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@myewphi
i kissed a ghoul and i liked itā¦ā¦ the taste of her scary chapstick

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Fences Done!!!!
Got the basic block for the ranch fence done!!! best part about finishing it is the hardest part is setting up the connected block template (the thing that tells the block which state it should use based on surrounding blocks) but now that its done it can easily be reused for ANY other fence that follows the same logic, even if it uses a different model!
Of course for other model styles ill still have to make models for each variant which can take time, but for other wood types of the ranch set ill even get to skip that step! All ill have to do to get this setup for other wood types is just make a copy of the item using this one as a parent and change the texture file then done, bam, easy peasy!!!!
I tacked some custom behavior onto the hammer (the normal block cycle behavior didnt work with cycling blockstates) to make it so that you can manually change the blockstate of your fences! Essentially you can take control of what directions ur fence is trying to connect in situations where the automatic connections arent doing quite what you want them too. Primary and Secondary clicks will even cycle in opposite directions so if you accidentally misclick you wont need to go through the whooole cycle and can instead just cycle back with the opposite click.
I might add functionality to crouch primary/crouch secondary too? Perhaps crouch primary will cycle the number of connections, for instance if you have a fence that has one connection facing east it might cycle to one with two connections facing east and north, and if you have two connections facing east and north then itll cycle to three connections facing east and north and west? Secondary crouch would ideally return its connections to what they would normally be based on the surrounding blocks, except idk if i can actually pull that off as ive already attempting to add that functionality and couldnt find a way that would scale well,,,, Always room for improvement i suppose!
I doooo have very vague ideas of maybe possibly implementing diagonal connections? Would exponentially increase the number of states tho which sounds scary,,,, Currently fences have every possible combination of connection/no connection on 4 sides but with diagonals that would be 8 sides unless i added in some extra rules like "no diagonal connections adjacent to normal connections" so like if you have a connection going north then you cant have a diagonal connection going north east,,, but even with that caveat thats still just barely over doubling the number of blockstates which would just be ughhhhhh. could still be worth it but for now im ready to move on from fences so another idea for a future fence improvement lol
if you saw my post maybe 2 or 3 posts back you woulda seen i posted pics of 2 other model mockups for my fences,,, like i said im about ready to move on from fences but at the same time working on one rn wouuuld be nice and easy low hanging fruit to increase content without going too far outta my way soooo we will see how im feeling before the end of the day lol. If i dont get especially inspired to do anything else (because i havent decided what im going to do next yet) then I will probably do at least one more fence style today now that the difficult part of making them is outta the way and all i have left is the fun design part
Fence Troubles
havent been super focused today so have only managed like an hour or two of work today but even then ive made surprisingly little progress on the fence today lol
at first I wanted to work with hytales built in rotation system which can be useful for simple blocks with rotation like logs or chairs but with connected blocks like tables and fences its just not very nice to work with. unfortunately as far as im aware theres no way to make custom rotations, as in I cant add in any kind of placement awareness for setting a blockstate based on where the player is in relation to the block,,, which makes me very sad but i suppose thats life when trying to mod a game in early early early alpha
instead im going to manually make models and blockstate for every possible way a fence can connect to another fence but there is one other small issue,,, how do I want fences to connect to blocks? there are lots of times when you might want a fence to line up smoothly with a flat wall but unfortunately there isnt a way to tell connected block sets to connect to say "any full/solid block" or anything. there appears to be a way to make them connect to blocks with certain type tags but that would then require me to manually add EVERY block id want fences to connect to,,,,,,,,,
im thinking instead of tryna figure out a way to set a fences connection state manually somehow? like youd have automatic connection with other fences by default but then if you want a specific fence to work in a specific way you can hammer it to manually cycle it through all of its connection states instead? considering the number of states itll be a lil labor intensive but what it lacks in qol it makes up for in control i feel
heres hoping i have the basic ranch fence done by tomorrow? I have a short day at work tomorrow so I should have plenty of time after to work on myewphis tale, the bigger question will be whether i can actually get myself to focus without getting distracted by youtube, twitter, or one of the several web novels im reading,,,,,,,,,,,,,,,,,,,
first in game look of the fence! next up is the tedious work of making all the connected models and making sure they all connect up right lol.
I have some moderately ambitious plans of making it so that you can determine the exact number of connections a fence can make with surrounding fences to really control how everything lines up but we will see how much of those ideas end up unchanged by the time i finish this
Ore Thoughts for Hytale
In Myewphi's Tale i think i want to have ingots require multiple ore to create, for example like it costs 4 iron ore to create 1 iron ingot. Heres my reasoning:
Glittering Caves
I think mining is most fun when youre actually mining the ore rather than searching for it. If each ingot requires multiple ore, then i can get away with making ores more plentiful, perhaps even introducing some large ore vein structures uncommonly underground. This would have the negative effect of devaluing each piece of ore you find, but at the end of the day Number Go Up is a hell of a drug and seeing Big Number at the end of ur mining session in terms of how much ore youve found will muddy the waters around how accomplished you feel after a mining session even with singular pieces of ore becoming less valuable.
Loot
Similar to the above reasoning that i would also be able to more freely include ore rewards in loot more frequently. It wouldnt have to just be boring "oh theres some ore in this chest" situations either, i could introduce some shiny trinkets and baubles that could either be displayed as collectors items or melted down into ore. Same for weapons and gear of course which could also be melted down. In this case ore could almost be viewed kind of like nuggets from minecraft.
Balancing
Late in the project if i decide i want to tweak the rarity/usefulness of ingots, it could be a huge hassle to go and modify every recipe that uses iron ingots or go through and make sweeping changes to ore generation. With multiple ore equaling 1 ingot, balancing could be as simple as going from 4:1 ratio of ore to ingots to 5:1
TLDR
multiple ore per ingot. exact ratio uncertain at this time, will probably start with 4:1 and then balance from there?
no clue how others might feel about the idea but im quite fond of it and with a large scale passion project thats probably more important than aiming for broad appeal when a finish date is nowhere in sight lol. hope anyone who read this enjoyed the semi organized ramble!

