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Everything posted by 7embre
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Did a little update to the side gate For now - I'm slowly preparing giant windows for inserting stained glass in them, and also sketching them.
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I simply must put a massive WARNING sign for everyone importing this schematic - even though it's pure 100% carbon-neutral gluten-free vanilla 1.22.3 build and doesn't require anything but the game, one must follow a procedure for the build to function correctly - I indeed managed to put a puzzle and an interactive thingy in here. Make sure you read the last text section placed under screenshots otherwise schematic will have some issues when imported! This build took me more than a year to finish and about 403 hours of poking blocks with chisel, starting back at February 2025 (world created in version 1.19.8, old times) and finishing at 7th of June 2026. I did test the schematic thoroughly and either fixed or provided a solution for generally arising issues. ...and more stuff in the basement! cathedral-lost-in-time.json - and here is the build schematic. Have a great time! Feel free to have it on any public server, this is a gift from me to all of the VS community, just credit me for it. Make sure it's claimed at least 15 blocks from the cathedral's floor level if you choose to do so. Mandatory steps for importing the build! - Run a command to enable solving meta-blocks via world edit - it will make sure all air filler blocks will get turned into air when you move the structure and effectively will allow you to not have random trees or hills inside of it: /we rm on - Make darn sure you have enabled "Replace all no air" in world edit import tab: It is a very heavy schematic, relatively speaking. Server/client may freeze a bit when you import it, even though I'm pretty sure it should work okay afterwards with hardware newer than GTX 1050 ti and any 8th-gen Intel CPU. Place it down on any relatively flat area, it won't leave a massive hole in the ground for you to fill later, thanks to the previous step. Sprint+mouse wheel should help you adjusting its position; - After you place it down, you should select the whole area with either magic wand or commands via world edit (selection doesn't have to be precise, you can make it bigger) and run a relight function: /we relight-selection Otherwise build is going to have no shadows and no light from light sources before you replace them manually (it will still have no light from light sources - that's fine, because relight function doesn't work properly at the moment, but fixing player-made light sources is going to be the next step). - Place and break some creative light blocks near some light sources for the game to update chunk's light map. If you ever see suspiciously-dark area anywhere expect the attic, do the thing. It will be enough if you update main floor's chandeliers and a couple extra spots - above large rose windows to the sides of the cathedral, on the spire and at the top of a bell tower. *(this step might be removed, when and IF relight function is going to get fixed); - Restart the server for command blocks and the gasifier to activate properly. - fun last but not least, certain parchment text on the last page might still be broken if you use interface scaling different from the game's default. (if you don't understand or didn't encounter it - ignore this line, all good) -------------------------------------------------------- Working on it for a few month, reaching about 72 170 hours. Approximately 70% 90% of the building is complete, but only 40% of work is done - I have to chisel five (seven) giant stained windows for the altar, change one of the transept windows for a round one, because I hate how they're stacked at the corner, finish the side facade walls with two windows, make the interior (choir, furniture, stairs, lighting, etc), two spires - one above the transept and the second for the bell tower, the bell tower itself, finish the roof and obviously make some flooring. Also, need to fix remaining shadow issues caused by chiseling according to the guide I have (hint-hint) WIP pictures are removed, as I've moved them to google drive - thus from now on I update this post to contain finished result and the schematic. Will update this post when I get anything new to show. Some of the pictures will get removed or changed in order to show the actual state of the build. upd 03.05: Having reached my attachments limit, had to remove some and re-upload all pictures in order to preserve all actual ones. Inserted three out of five stained altar windows. upd 12.05: Finished altar roof, added 4th stained window for the altar, "painted" tympanum a little to increase readability, chiseled one small rose window for the corner part of the transept and for it's gable, and moved the statue to where it should be. Also did some floor tiling. This build reached 120 hours. upd 19.06: Chiseled tympanum for the inner side, and changed the plain look of the gate walls, added little statues at the top of the gate. Changed altar configuration and added two more stained windows to it. Chiseled remaining stained windows as well. Finished about 90% of work for the altar (pulpit, choir, rood screens, balcony for clergy). Changed floor materials. Some of the interior work done as well. I would probably need to make pews a bit less chonky. World reached 170 hours. upd 02.07: Added maintenance stairway, masked it with a tower on the outside; made decorative fencing on side facades quite a bit higher, and, finally, installed the spire. upd 14.07.25: Partly finished the bell tower and updated pictures where it could've been. upd 08.06.26 : at last, after long period of silence caused by my desire to have at least some surprises for ya all (I vastly underestimated how long it will take to finish lol, about double the time in the end) this build is finished!
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Looks pretty good, is it going to be just the spire or do you have any plans on expanding it? Are you going to make any of the finer chiseled details? So many questions... Also, my inner kazakh is pleased with a greeting of yours, let us rise the horns filled with fresh horse milk to honor the creation.
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Nice. I've been waiting for immersive first-person mode fixes.
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I can only imagine your pain while making these angled windows. Amazing build btw
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Huh. That's pretty valid idea. But still, I think it overlaps with blackguard a bit too much, and, considering it doesn't have such outrageous hunger rate, that makes them simply better overall (imo forlorn hope set is superior to the blackguard's, mobility rules the party). I'd specifically made nobles as a heavy spear fighters in addition to what you've already mentioned, although it would clash with the lore as far as I'm aware.
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Glass panes do count. However if you're using fancy doors from the furniture trader, these doors do not seal the room. Same goes for trapdoors — if you see the holes, they won't seal. Aslo, try covering the roof from the inside with stairs — I've heard that that might be the issue too. If you're planning to buind a windmill on top of this tower, prepare for the fact that the axils won't allow you to seal the room properly. I'm covering all of the machinery with 2x2 doors for that purpose, sooo yeah, doors go brrr. Hope that will help.
