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May 12, 2014Lawltastic posted a message on agrarian skies 1.6.4 full sphax texture pack all ready to goSome things you should most likely include when posting to this forum...Posted in: Resource Packs
May 10, 2014Lawltastic posted a message on Iarotha - PVP/PVE - Roleplaying, Towny, Heroes, and more!We are now posted on PlanetMinecraft and Reddit's /r/mcservers. Let's hope for the best.Posted in: PC Servers
May 9, 2014Lawltastic posted a message on Iarotha - PVP/PVE - Roleplaying, Towny, Heroes, and more!Posted in: PC Servers
[b]NOTE: [/b]Please use 126.96.36.199 to connect to the server until further notice.
[b]WANTED: [/b]Someone who plays on the server that can take over this thread for me due to my inactivity on the server.
[b]Update: Today, our new map will be released. With this being said, please store any of your important items in the bedrock structure, north of the spawn point. Please remember to "private protect" any of the chests you need. As soon as your chests are then pasted into the new world, please go claim your items. Thank you.[/b]
[b]Update 2: Our enjin site has been revamped and is now ready to be used in the future! Check out the forums if you have some extra time.[/b]
Iarotha (formally named Aeoadia) is a community Minecraft server mainly based around role-playing and a plugin called Heroes. Iarotha will
(hopefully)offer you both a realistic and a immersing environment for you and many others to engage in some role-play. You will have the opportunity to set forth and dwell in a kingdom, let it be one that has already been created, or even one that you build yourself! With all of the races and classes the Heroes plugin has to offer, the possibilities and play-styles are practically limitless. Enjoy and consider whitelisting today!
[b]Gods:[/b] This plugin ties in nicely with towny and the lore for our server. With Gods, you have the ability to create your own higher power. Optionally, you can become a follower of a God who already exists in-game.
[b]MythicDrops: [/b]To make this short, this plugin adds custom drops to the world.
[b]Dynmap: [/b]Allows you to see the whole world of Iarotha on a virtual map. Go to the site and click LiveMap to see what I'm talking about.
[b]Towny:[/b] Towny is the plug-in we are using to form "realistic" seeming kingdoms, towns, and/or villages. Some towny mayors might sell plots of land for you to buy and then build on, but they also might tax you daily!
[b]MCJobs:[/b] Almost self-explanatory. Do /mc jobs for a list of jobs you can do some work in. To name a few, you can choose a mining job, woodcutting, alchemy, and so on. The admins of the server have recently nerfed how much you earn in certain jobs, due to easy money making exploits.
As such, these aren't the [b]only [/b]plug-ins being used. So if you do happen to whitelist to the server and gain access to logging in, do /plugins for a full list.
([b]Warning: [/b]This part of the post is lengthy and enormous. Click each button for different time periods. Also... Before Rift =BR, whereas After Rift = AR)
[b]421BR[/b]'[/i]][i]The immensely powerful King Varinus of the human and elven alliance, named the Scarlet Crown due to the three races' blood being considered the highest level of racial nobility, had become overcome with greed and invaded orcish lands so his kingdom and alliance's power could grow. The dwarves felt morally opposed to such actions and defected shortly after from the alliance, deciding to pursue their own ventures. Dwarves still were far too bitter with the war that was brewing to pick a side, digging away at their mines and improving upon their ancient home. Alliance politicians and subjects never forgave them for such an act, seeing it as betrayal. Almost a year later, though not quite, on the turn of the year, retaliated through use of an undead spy guised to appear as human as possible so that he may poison the king. It was a successful attempt on his life, and the Scarlet Crown charged further into orcish lands to initiate full-scale war- a war that would last over four hundred years, each and every new king descending down the line raised with such a fury and hatred for the rebellion, the Iron Hand, and its races.[/i]
[b]003BR[/b][/i]'][i] The land was damaged, towns and families town apart and ended, for the war was far too drawn out and resources were stretched thin. Where proud cities had once stood now lay orcish encampments and ruin all around, many undead ritualists found among these people. Those who opposed both sides of the war, always and forever, had begun delving into ancient banished magics such as necromancy. With these new tools at their disposal, they got to work. They, of all races but no particular loyalties, approached the Dwarves and asked of them their aid to bring down both sides of the conflict. The Dwarves, stubborn and [/i]
[i]'morally righteous', denied them their aid and demanded that they leave their homelands. Since these necromancers and other diabolists saw that they had little chance against three kingdoms at once, they struck against the dwarves. It appeared to be a laughable gesture at first, until many of the dwarves saw that the man standing next to them was now a mindless creep. It overwhelmed a majority of the dwarven army, and they immediately fled their ancient homes to search for a safe haven. The Alliance was aware of the downfall, though they did not lift a finger to aid them as old hatreds yet lingered.[/i]
000AR:[/b]'][i]Things appeared grim for either side, yet it was more positive in appearance than they'[/i][i]ve had in years. The last battle, which would take place on the border of orcish and alliance lands, was one that both sides intended to win. Each had gone all out with their attempt, sending each and every magus, warrior, archer, or warlock into battle. It appeared much a stalemate until the magicians and warlocks began focusing their attacks on the other magic users on the field, hoping that'd win them ground. As the battle later turned out, many mages pushed themselves too far. They had not considered the consequences of using immense amounts of magical power on a specific spot, and it tore. Soldiers mid-swing of blade- axe- spear, all had turned their attention to the large crevice in time and space that had ripped open due to the instability of the field. It was calm at first, and then it sank in, consuming all that was on the battlefield-- every man, woman, child, soldier, farmer, or royal was pulled in with immense strength. Where old hatreds once were now was too much confusion. They had awakened in a land, not much unlike their own, in heaps. Each looked despairingly at the other, regardless of race or faction, just confusion. They saw now the true consequences of their actions; not just destroying their home, but losing it forever, as this place was not the home they fought tooth and nail over for the sake of revenge. The factions left eachother alone for the time, spreading out into the far reaches in hopes that they'd never encounter them again. And not short after, the high elves, wood elves, and humans each parted ways not with anger, but more with the ideals of neutrality. Each society needed to form their own way. The Iron Fist saw things differently, that they needed to band closer together than ever, though many of its subjects defected and formed their own towns and clans. It was brought to ruin shortly after, and forced to live a quiet and peaceful life.[/i]
">[b;">005AR:[/b]'] [i]The land, which would come to be known as Iarotha, was inhabited by a race of half-elves that just called themselves Iarothians. They were truly neutral having once been two different races, now one, in peace. They preferred it that way, and would have no conflicts brought to their land. As such, the first truly neutral town of Isala was formed. All would come to be welcome, so long as they left their hostilities behind. The old alliance members attempted once to repair its bonds, feeling that the time was right, but only to realise that such an attempt was forfeit as each was far to independent now. The old alliance officially died, though new alliances were open to be formed. But that would be up to the people, and there is no more history past this point since that is determined by the direction people take it.[/i]
[i]As I mentioned earlier, there are many classes and races you can choose from with the fantastic Heroes plug-in. Below is a detailed list of all those races and classes, written up by Patrickus.[/i]
[b]Iarotha currently* has the following races:[/b]
[b]*More races may be added in future, this is unknown at the moment.[/b]
[b]Wood Elf:[/b] Agile and natural archers, the Wood Elves are a passive race concerning themselves only with matters that will effect nature and the forests they live in.
