Sidereal

Members
  • Content Count

    589
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Sidereal

  1. Easter Event 2024

    Easter Flotsam just hits different...( OMG I LOAVE THEM )
  2. The events have been creative and fun, but boy was I sad to have just missed the ... Bunny Toboggan Races?
  3. With some inspiration from Mardi Gras, I'll be on hand with what will hopefully be a recurring presence at this and future impalongs: Auntie Sid's Traveling Dye Shoppe Very much looking forward to this... eggstravaganza!
  4. The 'ignore' mechanism built into the forum is probably the right solution for this. I have found it useful for filtering out the responses of individuals that have demonstrated time and again that they have almost nothing useful to add to a discussion.
  5. Some exciting new developments to announce here at the ol' Transmutation Hut: Better bulk pricing on transmutations - discounts now start with orders of 12. Create that nice 2x2 resource pit of clay, peat, and tar you always wanted for even less! New VIP discount for big transmutation projects - orders of 100 or more transmutations are now 50% off! Price discounts on many popular dyes - through practice, I've found more efficient ways of making many colors and can pass the savings on to you! Color catalog has been updated for 2024 - several new oranges and a few stunning blues have been added for your enjoyment! As always, a 'like' from me means 'order fulfilled' - saves wear and tear on the ol' forum thread while I spend more time at the bottom of the trusty ol' dye tub. Happy wurming one and all
  6. The only thing I wanted for Valentine's Day ... was your heart. ❤️
  7. The sheep look a little different for the Valentine's Day event... That's certainly one way to say.... "I love ewe!"
  8. I'm here with Fred the Wonder Chicken reporting on the latest rift sighting at K15 - due west of the Caldera scheduled to open ten hours from now. No easy ship access, so you'll be hoofing it in from a coast. An unusual spot, the ground is uncooperative with unrideable slopes in inconvenient places, so good luck rifters! Also, this Magranon Colossus has a chance to do the funniest thing ever:
  9. Well shoot, there goes my theory. I was wondering if some rendering simplifications were happening. Proseedda, what is the distance to that light source from that vantage point as measured through a spyglass? I'm guessing my vantage point is beyond the distance where the renderer begins to simplify things... ETA: spyglass tells me it's between 48m and 58m to each of those various spots. And I'm realizing things might be different depending on renderer settings, and even being above/below ground. I'll do more science to it and see what I find. White dye just changes the color of the light, but the nice side effect is that the human eye perceives it as 'brighter' due to the increased contrast. My understanding is that although the light source isn't actually any brighter, it just 'feels brighter' - and I use white dye on my lanterns for that reason. This will be something that I'll be testing out over the next few weeks as I have time to improve some hanging lamps and lanterns of various metals
  10. So I've finally had an excuse to play around with light a bit more, and I've learned some things that are probably worth sharing. In order to discuss with proper nuance, we'll use the following terms: intensity: how effective a light is at illuminating nearby items, what most folks think of as 'brightness' apparent brightness: how bright the light source appears when looking directly at the 'lit' part of the model light radius: how far light travels from a given light source before it fades to nothing Having established that, let's look at some surprises! (n.b. all lamps in the following examples have been dyed with 242/242/242 white dye to increase the contrast of the lighting effect). Lamp QL does not appear to affect the intensity of light the lamp casts Lamp type does appear to affect the radius of the light coming from the lamp Lamp stacking is an effective method for increasing intensity, but does not increase light radius. "So where are you going with all this, Sid?" I'm glad you asked. The takeaways for me are: 1) imping lamps beyond 10ql does not affect the intensity of the light they provide 2) In order to make a proper lighthouse, use lamp stacking. Also consider using marble walls to catch and reflect light to make things even brighter I love a good marble brazier, but ... they can't hold a candle to lamp stacking Final note - I want to do similar tests with lanterns as a held light source as well as the various glow runes. Stay tuned!
  11. I am Sid's Embarrassed Facepalm. Corrected. Added!
  12. Removed - thanks for the update!
  13. These updates have been made. Happy new year!
  14. New Glowing Fissure activated on Pristine, a short hike inland from the coast at S24/25
  15. Xmas Gift

    From a conversation in early November of this year: And I know this is far, far too late to plant this seed of an idea and hope to see it this year - but I'm going to keep my fingers crossed that we'll see Christmas Wraiths someday.
  16. Folks, IT'S BEGINNING TO LOOK A LOT LIKE RIFTMAS That's right folks, we've got a new rift up atop Mount Caldera in the center of the island at K17. Great views and mostly good ground for picking a fight. Watch the precipitous drops and be careful up there!
  17. I'm glad you made this suggestion - I was finally getting a chance to really explore resource nodes and even with a good light source just wound up stumbling around the steppe in the dark. Made me want to wait until daylight to try again, but I lost the motivation because the combination of time cost of traveling to a biome and having to pack it in at nightfall felt too fussy. The day/night cycle doesn't interfere with most (all?) other skills much - it'd be nice that were also the case with the new nodes.