Skip to content

Solace 0.32

Choose a tag to compare

@daemon-tech daemon-tech released this 21 Oct 16:09
· 267 commits to master since this release

The light and shore update.

Changes

  • Removed pollen motes: the drifting pollen and its gust drift are gone, along with the Drifting Pollen option.
  • Low maps: valley fog and morning mist follow the visible ground on maps whose land sits far below sea level, instead of burying the whole landscape.
  • Wind lines: more wind lines are in view at once; they taper from a thin tail to a soft body, rise and fall gently, show mostly with gusts, take a warm tint at golden hour, stay out of rain and thin out at the centre of the view.
  • Colour: overall saturation and vibrance are a little lower by default, for a calmer look.
  • Backlit foliage: at sunrise and sunset, grass and leaves seen against the low sun get a soft warm glow; pale leaves such as birch stay textured instead of washing out.
  • Grass: tall grass and ferns share the grass top colour, smoothing and lighting at the root, so the blades melt into the lawn; only a soft gradient toward the tip remains. Grass block sides get a soft green fringe below the top edge.
  • Sun spots: soft round spots of sunlight fall through leaf canopies onto the ground, leaning with the sun (Sun Spots option).
  • Shore foam: a soft white foam line where water meets the shore, slowly washing up and drawing back, with a fainter second line further out (Shore Foam option).
  • Bounce light: sunlit ground throws a soft warm-green light back onto tree canopies from below, overhangs and mobs (Bounce Light option).
  • Aerial perspective: distant land fades softly paler and bluer into the sky, so ridges and forests stack into calm layers (Aerial Perspective option).
  • Canopy light shafts: sun beams through trees now fan out as calm radial shafts that slowly sway with the breeze.
  • Grass parting: grass and flowers bend softly away around your feet as you walk through them, shadows included (Grass Parting option).
  • Cave light shafts: sunbeams through roof openings and cave mouths are softly warm, and deep caves keep most of the beam.
  • Nether: far fog sinks earlier into a deep maroon, so cavern layers separate instead of forming one orange wall; lava looks calmer.
  • Caves: darker where no sky reaches, so torches, lanterns and lava form warm, soft pools of light.
  • Sculk: glows a soft blue in the dark and casts a faint cool light.
  • Sunrise and sunset sky: richer, calmer gradients, a warm glowing horizon rising through coral into soft rose and blue.