#More Colors For Builders, Please!

1570 messages · Page 2 of 2 (latest)

vale path
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starting to think about recipe ingredients for Rammed Earth

wispy nymph
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They look too similar. Should desaturate the rammed earth more

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The plaster could be more saturated and darker.

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Right now it feels like there isnt much difference other than texture which doesnt lend to creative building as much like using daub in and among plaster to look like worn out spots.

vale path
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that's deliberate, they have to be blendable together for texturing work

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the differences are very apparent when you start placing them together

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try placing plaster next to rammed earth and you will see a massive difference. the point of this mod is to introduce a palette of color that can be used together, like paint

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you can see the principle here for example

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at around 15:10 he starts talking about the need for "transitional" colors, having colors close enough that they can be blended together nicely for subtle shade and hue shifts. that's the point of this mod

wispy nymph
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Im aware. But just from that screenshot it feels like they are too close. You can afford to shift them and they will still blend together well

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The steps arent steep enough imho

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Im thinking like 5 or 10 points either direction nothing massive

vale path
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here you can see quite an abrupt leap in color between Rammed Earth and Plaster

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these colors can't be blended together

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which is why wattle & daub hues are there. to enable texturing work

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they'll all be tweaked more by little to get them just right, but this is the first incarnation of it

wispy nymph
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Yeah like 5-10 points more saturated for the plaster and 5-10 points less for rammed earth would be fine. They could still be used together

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Im thinking more like the plaster can be used to create a wet look in a dry build and the rammed earth could give a weathered look to a clean build

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You cant do that very well if they are too close together

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Daub is fine as is

vale path
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then use a different color if you want a bigger color shift

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minecraft had i think 16 colors, this is more than double that

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having colors so close together is very much the point. that's why it's such a large number of colors

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some more examples of how the colors are meant to be used, mixed together

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hopefully combined with other blocks available in the game already, the point is that they're subtle hue shifts, like a painter's color palette. if they're too far apart, then it doesn't work.

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will likely tweak them more in the future, but this is what i have currently. coordinating 100s of different shades takes time

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you're also looking at it in the very linear way i laid them out

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which is why they blend so much

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mix them differently and you'll get much different stark differences in color and shade

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especially among the browns

vale path
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Watching this right now.

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According to a guy in this video, cedar is the “Porsche” of wood types.

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Which makes me think VS needs a cedar.

subtle lintel
vale path
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according to the way i've distributed the resources, these are the easiest colors to get a hold of

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and these are the hardest

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barrel dyeing only

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getting that building itch again 😄

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experimenting with some daub mixed with dirt, trying to get a nice dirt aesthetic

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Lime currently has the best Shade / Saturation ratio between the materials. will be aiming to land around here for most of the materials

ocean sable
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Ok looked it up, two out of the three species are mediterranean and one is in the himalayas

subtle lintel
wispy nymph
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ok here me out this as our wool equivalent

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even more saturated than plaster

vale path
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I will probably make it craftable.

wispy nymph
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I think you can dye leather

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I dont remember cause i never use shields

vale path
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Considering adding a couple new variants to some of my favorite textures.

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These would come in more limited colors, but still be based on real world varieties.

exotic wind
wispy nymph
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back of a bookshelf is kino

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a full block like this would be cool

warm flare
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Idk if it's already been said, but I'd like this as long as the colors don't feel too artificial. I'm not looking to have neon colors or anything. But more varied stone and wood colors would be great, as would more interesting building block options like gems/crystals, metals, marbles, etc

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As well as the ability to mix materials for things like metal reinforced woods and stained glass (if that isn't already implemented, i can't recall)

vale path
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I won’t be adding any artificial looking colors. The saturation of plaster is about as far as I’m willing to go.

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Also I’m almost done re tweaking all the color blocks to coordinate their saturation and brightness together.

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So they will be a little more distinct and each material will be more uniform in their saturation level and shade.

vale path
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softened the brick outline contrast so it isn't such a sharp black line

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feel like this is the right level of contrast

wispy nymph
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is yellow rammed earth and daub supposed to be brighter than the sun

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seems very bright

vale path
wispy nymph
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seems a little bright even for that

vale path
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then use a different color

wispy nymph
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are they glowing

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there wasn't really a good color that fit with strewn straw unfortunately

vale path
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well you have about 100 other hues and shades to pick from

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you might need a Paint mod if you want to get more specific

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the brightness and saturation of Yellow is dictated by the vanilla Yellow Wattle & Daub block. since Rammed Earth is placed brighter and less saturated than Wattle & Daub, the color you're looking at is the shade you get

ocean sable
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I think some textures have this problem of being so bright that they reflect in certain conditions, gold blocks, limestone, chalk for example
Its a vanilla problem

wispy nymph
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Yeah that sounds about right

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It happens to GA stone blocks too

vale path
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It’s a matter of color context really. Colors look completely different when they’re surrounded by other colors.

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A gray can suddenly look blue if put in the right context. Light colors will look brighter when surrounded by darker colors, or neutral when surrounded by light colors.

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Picking the right accompanying colors for the block palette is always going to be part of the process. Not every color is going to work with other colors in the game. Some will inevitably clash, others will inevitably work together.

wispy nymph
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Im pretty sure its the vanilla thing because the preview color seems to be a lot darker than when its placed in the world and it does happen with other modded blocks too

vale path
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I’ll have to look at it but I imagine it’s rendering the blocks pretty uniformly in preview mode, I doubt the modded blocks are rendering differently than vanilla ones.

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The Handbook having an all brown background will make it look different than the item inventory having a different background or the real world placement being all grass vs sand vs another color. Color plays a lot of tricks on the eye when given different context.

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For example. All of these spheres are the same color.

subtle lintel
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I've spent multiple minutes just staring at these

vale path
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Speaking of colors.

ocean sable
subtle lintel
dry estuary
hidden plaza
warped barn
autumn otter
# vale path Speaking of colors.