[b]Dark Elf:[/b] Fierce and strong, the Dark Elves are a race bent on anger and have a unusual obsession with Fire.
[b]High Elf:[/b] Noble and powerful, the High Elves are a race of naturally talented spear men. They spend most of their time advancing their understanding of magic and enchantments.
[b]Iarothian:[/b] Native to the new world of Iarotha these half elves are a very wise race they are talented swords(wo)men and have found out how to absorb life from other creatures.
[b]Dwarf:[/b] Greedy yet wise, the dwarves are expert miners and warriors. They tend not to get involved with matters that do not concern them and spend most of their time forging the finest weapons in the land.
[b]Undead: [/b]Cold people derived from just about every race, all united in undeath. They are often spiteful of others, and harbor anger as their strongest emotion. They are well-known for being skilled assassins and warlocks.
[b]Orc: [/b]The Orcs are a very honorable race and put honor above everything else. Orcs are the most physically superior race is the land.
[b]Human:[/b] The humans are the pinnacle of advanced civilizations, and they have unbreakable willpower are tend to conquer and hold large areas of land.
[b]Classes currently in-game*:[/b]
[b](*Like above, new classes may be added - or old ones get changed/removed in the future.)[/b]
[b]Adventurer:[/b] The class everyone starts out as. Has no particular skills but has the potential to become anything they desire.
[b]Once you reach level 30 adventurer you can choose a basic class:[/b]
[b]Warrior:[/b] This is the primary melee starter class. Has abilities like charges and bleeds to cripple foes.
[b]R[/b][b]ogue:[/b] This is the primary assassin/archer starter class. Abilities include usage of bows, movement speed spells, and arrow spells.
[b]Mage:[/b] This is the primary magic starter class. Has fireballs and destruction spells.
[i]Reached [b]level 50[/b] with a warrior, mage, or rogue? Now you can be one of the following below that goes with your basic class.[/i]
[b]Warrior advanced classes:[/b]
[b]B[/b][b]erserker:[/b] A warrior full of bloodlust. The berserker has multiple combat skills and bleed-over-time spells available for his or her use.
[b]Dragoon:[/b] An agile spear-wielding warrior with basic magic and leap spells.
[b]Paladin:[/b] This knight of the holy order has multiple healing spells and basic healing.
[b]Knight: [/b]A swordbrother/swornsister to the king or queen of the land. Experts in defense and crowd control.
[b]Rogue advanced classes:[/b]
[b]Bladedancer:[/b] An assassin and master of poisons. The bladedancer uses damage over time and short bursts of damage to quickly kill enemies.
[b]Ranger:[/b] The finest archer known in the unknown lands of Iarotha. Uses multiple arrow spells and has a high mobility to outrun and outplay others around him or her.
[b]Mage advanced classes:[/b]
[b]Warlock[/b]: The most feared class across the lands. The warlock uses curses and terror to ultimately destroy any enemies who cross their path.
[b]Wizard:[/b] A wise, powerful magus who devotes his or her life to magic. They use the power of ice, fire, and lightning to destroy or preserve life.
[b]Cleric:[/b] Also a knight of the holy order. The cleric studies with their fellow paladin knights, but focuses more on the healing side of combat rather than the way of damage. These selfless knights are purely devoted on helping others.
Interested in joining? Here's what you need to provide to me in a reply below.
IGN: Your age:
Reason for whitelisting:
- Thanks to all the plug-in creators. Their great contributions to Bukkit servers are linked in the plug-in section.
- Thanks to Patrickus and ilostitall2 for being excellent admins of the server, I haven't run into any issues yet.
- Thanks to Patrickus and wowrulezwow for writing all of the exciting lore.
May 4, 2014Lawltastic posted a message on Aeoadia 1.7,2, Bending, Elements, Towny, Pvp, Pve, Light RP, ActivePosted in: PC ServersQuote from MrPatrickus
congratulations to Wowrulezwow and his group on getting the first town!
May 3, 2014Lawltastic posted a message on Aeoadia 1.7,2, Bending, Elements, Towny, Pvp, Pve, Light RP, ActiveI also play on this server. Just started yesterday, actually. So far I've had no problems with the server. Moderators and administrators are nice, and the overall concept of the element bending is pretty game-changing (in a good way, of course).Posted in: PC Servers
Jul 4, 2012I don't always get scared. But some games that are scary are:Posted in: General Gaming
- SCP Containment Breach (both versions)
- Cry of Fear (Complete conversion mod of the game "Half LIfe" Pretty good story line and gameplay)
- Dead Space 2
Nov 6, 2012Lawltastic posted a message on SLAM YOUR FACE ON YOUR KEYBOARD AND SEE WHAT HAPPENSDon't slam your face onto the keyboard, you'll end up writing another twilight book.Posted in: Forum Games
On a serious note, my result is hfks dggjdsdkjhdsfjlh jfsdsdhj. Woo. My head hurts a bit now.
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Nov 2, 2010Misa posted a message on Misa's Realistic Texture Pack - 1.17 UPDATED 1 OCT 2021! More SHADER MAPS!Posted in: Resource Packs
More shader stuff, yay! Most of it deals with a lot of the metallic textures like copper, iron and gold. But we've also got some cool funky stuff with shaders like giant mushrooms and the new glow lichen! All new shader maps are developed on and optimized for BSL Shaders , and if you've any questions for what you need to get going we're happy to help in my Discord server.
More shader maps will continue to be added with each update in addition to any new content to fill out 1.17 and any missing mobs. 1.17 content will probably take a front seat this month just so we can have at least all blocks done.
As always, the pack is still a work-in-progress, be sure to join us on Discord for all the latest info and fan interaction! My plan is to gradually update the pack back up to 100% by working 40-hour work weeks dedicated entirely to the texture pack. This is only really viable in the long run if I'm able to make a living wage off of this work though as I've no other means of income. Supporting my work through Patreon and/or PayPal Donations is a good way to help out an artist and ensure the flow of content you've come to expect.
This texture pack relies on multiple advanced features introduced by MCPatcher. As MCPatcher is no longer in development, Optifine is now required to properly use this resource pack. You will need to ensure you have the latest version installed for the version of the game you are on. As a result of the switch from MCPatcher to Optifine, some old features have unfortunately been removed or altered to function within the limitations of Optifine. This pack is also posted on Planet Minecraft. Be sure to give me a diamond over there to help support me.
As always, Be sure to read the installation instructions! This is an HD Pack, it is not designed for un-patched vanilla Minecraft! 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 or go to my Discord server. Do not PM me with tech support issues regarding getting the texture pack to work.
- Emphasis on Realism Without Going Too Photographic - Materials are designed to make sense and resemble the components they're crafted from. Art style is semi-realistic and inspired by old-school RPG's and raycast (boomer) shooters with a medieval-lite setting.
