Alright, so I finally got around to messing with this thing they call “Solomon Furious Worlds.” Been hearing whispers about it, you know, how it’s supposed to be this intense platform for building… well, worlds, I guess. Sounded like a bit of me, so I thought, why not dive in?

Getting My Feet Wet
First off, getting it installed was the initial hurdle. It wasn’t exactly a straightforward download and click-next situation. Had to poke around a bit, find the right repositories, and then there were a couple of dependencies I needed to sort out. Took me a good hour, maybe more, just to get the basic environment up and running on my machine. No fancy installer, just raw files and some command line action. Felt a bit old school, which isn’t always a bad thing, but it definitely sets a certain tone from the get-go.
Once it was on, I fired it up. And whoa. The interface, man. It’s… a lot. Not super intuitive at first glance, I’ll be honest. Buttons everywhere, panels I didn’t recognize, and the documentation I’d found earlier was pretty barebones. So, my first hour or so was literally just clicking on things, trying to figure out what did what. You know, the classic “poke it with a stick” approach. I was determined not to get overwhelmed, just take it one menu at a time.
The First Attempts and Struggles
My initial goal was simple: just create a basic landscape. A hill, maybe a valley. Sounds easy, right? Well, in “Solomon Furious Worlds,” even the simple stuff feels like it wants to fight you a bit – guess that’s where the “Furious” comes in. I found what I thought was the terrain generation tool. Turns out, there are like, three different tools that sound like they do terrain generation.
Here’s a quick rundown of my fumbling:
- Tried the “World Sculptor.” Made something that looked like a hedgehog had a bad day. Not a hill.
- Then I poked at the “Terraform Matrix.” That seemed more promising but the parameters were wild. I accidentally created a spike that went off into infinity. Had to restart that bit.
- Finally, stumbled upon a more procedural generation module. This one let me input some noise values and basic shapes. Bingo! Sort of. It was still pretty chaotic.
Spent a lot of time tweaking sliders, undoing, redoing. It was a proper battle of wills. I was getting frustrated, not gonna lie. At one point, I nearly just closed it all down and went for a walk. But then, I’d see a little glimmer of something cool happen on screen, like a texture applying somewhat correctly, or a shadow falling in a way that looked almost natural, and it pulled me back in.

The “Furious” part isn’t just about the complexity, I think it’s also about how it pushes you to really understand what you’re doing. You can’t just click a “make pretty world” button. You gotta get your hands dirty, really dig into the nuts and bolts of it. After a few hours, I had something that vaguely resembled a very, very angry mountain range. Not what I was aiming for, but it was something. It was a start.
So yeah, that was my initial foray. Definitely a learning curve, and it lives up to its name. But there’s something compelling there too. I’m gonna keep at it. Maybe next time I’ll try to make a tree that doesn’t look like an explosion in a stick factory. We’ll see.