I think this is what I need for my paint mod, I've been trying to mess with colormaps to tint blocks but for now, the color is intrinsically linked to temperature/humidity, and that part of the code is not accessible. With this devlog, it looks like Tyron has added a layer for tinting with any color, in which case I could escape from my hell of hundreds of individual paint colors.

vale path
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Considering adding more flower color varieties.

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Gonna do a little research of the real world color varieties of the existing vanilla flowers to see where I can add some.

vale path
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these are the flowers i'm looking at adding variants for

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this is basically the color spectrum of all the current flower colors

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it's mostly in this region

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could definitely use more color variety here

hidden plaza
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I'd love more pinks and reds that aren't rotting corpse lillies

exotic wind
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And blue. The cornflower looks more purple.

winter sage
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glazing terracotta and stuff would be really nice to add in combination with more decorative clay products for sure.
dyed planks, brighter colours, more brick variations, (perhaps a smaller version of stone bricks?) would all be neat to see. more uses for dye would certainly be nice, since atm i pretty much only use dye for when something needs a specific colour in a recipe

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and more flower variation would definitely be nice. i feel like dye shouldn't be too difficult to get early game, being able to make some dyes out of berry juice would also be nice

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more colour variants would ALWAYS be appreciated

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dyenamics in minecraft made me realise that colours are pretty restricted and it doesnt seem like it would be too difficult to implement more dye colours through mixing them

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the only issue would be it'd be time consuming for all the textures and clog up the creative inventory or whatever

strange obsidian
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I think paint is the real solution

winter sage
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painting ontop of blocks feels unnecessary with the chiselling system atm. just a more robust dying system would be nice

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the gold standard would be how minecraft does it's leather dying. having literal RGB values would be fucking insane but i doubt we'll reach that

winter sage
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especially with how clay can already be made into a lot of different base colours, i think perhaps a neat way to do it would be a dye is crafted into a "glaze", which can then be dipped on most cookery related ceramic items, and then it'd have a random "overlay" glaze that is selected from that

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rather than having a selection menu for a bunch of different variations

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I.E, you have a black ceramic vessel, you put it in a barrel with yellow glaze, and it makes a random black and yellow patterned vessel out of a few different set possibilities

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examples from already existing vessels ingame

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that, or literally just having a way to craft these and expanding upon the ceramic system would be nice

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since needing to get them from traders or ruins is pretty lame IMO

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since they look really nice

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though i'm also of the opinion that very few things should be locked behind traders

normal elm
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There's so many cool decor items in the game that are simply unobtainable in survival mode.

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Trader locking and ruin locking can help create a unique sense of identity for traders as well as ruins, and I think it can be actually quite fun if handled like that.
But something like "here is this 2-block wide table, you can't obtain it" stings considering we don't have a craftable alternative. 😅

winter sage
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like having a door with a window on it being trader locked is 😿

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it'd be really cool to see a manual way to glaze pots and stuff

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in a similar way to chiselling works

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and use that to introduce like... actually painting and scribing stuff

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that'd be a sick system

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though it may result in more lag, perhaps

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i imagine it'd be a voxel kind of deal while glazing and then it gets converted into a texture or whatever after the fact

exotic wind
# winter sage in a similar way to chiselling works

I made a similar suggestion in the past #1424037465886556261 message
It was for metal vessels and being able to make custom decorations on it with chiselling, though it was a sort of a side suggestion. I imagine it would be difficult to implement though.

vale path
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added recipes for rope beams

wispy nymph
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Rope

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🪢 🪢

vale path
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first new flower, pink catmint

high sorrel
vale path
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Still figuring out how flowers work but it seems pretty straightforward. Already have a Persian Blue Catmint variety ready as well.

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I’m gonna try to introduce 3 or 4 new varieties for each flower pictured above.

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Depending on how many colors are realistic.

high sorrel
high sorrel
vale path
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Yeah I love variety especially for building and designing so this mod is a really good excuse for me to expand a lot of the existing vanilla content.

high sorrel
high sorrel
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I need way more things to grow in the garden ! And sadly there isn't a lot of mods that do that... some of them are dead or there isn't a lot or the 3D models doesn't look good imo :/ Sad there isn't a BIG mod that add a ton of new crops with good models and that fit the game

vale path
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Would love to see that as well.

winter sage
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more flowers, herbs, and things of that variety to really diversify the map is definitely something that would be nice

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though i think they should spawn in seperate 'patches' to almost like differentiate regions

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if that makes sense

vale path
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Persian Blue Catmint and Scarlet Heather

vale path
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these are real world varieties of these flowers btw, matched as close as i can to their real world hues and saturation

vale path
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Some new flowers:

Pink Catmint
Persian Blue Catmint
Pink Cornflower
Burgundy Cornflower
Scarlet Heather
Indigo Heather
Red Mallow
Yellow Mallow

normal elm
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I was making restored versions of the ruined beds for a project, but it got me thinking about how customisable beds would be nice. I mean it's already on the roadmap, but still. Excited to see it whenever it does make it into the game! 😄

vale path
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those look great

sudden canopy
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(beds make me sad cause the best bed is ruin only, can't even make a cleaned up version lol)

normal elm
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Thanks! 😄
The green one already existed in the game files, but the brown and patchwork one are custom. The patchwork one was pretty painstaking to restore, drawing over all the patches individually. kek

vale path
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love the patchwork one

normal elm
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It kinda bugs me that the ruined bed we can sleep in is the one with the oldest model kek
No headboard, no matress, no pillow. That's just a blanket over a wooden frame lol

vale path
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Might also add some limewashed wood varieties.

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I think after the flowers, the last two main things I’m gonna want in terms of material variety is wood and stone.

