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ВЕРСИИ (16)
release
Solace 0.34.1
0.34.122 окт. 2026 г.332Minecraft: 26.3iris
Что нового
A calm sky update: softer sunrises, moon and Milky Way, gentler horizons in every weather, a warmer Nether and calmer End, darker soaked paths in rain, and Voxy support so far LOD land and water match the near look.
### Changes
- **Jungle sky**: over jungles the horizon settles into a calm, warmer green-teal, and the bright horizon glow keeps that tint instead of turning white.
- **Soft snowfall sky**: in snowy lands the overcast sky during snowfall settles into a gentle cool white instead of a dull grey.
- **Gentle Milky Way**: on clear nights the Milky Way band now has a soft painted glow along its core, so it reads as one calm river of light; it still fades at dawn, dusk and in rain.
- **Voxy far look**: with Voxy, far LOD terrain now gets Solace's cel lighting and grade (meadow-green grass tops, same shadow tint) instead of flat unshaded blocks, and far LOD water takes the same deep blue as near water without walls at section borders. Distance effects (aerial perspective, haze, distance blue and mountain layers) and the soft fade into the sky follow the Voxy view distance, so the vanilla chunk edge no longer fades early and leaves a seam.
- **Calm view past the world edge**: from high spots, the sky below the horizon now leans into a soft, darker grey-green land tone instead of pale sky colour, so it no longer reads as a fog wall, also in rain and thunderstorms; the world edge still melts in without a seam.
- **Soft sunrise**: dawn is one calm smooth gradient from pale gold near the sun through soft rose to a gentle blue above, less candy-pink than before.
- **Calm End sky**: the End sky is one smooth violet-dusk gradient from a soft rose-violet horizon to deep indigo, with a faint soft nebula glow instead of large blotchy bands.
- **Warm Nether glow**: with Nether fog off, the Nether gets a calm warm ambient tint, and rising embers plus the soft heat glow around lava are back. Both have their own settings (Nether Embers, Nether Warm Tint).
- **Soft moon**: the moon sits in one smooth silver glow with a soft pale disc instead of stepped rings.
- **Soft clear-day horizon**: on clear days the band at the horizon is a gentle pale blue-white gradient instead of a flat mint-turquoise strip, and the far edge of the world melts into it.
- **Soaked paths in rain**: open dirt paths, sand and stone now turn visibly darker with a soft grey sheen while it rains, a little more than lawns.
- **Soft evening clouds in hot lands**: savanna and desert clouds take a lighter peach tone at sunset, and the evening colour grade no longer pushes them to deep orange.
release
Solace 0.34.0
0.34.022 окт. 2026 г.50Minecraft: 26.3iris
Что нового
A big update: the world now moves with the wind, light sources glow and colour their surroundings, nights and golden hours read warmer and calmer, water got softer highlights and wet shores, and fog is gone so far land stays crisp.
### Changes
- **Clear skies, no fog**: distance, valley, cave, biome, weather, Nether and End fog and all distance haze are now off by default. Far land stays clear and keeps its colour, and the end of the render distance fades softly into the sky. Only short visibility limits remain under water, in lava and in powder snow (each fog option can still be turned back on in the menu).
- Water: calmer, softer sparkles that drift slowly.
- Water: wave tops facing the sun catch soft, warm painted highlights.
- Water: sand and soil at the water line now look softly wet (slightly darker, cooler strip).
- **Moon rim**: at night characters get a faint silver fringe from the moon (Moon Rim option).
- **Warm torch light at night outdoors**: torch and lantern pools in villages read as warm amber islands against the cool moonlight.
- **Stronger backlit leaves**: leaves seen toward the sun glow in a wider, warmer gold-green; grass tufts keep a gentle glow instead of neon specks.
- **Dripleaves and propagules in the wind**: big and small dripleaves sway like other plants, hanging mangrove propagules sway like hanging vines.
- **Bobbing lily pads**: lily pads bob gently and drift a little on the water with the breeze (Lily Pad Bob option).
- **More plants in the wind**: dry grass, dead bushes, sweet berry bushes, firefly bushes, saplings, eyeblossoms and cactus flowers now sway in the breeze too.
- **Morning dew**: in the first hours after sunrise, tiny dew drops on the grass near you twinkle in the sun (Morning Dew option).
