Because Mojang is frequently lazy with their UV mapping.
- Jay_Avery
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Member for 8 years, 10 months, and 6 days
Last active Sun, Dec, 22 2019 11:52:01
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Alvoria posted a message on Error on one side of cauldron texturePosted in: Resource Pack Help
Because Mojang is frequently lazy with their UV mapping. -
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Alvoria posted a message on Error on one side of cauldron texturePosted in: Resource Pack HelpThe texture is mapped incorrectly at the bottom of a couple of the sides. To fix it, you'll need to edit the model file associated with the cauldron. There's some tutorials on how Minecraft models work in the Resource Pack Discussion forum. They shouldn't be too difficult to find. Actually doing the alteration, however, is another story. You could try something like Mr Crayfish's Model Maker to clean up the existing model, or try editing the .json manually.
I hope that helps you.
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Alvoria posted a message on XP level number outlinePosted in: Resource Pack Help
This is a bit obscure, but it's bugging me. I've created a resource pack with a custom font, which works well. But the XP level number is shown with an irritating partial outline around it. Is there any way to change this using resource packs, or is it controlled by the game itself?
Someone please tell me it's possible to change this. D:
It's hard-coded into the game itself. The only way to change this behavior is with modding, unfortunately.
Hate to be the bearer or bad news. -
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TheMasterCaver posted a message on Cat colour likelihoodPosted in: DiscussionUnless I'm missing something the Wiki says nothing at all about which type is the most common; all they say is "The newly tamed cat will change to one of three breeds: tabby, tuxedo or Siamese."
Also, I looked at the code and this is how it picks which cat you get:
this.setTameSkin(1 + this.worldObj.rand.nextInt(3));
That means the chances of each type are identical since rand.nextInt(3) returns a uniformly distributed random number from 0 to 2 (1-3 after adding 1; type 0 is the default ocelot skin, which actually has nothing to do with whether they are tamed). - To post a comment, please login.
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Announcement
As of September 2019, Geomastery is no longer being updated or maintained. Thank you to everyone who played and gave us feedback! It was great fun to work on.
The code will remain available on GitHub, and is under an AGPL license. That means anyone is free to update, modify, or extend it, as long as you credit my original work. (I would love to hear about it if anyone does this!).
Overview
Geomastery is a mod for Minecraft survival mode which makes the early game harder and slower, while improving on the simulation of real-world ancient technology development.
Geomastery is all about survival mode. If you enjoy unlimited sandbox building, you will play in creative mode. We are making survival mode harder and more involved and our general impulse has been to slow down the rate of technological progress in the game. When you’ve been playing Minecraft for a while, you can survive, make a safe home and be mining diamonds within about twenty minutes. In Geomastery, you'll be lucky if your camp looks like this in your first week.
Changes
Geomastery changes many different aspects of the game.
Inventory. Your starting inventory is drastically limited, with far fewer slots and very small stack sizes for most items. But as you develop, you will be able to create equippable items to increase your inventory size again - although wearing them will slow you down! Some items are so heavy they can only be carried in your offhand slot and will also decrease your speed.
Food. You now have three hunger bars; protein, carbs, and fruit/veg. They are filled and drained independently, and each bar can starve or heal you depending on its fullness - although these health effects happen much more slowly than in vanilla. Many food items will also decay over time, so you’ll need a steady supply to keep you going. Sleeping overnight will cost you a chunk of hunger, but will also give you a health boost.
Temperature. This new factor affects you constantly, and if your temperature is too extreme you will take damage. Cold places, high altitudes, and water will all cool you down; while fires, hot biomes, and clothing will keep you warm. A GUI icon next to your hotbar will let you know your approximate temperature.
Technology. There are many different types of crafting and furnace devices based on realistic early technology development. You will need to use the right device for the right purpose, because recipes aren’t available everywhere. Some crafting equipment is vulnerable to weathering, and will eventually be destroyed if you leave it exposed to the elements. There are also various new tools you can craft for specific purposes.
