Lakeside village, from concept to reality!

That looks awesome! How many blocks deep are you mining the lake?

@Boulderboy, to get it the larger possible, it wasn’t a good idea to dig too much (deeper = much more volume of water) so here in general we are at -3 from ground. This isn’t much but the important was to have enough area to build upon…

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Good call. I’ve been working on diging away an island to ground-5 blocks and the lakes lose depth very quickly. I think on my next attempt I’ll keep the digging shallower

I think we won’t have those problems once the new water code will be implemented. Really working with water actually is… well I won’t do another map like this, believe me! :grimacing:

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lol ,the water errors add an interesting challenge. I avoid any visible waterfalls to eliminate one set of errors and I fill lakes from a single point to avoid the water collision errors. Other than that I basically poke a hole in the dykes and then go do something else while I let them fill for a half hour or so. As long as you let it work slowly it seems to avoid overloading everything

It’s the good time to test a color mod! So unlike precedent screens, now the color palette will be the same in the concept and in the final result:

Now, question, if I use a custom palette (via a mod of the mod by @Relyss) are the colors hard coded into the save file or will they be replaced by a default color if I share the save without the color mod?

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Nobody knows about my last question just above? :hushed:

sorry mate, i dont know… :sweat: but @Relyss might.

One problem is to keep in mind that each house possess it’s own dock so you need to keep a free circulation for boats…
Anyway things are progressing nicely:

Edit: the pathfinder do the job in the spiral staircase in the tower! Btw, I will need a bell for the top of the tower or a gong maybe…

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Still expending and still plenty of room!

Some close-ups. There is still lot to do with details but for now I’m focusing much more on the buildings than anything else. Below, a pedestrian bridge to allow boats passing. One note on this screen, we can see how bad are doing the farmers, focusing on the same work while plants are rotting…

Road signs with light! :blush:

The Carpenter’s workshop by night:

And still a lot to do… :heart_eyes:

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Nice work man, its really looking awesome.

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Tx!

Now a little break with the boat model. Need something squared and for a boat that’s not so easy. After some tries, I think this concept should work:

Next to the boat model, I need some kind of sticks and perhaps a ring I could fix on the pillards…

Off topic, just discovered the new materials in MagicaVoxel and they are quite amazing! :heart_eyes:

Back on topic, so now I must dig on how to do the mods for the different elements. One question I worry about: would it be possible to drop an item on water? In theory no, the item would sink but I may cheat a bit with a boat model with a vertical offset = to the level of the water… That’s the plan…

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[quote=“Beatrice, post:62, topic:15480”]
would it be possible to drop an item on water? In theory no, the item would sink but I may cheat a bit with a boat model with a vertical offset = to the level of the water… That’s the plan…
[/quote]you could possibly make it a wall item (like wall mounted lanterns and signs) and attach it to the docks that way, but that would come with the limitations of having to have a dock beside it…

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This is amazing. I can not wait to see the boats :wink:

Please keep posting.

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Almost good! :sweat_smile:

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You also have traffic jam :slight_smile:

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@Beatrice, I think that your savefile won’t work without your mod.

I’m guessing that the colors are also stored in the savefile, and since they don’t exist in the default palette in the game, it would throw errors.

Amazing work here! And I love your MagicaVoxel renders too :smiley:

I once tried it but couldn’t figure how to make good renders, and the controls are a bit hard to learn. Also, when importing qb files there, the palette gets swapped to the one inside the program, and I don’t know how to workaround that.

[quote=“Relyss, post:67, topic:15480”]
I once tried it but couldn’t figure how to make good renders
[/quote]you just gotta play around with all the available options. if i’m not mistaken @Beatrice is using the “metal” option to get the super shiny and reflective finish.

[quote=“Relyss, post:67, topic:15480”]
and the controls are a bit hard to learn.
[/quote]imo there easier then qubicle.

strange… whenever i open a .qb in magicavoxel it gives me the color palette of all colors that the model uses.

Not in the last one (the boat) because it’s the latest version with new glass and emissive material! These are really hot! Go try them!

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wait, there’s a new version!? well… i guess i better get it.