Minecraft 1.9 and the snapshots have changed the /playsound file names! WHY? I do not know. But here is something that I hope you will find useful!
The video below explains how to find things and there will also be a list on this thread!
If you found this forum or the video useful, a subscribe would be much appreciated.
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How to use /playsound:
You type /playsound <sound> <player> [x] [y] [z] [Volume] [pitch] [minimum volume]
Here is an example:
/playsound record.ward @a ~ ~ ~ 100 0 100
This will play the ward record at all players and it can be heard, from the initial playing area, for 100 blocks. It also has a pitch of 0 so it will play slower and more monotone.
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Here is a list of the /playsound names! I have ordered them into groups such as "Mobs" and "Blocks". Enjoy!
Also, please do not copy this list! I spent 2 hours typing it up! Leave a like on the video or subscribe if this was helpful! Thank You!
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Table of Contents (All sub-catagories are in Alphabetical Order. To find Guardian go to "G") :
1) Mobs/Entities
2) Music
3) Weather
4) Blocks
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Arrows:
1) entity.arrow.hit
2) entity.arrow.shoot
3) entity.arrow.successful_hit
Bats:
1) entity.bat.ambient
2) entity.bat.death
3) entity.bat.hurt
4) entity.bat.takeoff
Blazes:
1) entity.blaze.ambient
2) entity.blaze.burn
3) entity.blaze.death
4) entity.blaze.hurt
5) entity.blaze.shoot
Bobbers:
1) entity.bobber.splash
2) entity.bobber.throw
Cats:
1) entity.cat.ambient
2) entity.cat.death
3) entity.cat.hurt
4) entity.cat.purr
5) entity.cat.purreow
Chicken:
1) entity.chicken.ambient
2) entity.chicken.death
3) entity.chicken.egg
4) entity.chicken.hurt
5) entity.chicken.step
Cows:
1) entity.cow.ambient
2) entity.cow.death
3) entity.cow.hurt
4) entity.cow.step
Creepers:
1) entity.creeper.death
2) entity.creeper.hurt
3) entity.creeper.primed
Donkeys:
1) entity.donkey.ambient
2) entity.donkey.angry
3) entity.donkey.chest
4) entity.donkey.death
5) entity.donkey.hurt
Eggs:
1) entity.egg.throw
Elder Guardian:
1) entity.elder_guardian.ambient
2) entity.elder_guardian.ambient_land
3) entity.elder_guardian.curse
4) entity.elder_guardian.death
5) entity.elder_guardian.death_land
6) entity.elder_guardian.hurt
7) entity.elder_guardian.hurt_land
Ender Dragon:
1) entity.enderdragon.ambient
2) entity.enderdragon.death
3) entity.enderdragon.flap
4) entity.enderdragon.growl
5) entity.enderdragon.hurt
6) entity.enderdragon.shoot
7) entity.enderdragon_fireball.explode
Eye of Ender:
1) entity.endereye.launch
Endermen:
1) entity.endermen.ambient
2) entity.endermen.death
3) entity.endermen.hurt
4) entity.endermen.scream
5) entity.endermen.stare
6) entity.endermen.teleport
Endermite:
1) entity.endermite.ambient
2) entity.endermite.death
3) entity.endermite.hurt
4) entity.endermite.step
Enderpearl:
1) entity.enderpearl.throw
XP Bottle:
1) entity.experience_bottle.throw
XP Orbs:
1) entity.experience_orb.pickup
2) entity.experience_orb.touch
Fireworks:
1) entity.firework.blast
2) entity.firework.blast_far
3) entity.firework.large_blast
4) entity.firework.large_blast_far
5) entity.firework.launch
6) entity.firework.shoot
7) entity.firework.twinkle
8) entity.firework.twinkle_far
Generic/Player and entity sounds:
1) entity.generic.big_fall
2) entity.generic.burn
3) entity.generic.death
4) entity.generic.drink
5) entity.generic.eat
6) entity.generic.explode
7) entity.generic.extinguish_fire
8) entity.generic.hurt
9) entity.generic.small_fall
10) entity.generic.splash
11) entity.generic.swim
Ghasts:
1) entity.ghast.ambient
2) entity.ghast.death
3) entity.ghast.hurt
4) entity.ghast.shoot
5) entity.ghast.warn
Guardian:
1) entity.guardian.ambient
2) entity.guardian.ambient_land
3) entity.guardian.attack
4) entity.guardian.death
5) entity.guardian.death_land
6) entity.guardian.flop
7) entity.guardian.hurt
8) entity.guardian.hurt_land
Horse:
1) entity.horse.ambient
2) entity.horse.angry
3) entity.horse.armor
4) entity.horse.breath
5) entity.horse.death
6) entity.horse.gallop
7) entity.horse.hurt
8) entity.horse.jump
9) entity.horse.land
