September 2020 Update Info Thread

Emoticone11

The Dark Lord Sauron
Staff member
Hi everyone,

Sorry I've been a bit delayed in getting this out. I trust that everyone's had plenty of time to toy around with the new blocks. I'm just going to drop some info about the new blocks that were added, and some strategies for keeping our completed builds up to date.

Overall, I want to reiterate that not every build needs to suddenly use these new blocks just for the sake of using new and fancy blocks. Think of whether it actually makes sense in your build given realism considerations, and given our overall stylistic goals for each region. If there's doubts, I'd rather have discussion first than people impulsively adding them and being asked to change them later on.

In particular, we've created a tentative map showing acceptable uses of the new timber blocks, shown below.

Feel free to discuss anything surrounding the update in this thread.

Full changelog:

-Added vine model versions of falling water blocks
-Added renly banner
-Added slabs/stairs/wall for cushion moss
-Added yellow daub block to match new northern yellow texture
-Added vivid dark sandstone engraved stone and arrow slits
-Added red fork pink sandstone/brick variants
-Added timber window frames
-Added redwyne & grafton banners
-Added valyrian stone wall
-Added dirt/gravel forest paths
-Added wood covers as custom blocks for each standard plank variant
-Added northern d&w variants (white, brown, orange brick, pale yellow, red, grey brick, blue, green)
-Added oak d&w variants (yellow, orange, lannisport brick)
-Added whitewashed d&w
-Added vertical d&w for all existing variants
-Added close-studding d&w for primary sets (white/brown/orange brick) + whitewashed
-Added vine-like dappled moss block
-Added cushion moss
-Added flowstone
-Added volcanic rock
-Added grey sandstone terrainset
-Added alt terrainsets for reach, westerlands, red mountains, dorne, stormlands
-Changed white wood planks to match whitewashed timber & vertical planks better
-Changed name of "Clay" to "Red Clay Plaster"
-Changed all timber & wattle blocks to have wood top
-Changed river cobble to have random CTM
-Changed pink thistle to have 2-high CTM
-Changed blue slate to be a paler, grey-ish blue
-Changed ore blocks to have new textures
-Changed eastern island, iron island terrainsets to remove moss
-Changed reach, westerlands, dorne, river terrainsets to have better textures
-Changed jasmine vine to use vine block model (old ID still exists but is deprecated)
-Fixed new mob textures changing skull blocks

Please note: we'll also be getting overlay CTM between terrainset variants, the ore textures, and cushion moss soon.

Particular details

Here I'll explain some more details for a few blocks which aren't self-explanatory.

New falling water blocks + new jasmine vines + dappled moss

These are all based on the "vine" block model, meaning that they can be placed on corners. Currently, you need to use WorldEdit to do this, by using the appropriate metadata. However, in the future we're looking into adding a "cycler" tool to help builders do this. Additionally, the latter two blocks can be placed horizontally using the :0 metadata.

Cushion moss

This is intended to be used on wet, mossy rocks. Here's an example useage. Eventually, this will get an overlay CTM with terrainsets (see the note above).

Dirt/gravel forest paths

These are mainly intended to replace the current uses of dirt/gravel slabs in forests. These have been used where the forest floor mix is primarily dirt/fallen leaves/fallen needles, meaning that paths using standard dirt/gravel blocks have trouble sticking out. However, the slabs look clunky and are really frustrating to walk on. As far as standard dirt roads, I'd avoid using these new blocks. I think standard dirt/gravel looks better when surrounded by grass (even in forests with heavier undergrowth) because they don't result in the jagged edges that the path blocks do.

Red fork sandstone/bricks

As the name suggests, these are meant to set the basis for a unique Red Fork substyle (centered around Riverrun), as well as satisfying Maidenpool's canon pink walls. The exact color may still be played around with in the future.

Flowstone

AKA the calcite/calcium carbonite formations that occur in cave systems. Can be used for stalagtites/stalagmites/travertine terraces/etc.

Terrainset alts

Intended mostly for adding subtle striations to the existing primary terrainsets. The exact color might be played around with a bit in the future so they stand out enough. Some of these, like the grey sandstone terrainset, are completely new and can be used for more interesting transitions, as in this picture.

New ore textures

These will also be getting an overlay CTM with terrainsets (see the note above), helping them blend. They should be useable directly with any terrainset now (whereas before people had to add blocks to try to transition them).

Update guidelines

Since some of the new blocks deprecate old uses of blocks (e.g., table windows) or otherwise outdate stuff (e.g., vertical timber), I want to lay out guidelines for how people can retrofit completed builds when applicable.

Table windows can be replaced on sight by anyone with the appropriate timber window frame block. However, for large towns it should also be possible to script this, using an adjacency mask to avoid normal tables.

For the falling water blocks and jasmine vines, people who have permission to use WorldEdit in the production world can replace these on sight (i.e., filling in corners where appropriate), but make sure to do it in a way that doesn't majorly affect the look of the build. That said, it's not a huge deal if places use the old versions still, because at some future point we can always map from the old to the new. If in doubt, ask.

For natural blocks (cushion moss, dappled moss, new terrainsets, forest paths, ores, etc.) and minor details like the new wood cover blocks, you're allowed and encouraged to replace these in your own (past and current) builds freely. For adding them to past builds made by inactive builders, it'd be much appreciated if people are willing to help with this process, but please ask a mod for permission first if it effects the look of the build.

Finally, for the most impactful part of the update - the new timber blocks - if you want to use them in your own (past or current) build, please make a post in your project thread describing the proposed changes, to be checked off by the approving mods (or any mods in the case of completed projects where the mods are inactive/demoted). Likewise, if you want to update the completed project of a builder who's no longer active, please post in that project thread to be reviewed and discussed - anyone is allowed to do this even if you have a project going, but it will be limited solely to replacing the timber blocks.

The above doesn't apply to just adding vertical timber variants, while keeping the infill materials the same. This will instead be treated like the "natural blocks and minor details" category. It does, however, apply to the close-studding variants, as those are meant to be a regional block.
 
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Emoticone11

The Dark Lord Sauron
Staff member
When proposing to retrofit a current/past build with the new timber blocks, please refer to the map below.

Note that the colored infill variants aren't generally meant to be used as a dominant material. By no means do they need to be used at a project falling within a particular region. The regions here just show the general limits on where use of that block would currently be acceptable.

For the close-studding variants, the dotted line shows the "extended" region where use of the block in small amounts, as a complement to the main style, is acceptable. The hard black line shows where close-studding should be used as a primary material.

D&WMap.png
 
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Emoticone11

The Dark Lord Sauron
Staff member
Re-drew the stylistic region for the close-studding timber to include the Central Riverlands and exclude the Rainwood, following a suggestion from Dutch (it seems to accord better with our inspirations/style targets for those regions, and makes more sense realistically - timber framing is usually difficult to create from softwoods such as pines, and is usually found where hardwoods are more plentiful).