- Reduced Eyestrain - Colors are a bit darker and more desaturated (or muted) than vanilla to allow for longer playtime without being too harsh on the eyes.
- Mostly Faithful to Vanilla Intent - No strong theme that alters textures so drastically that you're guessing what's what. Builds made in this pack will work well with those playing with vanilla textures but allow for more creative detail with the pack. (See the next feature.)
- Advanced Texture Features for Improved Variety - Supports connected textures, random mobs, custom models, and much more. This greatly improves creative options with block placement while making exploration more interesting and diverse.
- Easter Eggs - With the increased diversity of blocks and mobs, expect to discover rare little references and surprises on occasion.
- User-Supported, But Always Free to All - This is a passion project going as far back as 2009, and as such is something I wish to always share freely. This work is also made entirely possible by support from users like you. With enough support to making a living off of this, I plan to dedicate 40 hours a week to working on this pack with routine updates, including early access/indev stuff for those who support me on Patreon.
- Patch Notes:
-Added textures and Compact+Random CTM support for glow lichen
-Added textures and large CTM support for tuff.
-Added Random CTM + animated art for normal, untarnished copper blocks and cut/stairs/slabs.
-Added Random CTM art for all remaining standard copper blocks, including cut/stairs/slabs.
-Added textures for lightning rod.
-Added unique art for all waxed variants of supported copper blocks.
-Added edge oxidization to the following iron items to account for added or modified shader support: Bars, All block CTM tiles, doors, trapdoors.
-Added item textures for honey bottles and honeycombs. (So you can wax those copper blocks without looking as silly. :P)
-Reformatted iron block CTM to use a few less textures than before.
-Tweaked giant mushroom stems and insides to better work with shader maps.
-Tweaked existing glow lichen model to work with CTM.
-Fixed a scaling issue with beetroot seeds.
-Fixed a bug with iron block CTM.
-Fixed a bug with the alpha rendering on stonecutter blades.
-Added full shader map support for all newly added copper blocks and their waxed variants.
-Added shader map support for lightning rods.
-Added full CTM shader map support for Iron blocks.
-Added or improved shader map support for iron bars, pressure plates, doors and trapdoors.
-Added shader map support for lapis lazuli blocks.
-Added shader map support for emerald blocks
-Added shader map support for gold blocks.
-Added shader map support for bells.
-Added shader map support for both states of sponges.
-Added shader map support for all 4 giant mushroom blocks (red, brown, stems, inside).
-Added animated shader map support for stonecutter blade.
-Retweaked gold properties on existing powered rails to be less plastic-looking.
-Updated shader presets to support the official BSL release: BSL_v8.1, as well as the experimental builds: BSL_v8.1.01 and BSL_v8.1.01.1d (recommended)
-Added custom bee model and bee textures that support new and vanilla models.
(for vanilla bee models delete bee.jem from ...\assets\minecraft\optifine\cem)
-Added all the remaining cat textures + some alts. (17 total cat variants)
-Added cat collar textures.
-Added animated Elytra textures and item icons.
-Added textures for honey and honeycomb blocks.
-Added custom model for honey block.
-Fixed an issue with missing emissive maps for structure blocks.
-Added shader maps with new models and held item art for all rails.
-Added shader maps for all amethyst blocks and items.
-Added shader maps for bee nests.
-Added shader support for iron trapdoors, bars and chains.
-Added SSS and smoothness to bee wings and pollen sacs.
-Added SSS shader support for birch doors and trapdoors.
-Added SSS and emissive support to warped and crimson fungus.
-Reformatted sea pickle texture to use new shader maps.
-Added textures and shader maps for honey and honeycomb blocks.
-Added shader maps for glass block and its CTM. (stained glass to come later)
-Added shader maps for all three lantern types.
-Added shader maps for various redstone-related blocks (and some placeholder normals for rails).
-Added Shader-based emission to beacon beams.
-Added shader map support for elytra and item icons to include emissive and SSS effects.
-Added updated shader config file (1SEP) for BSL dev version v8.1.27d-v8.1.30d https://discord.com/invite/ZJd7jjA
-Added placeholder SSS maps for leaves and moss to re-enable SSS for them with current shader presets.
-Added all remaining glazed terracotta blocks, three of which will have metallic leafing when shaders are implemented.
-Added large CTM textures for all living and dead coral blocks.
-Added random CTM for all living and dead coral and coral fans with 3 variants each (60 total).
-Added large CTM for all colors of concrete blocks with unique sides and tops that vary in texture depending on how "painted-on" the color would be in reality.
-Designed gray and light gray concrete to better match with stone and diorite respectively for stairs and slabs that work well with them.
-Added glowing ink sac that I forgot to include in the previous update.
-Restored Iron Golem model for 1.17. (users on 1.16 will need to navigate to assets\minecraft\optifine\cem, delete 'iron_golem.jem' and remove '1.16' from 'iron_golem1.16.jem')
-Temporarily decreased brightness of glowmap on warped signs and item icons with their new rendering, until shader maps are implemented.
-Fixed a CTM tile issue with glass blocks. For real this time!
-Fixed some CTM issues with white, light blue, pink and purple stained glass blocks.
-Fixed GUI issue with the game mode switcher after its format was changed from 1.16 to 1.17. Should still be mostly backwards compatible.
-Fixed an issue with the glow ink sac model lacking depth.
-Fixed an issue with some potion particle colors not loading properly.
-Fixed an issue with incorrect weight count for a couple of the dead bush categories.
-Temporary fix for an issue with non-ASCII characters being incorrectly displayed by Optifine.
-Changed pack format to 1.17, SHOULD STILL WORK WITH 1.16
-Added new stone and deepslate ores, including any animated versions and custom models for deepslate ores.
-Added textures and large CTM support for deepslate.
-Added GUI effects for frozen status, including overlay and frozen heart indicators.
-Added GUI effect for spyglass including a rangefinder feature*:
How to use the rangefinding:
1-Aim your crosshair at the base of a distant block or center of a humanoid-sized enemy/player (2m)
2-If a block fits between the crosshair and the red-lines, or a humanoid fits between the 2 red lines they are 64m away.
3-The other grades above and below the red lines are in powers of 2:
(The two larger lines above or outside red are at 32m and 16m respectively
The two smaller lines below or inside red are 128m and 256m respectively.)
4-Using this you can guess a rough approximate of how far objects are.
-Added textures, model tweaks and item icons for all lit and unlit candles.
-Added textures and emissive for glowing item frames.
-Slightly tweaked all existing emerald forms to be slightly bluer to look more emerald than peridot.
-Slightly decreased size of iron nuggets in preparation for raw ore icons (not yet available).
-Decreased opacity of title edition text.
-Fixed 1.17 vanilla blockstates that randomized angles of certain blocks that didn't need it.
-Fixed golden hearts in Hardcore mode.
-Fixed old grass color palette quick fix.
-Minor tweaks to fix some issues with seagrass not spawning properly in all ocean biomes.
