Staxel Reporter – Issue #12: Farm Crops & Qubicle

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Staxel Reporter – Issue #12

Hey everyone, in this issue of the Staxel Reporter we talk about our plans for crops and have an article about Qubicle’s release on steam!


Farm Crops

As the resident farmer, one of your many jobs is to sow your crops and help them keep their ground. I’d like to give you all a better picture of what we’re planning for your farm’s fields.

Each of your crops will start from a seed, no surprise there really. What might surprise you though is the fact that each seed is brightly coloured, depending on what type of seed it is. This means you can tell at a glance what seed you’re looking at. Your bare fields will look pretty too!

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Once you’ve tilled the earth and your seeds are planted, it’s up to you to take good care of them. Some crops may require special care, but most are pretty standard. Your crops need to be watered frequently or they will wither away! You can take additional steps to improve your crops’ quality, for example, adding manure

Some crops can only be grown in specific seasons, so take care to plant seeds in their compatible season. If you’re unsure what season a given seed can grow in, just check the packet! The packet is marked with one of four strategically placed symbols, each representing one of the four seasons.

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It’s finally time for all that hard work under the beating sun and pouring rain to pay off! After harvesting your crops you can take them to market and make a well-earned profit. You can also keep some of your harvest aside for cooking, or perhaps trade them with friends for crops they’ve grown!

In conclusion, if you take care of your plants they will take care of you. We’re all very excited about the crops and hope you are as well!


Qubicle is now on Steam!

Minddesk have just recently released the Steam version of Qubicle Voxel Editor so I thought I’d take this chance to introduce you to it.

As many of you will know, Qubicle is the voxel editor we use to create all the models in Staxel. Everything you actually see in the game has been created with this editor so we can definitely recommend it to anybody interested in making their own content.

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The base version will provide you with all the tools you need to make those voxel models you’ve been dreaming up. Qubicle is easy to understand and makes short work of tasks like importing models you might want to customise and exporting anything you create to the correct .qb format.

There are also a number of additional upgrade modules available which provide some more unique features if you feel like they’d benefit you. “Voxelizer” for example allows you to import a regular mesh and convert it to voxels.

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So make sure to check out the Steam page here and remember, if you need any help you can always take a look at the Modding section on the forums, where you can find a wealth of information on creating mods for Staxel, or, visit the “Learn” page on Qubicle’s website where they’ve provided an in-depth guide on using the software as well as some basic tips on getting started.

So make sure to check out the Steam page here and remember, if you need any help you can always take a look at the Modding section on the forums, where you can find a wealth of information on creating mods for Staxel, or, visit the “Learn” page on Qubicle’s website where they’ve provided an in-depth guide on using the software as well as some basic tips on getting started.


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store.

Thanks for reading!

EGadd

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Staxel Reporter – Issue #11: Beekeeping & Modding Guide Spotlight

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Staxel Reporter – Issue #11

Hey all, in this issue of the Staxel Reporter we talk about our plans for beekeeping and spotlight an awesome modding guide a community member made!


Beekeeping

They say the sweetest things in life are free, and it couldn’t be more true when it comes to honey (except when you buy it). So, seeing as we’re currently implementing bugs in Staxel (not the bad code type of bugs, the creepy-crawly kind), I thought I’d take this opportunity to share some of our plans for bees and their noble contribution to the gameplay.

To start off with you’ll need to get yourself a basic beehive, makes sense really. You’ll find one of these at a vendor’s shop in town. Next up is to get out there and find yourself a Queen Bee. All of the bugs in Staxel will be able to be caught and will make up one of the several collections you can try and complete in the game. Keep an eye out for more info on this in the future.

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Bee box mockup

Once you’ve caught your Queen Bee you need to introduce her to her new palace. Place her inside the beehive and once she’s settled in she’ll start to produce some worker bees.
After a short time they will start producing that sweet nectar of the heavens (that’s honey to us common folk). And there you have it, your first fully-functioning beehive is up and running.

