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Dec 25, 2012Czupo_ posted a message on jeb is nice let him see what is good or bad detailsThey most likely closed them because of repitition.Posted in: Forum Discussion & Info
Nukes and Kingdoms have been suggested many times before.
Dec 12, 2012Czupo_ posted a message on If there was a thing removed from Minecraft, what would it be?Posted in: Discussion
The Enderdragon is a decent boss as is. Although, it could be improved quite a bit.Quote from Mute
Remove the ender dragon and replace it with a boss that's better designed.
Maybe something like more sounds, better intelligence. I dunno.
Nov 26, 2012Czupo_ posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Yay. One whole year of complaining about the terrain. Have a medal.Posted in: Discussion
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Jul 7, 2012cmpenney posted a message on Official MCX360 Twitter Update Thread | September 30thPosted in: MCX360: DiscussionOffcial Minecraft Xbox 360 Twitter Update Thread
Twitters to Follow
Great thanks to rtjamerson13 for creating and ensuring the upkeep of this thread for so long! The thread will now be updated by myself until further notice.Basically any news coming from validated Twitter sources will be added to this list. (Newest additions being added to the top.)News I've Added:
2015 - Update
Wii know what this means... Do U?
- Star Wars Skin Pack coming out today!
- Update enabling the Halloween, Star Wars, and Halo packs is rolling out now.
- TU25 will be released tomorrow.
- FREE Minecon 2015 Skin Pack will be released tomorrow.
- TU25 Change log view-able.
Bug fix update rolling out now.
Bug fix has been handed over to Microsoft.
The Simpsons skin pack heading to Xbox 360 Edition.
2014 - Updates
- Did we mention horses? 1.6.4 Trailer!
- TU 19 Is out! Rolling out now!
- Having trouble dismounting Minecarts? Read your tool tips!
Doctor Who Skins II out tomorrow!
New tutorial world screenshot with castle.
Festive Mash-Up pack available now!
Festive mash-Up pack available this Wednesday!
A look at the next update gameplay and Wither!
A look at the new interfaces we will be seeing in the next major update!
Star Wars skin pack out now!
Fireworks, minecarts with tnt, hoppers, and much much more!
Horses, Donkeys, Name Tags, Leads all coming to the console versions next update!
Fireworks for the next update.
Withers coming with the next update!
Horses, hoppers, and hay bales?
Beacons and Redstone Blocks anyone?
Doctor Who Skins Volume 1 out now
Equivalent to 1.6.4 for next update!
Doctor Who coming to Minecraft.
Update coming to transfer saves from the 360 to the One
Guardians of the Galaxy Skin Pack coming August 1st
Cartoon Texture Pack now released!
MCX360 Saves transferable to MCXBONE
Skin Pack 6 available now!
Super Time Force Skins in Skin Pack 6|
State of Decay Skins in Skin Pack 6
Mirrors Edge Skins in Skin Pack 6
TU16 Bug Fix is out!
Happy Birthday MCX360. Skin Packs rolling out shortly
50% Skin and Texture Packs. (Except Marvel)
TU16 Is a Bug Fix Update
Marvel Spiderman Skin Pack!
XBox360 Saves will transfer to XBOne!
Candy Texture Pack Released!
TU15 Rolling out!
Candy Texture Pack out on April 18th!
12 Million copies sold!
TU15 Handed in for Cert. testing.
TU14 Out now!
TU14 In Cert. testing!
Host options in action and villager trading!
More host options?
City Texture Pack Out Now!
City Texture Pack Available Friday, March 7th!
New interface shows lots of new goodies!
Check back later for trading / anvil interface screenshots!
Sideways logs, carpet, ender chests and more!
If this has helped please take the time to give a +1 to the rep down there.I hope this helps, and will continue to update regularly.
2012 & 2013 - Updates
- 21 Dec '13 - Marvel Skin Pack available Dec. 23!
- 14 Dec '13 - All Skin/Texture Packs 50% Today only!
- 13 Dec '13 - MCX360 Sells 10 million Copies!
- 11 Dec '13 - New Fantasy Texture Pack!
- 04 Dec '13 - New Secret Skin Pack Soon!
- 20 Nov '13 - Skyrim MUPack is out!
- 17 Nov '13 - Skyrim MUPack due on on the 20th!
- 15 Nov '13 - 4J's looking into possibly transfering saves from 360 to One. No promises.
- 15 Nov '13 - Skyrim MUPack Trailer has released, check it out!
- 11 Nov '13 - Skyrim MUPack almost ready for a release date.
- 11 Nov '13 - TU14 Still a long ways off.
- 01 Nov '13 - At Minecon? Try out the Skyrim Mash-Up Pack! 01 Nov '13 - Skyrim Mash-Up Pack otw to MCX360!
- 31 Oct '13 -
Remember to pick up the Halloween Texture Pack by the 3rd!
- 24 Oct '13 - Halloween Texture Pack Revealed! Grab it tomorrow!
- 19 Oct '13 - Natural Texture Pack has been released!
- 13 Oct '13 - 4J's Twitter Header reveals possible higher resolution texture pack?
- 09 Oct '13 - Battle & Beasts skin pack 2 is out!
- 02 Oct '13 - Keep an eye on 4J's twitter header next week!
- 02 Oct '13 - Nature Texture Pack still in the works.
- 02 Oct '13 - Plastic Texture Pack has Arrived!
- 02 Oct '13 - Texture Pack Ad on Xbox a mistake?
- 02 Oct '13 - TU13 has passed Cert Testing!
- 25 Sep '13 - All versions of Console Minecraft code will be the same on all platforms.
- 25 Sep '13 - Mob spawning above Y128 Working as intended.
- 25 Sep '13 - Preview of Texture Pack Friday! Pack will also have a Free Trial.
- 21 Sep '13 - Did someone say medieval?
- 21 Sep '13 - Texture Packs information!
- 20 Sep 13 - TU13 in Cert Testing!
- 18 Sep '13 - TU13 to be finished up for cert testing this week.
- 12 Sep '13 - Rails doubled in speed for TU13
- 02 Sep '13 - TU13 Is a Bug Fix Update.
- 01 Sep ' 13 - No Skins for Mobs in Mash Ups?
- 01 Sep '13 - More Mash-Up Packs to come in the future!
- 01 Sep '13 - Mass Effect Mash-Up details
- 01 Sep '13 - Trail for first Mash-Up Pack!
- 23 Aug 13 - TU12 Passed and is rolling out now!
- 21 Aug '13 - Minecraft in development for Playstations 3, 4, and Vita.
- 09 Aug '13 - TU12 is in Cert Testing!
- 05 Aug 13 - Almost ready for Cert Testing...
- 02 Aug 13 - A trial Mash Up Pack is all you need if a friend has it!
- 31 July '13 - Skin Pack 5 is available for purchase!
- 25 July 13 - Sneak Peak at Skin Pack 5
- 25 July 13 - But what's a Mash Up Pack?
- 25 July 13 - Bug Fixing and Texture / Mash Up packs compatibility!
- 19 July '13 - New TU12 Screenshot! Mob heads, 3D item entity models, chiseled stone bricks, tamed ocelots!
- 17 July '13 - Skin Pack 5 coming soon!
- 15 July 13 - We'll post a change list...
- 15 July 13 - We're Bug Fixing...
- 05 July 13 - We're still working on TU12...
- 27 June '13 - No texture packs yet, but texture pack support comes with TU12
- 10 June '13 - MCX360 will continue receiving updates alongside Xbox ONE
- 29 May 13 - Build height increased.
- 29 May 13 - Jungles, Cats, Iron Golems, and more!
- 20 May '13 - Horses will be included in the future!
- 20 May '13 - TU12 Will include all of Java version 1.2.3, plus more!
- 10 May 13 - TU11 Rolling out!
- 07 May 13 - Battle & Beast skin pack is released tomorrow
- 07 May 13 - 1st Birthday surprise FREE skin pack!
- 07 May 13 - TU11 is Microsoft Cert testing!
- 24 Apr 13 - TU11 will be another bug fix release
- 15 Apr 13 - TU10 has passed Microsoft Cert test! Release April 16th!
- 12 Apr 13 - TU10 is in Microsoft Certification testing
- 09 Apr 13 - TU Bug Fix Update. Waiting to go into Cert. Testing
- 04 Apr 13 - Some users experiencing lag in the End
- 04 Apr 13 - 4J is working on reports of lighting issues
- 04 Apr 13 - Issue with Silver Live users loading saves
- 04 Apr 13 - TU9 Rolling out early, Available on April 4th
- 01 Apr 13 - TU9 has passed Cert testing! Release April 5th!
- 23 Mar 13 - Update is in Cert testing and change log has been posted
- 21 Mar 13 - TU9 Trailer Released
- 19 Mar 13 - TU9 Trailer should be out this week
- 19 Mar 13 - Bug fixing almost complete for TU9
- 13 Mar 13 - Skin Pack 4 released!
