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Sep 30, 2012Wow.. ok beta, this is no longer an intelligible argument, but you trying to **** us off. thats all i see. Do you think you will change anyones minds by this? you wont, so why don't you scurry along and go rant on reddit or anywhere else.Posted in: Recent Updates and Snapshots
Sep 14, 2012There is already a thread for this, but what ev's. i think that people are getting way too stressed about a simple fix. if they changed something huge, like removing deserts, then i would understand it. but when theres so much hate over a problem that is NOT that big, it just confuses me ;\Posted in: Future Updates
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Nov 2, 2010Misa posted a message on Misa's Realistic Texture Pack - 1.19 UPDATED 1 AUG 2022!Posted in: Resource Packs
Huge update today! The first batch of Patron zombies is now available for all to enjoy! There's still more on the way, and plenty of slots available for those who want to be immortalized as a zombie in the pack. Also this update is the first half of the 1.19 content, including a bunch of new blocks and items such as: all textures related to mangrove trees and all their wood products, mud and its products/variants, unique goat horns, froglights, and more!
This completes the first half of 1.19 content, with the planned second half focused on all the stuff in the deep dark, as well as the new mobs. Look for this on September 1st! (or earlier on Patreon!) For now be sure to check out the massive changelog for all the new goodies in this update!
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:
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added the following Patron zombies!:
-Added custom animations required by certain Patron zombies.
-Added animated electrical effect to existing Frankenstein's monster zombie.
-Added new textures, models and blockstates for all 3 froglights with CTM support.
-Added new model and textures for frogspawn.
-Added new textures for mud, packed mud and mud bricks with varied CTM support.
-Added new leaf block textures for mangroves with existing custom leaf block model.
-Added new model textures and item icons for all forms of the mangrove propagule.
-Added new models and textures for all forms of mangrove roots, with CTM and some overlay support.
-Added planks, logs, wood, fences/gates, pressure plates, buttons, doors, signs and boats for mangrove wood, including various CTM.
-Added stripped log CTM overlay support for mangrove logs.
-Added a custom model and textures for moss carpet that allows it to slightly drape over the edges of blocks.
-Added a ton of properties files that should be unnecessary, but y'know. Optifine...
-Added a new model for a defunct block using 43 textures as a (hopefully) permanent workaround for Optifine's HellBug™.
-Added item icons for all new mangrove wood objects.
-Added unique item icons for all 8 varieties of goat horn.
-Added item icons for the two untextured music discs and disc fragments.
-Added item icon for tadpole buckets.
-Added all frames for the recovery compass item icon.
-Added item icons for all chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Altered some existing overlay CTM to account for new textures found in the mangrove swamp biome.
-Altered sign model to fix a texture mapping bug and to remove z-fighting from stacked signs.
-Altered two existing beds to include mangrove wood.
-Altered blockstates for mangrove fences and gates to allow for custom textures.
-Altered some of the zombie models to account for new features.
-Altered some font characters to account for the lack of floating point support on kerning.
-Altered kerning properties for ASCII characters to be more in line with the original look of my font.
-Altered some CTM formatting here and there.
-Removed a few redundant zombie alts and pumpkin headed zombies (already implemented by vanilla).
-Removed emissive map for warped sign as glow-ink replaced its original function.
-Fixed an issue with incorrect textures being assigned to polished granite slabs.
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
-Fixed a mild duplication error in color.properties.
-Added full shader map support for frogspawn.
-Added normals and POM for mud bricks.
-Added shader map support for all 3 froglights.
-Added shader map support for mangrove leaves and propagules.
-Added SSS map support for all textures for mangrove roots that warrant them.
-Added structural normals and limited spec map support for mangrove planks, doors and trapdoors.
-Added structural normals and limited spec map support for acacia doors and trapdoors. (shiny gold handles!)
-Added shader map support for both mangrove boats.
-Added emissive and SSS map support required by certain Patron zombies.
-Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
-Added shader map support for new block textures affected by the fixed glowing bug.
-Added temporary SSS support for vines before I redesign them.