All that’s left for you to do now is collect it. First things first, it’s time for our busy little friends to have a well-deserved rest. You’ll need to use the smoke puffer tool to give them the right idea. Begin by puffing the smoke over the hive to send your bees to dream land, then you can start collecting the honey.

Bee

“How often should I collect the honey?” I hear you asking. Well every few days should be long enough, you’ll notice some subtle signs around the hive which will let you know it’s ready to be harvested. You should also know that your bees will not produce honey in Winter, they’ll be inside trying to keep warm! And come Springtime your bees will fly off in search of a new hive so you’ll have to go a-hunting for a new Queen Bee.

Now is the time all your hard work pays off! You can use honey as an ingredient when cooking or baking, maybe bake some tasty ‘Honey Muffins’, or you might decide to take your jars of honey to market for some profit. Honey also makes a fine gift to sweeten the life of the person who already has everything.


A Very Useful Guide to Modding

Community member and avid modder, Mighty_Borlaug, has written up an excellent guide to modding different items into Staxel. It’s so informative that we thought it deserved a spotlight in the Staxel Reporter.

You can have a good read through it on the forums by clicking here.

A bunch of items Mighty_Borlaug created and modded into Staxel.

Mighty_Borlaug’s tutorial explains how to make and export models using a voxel editor, offers an in-depth explanation on how collisions work in the game and covers various other topics which will be very helpful to anyone who wants to try their hand at modding.

If you haven’t done so already, why not take this opportunity to sign up for the forums and get involved in our community? You can also check out Mighty_Borlaug’s mega thread which is updated often with new modded material he’s been working on.


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store.

Thanks for reading!

EGadd

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Staxel Reporter – Issue #10: Gathering & New Furniture Set

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Staxel Reporter – Issue #10

Hey all, in this issue of the Staxel Reporter you’ll learn some of our plans for the ‘gathering’ system and get a sneak peak at a new furniture set!


Gathering

With such a rich world and a host of different environments, gathering becomes almost second nature, and the sooner you get started the better! A good deal of Staxel’s gameplay hinges on the various things you’ll be picking up as you navigate the world. Building, for instance, will require the crafting of materials, most of which are created with resources that can be harvested from your world like stone, wood, clay etc.

Many cooking ingredients will also have to be sourced by foraging around looking for things like berries, fruits, mushrooms and fish. You don’t have to grow everything on the farm when nature provides it for you. And if you come across a particular flower you like the look of, why not just pick off the seeds and grow some yourself?

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‘Beta fish’ mock-up

Gathering is also going to be the first step you take towards completing any collections you decide to start, and with some of the “collectables” only being available in certain seasons you’ll be outside gathering all the time!

Finally, you can always make a little extra money from gathering. You’ll be able to sell a lot of the things you pick up on your travels to the vendors in town. This will come in handy, especially early on when you’re just starting up and need a bit of cash to keep things ticking over.

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So there you have it, a little bit of insight into the possibilities that good gathering techniques will open up for you. So remember, any time you’re out exploring you could be catching bugs, mining for materials, picking fruits and flowers, fishing and collecting all sorts of other things to your heart’s content. Just make sure to bring the right tool for the job!


New Furniture Set

Ever walked into your home and thought “I really wish there was a Contemporary furniture set”? Well have I got news for you!

World-renowned designer RazzleberryFox has just revealed her latest range of furniture, affectionately named “The Contemporary Furniture Set”.

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This set contains the following pieces of furniture:

  • Table
  • Large Table
  • Side Table
  • Coffee Table
  • Single bed
  • Double bed
  • Wardrobe
  • Dresser
  • Chair
  • Arm chair
  • Love seat
  • Sofa
  • Vanity
  • Stool
  • Long stool
  • Futon
  • Credenza
  • Lamp
  • Foot lamp
  • Desk

Now I know what you’re thinking. “Gee Liam, that’s a whole lot of furniture, how will I fit it all into my freshly built home?”