- 11 Mar 13 - TU9: Still working on bug fixes
- 11 Mar 13 - Skin Pack 4 to be released on 13th of March
- 6 Mar 13 - Dragon Age skins are coming
- 04 Mar 13 - Not in cert testing yet
- 27 Feb 13 - New screenshot, colored wood, wood buttons, more
- 26 Feb 13 - Avatar Items and new pic of the end
- 25 Feb 13 - Screen shots of Skin Pack 4 will be out this week
- 21 Feb 13 - Minecraft Avatar collection coming soon
- 20 Feb 13 - No upsidedown stairs in TU9
- 20 Feb 13 - TU9 will have beaches
- 20 Feb 13 - Sheep will regrow wool
- 20 Feb 13 - Screenshots of new features in TU9
- 19 Feb 13 - Texture packs being worked on No release information
- 14 Feb 13 - Nether reset slated for TU9
- 14 Feb 13 - TU9 will not have jungles or ocelots
- 14 Feb 13 - Spawn eggs are coming
- 07 Feb 13 - No TU9 update in February
- 29 Jan 13 - Ender Dragon will be in TU9
- 29 Jan 13 - Climbable vines slated for TU9
- 29 Jan 13 - TU8 will be released on Wednesday Jan 30
- 28 Jan 13 - TU8 Changelog released
- 15 Jan 13 - Villager professions will be in future update
- 14 Jan 13 - TU8 will have very little "New" features
- 10 Jan 13 - May be able to switch to Pre-TU7 biomes in the future
- 08 Jan 13 - Skin Pack 4 is in development
- 07 Jan 13 - The End planned for TU9
- 22 Dec 12 - Ensure Fortress, Blaze, Wart in worlds
- 22 Dec 12 - Bug fix for TU7 will be out in Jan.
- 17 Dec 12 - TU7 to be released on Dec 19th, Merry Christmas
- 17 Dec 12 - Details on TU7: Breeding, Brewing, XP, etc
- 15 Dec 12 - No time limit for Festive Skin Pack
- 13 Dec 12 - First Look at Festive Skin Pack
- 11 Dec 12 - Festive Skin Pack to be released 19 Dec
- 11 Dec 12 - Festive Skin Pack will be 80 MSP
- 07 Dec 12 - Iron Golems will be in a later Update
- 7 Dec 12 - No jungles or ocelots
- 7 Dec 12- Ender Pearls will teleport
- 7 Dec 12 - No date for release at this point
- 6 Dec 12 - Update to include new enchanting system
- 6 Dec 12 - Key Additions in 1.0.1, Includes breeding, potions, etc
- 6 Dec 12 - 1.0.1 Announced without the End
- 29 Nov 12 - Diamond Theme released
- 19 Nov 12 - Started work on Texture Pack support
- 18 Nov 12 - Skin Animations coming
- 15 Nov 12 - Problem with posting screen shots in Facebook
- 15 Nov 12 - 1.8.2 Bug fix is rolling out
- 8 Nov 12 - 1.8.2 Bug fix heading to Cert Testing
- 26 Oct 12 - Halloween Skin pack for Charity is out
- 24 Oct 12 - Option to quick clear creative menu being added
- 24 Oct 12 - Charity Skin pack with 55 skins will release on the 26th
- 23 Oct 12 - Gold apples made with ingots until nuggets are introduced
- 23 Oct 12 - Pumpkin seed crafting will be added in 1.8.2 patch
- 18 Oct 12 - Bugs are being worked on
- 19 Sep 12 - Future updates shaped from community.
- 9 Sep 12 - Possible update between 1.8.2 and 1.2.3
- 17 Jul 12 - Map size increase being looked at
- 16 Jul 12 - Why zombies drop feathers
- 09 Jul 12 - Looking at custom maps and mods for inspiration for future DLC.
- 07 Jul 12 - There will never be classic crafting like PC
- 07 Jul 12 - Little chance for making your own skins in future
- 27 Jun 12 - Animal breeding in 1.2.3
- 27 Jun 12 - Possible photo sharing on twitter
- 25 Jun 12 - Rental servers in discussion
- 26 May 12 - Achievements will only be released with DLC
- 21 May 12 - Sign Censorship details
- 16 May 12 - More hints towards "Mods" in the future
Jan 30, 2016Jessiiikpop posted a message on SYNESIS; Small Survival Server, 24/7, Community-Focused. 1.10Posted in: PC Servers
Waiting for you
Nov 2, 2010Posted in: Resource Packs
The texture pack's been updated to support all the new stuff in 1.6 and a whole bunch of new features of MCPatcher to boot. Keep in mind that some of the new features are still a work in progress, and check the changelog to ensure any bugs you might wish to report aren't already addressed there. As the texture pack for 1.6 uses yet another a new format, the main link of the texture pack is no longer backwards compatible with 1.5. I will be leaving up links to the 1.5 and 1.4-earlier packs in the download section for those who do not wist to upgrade versions. For those looking for alternates, grab the 1.4-earlier pack until I can get around to redoing my alternates pack (yet again). As always, be sure to check out the changelog to see what all's been added--there's quite a few new things this round.
It should go without saying but YOU WILL NEED THE LATEST MCPATCHER TO AVOID PROBLEMS WITH THIS PACK. Note that Optifine may not support every feature in this pack. If you choose to use Optifine, any problems you encounter should be reported on the Optifine thread so that they can hopefully address your problems. DO NOT POST ANY ISSUES HERE IF YOU ARE USING OPTIFINE. This thread is for discussion of this texture pack only. I can only provide support if you've followed the installation instructions posted. I've also posted my pack on PlanetMinecraft. Give my pack there a diamond if you wish to support me.
Before you even download the pack note that this is not a place to post error messages. I am an artist. I simply provide art files for MCPatcher which enables HD texture packs to work with Minecraft. There is nothing in my pack that will mess up your game! So don't blame me for your hardships with installation. Be sure to read the installation instructions! This is an HD Pack, you cannot install it like any other texture pack! After you have read and followed the instructions, and you still have trouble with installation, check the F.A.Q. If you still have issues, please post them on the thread--someone should be able to help you. Do not PM me with tech support issues regarding getting the texture pack to work.
- Patch Notes
-Reformatted the texture pack (yet again) to work on the new format.
-Added all 13 textures for the legitimately-obtainable horses, donkeys, and mules.
-Added textures and icons for the three horse armors.
-Added texture for coal blocks and hay bales
-Added icons for all the new items in Minecraft 1.6.
-Added CIT custom potion art support for all legitimately-obtainable potions.
-Tweaked existing color values for potions so the effect particles better match the new art.
-Added placeholder for unique birch leaf art until I can figure out how I want to revamp oak and birch leaves.
-Reverted sponge texture back to its original look now that it's no longer needed for haybales.
-Set custom colors for horse spawn egg to better reflect the spawn.
-Updated the GUI file to include the new horse health and jump meter.
-Expanded chiseled sandstone's CTM to include vertically-oriented cartouches.
-Expanded birch plank blocks to have full CTM support.
-Added CTM textures for all of the new hardened clay blocks.
-Added custom lead and fishing line textures.
-Tweaked Better Skies so that the distant ambient clouds move across the skies gradually.
-Tweaked CTM for Bricks, Iron Blocks, and Smooth Sandstone to use the inner seam method for corners.
-Tweaked and expanded biome-based custom colors slightly.
-Added very limited support for the 'ß' Unicode character.
-Removed Unicode kana support as it no longer fit the look of the western font and looked messy with kanji.
-Added Custom Items (CIT) support for degredation of shovels, pickaxes, axes, and swords of all materials.
-Added CIT support for degredation of carrots on a stick, flint and steel, and shears.
-Added six unique enchantment effects with CIT -- many of which are fully animated (More to come later).
-Disabled the generic enchantment effect temporarily so the new potion animations are more visible.
-Moved unique top and bottom textures from wool blocks to carpet.
-Retained unique wool block bottom texture for white wool block as it works well for ceilings.
-Added on state for detector rails.
-Animated golden apple.
-Repacked the zip to fix any potential corruption on some machines.
-Removed version from the filename of the pack. Current version will be listed at the top of the changelog.
-Tweaked legal.txt to reflect format changes. It's now easier to know which files can't be redistributed.
-Various minor tweaks.
-Reformatted texture pack to work on the new format.
-Optimized filesize as much as possible and did some major cleaning of redundant files.
-Completely rebuilt CTM structuring from scratch to be more organized.
-Added textures and various CTM support for all of the new netherquartz blocks.
-Decreased hue of pre-existing netherquartz components to better match the whitish nature of blocks.
-Added item icon for TNT Minecarts.
-Designed a new clock to make use of new Custom Clock features and animation.
-Reformatted compass to make use of the new custom compass format.
-Simulated SSAO on Iron doors to make them better match iron walls with smooth lighting.
-Added wither status life meter icons.
-Various tweaks. (I'm sure there's a lot I did that I can't remember...)
-Cried profusely at the release of every single snapshot that somehow managed to mess SOMETHING up.
-Had Kahr's babies. (I promise next time I'll update the changelog AS I make changes. )
-Altered map colors slightly to give more of a color palette to work with.
-Added soft firework flash particle.
-Added animated textures for both netherquartz ore and mined netherquartz.
-Added animated textures for light sensors.
-Added item icon and animated texture for Comparators.
-Recreated the textures for Repeaters to better match Comparators and reflect the new analog nature of Redstone.
-Added animated textures for new redstone blocks.
-Added textures for the new trapped chests.
-Used CTM to create custom art for the two new pressure plates.
-Added nether brick item icon.
-Added GUI file for the hopper.
-Attached nightvision light maps to the Nether and End lighting palettes.
-Minor various adjustments to existing textures to match the newer ones.
-Recreated every single creeper (again) and assigned biome biome and rarity support to all 70 of them.
-Full-body animation added for one of the easter egg creeper skins.
-Added new item icons for firework rockets, firework stars, and enchanted books.
-Added fireworks particles.
-Animated the arrow/critical spark particles. (Now arrows should look like they have spin on them.)
-Remade ladders from scratch and added vertical CTM support to them.
-Moved old ladder texture to ALTERNATES.png.
-Added support files for custom compass needle.
-Added item icon for new music disc.
-Recreated jukebox and note block textures from scratch with on and off states.