- **Glowing redstone ore**: redstone ore that lights up when touched now glows red like other redstone lights.
- **Glowing furnaces**: lit furnaces, smokers and blast furnaces now glow warm from their fire opening and light the room.
- **Copper torches and lanterns**: copper torches and copper lanterns now glow with their green flame light, and hanging copper lanterns swing like the others.
- **Swaying spore blossoms**: spore blossoms under cave ceilings sway gently with the breeze like hanging vines.
- **Candle light**: lit candles and candle cakes count as warm light sources and get a soft warm glow around them (Candle Glow option). The tiny flames themselves are vanilla particles and do not flicker.
- **Cobwebs and leaf litter in the wind**: cobwebs billow softly and leaf litter stirs and slides a little when a gust passes (Web & Litter Wind option).
- **Glowing glow lichen**: glow lichen specks now glow softly and cast a faint green-teal light in caves.
- **Amethyst twinkle**: a few amethyst crystal facets catch a soft white twinkle now and then (Amethyst Twinkle option).
- **Glowing glow berries**: glow berries on cave vines now glow warm orange and light their surroundings, and the vines sway like other vines.
- **Swaying lanterns**: hanging lanterns and soul lanterns swing gently on their chain, a little more when a gust passes (Lantern Sway option).
- **Swaying reeds**: sugar cane and bamboo bend and ripple in the breeze as one stalk and lean downwind in a gust and their shadows sway with them (Reed Sway option).
- **Leaf glints**: during gusts a few sunlit leaf texels briefly catch the sun, a soft sparkle in the canopy (Leaf Glints option).
- **Swaying vines**: vines, cave vines, weeping vines and hanging roots move gently with the breeze, sliding along their wall without clipping into it.
- **Living flames**: torch and lantern light breathes softly, a little livelier when the wind picks up. Option "Flame Flicker" (0 keeps it steady).
- **Crops sway in the wind**: wheat, carrots, potatoes and beetroots now bend with the breeze and the gusts like grass and flowers.
- **Torch flames keep their colour at night**: torch flames and lantern glass stay warm orange instead of fading to pale cream.
- **Cherry petals**: in cherry groves the drifting leaves become soft pink petals that sail on the breeze, a few more on each gust.
- **Drifting leaves**: loose leaves tumble down and sail away with the breeze near the ground, more of them when a gust passes. Option "Drifting Leaves" (0 turns them off).
- **Wooden roofs at late dusk**: roofs and paths no longer turn salmon pink in the last light; they keep a calm warm wood brown.
- **Soft savanna evenings**: in hot dry lands the evening sky settles into a calm soft peach with a gentler glow around the sun, instead of a deep orange wall.
- **Sea lanterns glow cool, not amber**: the ground around sea lanterns and end rods now takes their cool white light reliably instead of switching to a torch-like amber.
- **Leaves flip in the gusts**: when a gust passes over a forest, the leaves turn slightly paler and silvery, as if showing their undersides, and settle again behind the front.
- **Calmer redstone glow**: redstone lamps and torches tint the ground a soft red instead of a glaring one; torch light is unchanged.
- **Cyan soul light**: soul lanterns and soul torches cast a soft cyan glow on the ground around them.
- **Soul lanterns no longer glow amber**: coloured light now reaches the whole light pool, and the warm night grading only touches warm light, so soul fire gives a soft cool glow.
- **Whiter snow in the sun**: snow caps on trees and snowy ground further away read as soft white instead of icy blue, also when seen from a warmer biome.
- **Calmer blue hour on stone**: cobble and grey stone walls stay cool at blue hour without turning periwinkle.
- **No purple wood at night**: moonlit roofs and wooden walls read as a calm cool grey instead of lilac; torch-lit spots stay warm.
- **Calmer golden hour on dirt**: sunlit dirt and terracotta slopes at sunset stay warm without turning neon orange.
- **Pink cherry blossoms**: cherry leaves read as warm blossom pink again instead of cool lavender.
- **Richer sunlit treetops**: the brightest leaf faces in full sun keep a little green depth instead of washing out to a chalky pale lime.
- **Warm wood at sunrise**: wooden roofs, walls and paths stay warm wood brown in the morning light instead of turning salmon pink.
- **Moonlit gust waves**: at night the wind waves roll through the grass as a soft, cool silver shimmer.