I have no idea, maybe expand your house? That question is really outside my area of expertise.

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This new furniture set will be arriving in Staxel in the coming week, so keep an eye out for the next update!


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Remember, Staxel’s price will be raised to $10 USD on May the 1st  (2016).

Thanks for reading!

-EGadd

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Staxel Reporter – Issue #9: Farm Animals & Update from SteampunkStein

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Staxel Reporter – Issue #9

Hey everyone, in this issue of the Staxel Reporter you’ll find out a bit about the plans we’ve got for animals in Staxel.

We also have a general development update from SteampunkStein, enjoy!


Animals

Before we get into it I need to mention that these are only our current plans for the animals in Staxel, everything you read here is subject to change at any point.

So with that out of the way let’s get started.

Animals are going to play a major part in Staxel, after all, what would a farm be without it’s residents? Once they have arrived and get out in the open they will quickly make themselves at home, interacting with the environment and soaking up all the love and care you could ever give them. As you’d expect there will also be a lot of new items accompanying the arrival of our farmyard friends but we’ll touch on that a bit more later on.

Currently, the farm animals we’ve got planned are:

  • Cows
  • Chickens
  • Sheep
  • Pigs
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Cow concept.

 – Purchasing

You might’ve been wondering how you’ll get hold of some of these adorable new companions. Well I’m sorry to say it, but nothing in life is free. To start off with, you will have to spend some of your hard-earned money to purchase them from your local livestock merchant.

Each animal will cost a certain amount depending on what it is, and once you’ve made your mind up the merchant will take his payment and have it delivered straight to the farm! Which brings us to our next point:

– Transport

All the transportation of your animals will be done via custom made crates, each type of animal arrives with a crate of it’s own unique design.

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Sheep concept.

You’re probably thinking “Oh great… more packaging… It seems everything these days comes in a box that needs to be recycled or ripped up and…” Let me stop you there. These are special crates that you would do better to keep around, believe me. Let’s say you wanted to move your cow to that new field you’ve spent days building. Instead of just opening the gate and letting your cow use it’s own initiative, put it in a crate and have the job done in seconds!

Or maybe, whoops! Somebody did a shoddy job with the fences and now all the chickens are loose! Whip those crates out and get wrangling!

The possibilities are endless when you have these crates at hand. Also, if you look closely, there’s something magical about these crates. Not only can they shrink your beloved animals down, small enough to fit in your pocket, they also have inside them everything your animals need to keep them happy and safe for as long as they’re in there.

– Produce

You’ll be pleased to hear that the new inhabitants won’t just be cute ornaments. Everyone needs to earn their keep on the farm! Your animals do their part by producing goods that you can collect and sell to merchants. Cows can be milked daily, chickens lay eggs, sheep provide wool and pigs make.. well.. “fertiliser”. Nothing far fetched here!

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Chicken concept.

Selling your animals’ produce is another way to make money on your farm and comes in handy especially in Winter when you won’t be growing as many crops.

– Care

Looking after your livestock properly is very important. If you don’t take good care of your animals they could become sick, and nobody wants that. When you decided to make that purchase and bring them home to your farm you signed up for a lifetime of responsibility you know. Your animals rely on you for their well being, and if that doesn’t tug on your heartstrings, how about I play on your purse strings? Sick animals won’t produce any goods the entire time they’re sick!

Proper care will consist of daily feeding, access to water, grooming and other such things which we’ll explain closer to the time.

That’s about it for animals, but keep an eye out because we’ll keep you updated with any new information or changes that happen.


Back from GDC!

Hey all, Conor (SteampunkStein) here! We’ve been back from GDC for a while and rested up, so here’s a lil’ update.Bart, Razz and I had a great time at the conference. We spent most of our time at the convention centre, meeting with lots of other devs, and seeing some awesome projects that people are working on. I’m definitely looking forward to quite a few games that are coming out soon! On top of that we got some really good input from everyone who’d played Staxel.

ping small

While at GDC we met up for a design session and discussed a few things we want to implement in the next few months (although I can’t reveal too much) 😉

We’re really pushing forward for our next update which we’re nicknaming ‘Sprout’. This update should contain a lot more gameplay elements and complete the growth cycles.