-Style remains the same but has been greatly cleaned up to match the current wood planks. -Without a disc, jukeboxes will better resemble their crafted materials. -Jukeboxes will only glow with color when a disc is inserted. -A spinning record will be visible on top when a disc is inserted. -As unique record labels cannot be applied for each disc, all discs play on the reverse side. -Note blocks have unique animated sides and a static top texture. -Randomized Cobweb placement angles. (They should look a bit less artificial in large clusters now.)
-Adjusted Better Glass.
-Panes and blocks have been reduced in color saturation. -Panes have the original glass frame for windows. -Blocks are now tapered and have thin, ground-down, opaque edges. -Redesigned the healing beam for the Enderdragon.
-Added 4 new slimes and assigned biome variance to all slimes. (Knit caps now only in snow areas.)
-Brought back 5 old spider skins and assigned biome variance to all spiders. (Jungles are the best!)
-Recreated all creeper skins (50 total now) and assigned biome variance to them all.
-Repacked the zip to hopefully correct issues with Mac and Linux users being unable to decompress.
-Various minor texture tweaks.
-Added textures for repair interface.
-Added beam texture.
-Added animated texture to beacon emitter.
-Reverse-engineered and added new painting.
-Added Shading to panes to make edges of the pane clearly visible without needing a proper frame.
-Removed test pixel from glass panes.
-Added expended trade icon to the trading GUI.
-Fixed a minor issue with black pixels on one of the random tall grass textures.
-Fixed the texture size format for witches and zombie pigmen.
-Added Custom Color support for new spawn eggs, leather armor, armor dyes, and wolf collar dyes.
-Added skin for the new bats.
-Added skin for the new witch.
-Added GUI elements for the beacon block interface.
-Added animated textures for both the beacon block and Nether star.
-Redesigned the Ender Dragon crystals with animation to be more consistent with the Nether stars.
-Added item icons for all the new head blocks.
-Added item icon for the pumpkin pie.
-Redesigned the item icons for fish and cooked fish.
-Added 16 Randomobs skins for the new wither skeletons.
-Completely redesigned leather armor from scratch to make use of the new dye overlays.
-Added textures and item icons for new potatoes and carrots and the plants that grow them.
-Added animated item icon for golden carrot.
-Added textures and item icon for new flowerpots.
-Added textures and item icon for new item frames.
-Added unique art to the new wooden button.
-Added unique and animated textures (three of them!) for new command block.
-Added 10 Randomobs skins for the new zombie villagers.
-Added particles for throwable healing and damage potions.
-Added item icon for the new blank maps.
-Added support for dyeable wolf collars.
-Added skins for the new Wither mob and its two other associated model textures.
-Added wither status icon to inventory.png.
-Added custom Nightvision palette to make the effect much more realistic.
-Added unique textures and CTM support for plain and mossy cobblestone walls.
-Added more sensible CTM support to birch slabs and stairs.
-Added BetterGlass and CTM support for glass blocks and panes. (Each behave differently.)
-Re-designed the sign art to clean it up a bit and to reflect the current look of oak planks in the pack.
-Altered the sign icon to reflect the new sign art.
-Slightly reduced the size of the painting icon and added a small hanger to match the item frame icon.
-Redesigned the look of emotion-based particles, and added particles for anger and new stock for villagers.
-Slightly altered potion colors--like Vanilla, speed potions are now sky blue, and harming potions are now purple.
-Smoothed out runic particles for enchantment tables surrounded by bookshelves.
-Added large texture support to Netherrack and slightly redesigned held texture to match.
-Extended CTM support for smooth standstone to the top and bottom of the blocks.
-Added 3 more random variants of Dead Shrubs.
-Slightly altered underside textures to chests.
-Slightly altered CTM support for bookshelves to hopefully address some of the tiling issues with the four white books.
-Fixed a bug with one of the gold bands from the Diamond helmet not lining up properly.
-Fixed the custom gate texture to align properly for stone walls.
-Fixed a minor graphical issue on the furnace GUI.
-Toned down the enchantment effect (glint.png) a bit.
-Removed mini craft interface from creative inventory.
-Removed tab shifting from creative inventory as it made no sense without the icons shifting with tabs as well.
-Desaturated rain particles.
-Various optimizations to formatting to hopefully improve performance.
-Completely redesigned the wheat texture from scratch to look less sickly and provide better cues for maturity.
-Added unique, random top textures to spruce planks that makes more physical sense. (Great for floor tiling!)
-Added unique textures for all log tops to better match the color of planks they produce
-CTM support for log tops is now only limited to jungle wood.
-Added random texture support to TNT blocks. (They can now have a variety of labels or no label at all.)
-Fixed a texture problem with the bottoms of cauldrons.
-Added support for Better Skies:
-New, detailed star skybox--complete with galaxies and nebulae.
-Distant ambient cloud layers for night and day.
-New sun art with dynamic flaring effects for more realistic sunrises and sunsets.
-Moon was shrunken down a tiny bit, as there's more things in the night sky to look at now.
-Various moon phases have been given slightly more color to fit with the new, less-greyscale night skies.
-Tweaked the biome coloring of skies and fog to account for new sun effects. (The sun is brightest in deserts.)
-Altered snow golem design slightly and added randomob support to it.
-Redesigned mooshroom slightly by removing the mushrooms on the back and giving it a big mushroom cap.
-Added brown mushroom version of mooshroom.
-Adjusted the old and added new blinking animation for both mooshrooms.
-Added random texture support for red and brown mushrooms.
-Altered default brown mushroom to accomodate the new random textures for mushrooms.
-Added CTM large texture support for monster egg (Silverfish) blocks. (They now indicate burrowing.)
-Tweaked water to be SLIGHTLY more translucent.
-Altered glint.png to make the enchanted effect a bit more subtle and colorful.
-Updated the trading GUI window to accomodate trading of two items at a time.
-Added support for the new creative mode block menu.
-Added animated emerald block texture.
-Added textures for tripwire hooks and placed string.
-Added CTM support for iron blocks.
-Added CTM support for sugar cane.
-Added CTM support for obsidian which has also received a new, more realistic and less noisy look.
-Added unique fence art for both fence types and fence gates. (They're not perfect from some angles, but way better than the default.)
-Added unique top and bottom art to nether bricks.
-Added unique art to stone and wooden pressure plates now that tripwire is the camouflage way to do traps--also improves the look of tables.
-Added unique art to stone buttons to help them stand out a bit.
-Added unique tops and bottoms to all wool blocks to add some mild variety to wool blocks being used as carpeting.
-Removed animations from iron blocks and iron doors to accomodate CTM iron blocks.
-Slightly redesigned the look of iron doors to match the new look of iron blocks.
-Slightly darkened the item icon for sugar cane to match the new look of sugar cane.
-Updated the enchantment tables and enderchests to reflect the new look of obsidian.
-Slightly lightened the color of Nether fences to better showcase the new textures.
-Reverted to the old coloring method for nether bricks and nether brick stairs. (Fences will look weird in the inventory and hand only.)
-Removed the wood variance from half-steps and stairs made of oak planks to accomodate the new fence textures.
-Various colored blocks in the mushroom biome are now a bit more vibrantly colored than elsewhere.
-Created a proper logo for pack.png that doesn't require me to constantly update it with each version.
-Fixed the issue with biome stone coloring not being applied to emerald ore blocks.
-Moved obsolete textures from terrain.png to ALTERNATES.png
-Added a few new requested tiles to ALTERNATES.png
-Added GUI for NPC trading interface.
-Added and animated emerald ore texture.
-Added and animated emerald item icon.
-Added and animated enderchest textures.
-To make worn pumpkins less worthless, the nightvision effect has been improved with no LOS drawbacks. The creeper face will mostly be visible in extremely dark areas now.
-Added textures for the three cacao pod stages.
-Added GUI and item icons for the book and quill.
-Altered existing book item icon to accomodate the look of the new book and quill item icons.
-Added MCPatcher CTM support for end stone
-Added MCPatcher CTM support for bedrock.
-Added MCPatcher CTM support for snow.
-Added MCPatcher CTM support for ice.
[4.1.3] -Added MCPatcher CTM support: -Bookshelves now have more of a variety of books when more than one are placed next to each other.
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other. -Added MCPatcher Random Texture support: -Flat grass now has much more variety with: clover patches, flowers, gopher holes, thistle, crabgrass, and leaf debris.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face. -Added MCPatcher Repeating texture pattern support: -Smooth stone is now way smoother and doesn't have that weird diamond pattern in the distance.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas. -The main font has been given a tiny bit of depth to make it look smoother and slightly more three dimensional.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png [4.1.2]
-Added texture support for the new plank and sandstone blocks added in 1.2.4
(I didn't keep all the planks uniform to make them more usable.
Uniform planks are available in ALTERNATES.png for you purists.)
-Added proper equipment slot icons.
-Animated flame particle for torches.
-Animated both redstone wire textures to flicker mildly in a fashion similar to redstone torches.
-Added a few new tiles to ALTERNATES.png.
-Various minor texture tweaks.
-Added animation support for following mobs:
-Tamed wolves blink.
-Tamed Cats blink lazily.
-The purple flames inside the endermen now flicker when their mouths are open.
-Flames now have animated--well--flames.
-Mooshrooms have an unusual blinking animation.
-Chickens blink twitchily.
-Cows blink lazily.
-The creeper face on the main title screen now has a twinkle in its eye.
-Added another male farmer to even out the sex population for Villager Randomobs.
-Replaced the underwater screen overlay with an animated version to simulate non-dynamic caustics.
(Making underwater look MUCH more underwatery.)
-Replaced The distracting vignette image with a much more subtle 'film grain' effect.
(To simulate the noise generated by the brain when light signals aren't being interpreted well.)
-Spore/dust particles on mycelium now come in a variety of soft rainbow colors. (Again, don't inhale!)
-Tweaked the sky and fog in the Nether and End to be slightly less dark.