- **Golden gust waves at sunrise and sunset**: with a low sun the wind waves in the grass glow soft gold instead of silver.
- **Gust waves through the grass**: each wind gust now rolls across meadows as a clear, soft silvery band, moving together with the swaying grass and the wind lines.
- **No more lavender stone at dawn**: grey stone and cobble walls in the open read as a soft warm grey in the dawn and dusk light instead of lilac.
- **Calmer sunny grass**: bright neon greens in full sun settle into a softer, warmer meadow green.
- **Warm torch-lit walls at night**: pale walls inside a torch pool glow warm cream instead of pink-lavender.
- **Torch light islands in caves**: underground and under roofs, torch light reads as a calm amber island, warm even on grey stone, glowing softly near the flame and fading gently; already warm or bright surfaces like wood stay calm.
- **Leaves in the rain**: tree crowns sit a calm step deeper when it rains instead of glowing pale lime.
- **Golden-hour sea**: in the evening light open water settles into a calm blue-teal with a hint of rose that matches the sky, instead of a pale minty green.
- **Golden sunrise**: the sunrise cast on the land is a soft peach-gold instead of a pink-magenta veil.
- **Softer waterfalls**: the foam tumbling down waterfalls has soft, cloud-like edges instead of hard-cut blue and white patches.
- **Gentle moonlight on water**: the moon path is a calm silver sheen with soft glints instead of a hard white disc and scattered flakes.
- **Calmer blue hour**: pale walls, quartz, stone and cobble no longer glow lavender-blue after sunset; they settle into a calm muted tone.
- **Night smoke**: campfire smoke and other particles no longer glow bright white at night; over a fire they take a soft dim ember tone.
- **Soft mirrored shores**: trees and hills reflected in calm water are softly smeared and sway gently with the waves instead of a sharp pixel copy.
- **Calmer far canopies**: from about 12 blocks away, leaf masses melt their bright/dark texel speckle into one soft painted shape; edges to sky and trunks stay crisp.
- **Quieter wind over trees**: the drifting wind lines only brush faintly over leaf blocks (tree crowns, also seen from above) and keep their full strength over meadows and grass.
- **Calmer underwater light**: under water the colour is a soft teal, the water brightens gently toward the sunlit surface, and light shafts fall in soft beams instead of hard patches.
- **Dappled sunlight**: the sun spots under leaf canopies are larger, softer and more frequent, so tree shadows read as dappled light instead of flat dark patches.
- **Smooth shore-to-deep water**: the colour now flows gently from bright shallows into deep blue instead of jumping in hard-edged steps.
- **Softer low-sun glints**: near sunset the sun's path on the water is softer and warmer, with fewer hard sparkles and no hard-edged bar.
- **Meadow patches**: lawns get calm, large drifts of sunny yellow-green and deeper cool green instead of one flat tone; grass blades share the patch of the block below.
- **Sunlit shallows**: a soft, slowly drifting net of light now plays over sand and stone in shallow water near the shore.
- **Softer meadow green**: very saturated bright lime grass in full sun settles into a calmer meadow green.
- **Scattered whitecaps**: open-sea crest foam now gathers in drifting groups instead of endless parallel stripes across the whole ocean.
- **Soft highlights**: pale walls, sand and quartz in full sun roll off gently instead of clipping to flat white.
- **Overcast rain mood**: while it rains the land loses its sunny punch and settles into a calm grey-green under soft cool light.
- **Warm light islands at night**: torch and campfire light now fades out with distance and glows soft amber, so the surrounding land sinks into moonlight instead of staying daylight green.
- Distance fog in foggy biomes starts later and fades in smoothly instead of in steps, so nearby hills stay clear.
- The sun's glow is now one soft gradient instead of hard concentric rings.
- Fixed thin pale arcs in the sky: wind streaks no longer draw over vanilla clouds.
- **Crisper cold horizons**: in snowy and mountain biomes the horizon is a soft blue instead of a white wall, so far ridges stand out.
- **Calmer sea foam**: the white foam lines riding the ocean wave crests are softer and more translucent.
- **Murky swamps**: swamps take a calm muted olive tone and murky olive-green water to the shore, instead of a pale mint wash.