One cool thing we’re looking forward to is animals! I know there’s a more detailed post for that but we’re excited to finally start adding one of the bigger features to the game. Keeping animals should be a fun change compared to the tending of your crops and you’ll have to make sure your animals are happy to make the most of them. We hope everyone will be pleased with this feature and have a lot of fun!

On another note our release for Seedling Edition did super well and we’re thankful to everyone who’s been playing and giving us feedback, it’s been exciting to see the amazing stuff that people from our modding community have been making with the game too! A lot of them have even uploaded their work so check out the modding section on the forums and try them out!

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Thanks again for all your support, and if you haven’t yet picked up a copy of Staxel from the store page then make sure to do it soon! Keeping in line with the plans we made regarding pricing, we’ll change the price to $10 USD shortly. But don’t panic, the price will only change on the 1st of May 2016, so you’ve still got a good while to grab it for $5 USD.

In addition to being able to play Staxel during the development phase, purchasing at this point will reserve your username and you’ll also receive a Steam key for Staxel as soon as we make it available on Steam.


That’s it for this issue of the Staxel Reporter. Remember, you can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Thanks for reading!

-EGadd

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The Staxel Reporter – Issue #8

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Staxel Reporter – Issue #8

Hey everyone, this issue of the Staxel Reporter shows off our new village built especially for GDC and a brand new furniture set!


GDC Village Demo

As many of you will no doubt know the Game Developers Conference is currently in full swing in San Francisco! Some of the Staxel team have made the trip to see check out what’s new and catch up with some other devs and we thought this would be a good opportunity to build a new village just in case they bump into anyone who wants to have a look at the game.

So here’s a little showcase of the “GDC Village”! See if you can spot the new items:

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Firstly we have a picture of the farm, we tried to keep it a bit more civilised than the last farm with a nice rustic cobblestone path between plots. To the right we have the tunnel entrance which leads out  to the main village. Outside of the shot to the left is a paddock and barn, complete with some of the new long grass objects that are also now available in game.

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This is the view we have of the new village. Upon exiting the tunnel from the farm you’ll be greeted by a handful of cottages in this sleepy village. But don’t let the olde-worlde chic fool you, each home is outfitted with the latest modern appliances and most comfortable of stylish furniture. Overlooking the village is the mayor’s house, feel free to drop in and take a look, he’s never home.

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Here we have our local amenities surrounding the town square. On the left is the village store, catering to all your most extravagant needs (and with prices to match!). In the centre is the village hall and on the right we have the tavern, complete with tea garden!

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Lastly we have a postcard-worthy picture of the town well. Beautifully restored to it’s original condition, RazzleberryFox whipped this up for us on request and it looks great!
If you want to check it out for yourself you’re more than welcome to. It’s currently on the “alpha” server.

Come and visit today but remember, we only open access to our test server periodically so you’ll have to hurry if you want to make your mark!


Groovy Furniture Set

Tired of keeping up with all the latest trends? Shelling out every two weeks to get the latest version of exactly the same thing?

Well now you can get an incredibly old version of exactly the same thing with the all “new” Groovy Furniture Set!

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The set is available in-game now and contains the following pieces of furniture

  • Double Bed
  • Single Bed
  • Table
  • Chair
  • Armchair
  • Couch
  • Floor lamp
  • Small lamp
  • Stool
  • Cupboard
  • Dresser
  • Chest of drawers

Acclaimed designer Conor had this to say about his latest set:

“The Groovy set is super wild, check it out and get your disco on yo!”

groovy

We dared to ask this accomplished fashionista what else we can expect from his upcoming range.

“I’m going to try a new style soon, thinking something dark and Gothic, but maybe it’s just a phase.”