-Altered spec map for dark oak tops to reduce glare on edges.
[1.19a-pre] -Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added temporary model textures for 6.5 of 7 chest boats.
-Added item icons for 6 of 7 chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Reworked some font characters to account for the lack of floating point support on kerning.
-Reworked kerning properties for ASCII characters to be more in line with the original look of my font.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Fixed the infamous glowing azalea/anvil/pumpkin stem bug. (this fix should work for 1.18 and earlier)
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
Added shader map support for new block textures affected by the fixed glowing bug.
Added temporary SSS support for vines before I redesign them.
-Added Zombie Villager base textures, plus 11 alts.
-Added all 6 Zombie Villager biome-based textures, plus 46 alts.
-Added all 12 Zombie Villager profession textures, plus 37 alts
-Added Drowned Zombie textures, plus 17 random alts. (more cameos coming soon!)
-Added Husk textures, plus 20 random alts. (more cameos coming soon!)
-Created new models for all 4 zombies to allow for more customizable limbs and geometry.
-Added drowned model support for peglegs, hooks, and tricorne hats.
-Added husk model support for Egyptian headdresses and masks.
-Reformatted existing zombie textures to use new model format.
-Fixed a bug with some cauldrons not having transparency with no shaders.
-Added emissive eye textures to some of the new Husks.
-Added new textures and texture mapping to anvils to allow for better shader maps.
-Added new models and textures to all 8 cauldron states, including some animated textures.
-Added new model structure and unique textures for note blocks to indicate the selected note and octave.
-Large restructuring and optimization of CTM for all 9 processed forms of quartz blocks.
-Restructuring and optimization of CTM for oak, spruce, dark oak, acacia, warped and birch planks.
-Restructuring and optimization of CTM for jungle, spruce and dark oak logs.
-Restructuring and optimization of CTM for dried kelp blocks.
-Altered mossy cobblestone to have a more moss-like texture. (CTM support coming later)
-Altered enchantment table model to remove redundant obsidian texture.
-Altered carved pumpkin and jack-o-lantern textures to account for new shader effects.
-Attempted partial fix for the infamous glowing azalea bug (let me know if anvils glow!).
-Fixed a model bug with filled cauldrons.
-Fixed tiling bug with birch blanks.
-Added full shader support for all 3 anvils.
-Added full and animated shader support for all 8 cauldrons.
-Added full and animated shader support for the keyboard element of new note blocks.
-Added full shader support for all 9 processed forms of quartz blocks and their CTM.
-Added full shader support for grass block tops and its CTM.
-Added full shader support for all 17 candles in both states, including animations item icons.
-Added full shader support for all 3 forms of pumpkin block.
-Added full shader support for melon blocks.
-Added full shader support for dried kelp blocks.
-Added full shader support for dark oak doors, trapdoors, planks, slabs and stairs.
-Added normals to elytra model and item icon.
-Added structural normals and specular maps for both states of farmland.
-Added structural normals and specular maps for new note blocks.
-Added structural normals and specular maps for spruce, birch and oak planks.
-Added structural normals and spec maps for birch doors and trapdoors.
-Created new dynamic salmon model with varied snout shapes.
-Created new models for both tropical fish and their overlays.
-Created new models for all three pufferfish states.
-Created new phantom model.
-Created new cod model.
-Added model and all item textures for salmon with 4 regional variations and 3 salmon products.
-Added model and item textures for all tropical fish and overlays.
-Added model and item textures for all pufferfish states and products.
-Added model and item textures for cod and its products.
-Added animated model and item textures for phantoms and their drops.
-Added CIT support for the 22 common varieties of tropical fish in buckets.
-Added animated item art for rare tropical fish in a bucket.
-Added animated item art for dragon breath.
-Added item art and GUI elements for all things related to bundles.
-Added item art for all 16 states of the light block.
-Tweaked existing dye colors to better account for tropical fish.