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one more fence style before bed, ill try texturing them tomorrow with my hardwood palette
havent done much hytale related stuff for a couple days but finally managed to stay focused for about 10 minutes to get some fence model concepts blocked out
smoking that shit that makes you cry about the horrors of car-centric infrastructure
hey yeah i get it but youre harshing the vibe rn nobody wants to hear about the irreversible damage that cars have done to North America and the whole world by proxy
showing your girl pictures of nasty ugly parking garages at the function
i misspelled hindrance real bad, guys
this is not a joke or exaggeration but a cry for help btw I've been watching 3 hour youtube videos about concrete like I'm somebody's autistic dad
pov i turn to you in between sets
yeah no sorry I can't go out tonight I have to read the rest of the 2023 Ford corporate sustainability report no not for a class I'm just nosey
no babe I thought it was hot that you got into and won a debate with my dad about the viability of high speed rail in north america
listen I'm sorry that your dad went home, researched highspeed rail, and started the argument with you again when I wasn't there umm no I'm not going to apologize no I actually umm yeah I've been brushing up on my talking points sorry but bob doesn't stand a fucking chance he can meet me in the market place of ideas
pov you are my captive audience
how is this not astronomically popular
can everyone reblog with the interest of theirs that was the most intense or continued for the longest because iām so curious
Game design
Hardwood Door
Of all the unpainted textures ive done for Myewphi's Tale, this is the one that stayed the closest to a vanilla texture with it being pretty blatantly pixelled over from the village door. I just really like the village door, its peak simple wooden door vibe!!!
Of course I am a pretty big Door Fan so theres lots of other door styles I want to do when i go into more unique furniture set pieces but right now im putting a lil bit of extra focus into filling out the basic wooden furniture set

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Hardwood Chair!
Unlike the more unique and specialized sets like the Teaplate set i posted about last time, the basic wood set will all have the same models and textures with the only difference being palette swaps. They are purposefully gonna be much more generic so that they can fit into most builds with the different wood types simply providing different color options. I love pretty and unique furniture sets but they have the problem of being overly specialized to a single style so I feel its important to have options that can serve as a bit of filler, like using a neutral tone to compliment your accents. Plus it means I can fill out the content in Myewphi's Tale letting me play with the mod in my server sooner without having to wait until ive made enough unique furniture sets to be able to build with. Another basic furniture set is gonna be the stone set which will feature the same models and textures but with palette swaps for each stone type!
Teaplate chairs and Teaplate blocks! This is gonna be a furniture set themed around porcelain and tea parlors :D My current plan is to have every furniture set have a base material block that can be inserted into a builders workbench to craft all the furniture in that set, pretty similarly to vanilla with the except that I wont be using the furniture workbench at all as I feel if theres gonna be a lot of furniture itll just get cluttered too fast. To craft the more unique base set blocks that you cant just pick up in the world like wood or stone, youll craft them at a new workbench called the Block Foundry which will have unlockable recipes for any unique set blocks I decide to make like the Teaplate blocks shown above!
this texture ROCKS
disgusting backrooms wallpaper
finished quartzite! doesnt look like irl quartzite at all so i might rename it for Myewphi's Tale someday but yeah i feel like it has a very nice unique look in caves.

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unpainting quartzite
Working on a hytale project im calling Myewphi's Tale that is based around the idea that you can do whatever you want with hytale, including removing hytale and adding in your own game, making it your tale! Or in this case my tale? Anyways these pics are mostly showing off the first major change im working on that will likely be a very long term project all on its own of redoing hytales texture art style to be fully in line with pixel art rules since while i think hytales art is really really really pretty I just personally do not enjoy making painted textures and love making pixel art textures. for reference; hytales art fell somewhere in between pixel art and painting and while its low resolution definitely made it lean towards pixel art it still made heavy use of smooth brushes which are big no nos for pixel art and have a completely different work style to em
again for reference I love hytale and Myewphi's Tale is not a "better hytale" and is aiming to be a transformation mod rather than an overhaul mod, with the difference being Im not exactly trying to improve hytale objectively and instead just making it suit my specific personal preferences. When (or if lol) this project is finished, i believe the target audience will be people who love hytale and just want more of it so they can play Myewphi's Tale for a fresh experience (two cakes woo!)
Anyways yeah thats my project for now. While i have some pretty ambitious plans for it, its probably gonna just be a texture pack/furniture mod for a while as simple art is my comfort zone and im still tryna work on improving my incredibly low discipline and focus. I really want this to be a project I go far with instead of another project i drop after losing interest in a month or so, wish me luck!!!