Well there you have it folks, straight from the horse’s mouth. Expect to see a gothic furniture set in the near future!

Follow us on twitter, facebook, reddit, our forums or subscribe to this newsletter for the latest updates on Staxel!


That’s it for this issue of the Staxel Reporter. Remember, you can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Thanks for reading!

-EGadd

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The Staxel Reporter – Issue #7

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Staxel Reporter – Issue #7

Hey everyone, this issue of the Staxel Reporter shows off some of our building systems and talks about some of us going to GDC!

 


 

Building Systems

In Staxel we want the building experience to be as intuitive as possible. We’ve spent a lot of time thinking about how we can achieve this and we’ve come up with a few ideas.

This article will be focusing on just some of the many building systems we either have, or have planned. Remember that these systems are still being developed and they could possibly change.

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Flooring

Staxel has special ‘Floor Blocks’ which behave differently from regular blocks. Instead of having to break all your floor blocks to replace it with a different style, you can simply ‘replace’ a floor block with another.

When holding a floor block, look at an already placed floor block and click. This will replace the floor block with the one you’re holding.

Walling

Walling is one of the main parts of building your house. By placing the blocks they’ll automatically stack and generate inner and outer corners and borders to give it an extra bit of detail.

Walls will come in a variety of styles depending on the materials used to craft them. You can build an old style village home or maybe something more modern!

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Fencing

The fencing will behave as you’d imagine it to. Placing fences adjacently will make them snap together. You won’t need additional connecting pieces or corner pieces as they will connect automatically.

Roofing

The roofing autotiling system is simple. When roof tiles are placed close to each other they will automatically connect. This system makes it very easy to achieve great results for your roofs.

That about wraps up this quick look at some of our planned building systems (aside from the flooring  system, that’s in already).

If you have any suggestions for making building easier, or just for Staxel in general, feel free to post them in the suggestions section on our forums! We frequently read what’s posted there and would love to hear your ideas.

 


 

GDC

We’re pleased to announce that some of our team will be heading over to San Francisco for the upcoming GDC! This GDC will be from March 14th to March 18th.

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We won’t be exhibiting this time, but we’re going to be very social. We’re looking forward to catching up with our fans and other game devs.

We all had a fantastic time at our last convention and are sure GDC will be just as fun. We’re even bringing along some Staxel stickers to give out, so if you see any of us please make sure to come and say hello!

Throughout GDC we will be updating our twitter frequently with where we are, what we’re doing, and where we’re going so if you’re wanting to catch us make sure to keep an eye on it.

 


 

Well, that’s it for this issue of the Staxel Reporter. Remember, you can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Thanks for reading!

-EGadd

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Changelist – 19/02/2016

An update has just been pushed for Staxel! Here is the list of changes:

  • Added missing bow to razz hair
  • Fix a number of directx shader issues
  • Many AssetManager improvements
  • Speedup startup of game slightly
  • Fix superlow fov bug
  • Fix lod frustum culling problems making for a very limited lod.
  • Enhanced autotiling
  • Added wip flooring system.
  • Fixed memory leak where the client would never unload chunks that it walked through.
  • Added Razz’s 11 item pastel furniture set

This changelist and previous changelists can be viewed on our wiki at http://wiki.playstaxel.com/Changelist, make sure to check it out if you’re interested.

KqepgxE

The Staxel Reporter – Issue #6

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Staxel Reporter – Issue #6

Hey all! This issue of the Staxel Reporter focuses on the modding side of Staxel.


Modding

Since the beginning stages of development, modding has always been an important part of Staxel. We really wanted to make it as easy and accessible as possible for everyone so that creating a mod and getting it into the game would be just as easy for people with no experience as it is for people who have been modding games for years.