-Extended grass path from 1.16 to dirt path support for 1.17.
-Extended squid and random squid art to support 1.17's directory change.
-Temporarily disabled custom Iron Golem model, until a solution to repair it is settled upon.
*note: Dynamic FOV must be on in Video Settings for the spyglass to function. Calibration may or may not function correctly due to how Optifine affects FOV differently than vanilla. More testing is required before the rangefinder can be confirmed to work as intended.
-Added textures and item icons for all stages/forms of sweet berry bushes.
-Added textures and item icons for all stages/forms of beetroot, including processed forms.
-Added temporary leaf block textures & minor model edit, until I can fully do leaf blocks justice.
-Added entity textures and item icon for bells.
-Added random CTM textures for all concrete powders.
-Added textures for all structure blocks and jigsaw blocks.
-Added textures, model edit and biome-based palette support for frosted ice. (Don't eat the green ice in swamps.)
-Added art and random CTM, item icons and custom art for all forms of kelp (including dried), and added custom kelp canopies.
-Added art, random CTM, item icons and custom models for short and tall seagrass.
-Added random region-specific emergent plants to seagrass (Such as swamp/river cattails and ocean seaweed species!).
-Added bioluminescent microorganism colonies to some deep ocean plants.
-Added item icon, textures, custom models and tweaks for submerged and surfaced sea pickles.
-Added item icons for raw and cooked mutton.
-Added item icon for missing music disc.
-Tweaked lilypad model and textures to add a stem and randomized flowers.
-Tweaked crop models and CTM to reduce the repeating, duplicate texture effect.
-Tweaked potato crops to include a little browning in the stems to better balance out the look of all crops
-Tweaked cobweb edge anti-aliasing to be a bit brighter.
-Removed cobweb random CTM and replaced with model-based randomization.
-Removed biome-based lilypad colors due to recent additions to their model that were incompatible.
-Reformatted significant chunk of CTM files to reduce filesize, file count and VRAM usage. (Still more to do--will be a requirement for shader map support.)
-Fixed brightness of the glowy bits in the enderchest.
-Fixed an issue with unused progress bar pixels on all three furnace GUI's.
-Fixed a CTM tiling issue with glass blocks. (For real this time!)
-Purged Patron-Particular Panic Pete Placeholder.
-Added Villager Base art. (29 Total)
-Added Villager Biome-based art for all but the incredibly rare swamp villagers. (52 Total)
-Added Villager Profession art. (49 Total)
-Created realistic population distribution for villagers: Villager and profession art have different chances to spawn in different biomes in ways that make sense to their appearance and the environment their traits may be best suited to. Plains are the only biome where mostly all types have an equal chance to spawn.
-Tweaked Villager model proportions slightly.
-Tweaked CTM sand overlays to be a bit less ordered, and wavy.
-Fixed a CTM tiling issue with glass blocks.
-Fixed an issue with CTM sand overlays and stairs.
-Fixed an issue with stray green pixels on diamond tools.
-Fixed Z-fighting issue with comparator model.
-Fixed transparency issue with cauldrons being rendered without shaders.
-Included customized shaders.properties file in the shader presets. To use open BSL_v8.0.01.01d.zip, and replace existing shaders.properties.
-Added textures for the following utility blocks: Smithing Tables, Fletching Tables, Cartography Tables, Lecterns, Looms, Lodestones, Respawn Anchors and Observers.
-Added animated textures for the following furnaces: Blast Furnace, Smoker.
-Added animated textures for the following ingots: netherite and copper (while I was at it).
-Added animated textures for netherite blocks.
-Added animated textures and degradation states for all netherite tools and weapons.
-Added model textures and item icon for armor stands.
-Added textures and item icons for all netherite armor.
-Added textures for barrels and composters.
-Added textures, CTM support, and new model for scaffolding.
-Added textures and some CTM support for bee hives and nests.
-Added textures and CTM support for quartz bricks.
-Added overlay textures for sand, red sand and clay.
-Added textures and item icons for ancient debris/netherite scrap.
-Added missing item icons for various neglected old materials.
-Added animated item icon for prismarine crystals.
-Added item icons for prismarine shards and iron nuggets.
-Updated Pumpkin models to include a bottom texture.
-Updated existing TNT to match the new barrel art.
-Various model tweaks to improve texture mapping and geometry for new blocks.
-Expanded overlay CTM for several blocks that support it.
-Tweaked existing animations to reduce filesize for 25 blocks and 15 items.
-Tweaked opacity of rain to be more visible.
-Tweaked prismarine brick overlay to apply to glass and some natural light-emitting blocks.
-Tweaked grass CTM overlay to not overlap certain crafted blocks with defined edges.
-Increased gravel CTM overlay support of other blocks (more to come as I fill out the others.)
-Tweaked glass blocks to be slightly more translucent and higher saturation.
-Optimized Crafting Table to use fewer CTM textures.
-Mild tweaks to increase brightness of the Sun.
-Fixed a tiling issue with brick CTM and brick stairs/slabs.
-Fixed the leather helmet item icon to match the model.
-Fixed animation for ender chests and added emissive elements.
-Fixed cauldron model to use full texture like in previous versions.
-Fixed various bad reference warnings in Optifine logs.
-Fixed an issue with dispensers having reddish mouth areas that didn't match the black eye areas.
-Fixed a misalignment issue with the storage area of the dispenser GUI.
-Updated the Readme to include basic instructions for using the preferred shaders (which have also been updated).
-Greatly expanded font support to support many Latin-based and now some Cyrillic-based languages.*
-Slight overhaul to Sun/Skies to increase shader sun angle compatibility--Mostly amounts to removal of dynamic time-based halo.
-Animated the Sun's edges and brightened the Sun overall to be more realistic.
-Added 84 properties files to work around Optifine's incompetence and fix stripped wood blocks CTM.
-Added grass CTM overlay support to MANY blocks. (More overlay for other common blocks to come!)
-Added dark prismarine and gave both crafted prismarine types CTM overlay support.
-Added sapling art for acacia, dark oak and bamboo.
-Added art and tweaked model for bamboo trees.
-Made shulkers and some purpur blocks have glowy bits, because why not!
-Added art and random CTM support for all 12 small flower species.
-Added art, a custom model and random CTM support for all 4 large flower species.
-Added new art and model for large fern.
-Added animated art for Wither Rose.
-Added bamboo item icon.
-Added some emoji support for the Minecraft-Specific emojis.
-Tweaked textures for existing grass, ferns and lilypads to have slightly more color depth.
-Tweaked lilypads to hover less above the water level.
-Tweaked sea lanterns in response to Prismarine CTM overlay.
-Small tweak to melons to release more appropriate particles.
-Slightly expanded warped nylium and nether wart behavior to be compatible with end stone.
-Fixed the hopper models to correctly use the old top textures, and extended the funnel tip to better connect to other blocks.
-Fixed Optifine's error where the grass color in swamps was using the hard-coded vanilla palette.
-Fixed stray pixels on diamond hoe and ender eye item icons.
-Fixed a bug where Grass was not colored properly.