- **Soft white snow**: snowy lands settle into a calm soft white with just a hint of cool in the shade, instead of icy cyan (near snow only, so far mountain views keep their airy blue and colour).
### Fixes
- **Sun glints on water**: daytime glints are a clean cool white instead of beige cells that looked like sand flakes floating on the sea.
- **Snowy grass blocks**: their sides keep a clean snow cap instead of a painted green stripe.
- **Candle cakes**: only the candle glows, the cake top is no longer lit up.
- **No blue dome by day**: the moon's glow rings now only show at night; by day a faint pale moon remains instead of a hard-edged blue dome above the horizon.
release
Solace 0.33
0.3321 окт. 2026 г.80Minecraft: 26.3iris
Что нового
The night and water update.
### Changes
- **Cave glow haze**: underground, the air around lava and other lights fills with a soft warm veil of their colour (Cave Glow Haze option).
- **Smoother cave beams**: light shafts through cave openings read as one smooth, soft beam.
- **Night**: deeper, calmer moonlight, so torches and lanterns form warm glowing islands.
- **Moon path**: on clear nights a calm silver path of glints lies on the water below the moon.
- **Moon halo**: only shows once the sun is down, no pale ring in the dawn sky.
- **Wet ground in rain**: ground reacts as soon as rain starts, turns darker and soaked, keeps a soft sky sheen, with puddles on paths and stone.
- **Deep water**: open ocean settles one calm step deeper into blue-indigo.
- **Golden-hour rivers**: rivers and shallows warm up with the low sun.
- **Water colour**: slightly calmer default saturation.
- **Underwater**: far open water melts into fog instead of a bright band.
- **Daytime haze**: distance and valley haze lean soft sky-blue instead of milk-white.
- **Wind lines**: only over terrain and foliage, never against the sky.
- **Nether**: fixed a blue patch from overworld sky effects; the crimson forest settles into a calmer rose-maroon; lava keeps its deep orange through the fog.
- **Lava**: slow cooling crusts with a hot rim drift across lava seas.
- **End**: soft violet mist under the island edges.
release
Solace 0.32
0.3221 окт. 2026 г.32Minecraft: 26.3iris
Что нового
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.
release
Solace 0.31
0.3120 окт. 2026 г.162Minecraft: 26.3iris
Что нового
The big wind and atmosphere update.
### Wind
- **Gust fronts**: gusts now roll across the land as long, coherent fronts. Grass leans further as each front passes, and tree leaves lean and stir with the same fronts, so a breeze reads clearly over fields and forests.
- **Wind lines**: soft white wind lines drift with the breeze, draw themselves in, curl into a small loop and fade out. They are synced to the gusts, travelling at the same pace as the wave bending the grass below (Foliage > Wind Lines).
- **Pollen on the wind**: on sunny days a few soft warm motes float near the camera and surge downwind as a gust front passes, then settle again (Foliage > Drifting Pollen).
- **Turning breeze**: the wind slowly swings back and forth by about 35 degrees over roughly ten minutes, and grass, leaves, wind lines and gust fronts follow smoothly.
### Weather
- **No more rain streaks on the screen**: rain is only the falling drops in the world now; night rain keeps its calm blue mood.
- **Wet ground in rain**: open ground slowly turns darker and richer while it rains, with a soft sheen at low angles and calm puddle patches on flat spots. Dries again afterwards (Weather > Wetness Strength).
- **Rainbow**: after rain, while the world is still wet, a soft pastel rainbow arcs across the sky opposite the sun (Weather > Rainbow).
### Atmosphere & light
- **Sunbeams through trees**: long soft warm beams fan out of gaps in broken canopies, strongest in the morning and evening (Lighting > Sunbeams Through Trees).
- **Warm light, cool shade**: sunlit faces lean a little warm and shaded sides a soft sky-blue, stronger at dawn and dusk (Lighting > Advanced > Warm Light, Cool Shade).
- **Layered ridges**: far land fades into the blue haze in a few soft steps, so ridge lines read as calm stacked silhouettes (Fog > Layered Ridges).
- **Soft morning mist**: the low sunrise mist is one smooth veil that thins with height, swells slowly and glows peach toward the rising sun (Fog > Morning Mist).
- **Dusk water glow**: at sunrise and sunset a broad, soft warm light spreads over the water toward the low sun (Water > Surface > Dusk Water Glow).