-Minor tweak to a couple font colors to better match my HUD
-Fixed a bug and flipped all the pig butts right-side up again. (Thanks again, Mojang.)
-Added art for iron golems.
-Added (animated) art for both of the the redstone lamp states.
-Added Randomobs support for villagers. (Gay sex is now not the only way to reproduce.)
-1 new butcher/baker added. (2 total)
-4 new farmers/peasants added. (5 total)
-1 new librarian added. (2 total)
-3 new priests/nuns added. (4 total)
-3 new smiths added. (4 total)
-Added textures for the new stone brick and sandstone blocks.
-Updated the tops and bottoms of sandstone blocks with more fitting art. (Old art has been moved to ALTERNATES.png)
-Mycelium has been animated to very gradually change color over a long period of time. (Don't inhale!)
-Particles for dust/spores have been mildly increased in size to be more visible on mycelium.
-Recreated all biome palettes from scratch to match the new format used in-game.
-Nether brick fences are now dark grey to increase their usability by mimicking wrought iron fences.
-Slightly reworked Nether bricks to adapt for the new changes made to nether brick fences. (Not a big change.)
-Tweaked jungle leaves to distinguish their color differences from oak leaves.
-Darkened cobwebs a bit to make them stand out slightly less.
-Tweaked background texture for main menus to be slightly lighter than before.
-Added custom color parameters for Ocelot spawner eggs.
-Added a few new tiles to ALTERNATES.png.
-Fixed the chicken feet yet AGAIN by flipping them. (Make up your mind already, Mojang!)
-Fixed some stray pixels on some of the headless zombies
-Added sapling art for the jungle trees.
-Added mob skins for the Ocelot and all three varieties of tamed cats.
-Added Randomobs support for Zombie Pigmen with 20 variants.
-Redid default pigman zombie Pigman to better reflect the new style of randomobs.
-Added animated and still Bottle o' Enchanting item icons.
-Fixed a bug with stray pixels on headless zombies.
-Fine tuned all standard and custom biome palettes to better accompany the jungle biome.
-Centered orientation of Blaze Powder animation to better match other item orientations.
-Added leaves and trunks for jungle trees.
-Added support for custom colors on maps and dyed sheep.
-Lightened sheep wool slightly to allow for wider ranges of applied coloring.
-Made a completely new map icon to better reflect the new colors used on maps.
-Tweaked biome color maps to account for new jungle biome.
-Various minor tweaks.
-Added support for custom colored spawner eggs with spots.
-Removed the animation from spawner eggs to allow for the new spotted egg format.
-Added the Language select icon on the main menu.
-Added biome palettes for sky, fog, and underwater atmospheric coloring. (Biomes are much more thematic now.)
-Added new high resolution clouds and set them to be forced to more realistic 2D-rendering.
-Tweaked the lighting a bit. (Toned down the red and saturation. It should be more faded and orange now.)
-Edited all applicable biome palettes to give the Mushroom biome more vibrant fantasy colors.
-Cleaned up the pack directory by moving all animations to the new anim folder. (Affects nothing in-game.)
-Added spawner egg item icon. Then animated it at the last moment.
-Fixed the ender crystal pedestals to look like bedrock. (They were not intended to have the egg texture.)
-New tiles for ALTERNATES.png.
-Added color.properties to support Custom Colors. (Potions are a bit more vibrant, Spawn egg colors make more sense.)
-Reworked the terrain palettes from scratch. (Closer to how they used to be with my pack instead of the Notch defaults.)
-Added swamp terrain palettes to support Custom Colors. (Smoother transitions, no longer look like Notch's defaults.)
-Working light palettes added for Custom Colors. (Sunsets are more dynamic and torchlight is much warmer.)
-Added biome palettes for birch leaves and pine needles. (Much more visual diversity among trees.)
-Added biome palettes for sand, gravel, and smooth stone/ores. (Most noticeable in deserts, swamps, and cold areas.)
-Increased brightness of sand and gravel to allow for better biome coloring. (Not noticeable in common biomes.)
-Added biome water colors. (Swamps are muddy, mountains have mineral springs, ice fades into water, and deeper blue oceans.)
-Darkened and desaturated reeds/sugar cane a bit.
-Lightened wheat a bit.
-Shrunk chicken egg a bit to increase the size contrast between them and the new eggs.
-Shrunk coal, flint, apples, and clay a bit to better scale with other items.
-Added color palettes for lava droplets and pumpkin/melon vine growth stages.
-Included rudimentary support for Japanese kana on Unicode. (Not integrated. Requires minecraft.jar injection.)
-Cleaned up some obsolete files, and added a properties file to the alternate font to avoid spacing errors.
-Made splash particles greyscale to adapt to the watercolorX.png (Will look funny on older versions of MCPatcher.)
-Texture added for the Enderdragon. Finally.
-Textures added for all new blocks introduced in 2.0
-Art added for boss health bar bar.
-Art added for the ender crystal things that heal the dragon and have no official name yet.
-Art added for the particle effects associated with the enderdragon.
-Flipped all the cow butts to be rightside up after Mojang flipped them upside down for no good reason.
-Fixed minecart wheels.
-New custom animations added:
-Dispensers briefly come to life and glance around once in awhile.
-Most everything involving diamonds now sparkles, including ore, blocks, and tools.
-Some gold things and iron things sparkle as well though not as much as diamond.
-The Eye of Ender has a fiery/glowy effect normally and a watery/glowy effect when placed in a portal
-All liquid in buckets and bottles moves around or glows the way you'd expect it to.
-Glowstone dust pulses to match the actual glowstone blocks.
-The ghast's flaming projectile spins as it flies at you.
-The Blaze rod and all things associated with it look really hot.
-Ghast tears Sparkle colorfully.
-The glistering melon... well... glistens.
-Support added for the animated textures introduced in the lastest MCPatcher.
-Furnaces now have animated fire with accompanying lighting effects.
-Soul Sand writhes and has glowing eyes that blink in rhythm.
-Glowstone twinkles and pulses.
-Torches, Redstone Torches and Jack O'Lantern flicker a bit.
-Redstone Ore and Redstone Dust have a slow, pulsing glow.
-Pistons and Sticky Pistons have Knight Rider-esque pulsing effects on the redstone bits.
-Repeaters have a unidirectional pulse of light inside the stone carvings when active.
-Wheels on the Powered Rails now spin when activated.
-Enchantment Tables have glowing magical symbols moving on the tablecloth.
-Brewing Stands have bubbling liquid in bottles placed on them.
-Spawners throb between a cooled and heated state.
-The diamonds on Jukeboxes and Music blocks now give off a decorative and colorful range of light.
-Darkened the Nether Brick texture to make it easily discernable from Netherrack.
-The runic enchantment font has been thickened.
-Properties file added for MCPatcher font spacing of the main font.
-Moon phases added. (Old moon no longer appears, but the new ones still have the creeper face.)
-Textures added for all new blocks introduced in 1.9 Pre #4
-Item icons added for all new items introduced in 1.9 Pre #4
-Particle art added for all new particles introduced in 1.9 Pre #4
-Shine spark particle tweaked.
-Re-added fix for green lines that appear on water for some users.
-Textures added for all new blocks introduced in 1.9 Pre #3
-Item icons added for all new items introduced in 1.9 Pre #3
-Slimeballs, snowballs, and magma cream have had their size reduced.
-Netherwort icon slightly tweaked
-Particle art added for all new particles introduced in 1.9 Pre #3
-Art files for the Ender portal effects have been added.
-Book art has been added for the enchantment table. (Cheers to whoever catches the reference. )
-New Font added for the runic alphabet used by the enchantment table.
(The font is a semi-intuitive readable arrangement of runes based on the elder futhark. Just stare at
it for a minute and you'll be able to read it fluently in no time. The lack of spacing is intentional.
It makes things slightly more cryptic when characters blend together, but it's all still discernable.)
-Enchant GUI window has been added.
-Brewing Stand GUI window has been added.
-Slightly tweaked Furnace GUI window to better match the flame style to the bubble style on the brewing stand.
-Lowered resolution of misc/dial.png to 4x resolution instead of 8x to reduce lag. (8x renamed to ALTdial.png)
-Added a big, ugly, black line to the chest lids to cover up the Z-Fighting due to Notch's modeling incompetence.
-Potion status icons added to inventory.png
-Textures added for all new blocks introduced in 1.9 Pre #2
-Item icons added for all new items introduced in 1.9 Pre #2
-Placeholder updates to icons.png for 1.9 Pre #2
-Glass pane edges thinned a bit.
-Villager skins added for butchers, librarians, priests, smiths, and farmers.
-Old, leaked mycelium texture moved to ALTERNATES.png.
-Mycelium has been tweaked from my leaked texture to be a bit more realistic/moldy and less depressingly gloomy.
-New, requested alternates have been added to ALTERNATES.png (Frame-less Gold and Lapis, vanilla-esque iron bars)
-Particle art added for all new particles introduced in 1.9
-Textures added for all new blocks introduced in 1.9
-Item icons added for all new items introduced in 1.9
-Skin added for Magma Cubes
-Skin added for Blazes
-Skin added for Snow Golems
-Skin added for Mooshrooms.
-Clay in terrain.png and ALTERNATES.png has been mildly tweaked to have a bit more visual difference from gravel.
-Randomobs.properties file has been updated. (Be sure to use my new one.)
-Added Randomobs support for 8 new wolves. (9 total, 24 new skin files)
-Recolored the Endermen to more vanilla colors to match their purple smoke particles.
-Replaced the default biome palette since the 1.7 and earlier palettes do not work well with 1.8. & 1.9
(This means all 1.7 alt palettes may not look right in the game. Hopefully I'll be able to
do a better palette once 1.9 comes out and the biomes are a bit more finalized.)