After the release of Seedling Edition earlier this year we can already tell that it’s going in the right direction and we’ve seen some amazing custom content from you all. From stylish hairstyles to flowing river tiles, new clothing styles and even an impressive new playable species, people everywhere have been letting their creativity flow and it has been so exciting to see everything that you’re coming up with.

snail

If you still haven’t given it a try then there’s nothing to be afraid of, it’s super easy to get started. We have our own modding guide blog.playstaxel.com/creating-mods/ which will give you a nice understanding of the basic modding techniques. You can also have a read through the Modding wiki at http://wiki.playstaxel.com/Modding. This wiki can be edited by anyone so it’s a good place to start if you’re looking for the most up-to-date information.

Lastly, why not head over to the forums where you can find some tips and guides in the Modding section, you can also take a look at some of the fantastic mods that the forum members have been creating.


Mod Showcase

This week we’ll be showing you the ‘Vocaloid Hair Mod’. This mod was created by community member DeamonHunter (@Deamonhunter11) and adds 24 new hairstyles to the game!

Each hairstyle is very well crafted, and for those of you interested in how they’re made or perhaps want to make your own but not sure how to, the creator of this mod uploaded a video of them creating one of the hairstyles. You can check the video out here.

Here are a few of my favourite hairstyles from this mod:

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2

You can download the mod from this forum thread. All the information on installing the mod is described in the original post so you shouldn’t have any problems setting it up.

DeamonHunter is one of many awesome modders in our community. If you want to get more involved with the Staxel community you should check out our forums! If you do sign up, don’t forget to introduce yourself in the welcome section!


Well, that’s it for this issue of the Staxel Reporter. Remember, you can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Thanks for reading!

-EGadd

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The Staxel Reporter – Issue #5

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Staxel Reporter – Issue #5

 

Hey all! In this issue of the Staxel Reporter we announce some exciting news and give you a little insight into our plans for Staxel’s flowers.


Introducing A New Team Member

 

Let’s start with some great news, the Staxel team has just gained a new member! More specifically, we’ve brought in an additional artist.

She’s currently working closely with SteampunkStein and they’re coming up with all sorts of exciting new things to add to the game. So, without further ado, here’s RazzleberryFox!

“Hi! I’m Razz… I am a 3D Modeller and digital artist. I have been making 3D models for a few years now.

I started in University and never stopped. I made models and art mostly for Minecraft, I worked closely with quite a few mod makers, also made a mod of my own, Decocraft, and decided that video games were more than a hobby to me, they were my passion and I have been working toward making games look pretty ever since!

Checkered

When I heard the Staxel team was looking for a new member and considered me I was super excited, and now I can finally get to doing something I love and sharing it with all of you!

So feel free to follow me on twitter @razzleberryfox and talk to me! I will try my very best to work with SteampunkStein and the rest of the crew to make Staxel as beautiful as we can!”


Flowers

 

SteampunkStein is currently doing a lot of work on the flower models and on implementing growth stages, so I thought this would be a good time to give you some insight into our plans for flowers in Staxel.

Flowers work differently to crops in a few ways. Firstly, flowers won’t wilt if you forget to water them, this will make it a lot easier to create your stunning garden without having to think about the upkeep of all the plants in it.

flowers

Secondly, colours play a more important role when it comes to harvesting seeds. At first, flowers will only be available in their standard colours but eventually you’ll be able to grow flowers using a wide spectrum of colours and combinations.

Staxel’s extensive collection of flora is designed to give you endless possibilities when creating your gardens, but you’ll be happy to know that they all follow the same growth pattern. To keep things simple all you really need to do is plant the seeds and then water them until they’re fully grown.

I haven’t mentioned everything to do with the features we’re thinking of but I hope this gives you all a better idea of how this system is going to work.


Well, that’s it for this issue of the Staxel Reporter. Remember, you can grab ‘Staxel – Seedling Edition’ at www.playstaxel.com/store

Thanks for reading!

-EGadd

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Modding Guide

Hey everyone,

We’ve just pushed an update that got our Asset Manager into a working state so I figured this would be a good time to make a guide for basic modding. We want people to really take advantage of the possibilities that modding opens up, and this means getting your own items and reskins into the game should be as simple and straightforward as possible.

