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  1. Mentioned subjects have been discussed in Discord on a few occasions, but there is no thread here mentioning these. And as the game now has vertical slabs, I think there may be good reason to reconsider the introduction of both wicker fences and wattle-and-daub walls as flavour adding, theme fitting additions to the overall game experience. Concrete proposals: Add wicker fences and gates that can be placed in the same fashion as plank based fences and gates. Both would also have the same block height, but the wicker gates would only be an effective barrier for animals, not for drifters. That is, they would 'automatically switch to open position' when a drifter comes within the hit box of the gate and drifters would perceive them for their path-finding AI as if they were grass blocks or similar (hoping this will be possible). The recipes for each would be the following: Wicker fence: 6 sticks in the lower 6 slots plus 4 reeds in the top center slot to produce 6 wicker fences. Wicker gate: 4 sticks in the slots to the bottom and center left and right plus 2 times 2 reeds in the bottom and center middle slots to produce 1 wicker gate. Add wattle wall (elements) with the qualities of vertical slabs and only placeable as such. They have a slight 'see-through' texture: light partially passes through them (like, doubles the light intensity reduction per block) and both predatory animals and drifters will be able to notice a player on the other side of these wall elements. Their recipe: Wattle wall: 1 wicker fence in the central slot plus 2 sticks above and below that to produce 1 wattle wall block. Add wattle-and-daub (wall elements) in two variants: a vertical slab and a full block. The properties of these are similar to plank blocks of comparable size. Their recipes: Wattle-and-daub single wall: 2 wattle wall elements in the central slot plus 1 cob block in the slot to the right to produce 2 wattle-and-daub single wall blocks. Wattle-and-daub double wall: 2 wattle-and-daub single wall blocks next to each other to produce 1 wattle-and-daub double wall block. Would be nice if it would be possible to also create them by placing a wattle-and-daub single wall block in the same block space as an already placed wattle-and-daub single block. Make the wattle-and-daub double wall blocks reinforcable with the plumb and square, but only with a very limited number of materials. Any type of stone, brick or metal should not be effective. Make the wattle-and-daub wall blocks 'paintable' with a limited number of dyes after placing them. The 'vanilla' blocks should have a 'cob' like appearance, but application of specific dyes will change that on the face where it's applied. This may be done in the same fashion as the way salpeter deposits are placed in the world. Upon breaking of a dyed wattle-and-daub wall block the paint (plaster) layer will dissappear. Proposed dyes: Lime, blue clay and fire clay. Applying these to a wattle-and-daub wall block results in layers of plaster with colour schemes that are mixtures of cob and the used powder. Specific lime types created from the various sea shell types available in the game, if ever they will be added. All will have their own specific hue variant. I hope these will be considered for a future update as I think this will greatly enhance the options for early game building and they will add a lot to the flavour of various, more utility like, builds. Any constructive feedback is this thread appreciated and may be used to further improve the above proposals.
  2. Ivan

    Dragon Strike

    A series of stills of a dragon attacking a village. The idea was to see how the Shingle block could be adapted as Scale (these ones on a dragon), but I only used them on the wings, so they did not show up well in the scene at night. It has been suggested these shots are redone with increased 'Bloom', which is a variable lighting effect built into the VS engine. That may give a more dispersed look to the flames. I will toy with this a little bit more, but the difference between VS and other voxel engines is already apparent. This scene took less than two hour to put together, including stills.
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