-Added the different sizes of XP Orbs, altered the default one orb art to better match the new system.
-Minor GUI bugfix.
-Flipped the damaged armor icon to be oriented to the left.
-Very minor tweaks to icons.png
-Added snouts to all pig skins. (Note that the snouts overlap the old ones for backwards compatibility)
-Re-added the squid skins. (Whoops!)
-Updated Mojang logo to be easier on the eyes while still being close to vanilla.
-Updated mapicons.png to reflect their state in 1.8
-Added the current ALTERNATES.png
-Added a panorama to the title screen based on my old personal world I've had since Infdev.
-Fixed and revised the Silverfish skin.
-Fixed the edges of the Ender Pearl
-Wild Grass support currently disabled.
-Randomobs not fully supported just yet.
-Skins added for the Endermen.
-Skin for Silverfish added.
-Bow and Arrow animation added.
-HUD icons added for the new hunger meter and experience bar.
-HUD art added for the creative mode window.
-Textures added for all new blocks introduced into 1.8
-Item icons added for all new items introduced in 1.8
-Wild Grass Support currently disabled due to changes in 1.8
-Diamond tools made to look slightly more sparkly.
-Iron armor has been altered to make way for the recently added chainmail armor.
-Added biome color palettes for different seasons. Default will be Summer. (Located in the Misc Folder)
-Altered the color of tree leaves and associated biome palettes to have a higher range of color.
-Added a safety indicator light to the clock. It will glow red when it's dangerous to go outside.
-Greatly enhanced the quality of the clock face. Made it more stylish and easier to read.
-Background.png has been changed to something a bit lighter with some contrast.
-Character faces have had their proportions adjusted to be closer to vanilla and more realistic.
-Armor helmets have been readjusted so they better fit vanilla-proportioned skins.
-Randomobs users, several notable archers have joined the ranks of the rattling undead.
-New more tile-looking lapis lazuli block.
-Netherrack has been reverted to a more cobblestone look.
-The HUD health and armor icons have been tweaked to have more dimension.
-New flowing water. Blends better with still water, flows slower, still as turbulent as before.
-TNT has been colored red to better stand out from things crafted out of wood.
-New Wooden door art. I felt the old one was too sloppy and dirty-looking.
-New Cobblestone and Mossy (Viney?) Cobblestone texture to better fit the new NPC houses.
-New Furnace art to fit new cobblestone. Old art tiles as usual are now in ALTERNATES.png
-The art for minecarts has been cleaned up a bit.
-Pumpkins are now back to their old selves again.
-Font's been tweaked slightly to improve the visual differences between the 1, I, and l.
-New redstone dust art to better reflect how redstone currently looks in-game.
-Flipped the shears around so it looks like you're not just bonking things with the blunt edge.
-Various minor item and texture tweaks.
-Support for Wild Grass has been re-enabled.
-New mossy cobblestone texture. Old one has been moved to alternates.png.
-Support art added for both varieties of pistons.
-Support art added for shears.
-Support for Wild Grass temporarily removed until ejhopkins can re-assign the texture locations.
-Rounded the snowballs to better fit this icon's double usage as a flaming ghast projectile.
-Few minor tweaks to the looks of some item icons.
-Fixed the upper right corner of the map so the colored area no longer extends off the paper.
-Darkened tall grass to better match WildGrass.
-Trimmed tall grass a bit around the bottom so that it no longer sticks off of the edges of blocks.
-Added missing fishing rod item art. Tweaked existing rod art slightly.
-Revamped the workbench art to better blend with chests for desks. (Try it out![C][WB][C])
-Revamped the chest art slightly. The single chest is now a chest of drawers.
-New alt textures and old textures that have been replaced have been added to ALTERNATES.png.
-Arrows have had all of their art replaced with more realistic versions.
-Added support art and item icon for the new maps.
-Added art for trap doors
-Added art for tall grass and the ferny-looking thing.
-Added art for dead shrubs
-Added my old font as an alternate in the font/oldfont directory.
-One or two texture tweaks and tweaks to ALTERNATES.png
-Creeper pumpkins have been temporarily changed into watermelons until pumpkins are back in season.
-Creeper pumpkin art has been moved to ALTERNATES.png for those who don't like the change.
-Obsidian has been redone to better reflect the look of my shader maps in the default pack.
-New pack.png (I got sick of the creepy, happy Ghast face. )
-Custom animated fire has been added to support the feature on the newest MCPatcher.
-New font added. (Give it a shot for awhile before you unleash your "CHANGE BAD" post. )
-New alternates added.
(Hop on my Tinychat to suggest more.)(Closed until further notice)
-Added support files for Modloader (Ugh.) version of Wild Grass.
-Fixed an issue with the edge of gold bars being the wrong color.
-Grass has been rotated to look better with Better Grass.
-Various other minor texture tweaks.
-Fixed the issue with the invisible grass on the sides.
-Added slot.png despite the fact I cannot edit the scrollbar art. :/
-Slightly new creeper skin based on new template I'm using for the randommobs mod.
-Flipped rain. The game was rendering it upside down for some odd reason.
-Minor texture tweaks.
-Faces of each wolf type have been tweaked to better reflect their temperament. (Less scary tamed wolves.)
-The white lines on water have been addressed with a makeshift fix.
-Particles missing from last update (1.4) have been added.
-Support added for the new sidegrass.
-The old default sapling's and sidegrass art have been moved to alternates.png
-New sapling art for all three different sapling types.
-High resolution weather effect art for snow and rain. (No two snowflakes are alike! )
-Brand new slime textures to replace my old placeholder slimes.
-Slime balls have been readjusted in hue to match the new slimes.
-HD GUI support added for the Achievements interface.
-Crackling shock effect added. BZZZT!
-Three new textures added for the new minecart tracks.
-Art for all three Wolf states added.
-High resolution title art added.
-Items now include art for cookies.
-Support files for vines and various other vegetation in Wild Grass mod now fully supported.
-New ice texture replaces old one that had noticeable tiling issues.
-Removed the background from the Mojang logo to better fit vanilla look.
-Netherrack was changed to the more vanilla-looking viscera texture used in my shader maps.
-Redstone components have been redone to better match the limitations of new redstone. (Best I can do for now.)
-Repeaters now have the electronic symbols for resistors and diodes instead of the boring old arrows.
-Title Screen added (I may change it in a later update to remove the background)
-New alternates added for easy-to-modify bed and more natural sandstone side textures.
-New 400% resolution font that resembles vanilla's font, but is much smoother.
-Support for the new painting added.
-Textures and icons added for beds and repeaters.
-Redstone dust has been unfortunately altered in a really bad way. (Nothing I can do to fix this)
-Various textures like wood have been changed a bit to accompany a future release of my shader maps.
-Support added for lily pads on the Wild Grass mod.
-Unique texture added for the tops of dispensers and furnaces.
-More alternate resources added for all you pack editors out there.
-Transparency mildly decreased on on animated portals.
-Changes to gravel and clay to differentiate the two, and gravel from stone and sand a bit more.
-Various minor texture tweaks
-Custom animated portals are fully supported (...and terribly mesmerising!)
-Glowstone is now closer to the vanilla texture and actually appears to glow now.
-Various dye icons have been changed to better fit the vanilla look and realistic theme.
-ALTERNATES.png added to my pack as a resource for those who manually edit this pack.
-Minor texture and item fixes.
-Colored cloth, lapis lazuli blocks, sandstone, cake, dispenser, pine and birch textures have been added.
-Item sheet edited to include all new items introduced in Beta 1.2.
-Foliage biome colors edited to accomodate new tree types.
-New HD mob skin for Squid. (More resembles an octopus to me...)
-Particle added for eighth-note produced by music blocks.
-Wood made to be slightly grainer.
-Flatter, lighter cobblestone replaces the old standard.
-Iron, Gold, and Diamond blocks retouched to better fit a theme.
-Small weeds added to wheat to give a better visual indicator of readiness for harvest.
-Mob spawner recolored a bit to make it impose its presence.
-Prison-styled iron doors replaced with solid iron door to better fit vanilla theming.
-Furnaces defaulted to block-type construction instead of cobblestone for variety.
-Flattened Minecart track rails with a slight indent to better resemble functional rails.
-Now supports really tall grass on the Wild Grass 5.0 mod.
-Support for the Wild Grass mod has been added.
-Fixed stone tools so that they no longer blend in with the UI.
-Lots of alternate resources added to terrain.png
-Shrunk and flattened flowers to better blend with Wild Grass (Old ones have been moved to alternate resources.)
-Smoothed out wooden planks a bit. (The more weathered version is still available in the alternate resources.)
-Bricks have been darkened a bit as they would be in reality due to the firing.
-Various textures like grass and logs have been tweaked to tile better.
-The view from underneath a pumpkin helmet is now slightly less hindering.
-The nightvision effect from pumpkin helmets has been improved.
-Various minor texture tweaks.
-Watch graphics have been tweaked now that they actually work with the latest MCPatcher.
-Compass has been redone to look better now that the needle works with the latest MCPatcher.
-Fixed the look of some of the tools to fit the materials they're constructed from.
-Swords are a broader category of similarly-constructed weapons. (IE: Wooden swords are now clubs.)
-Increased the resolution of particles and improved the art to better fit the realistic theme.
-Added alternate resources to terrain.png (including betterglass) for those who like to customize their sheet.
-Slowed flowing lava's scrolling speed. (Slightly jerky on one or two frames. Blame math.)
-Tweaked still water animation to ripple slower and display proper surface dynamics.
-Carved pumpkins worn on the head now provide mild nightvision at the cost of visual field of view.
-Some depth has been added to the item slots on the menus to improve looks and make items stand out more.