-Re-added old nether star item art with a slight animation tweak. (may revisit this and beacons at a later time)
-Fixed axolotl model. (1.18.2 version of Optifine required)
-Added SSS for salmon and cod.
-Added SSS for pufferfish so the inflated versions have more light shining through them.
-Added SSS and emissive maps to all tropical fish to help their colors pop a bit more than other fish when underwater.
-Added partial shader map support for phantoms to improve their camouflage.
-Added full shader map support for light blocks (luminance only affects held and item frame versions.)
-Created new llama models and respective overlay models.
-Added model textures for all four llamas, plus four random alts (also their spit).
-Added model textures for all five parrots, plus seven random alts (one of which is a rare-ish cameo).
-Added blinking animation for foxes.
-Added a couple random Nitwit alts.
-Added blanket textures for all llamas, except trader llamas (To be done when I make the trader!).
-Finished animated textures for all campfire models/states and item icons.
-Added double slab and unique slab side art support for all polished blocks.
-Added CTM support for all 16 wool blocks.
-Reworked all campfire models slightly for better, and unique texture mapping.
-Reworked structure of some existing smooth blocks. Variant counts reduced to allow for double slabs.
-Tweaked prismarine to sync but offset animations so each side of a block is now always a unique color.
-Tweaked soul fire color to shift some magenta elements closer to violet.
-Edited parrot model.
-Fixed a bug where CTM wasn't applying to deepslate tile slabs and stairs.
-Removed redundant squid textures no longer used since 1.17+.
-Added full shader map support for crimson nylium, including overlay CTM (that was painful!).
-Added full animated shader map support for nether wart, excluding overlay (the pain is yet to come...).
-Added full shader map support for all wool blocks and carpet blocks.
-Added full shader map support to all forms of polished andesite, diorite, granite, and deepslate blocks.
-Added full shader map support to glowstone.
-Added full shader map support to Netherrack (netherrack adjacent textures still being worked on)
-Added full shader map support to bamboo stalks.
-Added full (yet experimental) shader map support to sides of both gray concrete blocks.
-Added basic SSS to ferns which they lacked in standard BSL settings for some reason.
-Added normals to all campfire model textures.
-Improved brightness of both types of fire and campfire fires on shaders with emissive and SSS maps.
-Created new CEM rabbit model.
-Created new CEM guardian and elder guardian model.
-Added model textures for all eight rabbits, plus eight random alts (two of which are rare cameos).
-Added nametag support for two rare cameo rabbit variants.
-Added model textures for both guardians, plus one alt.
-Added model and item textures for leather horse armor.
-Added model textures for all five axolotls, plus five random alts.
-Added model textures for all four fox forms.
-Added model textures for all seven panda forms.
-Added model textures for all components and states of conduits.
-Added item textures for rabbit, cooked rabbit, rabbit stew, rabbit feet, and rabbit hides.
-Added item textures for axolotl buckets, and CIT support to differentiate variants contained.
-Added all animations and particle art associated with conduits.
-Added particle art associated with guardian beams.
-Added item icons for nautilus and heart of the sea.
-Edited axolotl model to correctly mirror legs (will not work on Optifine H4 and earlier).
-Slightly darkened cattails associated with seagrass in rivers and swamps.
-Lightened campfire smoke.
-Tweaked enchanted item effect to be less pronounced and slower.
-Removed combo overlay CTM for dark and prismarine bricks for shader optimization purposes.
-Updated shader presets to support BSL_v8.1.02.1 (removed older versions for simplicity's sake)
-Added full shader map support for all prismarine blocks, including overlay ctm.
-Added full shader map support for all guardians. (first, fully shader-mapped mobs!)
-Added SSS (and an emissive) map support for rabbits.
-Added SSS (and an emissive) map support for axolotls.
-Added shader map support for all components and states of conduits.
-Added normal maps for heart of the sea.
-Added SSS maps to allow the "corndog" part of the cattail to block some light on its own.
-Edited sea lantern shader maps to fit with material profile of prismarine.
-Fixed an issue where SSS was not correctly applied to the edge of dripleaf models.