-Fixed a bug where Lapis Lazuli Ore was not receiving the proper biome-based tint.
*Your language or certain characters of preference not supported? Hit me up on Discord to let me know! https://discord.gg/2y8BCZwTMz
-Remodeled glass block to show backfaces with CTM support.
-Added CTM support for all stained glass blocks and panes.
-Slightly tweaked spruce to be a little lighter to accommodate color palette for new wood types.
-Complete revamp of jungle wood to better fit new palette and make it a bit more exotic.
-Added planks, logs, wood, fences/gates, pressure plates, buttons, doors, and signs for all wood types that previously didn't have them. (This includes a TON of CTM stuff that'd be too numerous to mention!)
-Added new bed textures, half of which use patterns and half of which do not for variety and compatibility with themed builds.
-Added CTM support for the 3 log types that can generate naturally as large trunks.
-Added overlay CTM for logs when stripped by an axe (only works on vertical logs at the moment).
-Improved biome diversity for oak and birch logs in swamp and forest biomes respectively. (Moss and random fungus generation)
-Made warped buttons and warped sign text glow in the dark.
-Made witch huts that generate in swamps more dilapidated.
-Made swamp water a little browner to better blend with the new textures there.
-Animated the nether stem tops to better fit the crimson and warped forest themes used for other textures in those biomes.
-Added animated texture for stonecutter.
-Added all red sandstone blocks with CTM support apart from chiseled sandstone. (Coming soon!)
-Added item icons for new signs and doors.
-Added an item/held icon for nether sprouts.
-Adapted fire animation to fit campfires. (Campfire log textures--and possibly model--are WIP)
-Tweaked the fence and gate models to make better use of how the textures are applied to them.
-Tweaked vanilla lightmaps and custom color settings to allow vanilla fog colors to render in the Nether. (Only affects those not on shaders)
-Tweaked vanilla lightmaps to have a different effect for nightvision that preserves the visibility of torch light. (Again, only affects those not on shaders)
-Fixed magma cream to glow in the dark.
-Fixed a bug where the wrong item/held icons were incorrectly displayed for pink and light gray terracotta.
-Fixed a bug where wart was not correctly spreading out over red nether bricks.
-Fixed the hoglin's mane to longer be combined with the vanilla art.
-Added textures for most blocks that generate naturally in the nether biomes. (woods pending on wood update, and netherite pending on netherite gear designs)
-Added many CTM and animated features for previously-mentioned new textures.
-Added new overlay CTM for both Nether Wart blocks, Red Nether Bricks, both Nylium blocks, and Gravel. (Works only with blocks in the Nether at the moment)
-Added full CTM support for new chiseled blocks made from Nether materials.
-Modified lantern models to add more depth and created animated textures for both lanterns.
-Added animated item icons for both lanterns.
-Simplified glass CTM complexity to reduce filesize in preparation of stained glass CTM. (not yet available)
-Simplified dispenser animation frames to reduce filesize.
-Tweaked chains slightly to account for new lantern models.
-Added custom splashes to include Patreon user shout-outs.
-Fixed a bug where redstone blocks were not emissive.
-Fixed a bug where purple wool's texture was missing.
-Added textures for targets.
-Tweaked clock emissives to flash during period when zombies start to spawn until they start to burn.
-Small tweak to Zombified Piglin to allow both ears to be rendered.
-Added 110 randomized skins for all forms of Piglins, repurposing old cameo zombie pigmen as brutes, and adding one new.
-Added skins for all forms of striders and hoglins with animated blinking on striders.
-Added item icon for Warped Fungus on a Stick.
-Included folder with my personal BSL shader presets which this texture pack will eventually fully support. Drag the text file located inside "bsl shader presets" into your "shaderpacks" folder that contains BSL_v7.2.zip, which can be downloaded here: https://www.curseforge.com/minecraft/customization/bsl-shaders/files
-Changed version number to align with game version number followed by alphanumeric sequence for pack only.
-Reformatted texture pack for current version (28.55% incomplete).
-Changed pack icon to reflect a new chapter in the development of the texture pack.
-Added Optifine emissive maps to many items, blocks and entities.
-Updated all important GUI elements.
-Fixed Mooshroom to use classic MCPatcher model (1 big mushroom cap on head instead of 3 small mushrooms).
-Added CTM support for several newer blocks: Bone, new ices, purpur pillars, etc.
-Adapted old BetterGlass to Optifine's much more limited support.
-Altered clay and sandstone to better fit with vanilla world generation. (Changes were a long time coming.)
-Altered default Sun texture to fix Optifine's incomplete implementation of BetterSkies.
-Complete revamp of command blocks using forelit LCD aesthetic for ease of reading at a glance.
-Added all banner/shield emblems currently available in the game.
-Manually adapted horse textures to new model and added the horse skeleton.
-Filled out newer Iron Golem textures and added custom model as a minor preview of future plans for mob models.
-Updated title screen panorama render of the classic panorama.
-Converted the clock from analog to digital. (RIP MCPatcher's amazing dynamic clock)
-Added new Enchantment effect temporarily until custom enchantments are working again in Optifine.
-Tweaked armor to have a bit more depth on helmets.
-Minor changes to various existing textures.
-A small miscellaneous selection of newer blocks and items added. (More to come!)
-Probably some other stuff I'm forgetting. Future changelogs will be more complete!
(insert the dark ages of occasional, undocumented, stealth texture pack updates and work provided for fan patches here.)
-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 hay bales.
-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 degradation of shovels, pickaxes, axes, and swords of all materials.
-Added CIT support for degradation 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 accommodate 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 accommodate 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 accommodate 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 accommodate 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 accommodate 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 latest 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 discernible 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 discernible.)
-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 accommodate 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.
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!
- History of the Pack
This texture pack is provided for personal use. You may not rehost or redistribute this work in its entirety. To make use of this work for remixes/compilations, permission is required on this platform. (see here for details) You are not permitted under any circumstances (barring special permissions) to distribute my work in any form that makes use of for-profit monetization.
Main Download: LINK 1 (Ad-Free Link!)
Ad Link Mirror: LINK 2 (Permanent Ad Link to support my work for free! This URL will never change and always be up to date.)
My work is free to all and I'm happy to keep it that way. However, updates to this texture pack are only made possible by support from people like you. Like many hit by the pandemic, I'm stuck at home and unemployed. I would be greatly relieved to be able to make a living wage by continuing to produce this content. If you're able and willing to pitch in, please consider subscribing on Patreon or donating through PayPal.
- Supporting this Work
1. Save my pack's zip file to the resourcepacks folder in your Minecraft directory. (Do not extract!)
- Installing the Texture Pack
2. Click here to download the latest version of Optifine. (Very important!)
3. Run Optifine's installer on the appropriate installed version of Minecraft.
4. Run Minecraft and go to Mods and Resource Packs to select my pack.
If you have trouble getting the pack working after this, head to my Discord server for support.
An updated collage of screens showcasing new biome atmospheric diversity using BSL shaders which this texture pack will eventually fully support.