-Animated lava has been greatly improved.
-Liquids have been animated in 64x64! (Be sure to check custom and animated lava and water!)
-Animated liquids have been smoothed out to avoid jarring tiling issues.
-Full biome grass support added. Looks best with BetterGrass.
-The UI has had its item slots addressed. You should be able to see your darker items easier now.
-Various minor texture tweaks.
-Water and Lava are unfortunately the default animated textures for now
-Various texture tweaks: cloth, glowing stone, iron ore, and some others.
-A minor bug fix on one of the gui files where transparency wasn't where it should've been.
-New and currently unused resources for portals, liquids, and clocks.
-Very minor tweaks to item icons.
-Quick addition of support for MrMMods SimpleMap + Ambient Occlusion
-High resolution armor and player models. (You need to play offline for the models to work.)
-Higher biome color range for tree foliage.
-Greyer, grittier, gravel.
-Some added depth to ores and various other textures.
-New lattice-free glass.
-A few of the item icons have been tweaked slightly.
-High resolution GUI indicators have been added. (Can't believe I missed these the first time!)
-This pack is 4x resolution (64x64) on nearly everything except for thinks like armor due to limitations and will require the HD texture fix patcher found here
-Currently the armor in this is designed for a female, I plan to release a male version as soon as I catch up on some sleep.
-Pack is fully compatible with current post-Halloween version.
- History of the Pack
This texture pack started off as a 16x16 terrain.png for Creative mode back in 2009. I made it for myself and had no intentions of ever releasing it. As time passed, Indev came along and I adapted this terrain.png to be used with it. It wasn't long after that that Infdev came around and I found out you could get by with 32x32 sized tiles, so I reworked my old tiles, maintaining the general look and feel of my original pack, half of the source files I made were in 64x64. By the time Infdev became known as the main Survival mode, MCPatcher had caught my eye. Since many of my source files were already in 64x64, updating the rest to that seemed the next logical step. At some point though I began to reach a creative block and was unable to objectively review and improve my own work. To solve this I decided to upload and share it to receive constructive criticism. But before I could do that, I decided that a terrain.png wasn't enough for a release of a texture pack for me. And releasing a WIP was out of the question, so around the time of the Halloween update, I spent a whole day doing nearly every single other piece of art I could edit,including the mobs and items. Uploaded it and got the criticism I needed to improve my pack even further for my own personal use. ...Or so I thought!
This texture pack is provided for personal use. You are only allowed to use work from this pack for remixes and compilations (You are not allowed to redistribute my pack in its entirety. Nor are you allowed to include the unique support files for MCPatcher (located in assets/minecraft/mcpatcher).) if I am given credit for my work on your release. Getting permission is now required by the forums. You are not allowed under any circumstances (barring special permission) to distribute my work in any form using adf.ly links or any sort of advertisement services. Nor are you allowed to accept donations or payment for anything that makes use of my work.
Main Download: LINK 1 (Use this link if you're happy to support my work. This link will never change URL and always be up to date.)
Mirror: LINK 2
Mirror: LINK 3(Currently I'm having problems with Rapidshare.)Pre-1.6 version: LINK (No longer updated.)
Pre-1.5 version: LINK (No longer updated.)
My work is free to all and I'm happy to keep it that way. Many
people have been requesting a donate button lately though, so for
those who would prefer to support my work that way, here you go:
1. Hit Windows Key + R to open the Run console.
- Cleaning Your Installation (DO THIS IF YOU HAD MODS INSTALLED PREVIOUSLY)
2. Type in and enter the following: %appdata%/.minecraft/To reach the folder on a Mac:
1. Open Finder.
2. Navigate to the following: (Username)/Library/Application Support/minecraft.3. That should open a folder, in that folder delete the bin folder.
4. Run Minecraft and let it patch. When that's done, close Minecraft completely.
1. Save my pack's zip file to the resourcepacks folder in your minececraft directory. (Do not extract!)
- Installing the Texture Pack
2. Click here to download the latest version of MCPatcher. (Very important!)
3. Run MCPatcher, ensure HD Textures, HD Font, CTM, and Custom Colors are ticked then hit Patch, then close it when it's done.
4. Run Minecraft and go to Mods and Resource Packs to select my pack. (Mac users with problems, see here.)
If you have trouble getting the pack working after this, head to my Tinychat (Mon-Fri) for support.(Closed until further notice.)
A collage of screens to showcase the new biome atmospheric diversity.
More (Horribly outdated) images!:
Had to post an image of the enderdragon. Keep in mind it looks better when fully animated.Go Back to the Table of Contents
Image borrowed from Kaz's post until I get a chance to get some screen-shots of my own made.
Q: Some of my textures like menus and connected textures are white. What gives?--OR--My performance sucks, what can I do to improve it?--OR--I've double checked that I've followed all the installation instructions and the game crashes when I load your pack, how do I fix this?
A: These are usually caused by memory issues. Your computer either has insufficient memory to load all the textures or more likely isn't allocating enough memory to the game to ensure smooth performance. There are several things you can do to ensure Minecraft is getting enough memory:
1. Increase the Java heap size. This can be done when running MCPatcher. Go into the Options tab, and under General Options increase the number for the Java heap size (In MB). This number may be anything you want, but cannot exceed your computer's maximum amount of memory (I'd suggest taking your max memory and subtracting 256-512mb so your operating system won't experience any slowdown when running Minecraft). If you don't know how much RAM your computer has, on Windows hit 'Windows Key' + 'R' to bring up the Run menu and type "dxdiag" and hit 'enter.' This will give you all your system information.
2. Update Java. Much of the time, your Java is probably just outdated and an update should improve general performance. How to update should be self-explanatory--Google "java update". Ensure you use the correct bit version to match your OS. (i.e. Do not use the 64 bit vesion if you are on a 32-bit OS and vice versa.)
3. Update your video card/device's drivers. Same as above. If you don't know what video card/device you have, again, use dxdiag as described in the first suggestion. If you are on a laptop that wasn't purchased for gaming, chances are you might not even have a proper gaming video card. In this case you should ensure your laptop's drivers are completely up to date--For this Google is also your friend.
4. Close other high-memory-impact programs. Some programs are huge resource hogs, and no matter how much memory you have, if it's all being used by a web browser with a lot of tabs open (even if minimized) Java may not be getting the memory resources it needs to render all textures. In this case, on Windows it wouldn't hurt to use 'Ctrl'+'Alt'+'Delete' to bring up the Task Manager and arrange your currently running applications by their memory usage to see what big memory hogs you can shut off while you play Minecraft.5.Update your hardware. This will be a last resort for most people because not everyone may have the resources to pull it off. But if you have the money, your computer can always benefit from having upgrades to various components. Minecraft is primarily a PC game, when you get into the territory of PC game modding, you probably shouldn't expect good results unless you're running a gaming machine. You can easily build one of these from scratch for under $600 using only Google. (Building a computer isn't as hard as you may think!) Though you may just need to upgrade a single component or two and that's a much more cost-effective way to turn your current machine into something for gaming. I'd recommend first evaluating your video card situation. If you're using an onboard video device, you should definitely get a real video card. If your video card is good, the next step would be to upgrade your RAM. I'd only recommend upgrading your CPU as a last resort--though in that case, you should probably just rebuild a new machine from scratch. As always, Google is your friend, but if you need help with figuring out what upgrades your machine can handle and Google or online forums aren't cutting it, consult your local computer nerd, or Best Buy's Geek Squad (or any other customer service of an electronics store that sells computers).
Q: Why is my water is white/grey or purple/blue with text?
A: Because you either do not have the latest MCPatcher installed, or you did not tick the custom colors box when installing MCPatcher. This pack relies on the latest MCPatcher and Custom Colors to properly function.
Q: I prefer the old lighting. How can I get it back?
A: Open the zip file that contains my texture pack, go to the environment folder, then delete all the files that contain the word 'lightmap.' If you just want to remove the flicker from torches, you'll need to edit those files so that the bottom half of them is the same shade of pixels horizontally. You can easily accomplish this in any image editor by just copying and a single column of pixels from the bottom half and pasting them all the way across.
Q: Why is my game crashing when I try to place a block?
A: Because you didn't follow the posted instructions and download the latest version of MCPatcher. Grab the one linked in my instructions.
Q: How do I uninstall this pack and/or MCPatcher?
A: Following the "cleaning your installation" instructions in the Installation section will remove MCPatcher completely as will doing a force-update in-game. To remove my pack, or prevent it from trying to load, simply delete it from the texturepacks folder.
Q: I'm on a Mac, followed your instructions, and your texture pack isn't showing up in-game. Help?
A: Many Macs are odd in how they download zip files. Likely if you're here, you're having an issue where it saves my pack as an uncompressed folder. What you need to do is go into that folder, and select all the files and folders inside it, right click, and choose compress. This will create a new zip which you can place in the texturepacks folder. Do NOT compress the folder itself. It's the files and folders inside that need to be compressed. See here for a detailed explanation with screenshots.
Q: Why do I get a black screen?
A: One of three causes:
Cause#1: You didn't read or follow my installation instructions. (Most common issue I troubleshoot on my tinychat!)
Resolution: Read and follow the instructions!
Cause#2: You have a mod that conflicts with MCPatcher or some other mods.
Resolution: I cannot provide a list of which mods do and do not support MCPatcher as it's not my program. My pack just relies on it to run properly. This you may have to troubleshoot on your own by installing my pack first, then installing your mods one by one and testing after each one. You may have to just choose which you'd rather have in the end.
Cause#3: You may just have a corrupt installation.
Resolution: Do a clean install by deleting the bin folder in .minecraft, then running minecraft to repatch the game to its default state.
Q: Will this texture pack make my game lag?