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Stone I may not get into, because I don’t want to add entirely new stone types. But I may want to expand some of the existing stone into another existing texture set.

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Similarly with wood, I don’t want to add any new tree types, but I may want to branch some of the wood textures into new hues or shades with stuff like Limewash.

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After that I think I will have touched all the primary bases I wanted to expand.

hidden plaza
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can we get the missing textures for all the stone types

vale path
hidden plaza
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like there's no suevite ashlar, or anything of tuff other than raw rock

vale path
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Ah gotcha. Yeah I can look into that.

ocean sable
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Tuff doesnt even generate right?

hidden plaza
autumn otter
# winter sage the only issue would be it'd be time consuming for all the textures and clog up ...

I don't want to saturate this topic, but since the discussion often revolves around subjects I'm working on, I'd like to share my thoughts with you.

I'm working on this issue right now because I'm creating a "realistic" paint mod that would not let you do just anything.

For now, I have a base that works well: I can paint with a container of paint in my offhand and a paint brush in my right hand on a limited number of surface types that can be configured (by default [“Stone,” “Wood,” “Brick,” “Ceramic,” “Metal,” “Meta”]). So it's impossible to paint on dirt or sand for example, which makes sense to me. I've also introduced a paint drying mechanic, and I'm starting to work on the fact that paint can be washed away by rain if it's exposed to the outdoors before it's completely dry.

Initially, I used a set of textures per color, but this quickly became unworkable with the number of colors I plan to add. Even though I use a script to generate the variants, a player couldn't do the same, and I would like users to be able to add colors themselves.

So I have two options that appeal to me: either I use an approach similar to corals (e.g., “reefblock”) where variants are created by overlaying a colored monochrome texture on a relief texture shared by all blocks (in which case I would only need to create one monochrome texture per paint color), or I could try to modify the color of the block directly in the engine using a dedicated shader or by exploiting the block tint system to my advantage.

Ideally, what I'd like to have is a JSON file containing an arbitrary list of authorized color variants in the form of RGB or hexadecimal values, and for the game to be able to display each of them. I think going beyond the colors of certain 8-bit palettes is unnecessary, but in any case, I would eventually like to reach a color count in the hundreds.

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I already have a solution for generating these hundreds of colors: I plan to implement an additive color mixing system similar to MixBox. This tool realistically simulates the color resulting from mixing two RGB colors (with their proportions).

My idea would be that only a limited number of basic paint colors can be obtained with the pigments in the game, and then the player can create new colors by mixing these paints in various proportions.

For example, the player creates two basic paint colors: an ultramarine paint (#015189) and a chrome yellow paint (#e2b51d), which can be crafted with pigments. Then the player can mix those two colors in whatever proportion they want in a container (for example 50%-50%), the mixing model calculate the theoretical resulting color (#398e40) and automatically snaps to the nearest color in the available variants (say, #318a44). Thus you can only craft colors available in the JSON variants file

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You can play with MixBox to see how you can obtain a very large amount of colors by mixing a limited number of base colors (each color is a slider you can move to mix in various proportions) https://scrtwpns.com/mixbox/examples/mixer

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In short, I don't want to draw attention to my mod (I haven't even created a dedicated thread yet because I'm far from having implemented all of this and I don't have much time at the moment). but I wanted to explain everything in case it could provide some food for thought for Material Needs, and also because the subject of painting is regularly discussed here and the issues of texture colors, dyes, and the clutter of the handbook are topics that concern both of our mods, I think.

mighty umbra
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Also loving all the new art blocks

mighty umbra
vale path
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himalayan blue poppy

exotic wind
vale path
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Based on Himalayan Blue Poppy.

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Will adjust it some more, every reference photo seems to have a slightly different hue.

wispy nymph
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Add more lupines

hidden plaza
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irl they're almost mesmerizingly blue

hidden plaza
# vale path

but i think you want to up the sat and down the lux a bit

vale path
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the hue needed to change mainly

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the above was too turquoise

vale path
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alright here is a preliminary set of 20 new flowers

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these will be tweaked a bit soon

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they are all based on real world color variations of these flowers

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will probably add a couple variants of 2 more flowers, but not a full set of 4 like these

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so in total will probably be 24 new flower variants

vale path
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testing spawning

hidden plaza
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flower

ocean sable
autumn otter
# vale path

It looks soooo cool. I love having wild flowers near my base and the more colors/varieties I can get, the better. Do you plan to make it compatible with the Biomes mod ?

The Biomes mod makes the game world feel more realistic and alive by sorting flora and fauna into their native real-world biomes. Different regions will have their own flavour and travel will feel more meaningful.
 
If an animal or tree is not whitelisted or given a biome, it will not spawn. Story mobs are whitelisted. Trees can still grow outs...

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I'd love to have to travel to go into a quest to find a specific color, also it would be incredible on large multiplayer servers where (for example) Himalayan Blue Poppy dye would be a super rare and expensive resource

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When balanced correctly, a mod like yours can add a lot of emergent gameplay. The idea that some hue are very difficult to obtain and that acquiring large amount of this hue is prohibitively expensive really creates a market and sensation of awe when you see it

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Currently, mountain gameplay in VS is disappointing because pickaxe is too slow/too fragile to move through tunnels (which is perfectly OK since VS is more "realistic" than games like MC) and there are not enough reasons to motivate us to endure difficult weather and impassable terrain.

high sorrel
wispy nymph
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Lupines pls they are the best flower

vale path
vale path
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come to think of it lupine having 5 variants i think means that me introducing 4 new variants for each was the right number

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yep, five of them. and i'm expanding existing flowers to 5 as well

wispy nymph
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my yellow lupine dreams... shattered beyond repair..,.

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edelweiss are nice maybe they have some other colors

vale path
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i looked into edelweiss but they apparently dont have many color varieties in the real world. the flowers above are the ones that had real world color varieties, so i focused on them.