Farming. Many new types of crops can be found, in biomes dependent on their growing conditions. Some only grow in water, some create tall vines which stay when the crop is harvested, and you can also find new trees whose leaves drip with fruit. Farming actions are also slower and harder; tilling earth requires you to break the dirt block with a hoe, and crop blocks break slowly (but quicker with a sickle!). Harvesting food from an animal is also not so easy; a killed animal now drops a heavy carcass which must be broken with a hunting knife to obtain its items.
Building. Most vanilla blocks cannot be placed in the ways you’re used to, and some are affected by gravity. There are many new blocks you can craft and use for building, although these are still subject to restrictions; you’ll need to consider the weight of the materials you’re using, and building out over air requires special consideration.
Combat. The materials used for armour and weapons have changed to fit in with other technology development. There is also a new weapon: the spear. This does moderate melee damage, but can also be thrown as a powerful but short-range reusable projectile.
Plans
We have plans to develop Geomastery much further. Our highest priorities at the moment are:
Images:
Crops; including peppers, rice, pumpkins, and cotton
Armourer, mason's workshop, forge, stone furnace, woodworking bench
Early-game shelter
Realistic bridge building
Metal and mineral ores
Advanced building
Frame vaults supporting clay pitched roof
Pear tree
Variable-size inventory
Multiple food bars and temperature icon
Combat equipment
Wool clothing
Queueing furnace GUI
More links
Compatibility
So far, we have not made intentional efforts to be compatible with any gameplay mods. We've thought of Geomastery more like a modpack all of its own. It changes many fundamental aspects of the game (and has plans to change many more!), so it might be hard or impossible to make compatible with other major game-changing mods, and it's not a priority for us at the moment. That said, if you do find it compatible with other mods and/or want to include it in a modpack, feel free as long as you credit us properly!
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This is my first ever resource pack. I've designed this to embrace the flat squares that make up minecraft. Everything is drawn with bold outlines, noiseless colours, and simple square-based shapes and textures.
This resource pack changes all blocks, items, and entities, as well as the font and GUI.
Yeah, I know simple packs are popular and it's difficult for them to look original even if they are! The fact is, I made this pack because I wanted it, and that was because none of the existing resource packs I could find were quite right for me. So I'm sharing it in case anyone else is in the same situation and finds this pack just right. The main features that I consider unique in my pack:
Obviously these are all quite individual preferences, and I completely understand if I am the only person in the world who cares enough to make my own pack to fulfil these extremely specific needs!
Images (of the earliest version):
For more images, look at the project on CurseForge.
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This is a small client-only mod which lets users change various settings, intended to improve the game's accessibility. I'm autistic and mainly got input from other autistic friends about what features would be helpful, but I am very open to suggestions for future additions! Currently there are four modules:
All of the modules are optional and configurable - the default settings leave everything as vanilla.
Download at CurseForge: https://minecraft.curseforge.com/projects/accesstweaks/files
Github: https://github.com/JayAvery/accesstweaks
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Make sure that you zip the contents of the pack folder, not the pack folder itself - otherwise you'll get a zip which contains the pack folder and it won't work.
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Thanks for your help - I've fixed my cauldron! I used Mr Crayfish's Model Creator like you recommended and it worked great. I'm inappropriately proud of myself.
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Yeah, I know simple packs are popular and it's difficult for them to look original even if they are! The fact is, I made this pack because I wanted it, and that was because none of the existing resource packs I could find were quite right for me. So I'm sharing it in case anyone else is in the same situation and finds this pack just right. The main features that I consider unique in my pack:
Obviously these are all quite individual preferences, and I completely understand if I am the only person in the world who cares enough to make my own pack to fulfil these extremely specific needs!
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Hi, I am a brand-new newbie to resource packs and to this forum (please tell me if I have the wrong idea about anything).
Here is a link to my thread. Here is a screenshot of my resource pack:
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Ah okay, I see.
The grid pattern is my preference, in fact! I like that it clearly shows the distinctions between blocks, but I know it's not everyone's favourite style.