- **Painted water**: brighter, clearer turquoise with a softer pale rim and broad, slow brush-stroke highlights instead of thin hard crest lines (Water > Painted Water).
- **Cloud shadows**: drifting cloud shadows are a little deeper with wider, softer edges, so big calm shade patches roll across the land.
- **Puffy clouds**: the low cloud layer forms big, rounded, soft puffs instead of block cells (Sky > Clouds > Puffy Clouds).
- **Clearer field waves**: the light bands rolling over meadows are broader, slower and easier to see (default raised, new strongest step).
### Night sky
- **Soft stars**: stars are small soft round points with a faint glow that breathe very slowly, instead of hard square dots (Sky > Sun, Moon & Night > Soft Stars).
- **Richer Milky Way**: more stars gather along the Milky Way band.
- **Moon halo**: on clear nights the moon sits in a calm silver-blue glow with a faint wide ring (Sky > Sun, Moon & Night > Moon Halo).
### Menu
- **Reorganised settings**: the main page holds the key sliders plus clear categories, crowded pages are split into sub-pages (for example Sky > Clouds / Fog & Haze / Sun, Moon & Night / Weather), fine-tuning lives in Advanced pages, and every option has a short name and a tooltip. Defaults are unchanged.
- **Golden Rim** option now shows up in the menu correctly.
beta
Solace 0.30-dev
0.30-dev20 окт. 2026 г.34Minecraft: 26.3iris
Что нового
### Features
- **Grass gradient**: grass blades shade from deep roots to bright, warm sunlit tips (new option, Grass Gradient).
- **Character rim**: mobs and players get a soft light fringe along their edges all day and softer shading, so they stand out like painted figures (new option, Character Rim).
- **Bright sky**: the clear day sky is brighter and more open, with one long smooth gradient and a luminous glow along the horizon (new option, Bright Sky).
- **Painterly distance**: far land and water melt into soft, brush-like patches while keeping their shapes (new option, Painterly Distance).
- **Field waves**: soft, light bands roll slowly across grassy meadows in the wind (new option, Field Waves).
- **Aerial perspective**: distant land now loses its detail and fades to a soft light blue, so far hills read as calm layered shapes.
### Fixes
- **Pale ground at night** (sand, snow) stays calm under the moon instead of glowing white-lavender.
- **Water at noon** has a softer, calmer sun glint with gentle edges and fewer scattered sparkles.
- **Forest at dusk** reads calmer from a few blocks away, with softer light and dark leaf patches.
- **Dusk clouds near the sun** melt softly into the glow instead of showing pale blocky cells.
- **Sun rays at dusk** stay closer to the sun instead of fanning across the whole upper sky.
- **Distant cliffs at dusk** calm into the evening air instead of busy red and green speckle.
- **Sand at noon** is a warm calm tone instead of glaring near-white.
- **Daytime clouds** have soft pale undersides instead of grey-blue blocks.
- **Dusk clouds** away from the sun stay a soft dusty rose instead of olive.
- **Far trees** close their leaf gaps smoothly into calm canopy shapes, without jagged cut-out edges.
- **Noon walls:** sunlit sides sit one soft step below the tops, so block shapes read clearly.
- **Underwater** fog fades smoothly with depth and turns a calm deep navy at night.
- **Block sides at noon** get a soft sky light, so walls read as two calm tones instead of one flat shade.
- **Water at dusk** mirrors a soft rose sky and keeps some teal instead of turning into a flat orange sheet.
- **Dusk clouds** near the sun take on the warm evening sky tone instead of pale grey patches.
- **Nether portals** are a clear deep purple, without a milky veil or a light line along the obsidian.
- **Pits and caves at sunrise** keep neutral stone colours instead of a lavender cast.
- **Sunrise** river streak, sun glint, clouds and sun glow are peach-rose instead of gold.
### Lighting
- **Held Light** (Cel Lighting > Held Light): a torch or lantern in your hand casts a soft warm pool of light around you at night and in caves, with a smooth round falloff around your hand (surfaces facing you catch a little more) in a warm, slightly softer orange; daylight is untouched.
- **Stylised Lava** (Cel Lighting > Stylised Lava): lava is a calm, deep orange with large, slowly drifting bright veins instead of a busy pale texture. At night it is slightly dimmer, so its glow stays orange instead of washing out.