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the only others that have legit color varieties are Lily of the Valleys, Forget Me Nots and Daisies.

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however Lily of the Valleys and Forget Me Nots only have a small range of varieties, light blue and pink. but i am adding those.

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and Daisies have a lot of varieties, but the existing vanilla texture looks a little awkward when the colors are shifted so i put them on the back burner for now

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currently i'm deciding if i want to replace the new white flower variants i introduced with actual colors, since it feels like it might be a slight missed opportunity to just introduce more white

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or maybe i can just adjust the white catmint a bit to have moer of a minty green tinge

winter sage
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honestly it's perfectly fine to have nonexistant flowers in this

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as long as they look pretty

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i don't think anyone will be geeking out because their forget me nots come in a different colour than they can IRL

vale path
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i personally wouldn't mind either for a bit of fantasy, but i'm trying to stay true to the down to earth real world ethos of the game

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the goal is for all of this to make total sense in VS

winter sage
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have you added poppies ?

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as in like

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poppy poppies

vale path
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the five on the right are all poppies

winter sage
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oki oki

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some additional greens would be nice as well honestly

vale path
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i'm considering adding in the Dwarf Furze texture in different colors but giving it a different species name, as there is a species called Erica which is understood to be similar to Gorse, though not closely related

winter sage
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fern variety and allat

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though there is the wild grass mod that does smth similar, doesn't hurt to include that

vale path
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ferns would be cool but not sure what existing textures can be reworked currently

winter sage
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a lot of these flowers could have the actual flower parts removed and faintly edited to make the tips of it look proper and it'd be a fern

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since it's not like there's a lot of flowers that are just

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a singular flower

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most of them are in bunches

vale path
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originally i wanted to expand 8 flower varieties by adding 4 variants each, but the number of flowers that have real world color varieties was only this small handful. so i may need to push it a little to really fill out the variety

winter sage
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are these flowers going to be able to be turned into dyes?

vale path
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a lot of them probably yeah. i will probably double check what is consistent with real world dye making

winter sage
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bc if i'll be real red dye is kind of cooked to be able to get in the game rn

vale path
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yeah my first instinct is to make the dyes more accessible

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but i'm going to keep the blues and purples fairly rare

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reds should probs be moer accessible tho

winter sage
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woad blue dye:

vale path
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funny enough woad blue dye is a distinct item outside of normal blue dye

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i havent used woad blue for any dye recipes

winter sage
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it just bypasses the need for mordant for the most part

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i think that's the only major distinction

vale path
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tho i think by the time you get to dye making it should all be fairly accessible

winter sage
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honestly having more variety in dye in general just makes sense imo

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lapis should give a much more rich/royal blue

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than flowers do

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having flowers give muted colours and then mineral pigments be brighter makes sense

vale path
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woad is everywhere so i wouldnt want that to be the deep royal blue

winter sage
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yuh

vale path
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but the dyes arent currently split into saturated and muted, they're all the same level of saturation

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and i'm not sure how deep i want to dive into expanding them yet

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i'm also approaching the point where i want to get this update out

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so i want to wrap up a version of it all soon

winter sage
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definitely push it out soon then and then you can always seperate the dyes into two different tiers later on

exotic wind
vale path
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but white is pretty nice

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added "Broom" flower variety, which is the Dwarf Furze texture. Broom is a flower closely related to Gorse, aka Furze

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also reorganized them a bit based on rarity of the color. the colors closest to the camera here are the most rare

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or will be when i implement it

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might balance it so that each flower is twice as rare as the one preceding it

normal elm
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A couple of the dyed leathers are super vibrant, dyed leather blocks could be interesting.

vale path
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these are the final new flowers

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28 of them

vale path
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Wickwar Flame Heather

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Gold Haze Heather

vale path
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this is gonna drive people absolutely nuts, but the color dye you get from flowers in real life is rarely the same as the flower itself

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and that's exactly how i'm coding these recipes 😄

hidden plaza
exotic wind
vale path
exotic wind
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That blue furze looks amazing as well.

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Or is it Heather.

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4th from the bottom left. That's a really nice colour. Do you remember the name?

vale path
# exotic wind Or is it Heather.

bottom row is from left to right

Blue Forget Me Not
Persian Blue Catmint
Black Gem Cornflower
Blue Lagoon Heather
Blue Wild Indigo Mallow
Himalayan Blue Poppy
Boskop Ruby Broom

And then the last one is a Blue Lily of the Valley but apparently those don't exist so it's becoming purple

exotic wind
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That Blue Lagoon Heather has an incredible colour.

vale path
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yeah it's a cool one. it will be very rare

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that whole bottom row is very rare

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the second to bottom row is rare

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and the ones above are fairly common

exotic wind
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Nice, I look forward to catching them in the wild. Awesome work with the mod!

vale path
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updated shot with some slight adjustments, about to release this

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fun fact, the bottom row is all about 1/100th as common as the top row. except the one on the bottom very far right, the Purple Lily of the Valley. that one is 1/1000th as common

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just to keep you completionists crazy 😄

vale path
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full list of new flowers:

Pink Catmint
Blue Catmint
Montrose White Catmint
Persian Blue Catmint
Red Boy Cornflower
White Dwarf Cornflower
Pink Ball Cornflower
Black Gem Cornflower
Gold Haze Heather
Wickwar Flame Heather
Scarlet Heather
Blue Lagoon Heather
Yellow Mallow
Scarlet Rosemallow
Pink Mallow
Blue Wild Indigo Mallow
Wood Poppy
Field Poppy
Shirley Poppy
Himalayan Blue Poppy
Red Scotch Broom
Lena Scotch Broom
Moyclare Pink Broom
Boskoop Ruby Broom
Pink Forget Me Not
Blue Forget Me Not
Pink Lily of the Valley
Purple Lily of the Valley

vale path
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If you like this mod be sure to check out my other mod Terra Prety! This mod greatly expands the volume of building materials available to you in Survival Mode by adding countless new recipes and also introducing hundreds of new color variants of existing materials such as Plaster, Wattle & Daub, Rammed Earth, Flowers, Wood and more!This Mod Inc...

