At first, this looks great!
I once had the same idea (I posted it
here), but my implementation was much worse (every prism was an entity...). But there is one feature which I think would improve the "hexagonal" appearance of the mod: "hexagonal pixels".
What I mean with this is the following: It is possible to divide the upper and lower hexagon into lots of small triangles and UV-map each of those to a single pixel. Such a model would then look like it had "triangular pixels" instead of normal, squared pixels. Those "triangular pixels" can then be easily combined into small hexagons. An example: this texture (64*64 pixels, but models with different texture sizes are easy to make)
would then look in-game like this:
A better texture designer than me could probably make nice things out of those "triangle pixels" which fit better to the hexagonal shape than squared pixels, even proper tiling is possible. The only downside is that your framerate goes even lower. (I did not really test it, but those models contain a
lot of faces.)
Of course could one also create such hexagonal shapes with simply much larger textures, but with this approach, it is way easier (one needs only six pixels per hexagon instead of thousands).
For my mod, I have already programmed a script (
this one) that auto-generates such a model. As far as I see it, this script could be easily included into your mod, I just didn't want to make a PR because I didn't know whether you are even interested in such a feature. What do you think about it?