A: It may. Most people however report no noticeable change in framerate. So unless your computer is pretty old or a laptop, you shouldn't notice much of if any hit to your performance. However, you likely will have trouble with lag if you do not have a proper video card and are just using something like on-board video on a laptop. Generally if you plan to play 3D games, you need to have a proper video card.
Q: Will you make some textures for (insert mod name here)?
A: Possibly. But most likely not. I only try to support purely graphical mods. Any mod that alters entities, gameplay or adds any other thing to the game that can corrupt your saves will not be supported by me. If you find a non-intrusive, purely graphical mod, please suggest it for my review. See here for more details. I will then decide whether or not I will support it with my art. I will take alternate texture requests though.
Best place to suggest those is in my Tinychat (Mon-Fri).(Closed until further notice)
Q: How do I use the alternate textures?
A: These are provided for people who like to edit the pack before installing it. You will need a decent graphics editor that supports alpha channels and a way to change files in zips or in Minecraft.jar, such as Winrar. If you don't know what you're doing here, it's probably best to not worry about using these. I do not provide support for the editing of my pack, only resources for those who do.
Q: Will you make the pack resolution higher than 64x64?
A: Not with the pack in its current state. Possibly when mipmaps are adequately supported by the game. As it is though, my attempts at this have produced undesirable results. Namely HORRIBLY grainy distant textures and atrocious performance issues with the shader maps.
Q: My font's all messed up. What gives?
A: The easist solution is to ensure High-res fonts is checked when you run MCPatcher. To remove my font and use the default one, open my texture pack zip and delete the font folder inside.
Q: (Insert any shader map-related question here.)
A: Don't expect regular updates for these and don't ask about them. I'll continue updating if I feel the GLSL shader mod is making progress. As it stands there is a LOT that needs to be corrected before I can be happy to slap my endorsement on it with full update support. Namely the lighting issues. See here for more details.
Q: Can I use your art for a project I plan to upload?
A: Depends. For the most part I'm fine with people using my work for modified texture packs and compilations so long as I'm properly credited for it. (With a link to this thread.) If however you plan to take donations or make money off of my work (Including via adf.ly links), I'm not okay with it. I provide my stuff completely for free with an optional ad link to the Minecraft community, it's not put up for people to capitalize off of. If all you want to do is make money, produce a unique product of your own imagination and work, don't steal from others. It also gets a little complicated with projects that aren't related to Minecraft. For those, please PM me
or head over to my tinychat (Mon-Fri).(Closed until further notice) So here's a list of things to consider and avoid if you wish to use my work:
-Ask for permission as the forums now require. (I prefer this via PM so as to not clutter the thread.)
-Credit me for the work of mine you're using.
-Limiting usage to Texture Packs and compilations released on this forum.
-Add a link to this thread (and threads of other artist's work used for sourcing reasons).-Include my Legal.txt if you're using a large portion of my work. (You may rename it to Misa's Legal.txt)
-Title your pack as a COMPILATION or REMIX if you use a large portion of my work (and other artist's work) for sourcing reasons. (It's not "Joe Bob's Texture Pack" if all the actual art was done by Jack and Jill.)
AVOID:-Using files in the 'mcpatcher' folder of the pack.
-Receiving payment or donations for a release using my work. This includes monetization with ads like through adf.ly.-Using my Randomobs files. (Only the default mobs may be used.)
-Using my CTM files. (They are not necessary for your texture pack and are a custom feature of mine)-Telling people they're free to use your work as a basis for their pack if it contains the work of others. (You don't have the right to grant permission to others unless it's all your own work.)
-Claiming my work (Edited or not) as completely your own work, or allowing others to carry on believing the work is yours without correcting them.
-Using my work for projects not related to Minecraft texture packs without contacting me first to obtain permission.
-Getting water on gremlins and feeding them after midnight.
Feb 6, 2013Omattyao posted a message on PocketMine-MP Plugins by Omattyao || NEW: WorldLogger, PirsonPluginPosted in: MCPE: Mods / ToolsOmattyao's PM-MP Plugin
These are plugins made by me for PocketMine-MP. http://www.pocketmine.net/
Sorry, poor English ;(
=== Alpha 1.3.x ===
#SignConsole (ver2.0.4 Update: Jun 21, 2013)
I made SignConsole plugin for PocketMine-MP!!
It enables to run commands with a sign!!
(put the ".pmf" file into the "/plugins" folder)
1. Install PocketMine-MP >= Alpha_1.2 version.
2. Download SignConsole.pmf and put it into the "/plugins" folder
==HOW TO USE==
Server host has to give "op" to the players! => "/op <player>"
You can use a command with sign!
Write commands in sign like this:
//teleport Steve Omattyao
Teleports Steve to Omattyao.
#PM-MP default commands
and other plugin's commands
-Crash bug fix
-two chat lines bug fix
-Show user permission in chat
-Add /set command (original command)
You have to update PM-MP again! This version depends on the newest PM-MP Alpha1.2dev!
-Add PM-MP commands
-Command error shows in your chat
-Add private chat function
//say @Stevie Hello/ -> "<you -> Stevie> Hello
-Add "/pos list" command
-Private chat bug fix
-Remove user permission in chat message
-User permission in /list
- Break signs written commands automatically
- Change commands input style
//<command>/ ---> //<command>
- Introduce WorldEditor into SignConsole !!
Shoghicp allowed me to add WorldEditor, thanks
save the sign's coordinate to first position.
save the sign's coordinate to second position.
fill the area designated by /pos1 and /pos2 with <blockID> brocks
/replace <blockID-A> <blockID-B>
replace <blockID-A> blocks in the area with <blockID-B> blocks
- /scwe <set | replace> <limit>
limit amount of block that players can edit with /set or /replace at once
"//say Hello!" = "/// Hello!"
- /replace bug fix
- Save points designated by /pos1 or /pos2 to each of players
You can switch on "Paaslock system" feature with "/scpass".
- "/scpass" command add: Manages passlock system.
- "/login" command add.
- "/logout" command add.
I'll upload soon...
Changed extensions style.
- createConfig() method.
- register() method.
- WorldEditor commands removed.
==> I released "WorldEditor for SC" as extension!
- "/spawn" command removed.
==> I will release "SpawnChanger for SC" as extension!
- Players can send message to console. "/say # message"
- Private messages will disappear in console.
- Bug fix: Running some same commands at a time when a player write command on a sign.
- "/log" command add: Players can confirm chat logs.
- "/schelp" command add: Shows available original commands info. (only when it runned from console)
- Now you can run other plugin commands with SignConsole!
- Punch a command sign and run the commands
Write and run: //command
Punch and run: ##command
- Permission system
- Login system
- Extension system
- Bug fix: server crashes when a player punches a sign with a sign.
- You gain a sign when you use commands with a sign in survival mode.
- Bug fix: server crashes on Alpha1.2.2. (fixed by Shoghicp)
- Support Alpha1.3.1
#PrisonPlugin (ver1.0.3 Release: July 10, 2013)
- /prison <target> <type> or /jail <target> <type>
Throws <target> into a prison.
Releases the latest griefer.
Releases all griefers.
1: small prison
2: middle prison
3: large prison
4: cobweb prison
- Added 4 prisons.
- Support Alpha 1.3.3.
#PrivateAreaProtector (ver1.0.2 Update: Jun 22, 2013)
This plugin protects your private area from other players!
Other players can't place or break a block in your private area.
(Put into "/plugins")
- /protect pos1
Sets first position to your coordinate.
- /protect pos2
Sets second position to your coordinate.
Sets the area designed by //protect pos1 and //protect pos2 to your private area.
- /unprotect <world>
Lifts your private area's protect which exists in <world>.
==These commands are only for console window==
Show a private areas list.
- /unprotect <owner> <world>
Unprotects <owner>'s private area.
#PermissionPlus (ver1.0.3 Update: Jun 22, 2013)
DOWNLOAD => https://www.dropbox....missionPlus.pmf
(Put ".pmf" into "/plugins")
This is a permissions plugin.
Show list about permissions which players in your server have.
/ppplayer <player> <g | t | a>
Set the permissions to <player>. (g=guest, t=trust , a=admin)
Show the command permission list
/ppcommand <command> (g) (t) (a)
/ppcmd <command> (g) (t) (a)
Set the permissions to <command>. (g=guest, t=trust , a=admin)
A player is permited to use a command that has the same permission as him.
- Bug fix
- Support 1.3.x.
#EveryoneOP (ver1.0.0 Release: March 16, 2013)
DOWNLOAD => https://www.dropbox..../EveryoneOP.pmf
(Put ".pmf" into "/plugins")
#SpawnChanger (ver1.0.3 Release: July 1, 2013)
Change the spawn coordinates, and make it default for all players!
Download => https://www.dropbox.com/s/jeiyuwg20t9fpis/SpawnChanger.pmf
[Commands: with console]
- /spawnchanger <x> <y> <z> [world name] or /sc <x> <y> <z> [world name]
[Commands: in game]
- /spawnchanger or /sc
#WorldLogger (ver1.0.0 Release: July 10, 2013)
Download => https://www.dropbox....WorldLogger.pmf
- /blmode <on | off>
=== Alpha 1.2.x ===
==HealCommandsPlugin== (ver1.0.0 Release: February 15, 2013)
This plugin adds some commands about health.
=>Download : https://www.dropbox....ealCommands.pmf
(put into the /plugins folder)
/heal <player> ...Heal <player>.
/healall ... Heal all players.
==IDSearchPlugin== (ver1.0.3 Update: March 14, 2013)
Search the list for block/item id.
=>Download : https://www.dropbox..../IDSearcher.pmf
(put into the /plugins folder)
/blockid <Blockname> ...Search for the block id.
/itemid <Itemname> ...Search for the item id.
