Enigmatica 6 - E6 - 1.16.5

Enigmatica 6 - E6 - 1.16.5

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Change Rock Crystal Ore to Rock Crystal Cluster to prevent it feeling out of place in the midst of non-vanilla stone

pm065 opened this issue ยท 17 comments

commented

Description
The Rock Crystal ore has no variants, so I propose using a lang file to change it into a Rock Crystal Cluster and update its texture accordingly (so that no stone can be seen on it).

Why would you like this added/changed?
To prevent situations like this:
2021-05-30_12 31 44
that is some strange-looking scoria

commented

You mean change the model and everything?

commented

No, I mean just the texture to remove all traces of stone

commented

And replace it with what? :P

commented

In the Enigmatica lang file:
'block.astralsorcery.rock_crystal_ore': 'Rock Crystal Deposit' (or Rock Crystal Cluster)

and then edit the texture to look something somewhat like this (please excuse my horrifying art):

New Piskel-1 png (8)

This looks horrible, of course, so I'm not saying to make it exactly this, but I hope you get what I mean from it (:

commented

I don't think that would help tbh. Making it look like actual Rock Crystals might though.

commented

That is... kind of what I meant all along ๐Ÿ˜„

commented

That actually sounds cool; I'm imagining a "geode" 5-9 blocks in diameter, shell of obsidian, with a few rock crystal clusters (would need to be custom models, I'm imagining a model similar to BM daemon will clusters) inside.

commented

So, something like this:

image

but with a nicer texture?

commented

I think what this person is attempting to suggest is making Rock Crystals compatible with Emendatus Enigmatica- i.e., giving them unique ore variants for each rock type. New model would probably be overkill.

EDIT: Didn't notice that it was OP that sent the new model here pfffffffff. Thought it was someone else.

commented

That actually sounds cool; I'm imagining a "geode" 5-9 blocks in diameter, shell of obsidian, with a few rock crystal clusters (would need to be custom models, I'm imagining a model similar to BM daemon will clusters) inside.

We would need a mod for that I'm afraid, can't do it through KJS and EE atm.

The model I think we can do :D

So, something like this:

image

but with a nicer texture?

Yes!

commented

We would need a mod for that I'm afraid, can't do it through KJS and EE atm.

It may not be possible through Kube, but what about worldgen datapacks? Would that work?
By the way if that model is considered decent enough I'll export and post it here if you want (blockbench is easy, just takes some time. Only problem is there's a little z-fighting on the bottom, so I figured that maybe the held item model - probably the only place where it could be seen in normal gameplay - could be changed to be a flat sprite?)

commented

It may not be possible through Kube, but what about worldgen datapacks? Would that work?

I don't think they give that level of control, no.

I like the model, but the z-fighting concerns me - Please send it though, the dear @Ridanisaurus will have a look at fixing the z-fighting :)

commented

On it!

commented

I like the model, but the z-fighting concerns me - Please send it though, the dear @Ridanisaurus will have a look at fixing the z-fighting :)

stupid github doesn't like jsons:
This file has the rubbish texture, the okay model and the exported json
Crystal.zip

commented

We went with a full block after all, because the crystal model had an xray glitch :P

commented

Indeed. The problem with custom models is that they require custom voxelshapes, which can't be done through assets/data, and therefore weird things like this would occur
image

commented

Indeed. The problem with custom models is that they require custom voxelshapes, which can't be done through assets/data, and therefore weird things like this would occur

Makes sense ๐Ÿ‘