### Clouds
- **Calmer horizon:** the low cloud layer now melts softly into the sky far away and thins out just above the horizon, so the distance no longer looks busy.
- **Warmer dusk cloud undersides:** at sunset the shaded sides of clouds are a warm coral instead of grey-mauve.
### Characters
- **Golden Hour Rim** (Cel Lighting > Golden Hour Rim): at sunrise and sunset, mobs and players get a soft warm fringe on their outline and top faces, strongest when they stand against the low sun.
- **Soft Characters** (Colour > Soft Characters): mobs and players get soft two-tone cartoon shading with a gently wrapped light and a brighter shade side, so they never look muddy.
### Water
- **No more bright streaks over seagrass:** seagrass and kelp under the surface no longer show up as pale vertical stripes; the water keeps its calm depth colour over them. Kelp tips just below the surface no longer show as bright specks either.
### Atmosphere
- **Overcast sun:** in rain the sun stays a soft pale glow behind the clouds.
- **Softer close rain:** raindrops right in front of the camera fade out gently, so rain reads as a calm veil instead of hard streaks across the view.
- **Gentle lightning flash:** a lightning strike briefly lifts the whole scene in a calm cool light instead of nothing at all; nearby strikes are a little stronger. The flash rises quickly and fades out softly over about a second, so several strikes in a row never flicker.
- **Moonlit nights:** nights are a soft silver-blue instead of deep saturated indigo, with gently lifted mid tones so grass, paths and shapes stay readable while the deepest shadows stay calm.
- **Soft world border:** the last stretch before the render distance melts smoothly into the horizon sky, so the end of the loaded world (also far water) no longer shows as a hard line. The pale haze band at the horizon is wider and softer and continues over far land, so it no longer sits as a flat strip above the terrain.
- **Night leaves:** trees at night are a calm muted blue-green instead of bright cyan, and close leaves keep their green instead of turning teal.
- **Softer sun rays at dusk:** the rays around the low sun blend in soft steps and fall less on near clouds, so they no longer draw pale fans across the sunset sky.
- **Calmer fireflies:** fewer fireflies with a slower, gentler pulse, so night meadows look calm instead of speckled.
- **Valley fog** (Sky & Fog > Valley Fog): a calm low-lying fog layer in valleys and over rivers.
### Bloom
- **Smoother bloom:** the glow around bright areas is now built from soft blurred layers instead of scattered samples, so it is wide and even with no specks or rings, and it no longer puts a faint veil over the whole picture. An extra wide layer keeps the soft glow around the sun as strong as before.
### Colour
- **Soft highlights:** the brightest spots drift toward a soft white instead of clipping to saturated yellow, so the sky around a rising or setting sun stays clean.
### Textures
- **Texture Calm** (Colour > Texture Calm): smoother cartoon block textures that keep their blocky pattern.
- **Far Soften** (Colour > Far Soften): distant blocks and tree tops melt into soft, flat tones like a painted background, so far terrain no longer shimmers.
- **Softer grass:** calmer grass-top detail and a gentler colour sway.
### Nether
- **Calmer Nether look:** far fog sinks into a deep maroon so cavern layers separate, the hottest surfaces are slightly less saturated, and thin edge lines only show up close by.
- **Soft embers:** a few round embers that slowly fade in and out instead of square blinking specks.
### End
- **Softer End sky:** a gentle violet glow low on the horizon so the islands sit in light instead of a flat black void.
- **Calm stars:** fewer, soft round stars that hold still instead of shimmering single-pixel dots.
beta
Solace 0.29-dev
0.29-dev19 окт. 2026 г.80Minecraft: 26.3iris
Что нового
### Lighting
- **Soft rim light** (new option Lighting > Rim Light, with Strength and Width sliders). Edges facing away from the sun get a very soft, bright fringe when backlit: warm at golden hour, cool at night, with no grain. Water and foliage in front of gaps are left out.
### Sunrise
- **Softer sunrise.** The strong golden wash over everything in the morning is gone. Sunrise is now a gentle peach-pink tint.
- The morning and evening tint fades out when little sky is visible, so digging down or standing in caves no longer turns everything yellow. Sunsets look the same as before.
