `/shard award` are used to award shards for challenges.*<br/> |
| 88 | +***Confetti Stuff (Carnival)** uses this for to award a shard in a cleaning race minigame.* |
| 89 | + |
| 90 | + |
| 91 | +*mods with high-depth mechanics can use course-like booths, with 'levels' per shard.*<br/> |
| 92 | +***Dream Burst Spirit Vector (Carnival)** is laid out as a platformer - with a basic tutorial, advanced tutorial, and a challenging level ascending a mountain.* |
| 93 | + |
| 94 | + |
| 95 | +*booths for non-mod projects like modpacks or websites are usually walk-through, but follow the same overall structure* |
| 96 | + |
| 97 | + |
| 98 | +*for low-depth mods or on a time budget, a one-shard 'mini-booth' is often suitable*<br/> |
| 99 | +***Obscure Masks (Carnival)** uses acceptors to sell its cosmetic items, and that's it!* |
| 100 | +</center> |
| 101 | + |
| 102 | +### Common Areas |
| 103 | + |
| 104 | +These features ill-suit most booths, but work great pitched as collaborative builds. |
| 105 | + |
| 106 | +<center> |
| 107 | + |
| 108 | + |
| 109 | +*Hangout areas give tourists a break, and helps avoid group splits. (**BC23**)* |
| 110 | + |
| 111 | + |
| 112 | +*Competitive arenas like this provide repeatable fun in multiplayer. (**Carnival**)*<br/> |
| 113 | +*They're kept as separated attractions with their own warps, even if mod-themed.* |
| 114 | + |
| 115 | + |
| 116 | +*Playgrounds and minigames add a fun non-booth activity to break things up. (**1.21**)*<br/> |
| 117 | +*This allows skilled builders to get creative with other submitted mods!* |
| 118 | + |
| 119 | + |
| 120 | +*Food stands help tourists get around, and add placeness to the world. (**Carnival**)* |
| 121 | + |
| 122 | + |
| 123 | +*Decorative areas like this integrate with the world lore. (**Carnival**)*<br/> |
| 124 | +*They contain nothing useful, but give tourists something interesting to look at.* |
| 125 | + |
| 126 | +</center> |
| 127 | + |
| 128 | +</details> |
| 129 | + |
| 130 | +--- |
| 131 | + |
| 132 | +## Booth Claiming |
| 133 | + |
| 134 | +Each booth starts as a **Wool Claim** - an in-world outline that shows its location and size.<br/> |
| 135 | +Claims help participants collaborate on booth ideas and placement. They should: |
| 136 | +- Be built 50-100 blocks above the ground, to avoid colliding with the build itself later. |
| 137 | +- Be placed on **one side** of a tourist path - away from crossroads, spawn, and stage. |
| 138 | +- Contain a **vanilla sign** displaying the project name, and optionally the booth concept. |
| 139 | +- Indicate the booth entrance using **white wool**. Black wool can be used for back exits. |
| 140 | +- Indicate if they'll be taller than two storeys, or contain a large underground element. |
| 141 | + |
| 142 | +Once built, a screenshot and coordinates should be sent in for approval, whereupon the team will add a map marker, warp, and placeholders for an entrance sign and visitor shard! |
| 143 | + |
| 144 | +--- |
| 145 | + |
| 146 | +## Booth Building |
| 147 | + |
| 148 | +When building your booth note that, by default, tourists **cannot**: |
| 149 | +- Perform suvival mode actions (break and place blocks, start fires, or place entities) |
| 150 | +- Interact with containers such as chests, dispensers, shulker boxes, or hoppers. |
| 151 | +- Interact with common decoratives such as trapdoors, flower pots, and fence gates. |
| 152 | +- Interact with non-input redstone components such as repeaters and comparators. |
| 153 | + |
| 154 | +However, tourists **can**: |
| 155 | +- Interact with wooden doors, and open trapped chests (clear these on open) |
| 156 | +- Interact with redstone input components such as buttons, plates, and levers. |
| 157 | +- Collect items from **Item Providers** and place items into **Item Acceptors** ([Glowcase](https://modrinth.com/mod/glowcase)) |
| 158 | + |
| 159 | +Generally, when building your booth, try to: |
| 160 | +- Make your booth a real place in your chosen part of the world! Whether that's a house, a shop, a workshop, a shelter, a spooky cave, a campsite, a caravan... Work with the existing setting to give it some character! - If you need suggestions, just ask. |
| 161 | +- Keep your booth roughly the size it takes to show your mod - walking is boring! |
| 162 | + |
| 163 | +<details> |
| 164 | +<summary>Helpful Utilities</summary> |
| 165 | +- Glowcase Displays |
| 166 | +- Arealib Areas |
| 167 | +- Barricade |
| 168 | +- WE/Axiom |
| 169 | +- Fireblanket Spawns |
| 170 | +</details> |
| 171 | + |
| 172 | +--- |
| 173 | + |
| 174 | +## Booth Layouts |
| 175 | + |
| 176 | +To make showcase worlds easy to navigate despite their size, we adhere to some key tricks: |
| 177 | +- The map can be broken into looping tour paths (or "streets") defined before claiming. |
| 178 | +- Every booth has its entrance along one of these tour paths, effectively giving it a "street address" |
| 179 | +- **Booths can share a path entrance**. To do so, the entrance should form **a smaller looping path** - as if each booth is a numbered unit at the same address. |
| 180 | + - Like booths, these smaller paths should also be a "place", with clear signage. |
| 181 | + |
| 182 | +This creates a natural "checklist" of streets and booths that tourists can complete as if they're doing a paper round. Easy! |
| 183 | + |
| 184 | +--- |
| 185 | + |
| 186 | +## Common Areas |
| 187 | + |
| 188 | +Your building skills don't need to be isolated to your booth! |
| 189 | + |
| 190 | +Starting from claiming, participants are welcome to collaborate with the team and eachother to improve paths and existing common areas like spawn and the stage. |
| 191 | + |
| 192 | +Once building starts, feel free to suggest and help build new (setting-friendly) common areas! Use mods where you can - food stands, lookout spots, arenas and races, minigames, or small decorative areas. Just run it by the team first to check for potential tourist issues! |
| 193 | + |
| 194 | +--- |
| 195 | + |
| 196 | +## Event Submissions |
| 197 | + |
| 198 | +Stage events are a great way to share you or your team's experience with modding projects! |
| 199 | + |
| 200 | +Stage events are scheduled in 1 hour slots. You can check out [Recordings from BC23](https://www.youtube.com/playlist?list=PLt1hnuf_SwBeF1l6BAUaE7C3SOW63DOVD) for examples of previous panels and keynotes. |
| 201 | + |
| 202 | +When submitting a stage event, you should already know: |
| 203 | +- The title |
| 204 | +- Who else is hosting it |
| 205 | +- A rough outline of the content |
| 206 | + |
| 207 | +You'll be able to display slideshow images during your stage event via Glowcase, but keep the text nice and large! Screen blocks appear smaller in-game. Try to have your stage event completely prepared (with your slides in-game) well before launch, in case anything gets hectic. |
| 208 | + |
| 209 | +Make sure you let the team know what times during the weekend you're available to present. You'll have a time scheduled for you when your stage event is approved. |
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