Not an official full blown update. I'll be adding content bit by bit over time, but for now I'm shifting my focus to other things. There's also some technical fixes I need to make so the pack works properly in 1.13.
Sorry if this is written/said anywhere, but is there absolutely no way of removing the names displayed on the entities? (The named items have names showing up when in item frame)
It just kind of ruins it a bit for me, seeing "Spruce Planter" on a black transparent bar whenever I look at the Spruce Planter.
Hope you get what I mean.
I would like to start off by saying I LOVE the new fish; it adds something to the fishing like the next one could be the one you were looking for.
I have only one complaint, I have been sitting here for the last 30 minutes, fishing and I just got one clownfish, and it was not even renamed with the particular lure. I think if there is one thing you should change next update is that you need to make clownfish more frequently caught. You don't have to though, but it is just a suggestion.
SO, I know you cant technically add new clocks to the game through weird complications, but could you add a grandfather clock or something that uses an item frame at the bottom for the structure and one at the top for the actual clock to go in? You could add all the wood types and maybe a few more... and also you could make it 3 blocks tall, the bottom one filled by a slab and the top one filled by a block so you could actually make the pendulum, but it doesn't have to be animated. I think this would be cool and I hope you add this at some point.
I have a suggestion for mobs! You could add different kinds of dogs! Like pugs, boxers, bulldogs (I'm just naming ones I like :P) and huskies and... I cant think of anymore... But yeah you get the point... Also I think to do custom multiple custom mob models you could just add different things like an iron golem could have a model of a robot and a moving house but as an iron golem the house and robot are invisible but when you change the name the golem and the house are invisible as a robot? Would that work? I cant wait until all the mobs are done! I love the parrots you made!
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Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
May I ask if you know some client mod that does that? At the moment it's impossible to us to use a lot of decoration items, the screen is always clogged up with those big white names.
I never managed to find any. All you can really do is press F1 (hiding the UI hides display names)
Hey I'm sure this has been suggested before but could you add wizard hats to the pack? I was wanting a wizard hat for my character that is removable so not part of my actual skin.
Hey I'm sure this has been suggested before but could you add wizard hats to the pack? I was wanting a wizard hat for my character that is removable so not part of my actual skin.
They might be part of a magic update at some point. Still planning stuff out though. In the mean time, you can find a witch hat in the halloween items.
Can I use the source models for my own resource pack inspired by itembound?
Assuming you mean the model files in the 'source models' folder, then yes that's fine. (I also updated the FAQ to include assets in general to avoid future confusion)
sixfootblue Will you be making crafting recipes for these items in the 1.13 update
I thought about it, but decided against it. Itembound was never designed with custom crafting recipes in mind so I'd probably need to rework several parts of it, as well as introduce several new items to be used as crafting intermediates. There's also a lot of potential to exploit it as well (crafting furniture (renamed emeralds) out of cheaper materials).
That being said, I do have plans for a handful of CIT based custom crafting packs in the future. I've got a document with some plans laid out. I won't drop too many details until the custom crafting features are more complete though.
Hey, for a new furniture, you should make a sword in stone.
That is a great idea! I hope sixfootblue sees this!
The elytras do that to me too in 1.12... Maybe its because of a mod I have installed. Probably quark because it probably has a new elytra model because they are dyeable.
Not an official full blown update. I'll be adding content bit by bit over time, but for now I'm shifting my focus to other things. There's also some technical fixes I need to make so the pack works properly in 1.13.
Sure.
Sorry if this is written/said anywhere, but is there absolutely no way of removing the names displayed on the entities? (The named items have names showing up when in item frame)
It just kind of ruins it a bit for me, seeing "Spruce Planter" on a black transparent bar whenever I look at the Spruce Planter.
Hope you get what I mean.
Nah there's no way, at least not with resource packs. Otherwise I would have done it ages ago.
I would like to start off by saying I LOVE the new fish; it adds something to the fishing like the next one could be the one you were looking for.
I have only one complaint, I have been sitting here for the last 30 minutes, fishing and I just got one clownfish, and it was not even renamed with the particular lure. I think if there is one thing you should change next update is that you need to make clownfish more frequently caught. You don't have to though, but it is just a suggestion.
THANK YOU
SO, I know you cant technically add new clocks to the game through weird complications, but could you add a grandfather clock or something that uses an item frame at the bottom for the structure and one at the top for the actual clock to go in? You could add all the wood types and maybe a few more... and also you could make it 3 blocks tall, the bottom one filled by a slab and the top one filled by a block so you could actually make the pendulum, but it doesn't have to be animated. I think this would be cool and I hope you add this at some point.
I have a suggestion for mobs! You could add different kinds of dogs! Like pugs, boxers, bulldogs (I'm just naming ones I like :P) and huskies and... I cant think of anymore... But yeah you get the point... Also I think to do custom multiple custom mob models you could just add different things like an iron golem could have a model of a robot and a moving house but as an iron golem the house and robot are invisible but when you change the name the golem and the house are invisible as a robot? Would that work? I cant wait until all the mobs are done! I love the parrots you made!
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
suggestion to the mobs you should add more bears like grizzly bears and pandas
I appreciate the mob suggestions but this is not the place for them.
Where then?
Youtube comments or PMs for now.
I never managed to find any. All you can really do is press F1 (hiding the UI hides display names)
Hey I'm sure this has been suggested before but could you add wizard hats to the pack? I was wanting a wizard hat for my character that is removable so not part of my actual skin.
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They might be part of a magic update at some point. Still planning stuff out though. In the mean time, you can find a witch hat in the halloween items.
Can I use the source models for my own resource pack inspired by itembound?
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
Ethany525Look in FAQ in the post.
sixfootblueWill you be making crafting recipes for these items in the 1.13 update?
Yekul10
It doesn't explain if I can use the source models though
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
Assuming you mean the model files in the 'source models' folder, then yes that's fine. (I also updated the FAQ to include assets in general to avoid future confusion)
I thought about it, but decided against it. Itembound was never designed with custom crafting recipes in mind so I'd probably need to rework several parts of it, as well as introduce several new items to be used as crafting intermediates. There's also a lot of potential to exploit it as well (crafting furniture (renamed emeralds) out of cheaper materials).
That being said, I do have plans for a handful of CIT based custom crafting packs in the future. I've got a document with some plans laid out. I won't drop too many details until the custom crafting features are more complete though.
Is also posible to change texture with blocks in a similar way?
For exemple I keep a dirt block and in the anvil I rename it like "diamond_ore", will it change its texture?
If yes, is it also possible to cahnge the model for the blocks?
No. There's a list of items I can't modify with ItemBound in the FAQ.
I have a feeling it will be possible with shulker boxes soon
That is a great idea! I hope sixfootblue sees this!
The elytras do that to me too in 1.12... Maybe its because of a mod I have installed. Probably quark because it probably has a new elytra model because they are dyeable.
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.