### Torches
- **Only the flame glows.** Torches, lanterns and soul torches now light up only at the flame; the stick is lit normally.
- The glow around the flame is small and tight and no longer smears or jumps when you move the camera.
### Nether portal
- **Nether portals glow in their own purple** instead of being treated like glass: no white streaks or milky sheen, and the purple light they cast is softer.
beta
Solace 0.28-dev
0.28-dev19 окт. 2026 г.28Minecraft: 26.3iris
Что нового
### Clouds
- **Three blocky cloud layers** (new option Sky > Cloud Layers, on by default). Clouds now sit at three different heights, each drifting at its own speed, which gives the sky real depth:
- **Low layer:** big, softly lit blocky clouds well below the main layer. They drift a little faster and cast soft shadows on the ground.
- **Main layer:** the familiar Minecraft clouds, unchanged.
- **High layer:** thin, pale, slow-moving blocky streaks high above everything else.
- Each layer moves in a slightly different direction, so the sky never looks like one flat sheet.
- Every layer fades smoothly with distance and stays clean on the horizon, with no grain or stair-stepping.
- New options: **Cloud Layers** (turn all extra layers on or off), **Low Cloud Layer**, **High Cloud Layer** and a **Cloud Layer Speed** slider.
beta
Solace 0.27-dev
0.27-dev19 окт. 2026 г.20Minecraft: 26.3iris
Что нового
### Smoothness pass
- **No more grain or noise anywhere.**
- Shadows, the shadow smoothing filter and ambient occlusion now use fixed sampling patterns. They no longer change per pixel or per frame, so there is no crawling grain inside shadows or in corners.
- Shadow edges use more samples with soft depth comparisons, which makes penumbrae smooth instead of stepped.
- Light shafts use more steps with soft comparisons.
- **Calmer water far away.** Small glints and sun sparkles fade out with distance instead of turning into shimmering pixels. The '+' sparkles are sparser and gentler. Light-reflection streaks and the sunset streak on water are broken up smoothly in world space.
- **Painted clouds and cloud reflections** no longer alias near the horizon (detail fades out smoothly with distance).
### Clouds
- **Smooth far cubic clouds** (new option Sky > Smooth Far Clouds, on by default):
- Distant clouds get even shading.
- Edge-on cloud faces fade out softly.
- Clouds fade gently with distance.
- No more scratchy or stair-stepped clouds on the horizon.
### Wakes
- **Wakes rebuilt from scratch.** Boat and swim trails are now drawn into a map of the water around you. They stay where you left them on the water and fade out over a few seconds.
- Turning the camera or switching to third person no longer moves or reshapes the trail.
- The trail no longer depends on camera movement at all, and it is softer and subtler than before.
### Grass
- **Soft grass** (new option Colour > Soft Grass, with a strength slider). A very gentle softening of grass: calmer grass tops with less texture pattern, a faint large-scale tone variation, soft contact shading at the bottom of grass block sides and at the base of grass plants, and less contrast on grass blades. Nothing new that draws the eye.
beta
Solace 0.26-dev
0.26-dev19 окт. 2026 г.24Minecraft: 26.3iris
Что нового
### Added
- **Biome sky colours**: the daytime sky now takes on the character of the biome you are in. Deserts get a pale, warm, hazy horizon. Badlands glow with a dusty terracotta haze. Snowy biomes turn crisp and icy blue. Swamps turn murky green-grey. Jungles turn deep, saturated turquoise. Cherry groves turn soft pink-lavender.
- Colours blend smoothly when you cross biome borders and fade out towards sunrise and sunset, so dusk colours stay untouched.
- New slider **Sky > Biome Sky Colours** (0 = off, 0.5, 1.0 default, 1.5).
beta
Solace 0.25-dev
0.25-dev19 окт. 2026 г.10Minecraft: 26.3iris
Что нового
**Fixed**
- Wakes and splashes behind a boat or a swimming player flickered while moving. Their direction and strength came from the camera movement of a single frame, which jumps between zero and double speed because the game moves the player 20 times per second, not every frame. They now use a smoothed speed, and the foam pattern of the wake stays fixed in the water instead of sliding with the player.
**New**
- *Fireflies*: small yellow-green lights drift and blink near the ground around you on warm, clear nights (meadows, forests, cherry groves). Not in deserts, snow, rain or caves. Amount slider; off on Low.
beta
Solace 0.24-dev
0.24-dev18 окт. 2026 г.62Minecraft: 26.3iris
Что нового
Water release.