More (Horribly outdated) images!:
Had to post an image of the enderdragon. Keep in mind it looks better when fully animated.
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. 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.)
2. 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.
3. 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.4.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, YouTuber, streamer, or any 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 Optifine installed, or you have Custom Colors disabled. This pack relies on the Custom Colors mod to function properly. To enable it on a Patched version of Minecraft, go into Options>Video Settings>Quality>Custom Colors: ON
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: How do I uninstall this pack and/or MCPatcher?
A: Simply go into Options>Resource Packs and remove Misa's 64x64 Realistic from the Selected window.
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. If you've never used Optifine before though, it may actually help your performance a lot.
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. I will then decide whether or not I will support it with my art. Once fully caught up, I plan to take alternate texture requests from certain Patron tiers.
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 at this time. A big part of the aesthetic of my pack relies on being at this particular resolution.
Q: Does this texture pack support shaders?
A: It is usable with most shader packs, however shader maps for the textures are something that are planned for the future once the pack is fully up to date. The shader maps of choice for this work will likely be BSL, as they have the best customizability for texture pack artists and good implementation of parallax occlusion mapping (3D textures) that I've seen so far.
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 to the Minecraft community with optional ad, donation and subscription links. It's not put up for people to capitalize off of. If you want to make money, produce a unique product of your own imagination and work rather than stealing 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 Discord server. 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 'optifine' 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.
Dec 28, 2011RusticRedemption posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]Posted in: Resource PacksNOTE: Do not send PMs to the RusticRedemption Account, instead just post in the topic.
This is the continuation thread for Ovo's rustic pack, now slowly being completed by the community. We will try to keep this post updated as people submit textures. Find Ovo's original post HERE! All PMC traffic has been redirect to this thread. Ovo has let me know that he is currently done working on textures for good, along with playing Minecraft. However, he did say that he will try keep his PMC page updated with what we release.
Add-On packsTo install, add the zip to the resource pack folder, and activate it in Minecraft! (Optifine required)
Shader FilesNormalmaps and speculars for use with shader packs
Block ModelsAdditional models and textures for various blocks in minecraft.
Get it Here!
CTM & Random Mobs
Extra connected textures for many blocks, random & biome-specific mobs:Get it Here!
CTM Shader files add-on: Get it Here!
Ovo's Classic GUIAn older style UI for people who do not like the current UI - WIPv1.1 for 1.10.X ~ LoardVader
Ovo's Transparent GUIA transparent UI style for epople who do not like any of the other styles. - WIPv1.1 for 1.10.X ~ LoardVader
1.6.X - 2019-07-28
Change log 1.6.4 - 1.14.X [Update brought to you by Takkantis]
- Recipe_Book.png UP
- Anvil.png UP
- Blast_Furnace.png UP
- Brewing_Stand.png UP
- Crafting_Table.png UP
- Dispenser.png UP
- Enchanting_Table.png UP
- Furnace.png UP
- Generic_54.png UP
- Hopper.png UP
- Horse.png UP
- Inventory.png UP
- Shulker_Box.png UP
- Villager2.png UP (incomplete)
- Advancements.png UP
were packed in with the gui images, so i separated them and then reworked them.
- Absorption.png UP
- Blindness.png UP
- Fire Resistance.png UP
- Haste.png UP
- Hunter.png UP
- Invisibility.png UP
- Jump Boost.png UP
- Levitation.png UP
- Luck.png UP
- Mining Fatigue.png UP
- Nausea.png UP
- Night Vision.png UP
- Poison.png UP
- Regeneration.png UP
- Resistance.png UP
- Slow Falling.png UP
- Slowness.png UP
- Speed.png UP
- Strength.png UP
- Unluck.png UP
- Water Breathing.png UP
- Weakness.png UP
- Wither.png UP
(Most particles were just transferred from the single image they were all in, to multiple images except a few so I'm just going to list the ones i directly changed or created.)
- Bubble.png UP
- Damage.png UP
- Effect 0-7 (made a mix of ovo's particle and a remade version of the default)
- Heart.png UP
- Lava UP
- Fishing Hook (Technically an entity now, but was in the particle image.)
- Cod_Bucket.png ++
- empty_armor_slot_boots.png UP
- empty_armor_slot_chestplate.png UP
- empty_armor_slot_helmet.png UP
- empty_armor_slot_leggings.png UP
- empty_armor_slot_Shield.png UP
- End_Crystal.png ++
- Iron_Nugget.png UP
- Phantom_Membrane.png ++
- Pufferfish_Bucket.png ++
- Salmon_Bucket.png ++
- Tropical_Fish_Bucket.png ++
\Paintings\ (just converted from a singular image to individual images.)
- Rain.png UP
(slightly edited to make the rain lighter and tried to avoid getting those gutter streams.)
Change log 1.6.2 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
-xxx_dye [Takkantis] ++/UP
-observer_back.png [Takkantis] ++
-observer_back_on.png [Takkantis] ++
-observer_front.png [Takkantis] ++
-observer_side.png [Takkantis] ++
-observer_top.png [Takkantis] ++
-birch_trapdoor.png [Takkantis] ++
-oak_trapdoor.png [Takkantis] ++
-dark_oak_trapdoor.png [Takkantis] ++
-jungle_trapdoor.png [Takkantis] ++
-spruce_trapdoor.png [Takkantis] ++
-acacia_trapdoor.png [Takkantis] ++
-jungle_door_top.png [Takkantis] UP
-acacia_door_bottom.png [Takkantis] UP
-acacia_door_top.png [Takkantis] UP
-jungle_door_bottom.png [Takkantis] UP
-acacia.png [Takkantis] ++
-birch.png [Takkantis] ++
-dark_oak.png [Takkantis] ++
-jungle.png [Takkantis] ++
-oak.png [Takkantis] ++
-spruce.png [Takkantis] ++
-acacia.png [grumptumtugger] ++
-birch.png [grumptumtugger] ++
-dark_oak.png [grumptumtugger] ++
-jungle.png [grumptumtugger] ++
-oak.png [grumptumtugger] UP
-spruce.png [grumptumtugger] ++
-acacia_boat.png [Takkantis] ++
-birch_boat.png [Takkantis] ++
-dark_oak_boat.png [Takkantis] ++
-jungle_boat.png [Takkantis] ++
-oak_boat.png [Takkantis] ++
-spruce_boat [Takkantis] ++
Change-log 1.6.1 - 1.14.X ~ This update brought to you by Takkantis.