/id <Block or item name> ...Search for the block and item id.
- Add /id command
==Chat Commands== (ver1.0.0 Release: March 14, 2013)
DOWNLOAD => https://www.dropbox....hatCommands.pmf
(Put ".pmf" into "/plugins")
Adds chat commands instead of previous /say.
Now, a player name is disappear in messages when a player use /say.
Show chat logs.
==ResidentManager== (ver1.0.3 Update: March 30, 2013)
DOWNLOAD => https://www.dropbox....dentManager.pmf
(Put ".pmf" into "/plugins")
Register yourself on the server.
Login to the server.
Logout from the server.
/changepassword <old password> <new password>
Change your password.
Unregister from the server.
/register <player> <password>
Register a player.
/changepassword <player> <new password>
Change password of a player.
Unregister a player.
Show the resident info.
Delete players from database that haven't logged in for <days> days.
- Password encryption
- Add /register and /login to op whitlist command.
- You cannot contain to chests without logging in.
- You cannot pick up items without logging in.
- Added some commands.
==TeleportPlus== (ver1.0.0 Release: March 18, 2013)
DOWNLOAD => https://www.dropbox....eleportPlus.pmf
(Put ".pmf" into "/plugins")
/point set <point name>
Set your coordinate to "<point nane>" teleport position
/point tp <point name>
Teleport to <point name> point.
/point rm <point name>
Remove <point name>.
Show the point list.
==GhostSignCleaner== (ver1.0.0 Release: March 19, 2013)
DOWNLOAD => https://www.dropbox....SignCleaner.pmf
(Put ".pmf" into "/plugins")
You have to update PocketMine-MP to current Alpha1.3_dev for using this plugin!
#What is "ghost sign"?
==SpawnChanger for Alpha1.2.2== (ver0.0.2 Release: March 24, 2013) (by Shoghicp)
DOWNLOAD => http://db.tt/3vgQwvp6
(Put ".pmf" into "/plugins")
/spawnchanger set [x] [y] [z]
Set a spawn point to the coordinate. (You can omit [x], [y], [z] if you run from client.)
/spawnchanger force <0 | 1>
1: Players will be spawned in spawn point.
==DungeonGenerator== (ver1.0.0 Release: March 25, 2013)
DOWNLOAD => https://www.dropbox....onGenerator.pmf
(Put ".pmf" into "/plugins")
/generate 1 or
Generate a abandoned mine shaft.
(It takes 1~5 minutes to finish. You should use when there is no one in your server.)
Jul 4, 2013Been waiting for the chat to be improved.Posted in: Minecraft News
Also, a list of 0.7.3 features for all of you-
- Furnace crash bug *SEVERE*
- Inventory bug (throwing items in hand while in a gui)
- Glowing Obsidian can yield resources with an Iron pickaxe, but obsidian can only be mined with a Diamond one
- Cameras - At the Minecraft Pocket Edition panel at MineCon 2012, as well as one of Jbernhardsson's livestreams, it was stated that future plans include trying to have a proper use for cameras, perhaps an easier way to take screenshots and share them with others.
- Infinite Worlds - At the Minecraft Pocket Edition panel at MineCon 2012, it was stated that future plans include trying to implement infinite worlds.
- Redstone - At the Minecraft Pocket Edition panel at MineCon 2012, it was stated that future plans include implementing redstone.
- Sky additions - Jbernhardsson tweeted that the changes to the sky in 0.6.0 were only the first iteration, and he has plans to implement more features like sunrise/sunset and stars (to bring it closer to the PC version).
- Customizable Skins - Jbernhardsson tweeted, in response to a question, that customizable skins will be available soon.
- Caves - Jeb stated that caves may be available as an option the user can toggle in later updates.
- Nether - Johan mentioned on the issue tracker that the Nether Reactor may be replaced in the future. However, if the Nether does get implemented, it will most likely be next year because of preparations for the Beta Release.
- Food - Johan mentioned on the Live Stream "Minecraft Pocket Edition MCO Beta" that in a future, more foods will be added.
- Johan mentioned on the 0.5.0 livestream that wolves will possibly be added in the future.
- Breeding - Johan answered a question that Breeding will be added in a no-distant future (possibly this year)
- Music - Johan (Livestream) answered in a question that In-Game Music will be added for the next 4-5 updates more.
- Enchanting - Johan said in the Live Stream Minecraft MCO Beta "I think we will get that in the future", it is planned but he isn't sure if he can implement Enchanting.
- Chat scrolling - Johan said he would keep it in mind for future versions.
Sources - http://www.minecraft...coming_features
Nov 27, 2012It is the pinnacle of artillery, and it's ability to fling stuff it's unheard of! It is... The Blockapult!Posted in: Suggestions
The Blockapult, as implied by it's name, is a catapult. Unlike any other catapult you've ever known, however, it flings absolutely everything. Each block does something differently, and almost every block can be turned into ammunition for this behemoth. Right-clicking a Blockapult's arm will open the UI load it. Right-clicking the body will allow you to aim and charge the Blockapult (it charges automatically while being aimed). While aiming a fully loaded, fully charged Blockapult, Left-click to fire. The Blockapult takes around 5 seconds to charge. You can remove the loaded block or item by right-clicking the Blockapult's arm.
Need to transport materials via catapult without shooting people? Introducing the Crate! It is crafted like so, with whatever items you want to be transported placed inside the recipe, replacing the Wool Block illustrated in the recipe. It stores all the vital data, so it knows exactly what is inside. Just load it like any other block in the Blockapult and fire it. Upon hitting the ground, it will shatter and reveal the contents inside! Only one stack can be carried in a single crate, and crates are not stackable. The crate can also be placed outside of the Blockapult, and when broken, it drops whatever was in the crate. It can be put back into the Crafting UI to craft whatever was inside of it to begin with.
Snow Block -Firing a snow block will shoot four fast-moving snowballs.
Water Bucket - Firing a water bucket sends a mass of water hurling. When it makes contact with a block or entity, it makes a large splash, putting out fires quickly, at a distance, and without flooding everything. The bucket stays in the Blockapult.
Milk Bucket -Similar to what a water bucket will do, except it doesn't put out fires. It puts out potion effects. Use it on buffed up enemy soldiers to weaken their resolve, and use it on your afflicted allies to cure them of their ails.
Lava Bucket -Similar to what a water bucket will do, except it sets everything nearby on fire and deals damage to nearby mobs, as well as setting them on fire.
Splash Potion - Blockapults can also fire certain non-blocks, such as Splash Potions. It would fire these farther and faster, allowing for greater long-range accuracy.
Cake - Those hit by a Cake will get their hunger fully restored, but until the cake falls off or they wash it off, Villagers will laugh at them. That's right. Those jerks!
Dyes - Those hit by a dye will get colored as such, and their screen will appear the color they are hit with (tinted, but not obscured vision). Similarly to Cake, Villagers will laugh at them until it dries and falls off or is washed off.
Wool -Wool fired by Blockapults is harmless, and can be used as target practice, especially due to their coloring. Wool Blocks fired this way remain intact upon collision, as does anything they collide with.
Stone -Stone, Cobblestone and Stone Bricks. It all serves the same purpose and does exactly the same thing. They function as the standard Blockapult ammunition. They can damage blocks that they hit, and fragments upon impact, causing small amounts of damage to those nearby when it hits.
Bricks -Clay bricks. Fragments into a multitude of bricks upon collision. Less initial collision damage than stone, but the brick fragments have decent scatter range and can damage weaker blocks such as glass, as well as temporarily incapacitate mobs that get hit.
Sand/Gravel- Does minor damage and temporarily blinds those hit by the grains. Gravel does more damage but Sand blinds for longer.
Glass -Glass functions similarly to any other block munition, but Glass shatters on impact, throwing shards of glass every which way. It is potent against soft flesh, but pathetic against cold stone.
Iron Block -The Iron Block deals massive structural and close-range shock damage, but it's shards are noticeably slower, less damaging and have less range than others. Upon impact, it breaks into 3-6 Iron Ingots. Iron Block collisions are considered small explosions by the game engine.
Glowstone -Upon collision, it shatters and produces an entity in the block that it was closest to. This entity produces a large amount of light. It lasts for a short amount of time before gradually dimming. Getting hit by Glowstone is just as painful as getting hit by any other block, however.
Pumpkin- When it hits, it explodes into pumpkin mash. The chunking of pumpkins is one of the most famous events in the world. If the pumpkin miraculously hits a player, said player gets a pumpkin stuck on their head and they cannot remove it for a period of time.
Melon- Upon collision, it produces a 3-7 Melon Slices. If it hits a player, that player gets covered in sweet melony goodness and will attract nearby bats until it dries up or gets washed off.
Obsidian -Obsidian is a bit of a wild card. It breaks blocks slightly more effectively than Stone, and sends out shards upon impact that are slightly more damaging than Glass.
Seeds - When any type of seeds are fired, as well as Potatoes or Carrots, they would produce a seed entity for each item used, and it would fire up to 10 of the items at once. Upon hitting unplantable ground, they would bounce twice. Upon hitting empty farmland, a seed entity would plant.
TNT - When fired, it would launch a chunk of explosives. Upon collision, this chunk would break into three separate sticks of explosive. These explosives would explode at different times, and have a blast power of about one, the same as a Ghast fireball.
Items/Crate -Items can be packed inside of a crate and flung to act as a short-range item transportation method. Be careful you don't get hit by the crate, however. It stings!
I'm sure there are more I can think of, but for now, this is it.
Jan 30, 2013https://www.dropbox.com/s/bcsfpmt2gev5lhp/2013-01-30 22.36.06.pngPosted in: MCPE: Discussion
I was snooping around and found these weird 4 paintings...
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