Build Examples
Full Booth Walkthrough - Familiar Magic @ ModFest: Carnival
not every booth has to be a singular building - any cohesive space can work well.
familiar magic (1.21) is comprised of small forest clearings, with a cave underneath.
on-path entrance signage helps tourists find your booth, and delineates it from the path so they wont wander into it unintentionally.
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.
a visitor shard helps tourists track booth completion - touching this one would collect it.
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.
shards have a custom name, icon, and hint set by the booth author. reaching this one required using the teleport mechanic from the mod.
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!
Nonstandard Booths
some booths use very little text, and show mod features purely experientially.
Dust (Carnival) features a dusty mansion the player can brush to clean.
command blocks utilizing
/shard award
are used to award shards for challenges.
Confetti Stuff (Carnival) uses this for to award a shard in a cleaning race minigame.
mods with high-depth mechanics can use course-like booths, with 'levels' per shard.
Dream Burst Spirit Vector (Carnival) is laid out as a platformer - with a basic tutorial, advanced tutorial, and a challenging level ascending a mountain.
booths for non-mod projects like modpacks or websites are usually walk-through, but follow the same overall structure
for low-depth mods or on a time budget, a one-shard 'mini-booth' is often suitable
Obscure Masks (Carnival) uses acceptors to sell its cosmetic items, and that's it!
More Booths! @ ModFest: Carnival
Lucky Ducks
Up and Away
Obscure Masks
Balloons Away!
Helpful Utilities
Glowcase offers various displays for text, items, sprites, sounds and more.
Everything is resource-driven, so send any custom assets you'd like to use to the team.
Arealib allows builders to define Areas that affect players and entities.
This can be utilized by mods - Meret uses areas to add location-specific music.
You can also use Area Tools allow item use only inside a specific area.
Barricade's barriers limit movement, filtering by entity type or movement direction.
WorldEdit and Axiom let you make large, detailed modifications to the world.
They're particularly useful terraforming, clearing space, and moving builds.
Fireblanket makes entities like armor stands, item frames, and spawn egg mobs invulnerable when placed by hand.
To avoid this, use a command block with /summon, or a dispenser hoppered up to an item provider.
Common Areas
Hangout areas give tourists a break, and helps avoid group splits. (BC23)
Competitive arenas like this provide repeatable fun in multiplayer. (Carnival)
They're kept as separated attractions with their own warps, even if mod-themed.
Playgrounds and minigames add a fun non-booth activity to break things up. (1.21)
This allows skilled builders to get creative with other submitted mods!
Food stands help tourists get around, and add placeness to the world. (Carnival)
Decorative areas like this integrate with the world lore. (Carnival)
They contain nothing useful, but give tourists something interesting to look at.