File name discrepancy fixes:
- smooth stone / slab block
- raw / cooked fish items
- lapis lazuli item
- cocoa beans item
- ink sac item
- bone meal item
- music disc strad item
- compass item
Small Cauldron fix/tweak to block and item
Missing files replaced
- Blast furnace Top [Takkantis]
- Chest fix [melonthrids]
Added & Updated Textures (++ = Added | UP = Updated)
Change-log 1.6 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
- barrel_top [Takkantis] ++
- barrel_top_open [Takkantis] ++
- barrel_side [Takkantis] ++
- blast_furnace_top [Takkantis] ++
- blast_furnace_side [Takkantis] ++
- blast_furnace_font [Takkantis] ++
- blast_furnace_front_on [Takkantis] ++
- Stripped_Oak_Log [HystericalFalcon] ++
- Stripped_birch_Log [HystericalFalcon] ++
- Stripped_spruce_Log [HystericalFalcon] ++
- Stripped_jungle_Log [HystericalFalcon] ++
- Stripped_acaiea_Log [HystericalFalcon] ++
- Stripped_dark_oak_Log [HystericalFalcon] ++
- Blast_furnace [Takkantis] ++
- Brewing_stand (updated) [Takkantis] UP
- recipe_book [Takkantis] ++
- recipe_book_icon [Takkantis] ++
v1.4.1 for 1.10.X - [2016-09-29]
- Fixed issue with Minecraft saying the pack is incompatible.
v1.4 for 1.10.X - (2016-09-21)
<span style="color: #993300;"><span style="color: #993300;"><span style="color: #000000;">Change-log 1.4 - 1.10.X Added & Updated Textures (++ = Added | UP = Updated) Textures Blocks nether_wart_block.png -Schlutt ++ bone_block_top.png -Schlutt ++ bone_block_side.png -Schlutt ++ redstone_dust_dot.png -speedygunner UP redstone_dust_line0.png -speedygunner UP redstone_dust_line1.png -speedygunner UP cauldron_side.png -Takkantis UP cauldron_top.png -Takkantis UP carrots_stage_0.png -Serrinatta UP carrots_stage_1.png -Serrinatta UP carrots_stage_2.png -Serrinatta UP red_nether_brick.png -Schlutt ++ Entity Bear polarbear.png -Schlutt ++ chest normal.png -Takkantis UP trapped_double.png -Takkantis UP trapped.png -Takkantis UP ender.png -Takkantis UP Skeleton stray.png -Schlutt ++ stray_overlay.png -Schlutt ++ Zombie_Villager zombie_butcher.png -Schlutt UP zombie_farmer.png -Schlutt UP zombie_librarian.png -Schlutt UP zombie_priest.png -Schlutt UP zombie_smith.png -Schlutt UP Items reeds.png -Serrinatta UP potato_poisonous.png -Serrinatta UP potato_baked.png -Serrinatta UP potato.png -Serrinatta UP carrot.png -Serrinatta UP carrot_golden.png -Serrinatta UP </span></span></span>
-Updated to 15w36! (except new command blocks and zombie villagers)
-Added banner textures
some missing GUI interface (Bars, resource pack arrows, server
selection, spectator widgets, world selection, new stats icons)
-Changed ender eye item (+: it's a lot better now (sorry whoever drew that one that we had before) -: no animation for now)
-Changed golden apple a little bit (removed 'plastic' look)
-Updated enchanting table GUI (at last)
-Updated widgets (missing buttons for Realms invitation messages and difficulty lock)
-Updated inventory GUI (for 1.9)
-Fixed firework explosion: for some reason light particle was removed
-Removed annoying line on red carved sandstone block (i remember someone asked for this)
i made tipped arrow projectile different from simple arrow, it's subtle, yet noticeable
For ORR resource pack contributors: added vanilla textures as reminder to change them
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-05-12 - 1.1.5
- Actually added flower textures
- Actually Added base horse textures (still no armor)
- Changed redstone repeater texture to match redstone comparator (also, added animation for activated repeater)
- Added leaves textures for new trees
- Fixed steve.png texture (basic skin)
- Fixed redstone dust texture
- Added iron trapdoor texture
- Removed colored glass texture with permanent textures
2014-03-12 - 1.1.4
- Added flower textures. [Allium, Houstonia, Oxeye Daisy, syringa]
- Added base horse textures.
- Added slime block
- Added new stone and smooth stone textures
- Updated widgets.png
- Other small changes
Eventhough Ovocean basically gave permission for people to use his texturesfor people to use to continue on their own flavor, it cannot be said the same for those who have contributed to Redemption. You MUST ask permission within this thread or you will be reported! Do not PM us for permission as it will be ignored or you will be told to post your request in this thread.This community thread and texture pack are maintained by Apachey, LoardVader,and Pythros.
Texture submissions are always wanted! New textures of missing stuff and re-textures of existing stuff, all submissions will be considered for inclusion (especially any missing textures).
- Llamas (including "decorations" and "spit")
- Totem of Undying
- Vex (and vex_charging)
- Observer block (back/front/side/top)
- Shulker (other 15 new colors)
- Shulker shell (item)
- Shulker box (block) shulker_top_(16 colors).png
- Horse GUI edit, move saddle/armor position and add llama carpet thing
- Map (items) change to blank map and then add map_filled_marking.png
- Map_icons.png (map) edit adds monument/mansion icons
- Nitwit villager
- Nitwit zombie
- Husk (zombie variant)
- Magma block (animation)- Some horses/donkey/mule including skeleton horse +zombie horse
- Boats (all 6 types)
- Elytra (entity) + item
- Shield + item (entity/shield_base.png & shield_base_nopattern.png)
- Frost block (4X frosted_ice_0.png to frosted_ice_3.png)
- Brewing stand GUI edit for blaze powder slot
- Sweep attack (entity/sweep.png)
- Status effects (levitation, glowing, luck, bad luck)
- End gateway portal? (particlefield?)
- End gateway beam? (entity/end_gateway_beam.png)
- Redstone lines, dot and overlay
- Snow golem derp face
- Clock and dial, + compass (old textures exist but need to be updated)- Chicken minor edit (neck texture?)
<span style="color: #993300;"><span style="color: #993300;">textures blocks frosted_ice_0.png frosted_ice_1.png frosted_ice_2.png frosted_ice_3.png magma.png observer_back.png observer_front.png observer_side.png observer_top.png structure_block.png structure_block_corner.png structure_block_data.png structure_block_load.png structure_block_save.png entity boat boat_darkoak.png boat_acacia.png boat_birch.png boat_jungle.png boat_oak.png boat_spruce.png enderdragon dragon_fireball.png illager evoker.png fangs.png vex.png vex_charging.png vindicator.png llama decor decor_black.png decor_blue.png decor_brown.png decor_cyan.png decor_gray.png decor_green.png decor_light_blue.png decor_lime.png decor_magenta.png decor_orange.png decor_pink.png decor_purple.png decor_red.png decor_silver.png decor_white.png decor_yellow.png llama.png llama_brown.png llama_cremy.png llama_gray.png llama_white.png spit.png shulker particle.png shulker_black.png shulker_blue.png shulker_brown.png shulker_cyan.png shulker_gray.png shulker_green.png shulker_light_blue.png shulker_lime.png shulker_magenta.png shulker_orange.png shulker_pink.png shulker_purple.png shulker_red.png shulker_silver.png shulker_white.png shulker_yellow.png zombie husk.png alex.png elytra.png end_gateway_beam.png shield_base_nopattern.png sweep.png gui container shulker_box.png brewing_stand.png [Needs Update] horse.png [Needs Update] icons.png [Needs Update] inventory.png [Needs Update] items acacia_boat.png birch_boat.png broken_elytra.png clock_00.png to clock_63.png compass_00.png to compass_31.png dark_oak_boat.png elytra.png end_crystal.png jungle_boat.png map_filled_markings.png oak_boat.png shulker_shell.png spruce_boat.png structure_void.png totem.png map map_icons.png [Needs Update] particle footprint.png </span></span>
Here's Ovo's pack style in his words:The best description I can make of the style I was going for is by showing what's already done. But in a wordier manner, I would say It's inspired by nature, hand-made stuff and fantasy; relatively simple and round shapes with a few details; colorful yet not too saturated ; no flat color plastic looking stuff/always have a bit of natural grain.