10) entity.horse.saddle
11) entity.horse.step
12) entity.horse.step_wood
13) entity.horse.eat
Hostile(Mostly for the hostile mobs generic sounds)
1) entity.hostile.big_fall
2) entity.hostile.death
3) entity.hostile.hurt
4) entity.hostile.small_fall
5) entity.hostile.splash
6) entity.hostile.swim
Iron Golems:
1) entity.irongolem.attack
2) entity.irongolem.death
3) entity.irongolem.hurt
4) entity.irongolem.step
Item:
1) entity.item.break
2) entity.item.pickup
Lightning:
1) entity.lightning.impact
2) entity.lightning.thunder
Lingering Potion:
1) entity.lingeringpotion.throw
Magma Cube:
1) entity.magmacube.death
2) entity.magmacube.hurt
3) entity.magmacube.jump
4) entity.magmacube.squish
Minecart:
1) entity.minecart.inside
2) entity.minecart.riding
Mooshroom:
1) entity.mooshroom.shear
Mule:
1) entity.mule.ambient
2) entity.mule.death
3) entity.mule.hurt
Pig:
1) entity.pig.ambient
2) entity.pig.death
3) entity.pig.hurt
4) entity.pig.saddle
5) entity.pig.step
Player:
1) entity.player.big_fall
2) entity.player.burp
3) entity.player.death
4) entity.player.hurt
5) entity.player.levelup
6) entity.player.small_fall
7) entity.player.splash
8) entity.player.swim
9) entity.player.attack.crit
10) entity.player.attack.knockback
11) entity.player.attack.strong
12) entity.player.attack.sweep
13) entity.player.attack.weak
Rabbit:
1) entity.rabbit.ambient
2) entity.rabbit.death
3) entity.rabbit.hurt
4) entity.rabbit.jump
5) entity.rabbit.attack
Sheep:
1) entity.sheep.ambient
2) entity.sheep.death
3) entity.sheep.hurt
4) entity.sheep.shear
5) entity.sheep.step
Shield:
1) entity.shield.break
2) entity.shield.block
Shulker:
1) entity.shulker.hit
2) entity.shulker.hurt
3) entity.shulker.shoot
4) entity.shulker.teleport
5) entity.shulker.ambient
6) entity.shulker.close
7) entity.shulker.death
8) entity.shulker.open
9) entity.shulker_bullet.hit
10) entity.shulker_bullet.hurt
Silverfish:
1) entity.silverfish.ambient
2) entity.silverfish.death
3) entity.silverfish.hurt
4) entity.silverfish.step
Skeleton:
1) entity.skeleton.ambient
2) entity.skeleton.death
3) entity.skeleton.hurt
4) entity.skeleton.shoot
5) entity.skeleton.step
SkeletonHorse:
1) entity.skeleton_horse.ambient
2) entity.skeleton_horse.death
3) entity.skeleton_horse.hurt
Slime:
1) entity.slime.attack
2) entity.slime.death
3) entity.slime.hurt
4) entity.slime.jump
5) entity.slime.squish
Small Magma Cube:
1) entity.small_magmacube.death
2) entity.small_magmacube.hurt
3) entity.small_magmacube.squish
Small Slime:
1) entity.small_slime.death
2) entity.small_slime.hurt
3) entity.small_slime.squish
Snowball:
1) entity.snowball.throw
Snowman:
1) entity.snowman.shoot
Spider:
1) entity.spider.ambient
2) entity.spider.death
3) entity.spider.hurt
4) entity.spider.step
Splash Potion:
1) entity.splash_potion.break
2) entity.splash_potion.throw
TNT:
1) entity.tnt.primed
Villager:
1) entity.villager.ambient
2) entity.villager.death
3) entity.villager.hurt
4) entity.villager.no
5) entity.villager.trading
6) entity.villager.yes
Witch:
1) entity.witch.ambient
2) entity.witch.death
3) entity.witch.drink
4) entity.witch.hurt
5) entity.witch.throw
Wither:
1) entity.wither.ambient
2) entity.wither.break_block
3) entity.wither.death
4) entity.wither.hurt
5) entity.wither.shoot
6) entity.wither.spawn
Wolf:
1) entity.wolf.ambient
2) entity.wolf.death
3) entity.wolf.growl
4) entity.wolf.hurt
5) entity.wolf.pant
6) entity.wolf.shake
7) entity.wolf.step
8) entity.wolf.whine
Zombie:
1) entity.zombie.ambient
2) entity.zombie.attack_door_wood
3) entity.zombie.attack_iron_door
4) entity.zombie.break_door_wood
5) entity.zombie.cure
6) entity.zombie.death
7) entity.zombie.hurt
8) entity.zombie.step
9) entity.zombie.unfect
10) entity.zombie.infect
Zombie Horse:
1) entity.zombie_horse.ambient
2) entity.zombie_horse.death
3) entity.zombie_horse.hurt
Zombie Pigmen:
1) entity.zombie_pig.ambient
2) entity.zombie_pig.angry
3) entity.zombie_pig.death
4) entity.zombie_pig.hurt
Misc:
1) item.firecharge.use
2) item.flintandsteel.use
2) enchant.thorns.hit
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3
Animated default player skins! It's amazing how much more 'real' they seem with a bit of animation. The skulls, however, are a bit unsettling...