**New**
- *Night Light Reflections*: lanterns, torches and other lights reflect on night water as vivid coloured streaks (lights must be on screen).
- *Bright Night Wakes*: boat wakes, splashes and waterfall foam stay bright white against dark water at night.
- *Water Sparkles*: small cross-shaped sparkles twinkle where the sun reflects on the water (needs Sun Glint).
- *Rolling Ocean Waves* (off by default): still water rolls in long, blocky waves with white foam on the crests. Wave height slider.
**Known issues**
- Tinted glass light still does not show on the tested setup: stained glass is missing from the shadow map there, even with translucent shadows enabled.
beta
Solace 0.23-dev
0.23-dev18 окт. 2026 г.2Minecraft: 26.3iris
Что нового
Polish release: outlines, sandstorm, glass, Nether.
**Fixed**
- Thin light lines across flat-looking grass. Grass tops and sides share one flat tone, so the outline of a one-block grass ledge showed up as a stray line with no visible step. Small grass ledges are no longer outlined; silhouettes against the sky and big drops still are. New option *Grass Ledge Lines* restores the old behaviour.
- Sandstorms: the sky turns dusty orange and no rain streaks fall in deserts and other dry biomes.
**New**
- *Edge Detector* option: a second-difference depth edge test that ignores flat ground at any angle (default). The older gradient detector stays available.
- Nether fog accents per biome: cyan in warped forests, teal in soul sand valleys, grey ash in basalt deltas, deeper red in crimson forests.
- Tinted glass light now reads the glass colour from the shadow colour buffer.
**Known issues**
- Tinted glass light and coloured shadows from stained glass do not show on the tested setup: translucent blocks are missing from the shadow map there. Still under investigation.
beta
Solace 0.22.1-dev
0.22.1-dev18 окт. 2026 г.4Minecraft: 26.3iris
Что нового
## 0.22.1-dev – 2026-10-18 (prerelease)
Fix release.
**Fixed**
- A brighter band on the ground in a ring a few blocks around the player. It came from the light of held items and other dynamic lights: block light used hard steps, and the grass colouring switched off inside that light even in full daylight. Block light now falls off smoothly, its daytime brightening is much weaker, and the grass colouring only eases off for torch light at night. Lanterns and torches still light the ground at night, with a soft edge instead of a ring.
beta
Solace 0.18-dev
0.18-dev18 окт. 2026 г.4Minecraft: 26.3iris
Что нового
## 0.18-dev – 2026-10-18 (prerelease)
Water closer to the target look, horizon haze, night water.
- Flowing streak foam: bright foam lines ride the wave crests (same phase as the surface waves) and move with them; broken up by rotated noise so no grid-aligned cuts.
- Foam sheets now only along shores: open lakes seen from above no longer get pale patches.
- Near-white haze where the sea meets the sky (far water + sky just above the horizon); new **Horizon Haze** slider (0 / 0.5 / 1 / 1.5), weaker at night and in rain.
- Night water: banded moon glint path, moonlit ripple highlights, wave crests stay visible at night.
- Shoreline: crisp white edge line plus soft rim kept.
- QA: no NaN/black/magenta pixels in ocean, river, lake and night captures; no reflection or stream artifacts seen; composite pass additionally compiled on a real Mesa driver before in-client test.
- Known: night ripples still subtle; foam brightness at distance fades out by design.
beta
Solace 0.17-dev
0.17-dev18 окт. 2026 г.4Minecraft: 26.3iris
Что нового
Water rework.
- Water colour: pale, clear turquoise instead of dark teal; near-white shallows at the shore.
- Foam: large soft streaky foam sheets plus whitecaps; new **Foam Sheets** slider.
- Bright horizon mirror: water brightens towards the horizon.
- Night water lifted (less black, keeps waves readable).
- Fixed: vanilla star quads visible at sunrise are now hidden (only sky-space stars remain).
- Fixed: foam artifact from 0.16-dev.
- Softer sun horizon glow (fixes the washed-out swamp sky), lighter swamp fog.
- Known: foam not yet as bright/flowing as targeted, horizon not yet near-white (planned for 0.18).