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new update is out!

vale path
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I’m really pleased with how I balanced the new flower variety spawning, this is something I’ve wanted to see with items in game for a long time. I’ve divided them up into tiers of rarity, relative to their vanilla counterparts:

Common - Standard vanilla frequency.
Uncommon - 1/4th as common.
Rare - 1/40th as common.
Ultra Rare - 1/400th as common.
Holy Grail - 1/4000th as common.

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The top two rows of new flowers are treated as Common, so they spawn 1/4th as often as their vanilla counterparts. The second to last row is treated as Uncommon so they spawn 1/40th as often. The bottom row is Rare so they spawns 1/400th as frequently. And the very bottom right flower, Purple Lily of the Valley, is treated as Holy Grail in rarity, so it spawns 1/4000th as common as a normal Lily of the Valley.

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Any new sets of flowers or other resources I introduce, I really want to stick to this rarity tier system. I want there to always be something out there you haven’t seen yet.

winter sage
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is there a way to duplicate flowers so that if you discover a super rare varient

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you can actually use it

vale path
winter sage
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combine a flower + x compost (maybe increases by 1 for rarity) in the crafting table

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duplicates

vale path
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Like growing a super rare flower should take a long time and be a bit tricky and difficult.

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And the ability to multiply production of them should be really slow.

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So you can’t turn one flower into 10,000 new flowers in a week. You can maybe double it over the course of a year or two.

#

Or even three years. It should take a long time to multiply.

#

IMO

vale path
winter sage
vale path
#

About which I currently don’t know anything.

vale path
#

I would want it to be super consistent with how Vintage Story approaches tech and resources and stuff.

#

So it would be a whole new resource process like leather making. Which would take a lot to design and implement.

wispy nymph
#

Would be a different but complimentary mod imho

vale path
#

It could be in the purview of a new mod, though I am not against putting it in this one as well. Should be able to disable it by deleting a folder if people want to.

#

But we’ll see. I have other stuff I want to implement first.

#

After which I could look into it.

autumn otter
vale path
#

So I may rework the rarity tiers. But multiplying by 10 seems to be a really solid way of approaching it. And easy to code, just adding 0.

#

So maybe:

Common - Standard common frequency.
Uncommon - 1/10th frequency.
Rare - 1/100th frequency.
Ultra Rare - 1/1,000th frequency.
Holy Grail - 1/10,000th frequency.

#

I’m sort of obsessed with the idea of there being Holy Grail items implemented into the game. Things you will likely never see, but eventually could run into a couple if enough different aspects of the game have them.

#

So if we add a Holy Grail item to Stone, Trees, Soil, then we’ve effectively quadrupled how likely you are to run into a Holy Grail item for some aspect of the game. But you won’t be able to expect to run into anything specific you’re looking for. So it will ideally help maintain that yearning to discover.

#

If like 20 different aspects of the game have Holy Grail items implemented, you will probably eventually run into one of them somewhere after some time playing.

#

But no guarantees which it will be.

#

When I see a Holy Grail item, I want it to blow my mind how unlikely it is.

#

Even if it’s just Ultra Rare, like the Himalayan Blue Poppy, I want to be like WOAH when I see it.

vale path
#

adding flowerpot flower textures

little pike
#

I've noticed the lack of "soft" colored blocks like linen and wool that could be used for furniture that arent just white or grey

vale path
#

answered my own question

#

no block but definitely a texture

#

also you can apparently put it on the side of blocks

#

this is probably how i'd do it

#

instead of as a block

vale path
#

here you go. all flower pottable

#

alrighty, new update out, allowing all flowers to be placeable in flower pots!

vale path
#

this is now the rarest flower in the game: Lily of the Valley (Purple)

1/4,000th the chance to spawn of the vanilla variant.

happy hunting! 😄

autumn otter
# vale path answered my own question

I use the 'decor' behavior for my paint, linen and vanilla paint (yes there's one but only white and scratched) are decor blocks. They can be oriented in any direction (NESWUD).
It's a holiday in my country today, so I'll try to make a short video of my mod to show how it works if I have time, but it looks like you've been down the same path : decor blocks are the (obvious) way to add color over existing blocks.
I wanted to wait until I had added at least some recipes for making the basic shades before officially presenting the mod, but I think it will be more constructive if we work in parallel.
You can take a look at Tailor's Delight mod that add many "panel cloth" decors using dyes. They are created by adding dye to mordansed cloth/twine in barrel.

Tailor's Delight  adds new tools, weapons, items, decorations and blocks. Some of them are exclusive for Tailors. It does not add new clothes, for this see the mods below.
⇒ You need the Expanded Matter mod to use this mod: https://mods.vintagestory.at/em

Versions newer than 1.8.x need VS 1.20.0 or newer and EM 3.0.0 or newer.
Versions newer...

#

I discovered this cool website to share color palettes https://lospec.com/palette-list/

#

I think we could use it to create a unified color palette to share between mods, e.g starting by defining the most saturated colors (pure pigment) and then HSV/RVB values that can be obtained by combining/diluting the pigments

#

for example this palette (256 colors) seems to match the vibe of VS while adding more saturated colors that are nonexistent right now

vale path
autumn otter
# vale path Hmm, interesting. 256 colors would become a ton of blocks, not sure how that wou...

