BBQ's Voxel Corner [MODS included]

Those cubemitter do look indeed intimidating. But I am currently listening to some Two Steps from Hell tracks. I feel like I can do everything… e-v-e-r-y-t-h-i-n-g :sunglasses:

Edit: Yepp, I can do everything now. For example releasing my first mod. In this case the RC styled well. I added it to the opening post (and I will add other mods that are still in their unfinished state, like signs, weapons, stuff).

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I know the old, unofficial SHED had a cube emitter previewer. Is there anything similar these days?

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I actually downloaded it. It helps a little. But there is a few problems in the software, most effects can’t be previewed and the list of effects are in some strange random order, every time you check it there is a different effect in there or in a different position.

I am currently working on a package I call my “Armoury Mod”. It will contain certain new weapons and shields, but also some deco stuff out of this theme. Plus some new ‘workbenches for the blacksmith’. One of them is a furnace, which can be used to melt severl units of ore into a batch of ingots at a time.

[None final version]

I used the potters kiln as a template for the model and the according scripts, because it features the fire and smoke effects, I was aiming for.
Currently, I am struggling with these effects a little bit, though. How can I place them at the correct position. At the moment, the smoke emerges at a wrong position. Maybe someone with more knowledge about cubemitters/effects can give me some hint here, which of the many xyz-coordinates I must manipulate. @Relyss? @BrunoSupremo? Anyone?

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It is a two step process. You have to code the cubemitters in the way you want (their colors, speed, angle, spawn, etc…), and then add an effect that actually uses that cubemitter. In this effect you can position it correctly.

For example, in the archipelago mod, I added a tiki torch. For the cubemitters I used the same one from the oil lamp, because it would fit and also I would not had to create the cubemitters myself. I then only created the effect, If you remember the oil lamps are just 1 block high, so for my torches I raised it to y5.
If you have that mod you can take a look in the effect, it is a very simple file.

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Whats up with the .png files? can anyone explain?

What exactly do you want to know about them? :slight_smile:

Thanks man but I figured it out

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My Armoury-Mod is slowly taking shape.

The furnace, mentioned above, is already working. Here, with the use of coal, ore can be smelted into ingots. Advantage, it can process several units at once. Therefore, I added batches of ingots for each metal (work like vanilla piles, e.g. stone pile).

The charcoal kiln is working, too. The kiln burns wood into charcoal (surprise). Since the furnace requires quite some coal to be operated, this kiln should come in handy.

Besides the glaive, trident, halberd and poleaxe (plus variations) already mentioned, I am currently experimenting with a quarterstaff. It’s supposed to be a weapon upgrade for higher level clerics. The staffs attack value is quite low (compared to other weapons), but it does give a little defense bonus. They shall not transform the clerik into a fighting unit, but who wants to go into a fight with only a tome in hand? :grin:

Quarterstaff (made by the carpenter) and Reinforced Quarterstaff (made by the blacksmith).

Others are in the pipeline.

edit: added some more pics

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A little progress update. While busy with other stuff. I still managed to add bunch of wells - and thanks to Froggys kind permission, they already work with his Cafe Mod and can therefore be used to collect water. As soon as I finish the localisation, they can go public.


Ingame view of some of the stuff.

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wow, i’m really impressed with these wells of yours, in my opinion they fit the games style really well (unintentional pun) there are some things that could be done a bit differently to fit the SH style even more, but i think that this is a pretty good balance of your art style and the games style.

all in all, keep up the good work mate :smile: :thumbsup:

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Thanks! But there is always room for improvement. What kind of changes do you have in mind?

well first off, the 1 wide ropes might fit better if they were 2x2, but they might not look as good…

and the other thing was the little “steps” between the layers on the last well, to me they seem a little out of place compared to models from the base game.


but i should probably also mention, it’s been awhile since i looked through official models, so i might have a slightly skewed idea of what SH is looking like lately… :thinking:

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Maybe. But I think it’s my favorite for some reason.

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When I enlarge the ropes to 2x2, they look really massive. Yesterday, I played with a crane model, where I used a chain (similar to the one used on the wall mounted signs from vanilla) instead. But the crane became way to large. Otherwise it wouldn’t fit either. Maybe, I play with scaling a little bit more. But I haven’t found the right touch for using the correct scale on the right item… still learning :wink:

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All I can say is WOW! I love all the models and the last one is my favorite, but @8BitCrab is right if you want to fit with the style try taking the steps between the layers out. However, I still love it a lot!

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Regarding the steps, I am indifferent. But I will make a version without 'em and then I’ll see which one I like most :smiley:

In the mean time I made something, I wanted since my first steps in StoneHearth:


Learning about cubemitters the fun way. Chimneys, yay!

Edit: does anybody know, if those cubemitters are heavy hitters on the performance? Well, let’s see what happens, when I place smoking chimneys all over my next settlement.

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a lot of the performance reports i’ve answered (keep in mind that was a couple months ago) turned out to just be all the lights at night, but then again the lighting itself might be the culprit rather than all the cubemitters…

Hmm… maybe I really should keep an eye on performance. I know that lights can ahve an attribute, which turns them on and off, depending on the daytime. Do you happen to know, if there is something similar, I could use here. Best would be some random timespan. Though I do fear, this is very close to lua territory, isn’t it?

Let’s see what happens, when a 50 Hearthlings town meets 50 chimneys :smirk:

Some more chimney tops:

@8BitCrab: Is there a reference for all the slab colors used in SH? I want to match the chimneys’ colors, but it’s tedious to pick them from screenshots manually.

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