First off, you’ll be happy to know that mods in multiplayer only need to be installed on the host’s server, if you want to join a modded server you don’t have to install any of the mods yourself! Secondly, before we begin it’s worth noting that you will need to reinstall your mod after any updates as the “mods” folder will be cleared, so make sure to keep backups of any content you create or download. And lastly, at the moment, any modded installation will be considered as failing validation so don’t panic, you haven’t done anything wrong!

Okay, let’s get started.

Making the voxel model

The first thing you’ll need to do is get yourself a voxel editor. Our artist, SteampunkStein, uses Qubicle (http://www.minddesk.com/) but MagicaVoxel (https://voxel.codeplex.com/) is a good free alternative. We’ve also heard some great things about VoxelShop (https://blackflux.com/node/11) from our modders. Basically any editor of your choice that can export to .qb format. Our wiki is going to be updated with more info regarding different voxel editors and the differences between them soon.

Quick note regarding “layer names”. If you’re modding heads, clothing or character items the layer names have to be correct. As we’re just making a simple object you can place in the world we don’t need to worry about that.  Like I mentioned before, our wiki will be updated with more information regarding this soon, but one thing you should make note of is that MagicaVoxel doesn’t support multiple layer names.

Now it’s time to start making the items you want. There are no colour restrictions, but it’s best if you try and stick to multiples of 16x16x16 grids. For example if you want to make your item taller than one block, you’d use 16x16x32, longer than one block would be 32x16x16 etc.

When you’re finished designing your model you’ll need to save it to the mods folder as a .qb file. The default path to the mods folder is “%localappdata%/Local/staxel.launcher/gamedata/content/mods” and while not completely necessary, it would be a good idea to make a new folder for each modpack you create to avoid any confusion later on.

mushroom

Now that you have your .qb model you’ll need to generate a .tile file to accompany it in your mod folder.

There a two ways to generate .tile files.  Firstly, you could write one yourself in your favourite text editor, (which is what we’ll be doing in the first example) we’ll call this “Method A”. Secondly, you could use Staxel’s Asset Manager (we’ll call this “Method B”). This option will make the process a lot easier for players who don’t have much experience with modding. If you are still struggling to get your mod into the game after trying both of these options then you should have a look at the “modding wiki”. This wiki can be edited by anyone so, although there isn’t much info on there at the moment, it will be a constantly growing article with the latest relevant information available.

Method A – Writing a .tile in a text editor

Okay so, the easiest way to start writing your own .tile file would be to have a look at the .tiles already available for Staxel’s own assets. You can find them in “%localappdata%/Local/Staxel.Launcher/gamedata/content/staxel”. Try to find an asset that behaves similarly to the way you want your item to be used in the game. We’re making a mushroom so we’ll use a flower .tile (in this instance “Allium_blue_1” which can be found in /content/staxel/plant/flowers/ Allium_blue_1.tile).

Start off by making a copy of the .tile and pasting it into the mod folder that contains your .qb file. Now open it up in notepad (or the text editor of your choice) and you should see something like this:

not

It might look confusing at first but it’s actually pretty easy. For a simple item the only properties you need to change are the following:

“code” is the I.D of the asset, you can change this to anything you want but it’s encouraged that you use “mods.” as the prefix for your mod assets to avoid any filename conflicts with Staxel’s own assets.  It’s good practice to always make your asset code reference it’s directory as well. For example our mod has the path “mods/testmod/LargePinkMushroom”, so we will give this mod the asset code “mods.testmod.LargePinkMushroom”

“voxels” is the file location (within the “content” folder) of the .qb model that you want to associate with this .tile file. You’ll need to change this to point to your own .qb so we’ll change it to “%localappdata%/Local/Staxel.Launcher/gamedata/content/mods/testmod/LargePinkMushroom.qb”

“categories” are the keywords that the in-game inventory’s search function will use to filter items from the catalogue, pick some words that describe your item’s design and replace the ones here with those. Since we’re making a pink mushroom we’ll use the tags “mushroom”, “toadstool”, and “pink”.