Yeah sorry it wasn't clear from my part, I wasn't thinking of adding a 256-color palette to Vintage Story, but rather generating or finding a palette of 256 colors “typical” of VS (or more or less) to make it easier to add new colors to the game. In this palette, pure pigments would probably be the most saturated values, and from this palette it would be easier to add colors while ensuring that they don't stray too far from the classic VS value ranges (which are generally not very saturated).
Or, conversely, by taking a pre-existing palette that matches the VS style, it is easier to find shades from that palette that are not present in VS but would blend in well. Finally, if we create a collaborative palette, we could ensure consistency between mods for the colors added.

autumn otter
#

I was pretty curious about what would be the palette of VS so I wrote a small python script to extract a palette from all texture files 🤓 . It counts occurrences of every color present in the textures and sorts them in clusters using the k-means method. If you are curious, here is the result
for 128 clusters !

warped barn
#

beige story is real

#

Is this blocks or items as well?

autumn otter
autumn otter
# warped barn beige story is real

Lol I weighted the clustering based on the number of occurrences of each color meaning that more frequent colors have more tints in the palette

#

For reference this is the unweighted result

#

Note that it is not representative of what you see in game since a single texture can be used on thousands of visible blocks (e.g grass/dirt)

#

Also note that by definition using k-means centers excludes the extrema so this palette does not includes the most saturated colors

sudden canopy
#

the beige-ness is unsurprising considering how many blocks (and "biome" tints) are yellow toned

#

(even just look at all the greens - there are only a handful of cool greens, most are quite yellow)

autumn otter
sudden canopy
#

Oof

hidden turret
autumn otter
# sudden canopy Oof

Also, last note : I filtered out all the low saturation values because If I don't here are the 512 most common colors in the game 🤣

ivory charm
#

Ahh yes the sequel to the best-selling novel.

"350 shades of grey"

sudden canopy
#

Lmao

#

Im curious as to where specifically those 4 greens are

#

"Specifically"

#

I assume they are a part of most plant textures

vale path
# autumn otter Yeah sorry it wasn't clear from my part, I wasn't thinking of adding a 256-color...

Gotcha. With this mod I’m sort of building what I think of in my head as a standardized color palette, by looking at what colors are missing from VS that I would want and adding those in. So I have targeted some standard shades, like Blue, Red, Orange, Purple, Magenta, and then filling in the gaps between them to produce seamless color transitions, Viridian, Chartreuse, Lime, etc. This 34 palette hits on all the major colors that I thought were needed. I will likely expand it a bit in the future, probably by discounting the grey / black / white colors and the brown colors, which I think are their own unique sets because it’s necessary to have a big range of browns and black and white, and then counting the colorful ones together again, to maybe try to reach 32.

#

Black and white shades I think can easily be discounted from the full color total since those are clearly a unique range. Later I can count the specifically colorful ones together to see where we’re at.

#

I think it’s around the 28 range.

#

Which means I can comfortably add about 4 more colors to stop at a nice round 32.

#

Which is probably what I’m aiming for.

#

These color choices are much more subjective, but if you look at the current dyes, that seems to be a more sober objective range of colors, as they are a more rigidly straightforward spaced out range of colors.

#

All I had to do was add in a couple missing transitions here, like Chartreuse and Indigo.

#

And this I believe covers the whole natural color spectrum, and can cycle through continuously if you connect the left and right colors together, magenta with red, you can keep this rainbow going on and on with evenly spaced out colors.

#

So the dye range here is what I think of as the more straightforward objectively chosen color range.

#

And the colors I’m introducing for all the new Plaster and Daub and Rammed Earth blocks are what I think of as my standard subjective color palette.

#

The dyes above are 12 shades produced by Red, Blue and Yellow. So that’s about as objective and straightforward as I think we can get.

#

But for building blocks I was more subjective, since I was starting with the vanilla Wattle & Daub colors, which establish a more subjective range of choices.

vale path
normal elm
normal elm
vale path
#

i'm gonna add some recipes to collect ashlar rubble blocks

#

any ideas on recipes? there needs to be a way to get all 4 of them

wispy nymph
#

Chisel a boulder

vale path
#

i'm thinking of a similar recipe to the boulder tho

#

the hammer on the ashlar block

wispy nymph
#

Hammer an ashlar block then

#

Yea

vale path
#

but the question is how to get each different one

#

just keep smashing it with a hammer i guess?

#

or is there a better idea?

wispy nymph
#

N S E W hammer position

#

Ez pz

vale path
#

hmmm

#

hammer on the underside feels a little weird tho

#

but maybe

wispy nymph
#

Just don think of it as below then lmao

#

4 sides rather than 2 sides and top/bottom

normal elm
wispy nymph
#

Waste of durability

normal elm
#

Maybe just have it so the hammer is only needed to make the first rubble type, then they can be cycled without the hammer.

#

Like your Seraph is just rearranging the rubble pile.

vale path
#

got rubble recipes running

#

suddenly had the idea of using Rot to apply these texture overlays

wispy nymph
#

For moss you can use a knife to scape it off

vale path
#

i'm trying to avoid introducing my own items so something else in the game might be more appropriate

#

here's the full color palette and rammed earth set

wispy nymph
#

Yeah there has to be some vanilla lighting quirk cause these look normal

#

Some of the brighter ones get like, blown out in sunlight

#

Same for some of the lighter stone types in geosdditions

vale path
#

lighting conditions change a lot. these are only a slight shade lighter and less saturated than Daub so i imagined they were fine

#

i counted them up and there are 29 actual colors currently

#

the others are the greyscale blocks

#

i was thinking of adding 1 or 2 more browns to bridge the gap, and then possibly squeezing in one other color

#

which would be 32 colors total, and then a greyscale set of blocks which i consider separate

