The Spring 2023 edition of The Rookery is now out! Take a look to see the latest builds, guides, progress and development updates on the upcoming 1.18.2 switch. You can read it here:
There definitely needs to be some sort of written procedure/guidelines for anything that might impact existing schematics, at the very least describing how to fix the schemsets that this might break.
Hey Peptic,
The inn itself looks pretty nice, but I was wondering if you'd consider doing a little bit of terra work on the area (or having an editor help with it). It doesn't have to be anything particularly involved, but even just some sculpting to the terrain around it or integration with...
I'm ready to approve, though once you're finished re-plotting anything and marking houses, I'd like to go through them with you before you open them for building. Also, special care should be taken with the "incorporated village" area in the southwest part of the district; it's a cool concept...
This was actually the purpose of the recent terrainset revamp that we did; with regards to the Vale, some very nice striations can be made using Eastern Islands and/or Iron Islands in the mix (especially with Tham’s overlays which will be included in the next update). I played around with this a...
The issue here is that the Swampland biome basically overlaps with the Jungle biome - as can be seen by contrasting the tintmap for cobblestone (left) with the one for eastern islands terrainset (right), which doesn't exhibit this issue:
This is due to the way minecraft models biome shading...
Already on it :) Red is currently working on adding a fence gate block model to WesterosBlocks, so I'll probably port them all over to custom blocks once that's done.
Hey CC23,
Sorry about the delay, and thanks for being patient!
I like the thought you put into the house and the profession - you've captured most of the necessary aspects of a butcher's house - though the execution needs some work before being up to server standards. I'll give some brief...
I think the main thing I'd like to see at this point is some revisions to the map:
1. Like we discussed in-game, the houses around the theatre should be replotted to fit around the theatre better - this means more slanted facades (like the one by Nuggs you just mentioned) facing the theater...
Seems like you’re just missing the resource pack. Did you download it and put it in the resource pack folder per step (8) of manual launcher tutorial? Also make sure you’ve selected the pack in settings per step (9).
Hey Joseph,
Nice work again - I was looking for a slightly larger complex when I mentioned a "farmstead" (with an outer wall/fence of some sort), but that was just a miscommunication on my part. The house and yard are very well-done and I like the clean presentation of the build; I'm confident...
Before messing with the method of terraforming (scripts vs. schematic brush), I'd suggest just doing the following. Compile a list of SchemSets you want to use for each "layer" of the forest - trees, undergrowth, and ground cover. For a quick example:
Trees: ForestOak, AlderM, ForestAlder...
We already do have variants for the "gold bricks" block BTW, which is more similar in texture to the ornamental roof design linked above.
I will be adding variants for all of the basic metal blocks (steel, iron, oxidized variants, gold) in the coming update, though.
Hey Joseph,
Most excellent work, as before :) The exterior looks amazing, very nicely done. I only have a few minor points of feedback to give:
- The stone gradient in the base could be slightly less messy in some spots; basically this is just a matter of making the mix between dark monochrome...
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