Making it sand-based would definitely make all glass colors more accessible, and I’d love to see that for the freedom it would add - not only from rock but effectively it would let you use goo to create glass colors.
However I think the devs are trying to keep a glass gleam-based in order to drive up the importance of farming a given color of gleam if you want its glass. If you let glass be sand-based that would leave refined gleam, LEDs, some holiday items, and gleam-based lanterns/poles/beams/storage as the main items where your colors are limited by the gleam available.
The ultimate conclusion would be to let everything including gleam be tintable by goo colors, but they initially limited it to wood and stone items for a reason. Granted I’ve got my issues with the goo system as it is, but that’s another discussion entirely.
In the last update I made some recipes cheaper and easier to craft, and quite a few players were v. unhappy about it. In this update the recipes are remaining exactly the same.
I must admit I hate the way this and the octi stuff looks. This is a bad decision to allow glass for certain designs to show both sides unless it really can look good.
I understand your point but i think glass color should be sand based and not gleam.
Glass color should be easier to obtain thus not waiting for the right “exo/home” planet to spawn.
Gleam on the other hand, i feel it’s what change an entire build project ambiance by it’s color lights thus why you may have to wait to get the right color for you. (Not saying the current space is fine, i feel it is pretty slow at the moment)
ideally I’d want the bit touching a solid voxel to only be the “glass” and not the leaded-intricate design part, but that would mean doubling the geometry in chiselled cases where youd want half of the face to be leaded (exposed to “air”) and half of it just plain-glass; the same thing applies I guess to one bit of ornate glass touching another (differently coloured) bit of ornate glass.
Yeah i think it was mostly something about player working hard to find the previous mats for the older recipes and made a bunch + the prestige lost that came with it. On my part, I am pretty happy with the recipes changes last update especially marble.
Like @AeneaGames states, would be nice to get the any refined rocks in the recipe, would help with the color variation without having to change the block type (tedious works even for me that i am a natural tenacious person)
Would that lead to you using up more of that “limited space” we have in the game? Sorry I forget the exact term you all usually use when talking about the allocated space. If not, I think something like what you are trying to do would help tremendously.
I need to look at it in testing for sure I guess before I totally shoot it down. :). It just right now looks like it really makes the glass very busy compared to before.
Just another quick comment now that I looked at it on testing. I’m still curious on how tweaking things would affect allocated space in the voxel or however you say if from my last comment.
Octigrids look ok and make sense to have stuff on all sides.
Stylish Glass Block looks ok. Ornate Glass Block looks way too busy even if you removed the sides touching the solid voxel. I get this is a “block” so you’d expect something on both sides but Ornate is already so intricate that adding more sides just makes the block look blurry and way too busy to look good in my view.
Stylish/Ornate Glass PANE does not work at all with the each side having an image. It makes it was too blurry and hard on the eyes in my view.
Hopefully you can do something to clean it up, but this might be one of the areas we don’t allow each “face” to have the design.
Whaaa?
What do you mean? I didn’t say seeing through glass is a problem.
I said there’s a problem with these transparent blocks having their textures visible on all sides. The change for octigrid is kinda bad, and like Xaldafax said, the stylish and ornated glass blocks are becoming hard to read.
My other comment was that it looks like the black joints in both of these textures are looking somewhat transparent. Not the glass parts, the JOINTS, the parts that are supposed to be opaque.
Per my original reply, I’d love if non-transparent glass color was indeed based on sand - so I think we’re on the same page there.
What you quoted was my statement about what I believe is the reason that they’ve kept it as gleam thus far, and the list of what would be left as gleam if glass were to become sand-based.
I’m inclined to agree with you that ambient color change from gleam can really transform a build, though I wish gleamlight would overpower sunlight a BIT more during the day - you need to create artificial shade to make sure the color highlighting pops while the sun is out, and the sun is a bit aggressive at getting around corners.
If we could get this update in the next few days so that we can start doing some builds before the holiday event, that would be amazing.
(Next week most kids/families are going to be on vacation for Thanksgiving…then a couple weeks after that, Christmas vacation until after New Year’s)
Would also be nice to see another Umbris planet and maybe a reg exo with unique/holiday/or extreme colors (pure reds, greens, yellow, grays…or luminous colors…)