#

my current potential roadmap

#
    * Add Very Aged doors and gates.
    * Add Linen colors.
    * Add Red Mudbrick.
    * Add Grey Mudbrick.
    * Add Pale Aged Wood set.
    * Add Weathered Wood set.
    * Add Aged Ebony Wood set.
    * Add Suevite Aged Ashlar & Cracked Ashlar.
    * Add Kimberlite Ashlar, Aged Ashlar & Cracked Ashlar.
    * Add Lighter Dye set.
    * Add Darker Dye set.```
autumn otter
#

The table also includes the pure dyes (I should have marked them differently)

autumn otter
#

This is the kind of color palette I wanted to create for my paint mod : since the Mixbox model generates realistic colors by additive mixing of pigments (e.g blue + yellow = green which is not the case for a classic RGB mixing model), I know that all possible paint tints of my mod should be contained in a subspace of RGB color space which is defined by the pure pigments. Since I can use the vanilla and Material Needs pigments as inputs it ensures the resulting color fits well in the color palette of VS

#

which can also give you new color variants for your blocks

autumn otter
#

Slightly different version with the pure pigments named. I think a new color like #cc6a55 (just above 'browndark') could be added as some kind of 'peach' color

autumn otter
#

And finally here is some colors you can obtain by mixing your dyes including black and white. It adds a lot of beautiful colors I think. Ask me if you want to know which mixing give a specific color. I'll try to stop flooding here.

subtle lintel
vale path
autumn otter
# vale path these are beautiful but i have no idea where to begin with them 😄

Yeah sorry, I was mostly reacting to this sentence

i was thinking of adding 1 or 2 more browns to bridge the gap, and then possibly squeezing in one other color
all the colors shown on the last picture I posted could be theoretically obtained by mixing two different dyes already present in the game, either vanilla or in your mod. So if you like some colors in the palette I can give you the dyes and proportions (e.g. 40% pink + 60% brownlight) that could be useful for crafting recipes (like 0.4L pink dye + 0.6L brownlight dye) to produce the desired color

steel oxide
#

At the start of the post somebody showed all the wood types next to a more saturated version, I was thinking you could cook up some resin like with pitch glue but make varnish or lacquer instead and maybe varnish planks to get a more saturated version. Idk just an idea Could work well in vanilla tbh. Would I need a new world to get these flowers and beautiful colours of this mod?

wispy nymph
#

That was me

#

Varnishes and stains have been discussed before, im just hoping we get them tbh

#

Assuming you mean this

subtle lintel
#

This is my first mod and it is not yet finished!Known Issues:
Scroll racks have incorrect names
Uncraftable figureheads not available to buy from traders
No paths
What does this mod do?
This mod adds two types of craftable wood planks and debarked logs to the game: Varnished Oak and Varnished Pine.
They provide a rich, deep colour to add to your...

steel oxide
#

Nice yeah that would be cool to have for some block varieties and transitional colours

warped barn
#

oh hey that's my mod

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yeah it was pretty easy to make this mod so if people want me to do more in the future i can, i was thinking one for bleached wood (paler and bluer) and then coated wood (more saturated)

#

right now I'm busy with starting my own server

vale path
# autumn otter Yeah sorry, I was mostly reacting to this sentence > i was thinking of adding 1 ...

They’re all great, though I tend to create block color mostly by eye, and mixing different color block textures together to get a perfect middle blend. But they’re all kind of arbitrarily tweaked. For recipes I then just kind of eyeball the closest dye or ingredients to the color. It would be great to have a ton of more color blocks but I was aiming to keep it relatively restrained at 32 since I’m multiplying that every time I add a new set, and I’ve already gone over to 34. So with Rammed Earth, Wattle & Daub and Plaster 102 different colors at slightly different shades and saturations. Not including all the variants of each block, which I think brings the total up to about 400 currently. Which is already a lot for me to try to manage lol. 😂

steel oxide
#

Lmao ok yeah forget the planks that’s a lot of work already

vale path
#

Not nearly as large.

#

At most probably what you see with the browns.

warped barn
#

https://mods.vintagestory.at/show/mod/35434 are you a builder? do you want to chisel with grass? you're welcome

Adds a survival-friendly recipe for Creative Grass, a vanilla block which has the grass texture on all six sides, changes colour with seasons,and is chisellable. It's normally unobtainable, but I think this recipe is fair. Can be added to a server and work without clients needing to download the mod.
 
Recipe: 4 dry grass, 4 of any dirt block, ...

hidden turret
warped barn
hidden turret
ocean sable
# warped barn

random thing, but that wood texture was exactly what I needed, thanks a lot!

warped barn
vale path
#

I’m suddenly considering adding new rock strata based on blending different stone types together.

#

So they would be different rock types blended together for more visual variety. Probably based on how real world rock makeup comes in different compositional blends.

#

But this would take a bit of research.

#

Basically this would provide more “in between” colors and textures.

cold urchin
#

I was about to make suggestion about that because I feel like chiseling and I learned that in survival it would be quite inconvenient to make custom walls, so I think a dyed plaster would be a great addition and also some blueprint item that allows you to store data and copy

#

in survival, in creative you can just copy with middle button

exotic wind
wispy nymph
#

Geology additions already adds all of that

vale path
wispy nymph
#

Im more concerned with compatibility

vale path
#

Not likely to interfere I don’t think, depending on how it’s implemented. My guess is at worst it might have duplicate names to different rocks. But I will likely take a look at how they apply theirs first to get an idea how I want to do mine.

wispy nymph
#

It should be a separate module then cause i dont particularly want two kinds of gneiss it would get a little confusing

vale path
#

Will also likely introduce it in a way that is optional or easily deactivated.

#

I’d likely aim at introducing strata that doesn’t overlap much with GA.