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For me, it was CarryOn. But on a second playthrough the host decided against using it, as he deemed it OP for carrying the containers on the back. Now I only have QP's chisel tools for my personal creative stuff on a singleplayer. Generally speaking, I'm trying to stay vanilla, even when it comes to modding.
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Just some stuff I've seen exploring.
7embre replied to grunkle lame's topic in Videos, Art or Screenshots
Haha. That's pretty great find I'd say. Had some real problems with finding any coal in my playthroughts. Also I like that ravine, is that from a rivers mod or vanilla? -
Just some stuff I've seen exploring.
7embre replied to grunkle lame's topic in Videos, Art or Screenshots
Oh, nice. Brown coal -
Oh, right, that's true. Thanks for the corrections. It's just that I didn't actually try that, as I had pretty easy time with finding hematite, but not meteoric iron. Guess that was just my luck, huh. Completely forgot that it requires an iron anvil to work with
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It's possible to get into iron age with meteoric iron, as there're bits of it on the ground above the meteors, it just takes quite a few of them. And, fortunately, you need only two pieces for a single ingot.
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I'd love to see fishing in the game, since I don't see the way to survive in the far north with polar start. Also mob spawn should get some polish to it, as it's what concerns most of the playerbase. As far as I can tell anyway
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Have you ever wanted to fix quirky behavior of shadows in this particular case? (full non-chiseled blocks above are just to make shadows look more pronounced, they have no relation to the reasons of why these shadows appeared there in the first place, nor does they have anything to do with the solution) / Сталкивались ли Вы когда-либо со странным поведением теней в данном конкретном случае? (полноразмерные блоки над резными не имеют никакого отношения к причинам возникновения теней И к решению, их исправляющего, и находятся здесь исключительно для подчёркивания проблемы в демонстрационных целях) As you might've guessed, I have found the solution just for you. / Тогда это решение как раз для Вас. To fix this, you simply need to remove particular amount of material from insulated side (opposite side, corner pointing at you, not away) of three blocks forming the corner: Для исправления теней необходимо убрать определённое количество вокселей с изоляционной стороны блока (обратная от угла сторона, угол смотрит на Вас, не от Вас) трёх формирующих угол блоков: Mind you, this is not the minimal amount required, but it is the easiest to implement (especially on a large scale) as it will require only three clicks and it is more optimal for the computation sake. Minimal material removal would look like this (and yes, I advice for the middle block doing it on the corner): Это не самое минимальное количество вокселей, которое необходимо убрать, но самое простое в реализации (особенно на больших постройках), поскольку потребует всего трёх кликов. Бонусом к тому идёт меньшая нагрузка на систему. Минимальное количество вокселей выглядит следующим образом (и да, я рекомендую на среднем блоке убирать воксели прям на углу):
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My advice is "don't be reluctant to add or remove additional volume in order to make shadows look more pronounced". It would look good even from a great distance. Also, lighting is important, try facing statues to the south. I prefer using non-polished blocks as they have universal structure on their edges. Here's a little sneak-pick of how it turned out:
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Huh, so I'm not alone in asking this question. I made a post month ago covering it in "Builds" section, but got no pictures in replies. Currently working on a better and bigger version of it, so might as well share some of the progress I made. second iteration (which I too consider a failure, but I gained some experience at the very least) third iteration (work in progress. I actually finished it, only some finishing work left, including installation and changing granite to marble with QP's Chisel tools)
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Welcome to the forums! I like the idea of changing in-game fonts to a uniform stylized-one, even for the handbook it would look amazing. Although I acknowledge that some may find it difficult to read, especially when there's a lot of text, as in the introduction to steelmaking, for example. So it needs to be stylized enough to not clash with overall design, and easy enough to read/skim through it. However, even if devs consider doing this, it won't be on top of their priorities I'd imagine. This /\ /\ /\ I pretty much never use the cave painting mechanic as it's so limited. It could be pretty handy for navigation purposes too, when you're stuck deep down in a cave labyrinth with translocators.
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I have a giant meadow a few hundred blocks in diameter to the north of my house, and mushrooms (puffballs) pop here and there, but never did I see them in the same spot exactly on my mark, it become aparent after third harvest. Looked like they grow like.. mushrooms IRL, in relatively the same "biome"
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Yep, I did notice that too. Nights are too bright, even if compared to the sky. I was playing yesterday on medium and high rift activity, and there were no creepy-crawlies around, nor did I hear any rifts. But, I see the nights being a bit brighter to be a good thing actually, as you'll be able to see stuff while sailing, and it surely takes a lot of time... Although this "bug" started not in 1.20.3, but in 1.20-rc5 I believe? After the fix of "white nights", where the ground was lit like it should be during the day, despite the sky being dark or red. That looked funny, that's for sure. As the twilight was darker than the night (screenshot from 1.20-rc3) )
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Add additional type of ashlar block that can be used in a predictable manner
7embre replied to murtiag's topic in Suggestions
I mean, it doesn't change over time, so if you are to chiesel one ashlar block, it won't flip it's textures in the future randomly. It would just take a bit more efforts to do so, but the results with non-uniform blocks will be much better IMO. -
From what I've noticed, they do regrow. However, not in the same spot, but rather in the same general area. How did I know? I just marked spots with mushrooms to collect them again in the future, and found none at the mark, but noticed a new bunch that wasn't present there before about 20 blocks away.