"Just act natural... no one will notice we're not actually skulls!"
I wanted to animate all the mobs, but it would be really weird having a bunch of mobs all blinking in unison...
Also, you've waited long enough... here's a little addon that contains all the changes I've made so far. You can load it on top of your 'core' pack and see some of the new stuff coming.
It's my personal dev pack, so don't expect anything to be particularly playable...
-New SFX for item pickups, staring at an Enderman (no longer ear-crushingly long and annoying), clicking made by buttons/levers/etc, splash potions, anvil footstep/mining, and damage being dealt by the Thorns enchantment. Those last three don't actually have unique sounds in vanilla.
-All tools have been redrawn with straighter, cleaner lines, and improved here and there. If you want to see the full res versions, they're in the "items copy" folder of the pack.
-Iron boots and chestplate render in 3D
-Buttons, pressure plates, oak fences and ladders have 3D models. They aren't textured yet, though.
-Andesite's colors are more saturated to make it more distinguishable from normal stone.
-Levers, doors, and torches have better placement GUI slots.
-In 1.8.3 only, tools will have a much larger item model that is oriented differently (and looks really cool) when dropped on the ground.
4
BDCraft armor as an example. Now just have to do the leggings and booties.
9
I was trying to make armor render in 3D and use the actual armor textures rather than icons, starting with the helmet (looks better and saves memory). Mapping the armor texture to a cube was easy enough, but I ran into a problem with the armor texture being a non-square size, which MC interpreted as being an animation.
I tried sticking an .mcmeta in along with the armor texture itself, but that bugged out and deactivated the resource pack. Then I got the idea of simply stretching the texture, like so:
Unbelievably, the armor still renders properly on the player, even though it's dimensions are different. And because the texture is now square and no longer an "animation", the model uses it without complaint:
#texturehacks
Now I just need make a new model that uses planes instead of a single cube, because apparently the backface culling still works on item models (can't see inside of the helmet). Sooo... yeah. 3D armor coming to a Triton update near you!
1
I quite like the style, except for maybe the speckled parts, like the grass highlights. Color-wise, it doesn't seem all that apocalyptic, though.
That's pretty awesome... I think you should finish it. Can't be too hard to give him a nice pair of pants, can it?
Welp, I probably won't go any further with my textures for this challenge... Busy with my pack and whatnot. Here's the other texture I did, this time from scratch:
1
About 3 months late, but I finally have made some banners for y'all to use in your signatures! Only two right now, but I'll be making more! The codes to use them are in the second post.
7
I'll probably go with this idea, combination of 2nd and 3rd ones, with the asymmetrical angular bit on the 3rd, but with the other end much more curved.
Thanks for the input, guys! I love the fact that I can post a couple ideas and hear opinions from several of you over just a few days... that's flippin' awesome.
The outline on the arrow shaft has a bit of uneveness, and the low res made that more obvious.
Yep, as the ToU says, I don't allow redistributing a modified form of this pack. If it's not too much trouble for your users, you can have them download the official pack and layer it underneath the custom resources included your map (if you have any, that is).
A slight update: I'll be releasing a V.3.1 before moving on to V4. There's some more tweaks and 3D models I wanted to add, and a few things that need fixing, such as the two new custom sounds that I completely forgot to include in the new update. Progress will be slow, but hey, you're all used to that, right?
Here's a new diamond. So much better than the new one in V3... I don't know why I even made that thing.
1
https://www.mediafire.com/?c707almprh524q9
(Example resource pack for you to use as a base, since I hate explaining how to set up folder structures). There's a model file in there that you can use for your sword.
The model file is like this:
{
"parent": "builtin/generated",
"textures": {
"layer0": "items/iron_sword"
},
"display": {
"thirdperson": {
"rotation": [ 0, 90, -35 ],
"translation": [ 0, 1.25, -3.5 ],
"scale": [ 0.85, 0.85, 0.85 ]
},
"firstperson": {
"rotation": [ 0, -135, 25 ],
"translation": [ 0, 4, 2 ],
"scale": [ 1.7, 1.7, 1.7 ]
}
}
}
Looks scary, but the text in bold is the only thing you really need to edit. The "layer0" part tells the game where to grab the texture from, so if you wanted to give your texture it's own custom name, or refer to a different texture from a different folder, you could do that.
The "scale" parts determine how big the item appears in 3rd and 1st person, respectively. They are arrays of numbers that correspond to the item's size on the X, Y, and Z axes. For your purposes, you'll probably just want to make the first two sets of numbers bigger, but if you want your sword to appear "thicker" as well, you can add to the 3rd number.
Hope that helps.
2
I took a cracked dirt texture from cgtextures and posterized it down to black and white, then used the black part of that as a guide/overlay for my shading. I'm pretty inexperienced with using non-hardedge tools in GIMP, so it'll take some time before I settle on a style I like...
1
Now that's a good idea.
Would it be acceptable to use Cgtextures.com textures as a base for my texture's patterns? I'd rather focus on drawing the textures themselves than have to spend time making patterns that tile properly. Ain't nobody got time fo dat.