#

But I’m primarily concerned with my own mod, as I’m pretty particular about aesthetics.

hidden turret
vale path
#

Of course some people will think they don’t want it until they see it.

vale path
#

rough sketch of where i'm finding big gaps in the color palette

#

i'd probably add a couple in between these

#

mainly in the mediums and lights

#

bauxite is very much out alone by itself. and limestone could use a little bridge to a couple adjacent colors

amber sapphire
#

A good red is... Disappointingly absent

vale path
#

i will very likely add a couple colors around bauxite to bridge the difference, since it's very much all out on its own

amber sapphire
#

Aye, bauxite works for orange, since it is a very clear, fiery orange

#

But, well, it's not a good red...

#

And before anyone says chert, no, chert is not a good red. Chert is more brownish-grey than it is a proper, true red.

vale path
#

i'm not sure there are any real world super bold red stone types

amber sapphire
#

Aye, but, other than specifically stone

#

This game seriously lacks red

#

Other than cloth blocks, but for those oncemore, if you don't have a tailor you're buggered if the server has class-specific crafting

vale path
#

that's true, i added some red blocks

#

red, cinnabar, oxblood, etc.

amber sapphire
#

Cinnabar block would go hard ngl

#

The specific reason for me being a bit miffed on this issue is that I struggled quite hard for a while to find a decent red for a CoA for a settlement in a server I'm in

#

Black, too, kind of

vale path
#

have you looked at the red and black blocks in Material Needs?

amber sapphire
#

I managed to, eventially, get some red cloth blocks, but black is still a bit too grey for my liking

#

Unfortunately I'm not the owner of this server, but I could see what they'd think of it

#

Seems nifty

mighty umbra
#

Red porphyry

#

More of a dark red but definitely red

exotic wind
#

Jasper as well.

mighty umbra
#

Yep. Or red nephrite jade

vale path
#

nephrite you say 😄

mighty umbra
#

I mean adding nephrite its various colors would be cool. Spawning like Marble does

#

But also Marble comes in all sorts of colors

vale path
#

currently leaning toward adding in full stone sets like the others that would spawn in large regions

#

currently there are 14 standard vanilla sets

#

so that's room for 2-6 new ones imo

mighty umbra
#

I like the idea of that in principle but in effect it can be a little funky. Since the stones etc affect what ores spawn and since stone that can be used for lime are so important to the game

#

The advantage to more marble type spawning stones is it doesn’t really affect the actual balance of the game. Also it kinda gives a ‘royal’ color stones akin to how some of the plaster and daub is harder to make

wispy nymph
#

Just keep in mind that people (me) will be playing with geology additions and that mod takes special care to keep the balance of important rock types like calcium carbonate rocks

#

So if you are adding new stone types you will need to make sure you arent making it too hard to find important stone types!

#

Heres an example of a kind of rock with CaCO3

#

Travertine is a other good one

vale path
#

will likely include new limestone varieties, which will be able to produce lime and other ores associated with limestone

#

Travertine looks like a good candidate so far

exotic wind
#

Ooh, red and pink travertine have a nice colour that does look like it would fit VS really well.

vale path
#

finishing the black and white set

amber sapphire
#

Forgive me being petty, but the black is still more of a dark grey

#

Though I suppose obsidian exists, even if it has smidges of purple

vale path
#

Yeah that’s deliberate. Colors tend to be very relative, these materials in direct sunlight aren’t going to feel jet black and aren’t intended to. Plaster is the darkest, any further on that will begin to feel weird in the context of the rest of the colors in the game. Rammed Earth is intentionally a lighter rendering than Daub and Plaster, as it’s the cheapest material, and in real life tends to be rather light. Daub is in the middle.

#

The most costly and advanced material is Plaster, so that one gets the deepest rendering.

#

In direct mid day sunlight, right next to other adjacent shades, it’s not going to look jet black. Without the juxtaposition of adjacent dark shades, in a less harsh mid day light, it will look very dark.

#

Especially if you start placing it next to lighter colors.

#

Context changes appearances dramatically.

raw goblet
#

I’d recommend you use the wool mod, because the wool is very good for chiseling with if you need vibrant colors

vale path
#

also this is what comes up if you google black rammed earth. this is about as dark as it gets.

#

the way the lighting and contrast in the game works, going any darker starts to feel artificial and too modern imo. i'm trying to keep the colors feeling appropriate within the context of the rest of the game.

wispy nymph
vale path
#

i'm guessing wool blocks aren't going to be added to the game, since that would diverge a bit from the game's focus on real world building materials

subtle lintel
amber sapphire
#

Aye, and cobblestone is really not all that great when trying to create a consistent palette

vale path
#

If you like this mod be sure to check out my other mod Terra Prety! This mod greatly expands the volume of building materials available to you in Survival Mode by adding hundreds of new color variants of existing materials such as Plaster, Wattle & Daub, Rammed Earth, Flowers, Wood and more, and introduces countless new recipes for materials pr...

#

new update, adds compatibility with Better Ruins

high sorrel
high sorrel
lilac hornet
vale path
#

alright i finally finally got this mock up rock strata build running without crashing on me every time

#

in order to get it to not crash, i apparently needed to add 16 wavy sand texture PNG files for every new stone type i introduced

#

which is the most obnoxious cause of a mod crash i've encountered so far 😄

#

since all other textures just seem to render as broken ? texture, this one apparently completely crashes the game if it doesnt exist

exotic wind
vale path
#

color wise the default one seems to be closest to Conglomerate

#

so that's probably what the default texture would turn into

wispy nymph
#

Game checks for wavy sand textures and if it doesn't find them it gets angry

exotic wind
#

Is it worth changing the title to something like:

'Expanded Colours + Material Needs Mod' ?

vale path
#

no i just need to stop posting in here because i keep forgetting i have a mod thread

graceful hawk
#

pardon me going back to last october to ping you, but what was your fix for this? was it misdirected lang file?

fathom niche
#

I wish there were more types of granite. Granite comes in many colours, including pink

vale path
bleak flame
#

we still lack the way to color blocks, we have way to dye now so why not go further?