Looking for Pocket Edition? JacquesRemy has converted this pack over for us! Their thread is over here!
OVO'S RUSTIC PACK: REDEMPTION FOR ANDROID
Rustic Redemption Image Vault
Images are located in their respected folder as it were if it was in minecraft.jar.(Google Drive) -- Click on open folder to view contents as a thumbnail. If you can a weird error when trying to download from the link above, you have third-party cookies blocked in Chrome like myself, Pythros. You will need to add an exception. To do so, go to Settings\;Privacy\Content Settings\Manage Exceptions under Cookies and
add ..]googleusercontent.com, then press OK.If you find any errors in naming or missing credits, send a PM to LoardVader describing what is wrong and he will fix the problem. But please follow this guideline to make it easier to understand the problem!
Ovo's original credits:
JohnSmith for the water and lava animations.
Ghost2 for the HD paintings re-composition.
Someone unknown, Misa, Sumpumpolis, XSSheep, Ovocean for the font.
Misa, we are currently using some of her buffs and de-buffs textures as place holders.
Oct 17, 2011Brooklyn5 posted a message on [16x] [MC 1.2.5/12w17a] AuraCraft - The RPG Recension - Books! - 100K DLs!Posted in: Resource Packs
IndexAuraCraft has come a long way since its release around October of 2011. Its March of 2012 now and I'm proud to say that AuraCraft has finally reached Version 3 of its life cycle! With over 60+ changes the transition between 2.9 to 3.0 is so great that I think its on of the most refined versions of AuraCraft ever made. A lot of textures have been re-smoothened, design changed and made generally more good-looking. I hope you enjoy this third major release of AuraCraft as I've spent a lot of hours working on it.As always, have a nice day.
Ps. If you like this pack, I really appreciate it if you +1 and comment on this thread! (:
Isabella - Mobs, Pumpkin, GUI & Water/Lava
JoliCraft - Art, Items
Screenshot of Map:
Oddworld's Medieval Town by Oddworld
Vidkal Realm of Skylords by lynchyinc
Using AuraCraft Textures:
You have permission to use these textures in your texture pack as long as you:
- Give credit.
- Send me a PM on your creation (don't worry I won't stop you from using my work)
- Post a link to your creation in this thread so we can all enjoy it.
- Claim credit. (I'll hunt you down)
- If you have 60% or more of AuraCraft in your remix pack, I'd prefer if you didn't use an Adf.ly link. However, if you only have a few textures, feel free to add an Adf.ly link. Note that some texture artists won't like this if you're using an Adf.ly with their work.
If you have any questions, just PM me!
Jun 24, 2012peytonisgreat posted a message on ~Bluebird~ [2016 update coming soon!] [Over 85,000 downloads!]
"Simplicity is the ultimate sophistication"-Leonardo Da Vinci
Bluebird 3.8! What's new?
- Less clutter in the file, and a few textures I forgot to add last time
Old versions (In case any of you need them.)
Q: When can we expect the 2016 update?
A: Soon. Hopefully.
Q:Why did you start a continuation?
A: I spent 2 years of my life on this pack. My heart and soul went into this, and people loved it. My thinking was that just because I don't play the game and don't want to work on the pack anymore others should not be unable to play with it. People were disinterested however, and it didn't take off.
Q: Can use textures/edits from this pack in my own?
A: Sure. I'd prefer if you asked me first though.
Q: Can I use this pack in my adventure map?
A: Yes, just link back here for the download so I can keep track.
Q: Can I make a video of this pack?
A: Yes, and please send me the video if you do so I can feature it here
Want to help support the pack? Put this banner in your signature, or wherever else you want it!
Special Thanks!BonreoCat, Urdothor, Neoncube123, Turek279, Steelfeathers, Taiine, JimmyWalker97, Imnumberfour, Paddy, DatMuffinMan, Deonyi, Verticity, NorthenerSouth, XSSheep, Dyz-69, cowsareawesome, Minihilly, Stronghold257, FishyMint, SkyChaseZone, DiamondAir, Alvoria, SamMaher, EpicLizzard, Teddy, IceKreem, ScarletBox, Lantosyt, Danori, corner_g, seanbreen97, Visual_Argonian, MSchwaa, Thistle, Appleslinky, Balduran, vfd42, Greenbean9396, P1gtails, Goodlyay, SpeedyCube. thecrazydudesrd, Gigfran_Enfys, Zamaj, insomniac_lemon, cipons, Seradicus, Zardium, Moozipan, SycloneSJS, Drazile12, Plenty_of_Fish, MopyDream44, Reec3ty, Theevilpplz, Kefka, LilFella, KnobleKnives, Meringue, PixeloveR, CreepinAtMyDoor, samohtj, Folicorow, Arty, Bryroz, Wayuki, SiikiKala, Fire_Fist, grar, DinowCookie, ryanninjasheep, NinthClover, kvSketch, Insanity, sk8aninja, and the hundereds of other people I am forgetting to put on this list.
Jan 24, 2015Nvrpapa posted a message on ConsumeCraft | McMMO | Land Claiming | No Greifing | Creative World |NvrpapaPosted in: PC Servers
My friend(tupete) and I want to see the server grow. I think it is amazing and I love to play, but only having one "home" is a restriction to building. Keep it up James!!!!!
May 14, 2014Proudwell posted a message on Iarotha - PVP/PVE - Roleplaying, Towny, Heroes, and more!I'm glad that the initial forum post has gained us new active members! Woo! More people for Merridel.Posted in: PC Servers
May 11, 2014Umm... Please go read how to make posts on the forum. Posting your code strait into your post is not very helpful.Posted in: Server Support and Administration
Then, post your problem here...
May 10, 2014ColErr posted a message on Iarotha - PVP/PVE - Roleplaying, Towny, Heroes, and more!Great server, needs more Dwarfs thoughPosted in: PC Servers
May 10, 2014Proudwell posted a message on Iarotha - PVP/PVE - Roleplaying, Towny, Heroes, and more!I'm really happy with how the server turned out! The staff is fair, and wow. The forum post turned out really well!Posted in: PC Servers
May 3, 2014KH4OS posted a message on Aeoadia 1.7,2, Bending, Elements, Towny, Pvp, Pve, Light RP, ActiveRarely see good Avatar TLA servers these days, this one is fantastic!Posted in: PC Servers
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