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    posted a message on MEMcraft: Eccentric Limited-palette Resourcepack (WIP)

    Hi! This is my first time creating something to share with the Minecraft community. It's called MEMcraft, and it's a work-in-progress resourcepack. All blocks are done, a good amount of items, and a few other things. I'm looking for feedback and comments on how I'm doing.

    Here is where you download it: Official MEMcraft page! I'm hosting it on my own website, Mind's Eye Mania. Just go to that link and click the big "Download MEMcraft!" link, and it will give you the pack as a ZIP file, no AdFly or other baloney.

    Click these previews to see them bigger.
    Blocks and villagers from MEMcraft resourcepack. A few mobs from MEMcraft resourcepack. A cave scene using the MEMcraft resourcepack.

    The beginnings were fairly simple, but I quickly got more creative, keeping the limited, carefully-chosen palette while coming up with different patterns and a good amount of silliness and punch. I'm quite pleased with how it's come out so far. I have a lot left to do of course, but this felt like a good resting point.

    I hope to get some good response, so let me know what you think! I hope you enjoy it! --ADoS

    Posted in: WIP Resource Pack
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    posted a message on Default graphics, resourcepacks, & copyright questions

    A related question: Some blocks have unusual shapes or purposes. For instance, the brewing stand has a particular form which is important to maintain or else the potions won't line up with the depressions in the base properly. The hopper and cauldron can only be changed so much too, as far as I can see, due to the irregular shapes and the ways the different texture parts have to physically line up in-game. Also, I am concerned about changing things like redstone components too much, because I don't want redstone enthusiasts to look at their creations and not know what they're looking at. Same for structure blocks.

    So what do I do about those?

    Also, it seems as though the .mcmeta files must be included in the pack or the block animations won't work, as opposed to textures which will just use what exists in the resourcepack below it if textures are missing. Am I doing something wrong? If I do have to include the .mcmeta files and not just let the game use the pack below, do I have to rewrite them all? I just looked inside them and I don't know what I'm looking at. I suspect I'll have to use an original one eventually (the wool blocks I made probably don't match the automatically generated colors on sheep in 1.12 and I assume I have to make a .mcmeta for that) but given they seem to just be a pile of numbers, are they subject to copyright?

    Thanks for your help. For various reasons I don't tend to be able to just infer the small details of complicated tasks the way most people can, so I have to ask a lot of questions. Also sorry for the rambling and incoherency. I'm schizophrenic and right now my thought processes are not cooperating with what I want to do. Breakfast might help...

    EDIT: Breakfast did help. I came up with a way to make the comparators and repeaters similar but original, and I'll just skip the structure blocks since I'm given to understand few people ever use them anyway. I'd still like to know about the .mcmetas and the graphics where physical shape specifications are important, though. If what I'm saying is gibberish, by all means ask questions and I'll try to clarify. Thanks for your understanding! :)

    Posted in: Resource Pack Discussion
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    posted a message on Default graphics, resourcepacks, & copyright questions

    Thanks! That makes sense. It's more or less what I figured. I'm glad I made this thread. I'll do the three-part split thing I mentioned to make things easier and more manageable in the meantime.

    Posted in: Resource Pack Discussion
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    posted a message on Default graphics, resourcepacks, & copyright questions

    Hello! I'm making my first resourcepack. I've read a statement from Mojang about what uses of resources are and are not OK, but I'm not clear on something: To what extent are default graphics traces allowed or not allowed in a monetized resourcepack? Most of the graphics are totally original in my pack but some are derivatives of default graphics (changed to fit in with the pack but still based strongly on the original). Mostly this happens where either I didn't have any good ideas to improve that graphic at the time or where I really like the default and want to be somewhat true to the original. This happens with some blocks but mostly with items.

    I'm about 2/3 done with the pack. Making 100% original graphics for the traced-down graphics would probably put me at 1/2 done. It'd be manageable but really the mobs and items are more of an afterthought for me. Alternately, as a friend suggested, I could split the blocks/environment stuff into one pack, the items and GUI into another, and the mobs into a third, temporarily, until they're all complete.

    So basically I just want to know: Is tracing a default graphic into a simplified derivative, in a monetized resourcepack, forbidden? And, to what extent? Thanks for your help! :)

    Posted in: Resource Pack Discussion
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    posted a message on Mod Request: Split up mobGriefing

    Could someone please make this for me? I'm on 1.11 now. If I could turn off block damage from creepers, I could turn the day/night cycle back on and not get frustrated. I have a friend who wants to play with me but won't if nights are turned off.