Now save the .tile file with the name that matches the .qb file.

At this point you should now have the two files you need in your mod folder and you’re ready to get them into the game. For this last step you’ll need to use Staxel’s Content Builder (default location is “%localappdata%\Local\Staxel.Launcher\gamedata\bin\Staxel.ContentBuilder.exe”). All you need to do is start the program, click “Validate Resources” and if you’re putting them on a server click “Upload to server”. This will also create a cache file for the asset in your mod’s folder (this step applies to installing 3rd party mods as well after placing them in the “mods” folder).

And that’s it! Your first Staxel mod should now be available in the game so all that’s left to do now is go and try it out!

Method B – Generating a .tile with the Asset Manager

The Asset Manager does what it says on the box. You can use it as an interface to see the locations and configurations of all the assets in Staxel. For this tutorial though we’ll just be covering a simple way to get your items working in the game, a more in-depth guide will be available at a later date so again, keep an eye on the modding wiki at http://wiki.playstaxel.com/Modding.

Firstly, you’ll need to open the Asset Manager (default location is “%localappdata%/Local/staxel.launcher/gamedata/bin/Staxel.AssetManager.exe”)

In the Asset Manager‘s main window you would open the “View” menu, and depending on the type of asset you’ve created, select the appropriate option. We’ll be using the “Tile Assets” type in this example. Choosing this will open a list showing all of Staxel’s assets of the “Tile Assets” type. So right now, at the top of this new window (below the menu) we have a drop-down list with different kinds of Tile Assets. We’ll select “Flowers” as they’re the most similar to the mushroom we’ll be modding in.

You can use this opportunity to have a look at the properties for all the flowers in the game, but for now we’ll just pick one to clone the configuration from that will be used to generate the new .tile file for your asset.

Once you’ve chosen one you’ll need to clone it by clicking “asset->add->clone asset” and then in the box that opens up we’ll change the settings to what we need for our own .tile file.

“Asset code” is the I.D of the asset, you can change this to anything you want but it’s encouraged that you use “mods.” as the prefix for your mod assets to avoid any filename conflicts with Staxel’s own assets.  It’s good practice to always make your asset code reference it’s directory. For example our mod has the path “mods/testmod/LargePinkMushroom”, so we will give this mod the asset code “mods.testmod.LargePinkMushroom”

“Asset path” is where the new generated .tile file will be saved. You need to change this to the same folder as your .qb file and then add the new name of the .tile (it should be the same as the name of your .qb file). For the example we’ll change this field to “%localappdata%/Local/Staxel.Launcher/gamedata/content/mods/testmod/LargePinkMushroom.tile”

“Kind” We’ll leave this as “Flower”.

And with all the information replaced we’ll click “Ok”

Now we can take a look at our new asset which will be in the list of flowers. When you find it, click on it and you’ll see the configuration displayed on the right. Here you can edit all the information about the object you’re working on. Each parameter is pretty self explanatory. Now, we’re nearly done, we just need to tell it what .qb model to use so scroll down the config list until you find “Voxels” and then click on the filepath to change it to the .qb file in your mod’s folder. We’ll be using “mods/testmod/LargePinkMushroom.qb”.

assetmanager

The next step is to save the asset in the main window’s menu by selecting it from the list of flowers, and in the menu clicking Asset>Save>Asset. Finally we just need to build the asset, on the main menu click File>All Assets>Build and Validate assets.

Congratulations, our mod should now be in the game! That’s how to add a custom item using the Asset Manager.

mushy

The mod files we created for this tutorial can be downloaded here: playstaxel.com/mods/Staxel_Example_Mod.zip

That about wraps it up. Remember to check out the still growing modding wiki for more information on modding. If you have any questions or need any help feel free to post on our forums, or join us in our IRC channel.

Thanks for reading, now get out there and make some awesome mods!

-EGadd