    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Request: Split up mobGriefing

    Hi! Could someone please make a mod that allows the user to specify settings for each aspect of what is now lumped into the mobGriefing gamerule? My Internet searching reveals a lot of demand to completely disable creeper terrain damage, but not damage to players or other mobs, without disabling villagers tending their farms, and without disabling hostile mobs entirely with Peaceful mode.


    The mod would basically just provide a config: Creepers can damage terrain? (on/off); Endermen can damage terrain? (on/off) Ghasts can damage... etc.


    I use 1.10.2, although I suspect the mod would be greatly appreciated by users of any version.


    Thank! :)

    Posted in: Requests / Ideas For Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Oh, hi, WildBamaBoy! I think I did legitimately find a bug. My Guard companion wasn't being shot by invisible skeletons. SHE was shooting at THEM. They were underground I believe, out of sight, and inaccessible. She does this any time she's set to always attack hostile mobs with her bow.


    Also, for some reason, she doesn't climb ladders when I tell her to follow me. Is this intentional?


    Thanks for the mod! :)

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    <p>Redownloading fixed it, must have got a corrupt download. Sorry.</p>
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Additionally, hostile mobs are invisible and don't seem to be anywhere for me to hit, but skeleton arrows fly out of nowhere and cannot hit their target. [EDIT: I forgot, they are set not to damage MCA villagers, but the other problems stand.) My MCA companion does not respond to them even though I told her to attack hostile mobs.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    I'm having a weird issue: When a villager from MCA dies, my screen goes red and my HUD vanishes, as though I am the one who died. I can move around and place blocks but the screen is tinted red and I can't see my hotbar or JourneyMap (which I tried disabling, along with fiddling with Optifine settings. No luck.) I tried killing chickens and it didn't happen, just MCA villagers. The only way to fix it is to force-quit Minecraft and start it up again. How can I fix this?

    Posted in: Minecraft Mods
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    posted a message on Dye Everything Mod (Plz Reply)

    I've been pondering that too because it's a good point. I thought about it more.


    Directional blocks take up multiple of the 16 data values. Let's take the piston, which can be placed in six directions, as an example. I don't know how many of those are actually used in the data values but cubic rotation only allows for a maximum of six directions, so we'll say that hypothetically.


    Dying a piston takes sixteen colors and six directions. Multiply it and you get 96 blocks to work with. This would vastly overwhelm the existing data values maximum.


    But since you dye an item or block by simply crafting it with another item (dye), it could be done by breaking the piston into multiple color/direction combinations. Two dyes times six directions = 12 unique Piston items. So black and white would be Piston A, light and dark blue would be Piston B, etc. 12 separate blocks isn't quite convenient, but it's obviously much less than the hypothetical 96 separate items. Logs would be easier, as there are only three unique pattern directions.

    Not sure if that's practical, but I just used my limited mathematical skills to analyze the situation. What, if anything, someone wants to or can do with that information is probably beyond my understanding.

    Posted in: Requests / Ideas For Mods
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    posted a message on Idea for non-moders at the help of a moder.

    Wow! Mcreator sounds interesting, although I haven't looked into it yet. Possibly a lot of the very simple tweaks from my thread the other day could be implemented with it. Thanks!

    Posted in: Requests / Ideas For Mods
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    posted a message on Dye Everything Mod (Plz Reply)

    It probably wouldn't be quite that complicated, though. Look at our standard grass block: The graphic is gray and the game colorizes it based on biome. Making thousands of new blocks would be very hard but simply grayscaling them, and coding dynamic colorization, would be a bit tedious but manageable if someone were interested in doing it.

    Posted in: Requests / Ideas For Mods
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    posted a message on A few small but fun ideas

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2656569-creative-way-to-add-areas-below-bedrock

    evil_guy_50 posted that thread and in the discussion it seemed like a good idea to kind of make a centralized place for ideas for little here-and-there tweaks that might not merit a new mod on their own, but which combined into a sorta toggle library could be something useful.


    The idea in that thread is to be able to shift the block generation up and down at map creation, particularly bedrock so thinks could be put underneath.

    Posted in: Requests / Ideas For Mods
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    posted a message on creative way to add areas "below bedrock"

    There are a few mods like that out there already actually, although not for 1.9 yet I think. I like the idea of a centralized place. I'll post this link over there then.

    Posted in: Requests / Ideas For Mods
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