-Added mob textures with 9 random variants for turtles.
-Added mob textures for zombie horses.
-Added textures and item icon for turtle shell armor.
-Added item textures for scutes and command block minecarts.
-Added animated item icon for suspicious stew.
-Added all 6 boat model textures with unique engravings for each and associated item icons.
-Added animated particles for enchanted hits.
-Added dragon fireball particle and downscaled glow particle for glow squid.
-Increased animation framecount for all 3 redstone ore textures due to inescapable issues with labPBR.
-Decreased overall saturation for all blocks related to dripstone.
-Added custom biome palette for all blocks related to dripstone, to better blend them in with the environment.
-Removed unused stalactite textures.
-Fixed a bug with turtle eggs not being 64x64 resolution.
-Fixed a bug with an unused copper block texture.
-Updated shader presets to support BSL_v8.1.01 up to BSL_v8.1.02 (zipped and unzipped for easier installation)
-Temporarily disabled directional lightmap in presets until issues with snow shaders can be fully resolved.
-Added animated spec and glow maps to all 3 redstone ore textures so that they now glow in the dark. (bump maps to come later with the rest of ores/stone.)
-Added POM, normals and specular maps to all new boats. (Submerged parts of boats will look wet!)
-Added all textures for big and small dripleaves.
-Added textures and random CTM support for deepslate bricks and cracked deeplsate bricks
-Added textures and full CTM support for chiseled deepslate.
-Added textures for all azalea plants and leaf blocks.
-Added textures for all cave vines and glow berries along with their item icon.
-Added textures for spore blossoms.
-Added textures for turtle eggs and their item icon with shader-based animation.
-Added powered lightning rod textures.
-Updated various properties files to account for new biome names in 1.18.
-Lightened underwater color to match surface water color.
-Reworked various azalea-related models to be consistent with similar blocks and make more efficient use of textures than vanilla.
-Reworked quick fix for all biome palettes which reintroduces unique biome palette colors for biomes like jungles and birch forests.
-Reworked slime block model to be more performance efficient with shaders.
-Tweaked all 5 dripleaf models to better make use of higher resolution textures.
-Tweaked frosted ice models to be more performance efficient.
-Tweaked some of the coral block textures to account for shader maps.
-Fixed some overlay block compatibility for gravel.
-Updated BSL config for BSL_v8.1.02.3d.
-Added normals, specular and glow maps for cave vines and glow berries.
-Added normals and specular maps for big and small dripleaves.
-Added normals and specular maps for spore blossoms.
-Added animated normal and specular maps for turtle eggs which show baby turtles moving around when sunlight shines through them.
-Added normals and specular maps for all 4 ice types and all CTM associated with them. (398 tiles total)
-Added POM, normals, and specular maps for all 5 coral blocks and their dead versions
-Added normals and specular maps for powered lightning rods.
-Added some placeholder normals to all leaf blocks.
-Reworked normals and specular maps for live and dead sea pickles.
-Reworked normals for slime block to improve tiling.
-Added all 10 pointed dripstone textures, with an additional 10 random variants and the associated item icon.
-Added textures, large, vertical, and random CTM for dripstone blocks with unique tops, sides, and bottoms.
-Added textures and large CTM for powdered snow and texture for the bucket that places it.
-Added textures and random CTM for deepslate tiles and their cracked variant.
-Added textures and large CTM for rooted dirt. (Darkened the roots slightly based on feedback.)
-Added textures and random CTM for hanging roots.
-Added textures for tinted glass.
-Altered all copper blocks to now have some oxidisation in the cracks to better distinguish their edges.
-Altered powdered snow block to have internal textures better blend in with the fog effect.
-Altered dripleaf models slightly in prep for future.
-Altered existing birch door texture to avoid issues with POM and its version of a "doorknob."
-Altered model for tinted glass to make use of some special optical effects.
-Altered grass overlay CTM to extend to certain new naturally-generating blocks from 1.17. (quick fix)
-Fixed and optimized the netherite blocks, which were only using 3 our of the 4 intended random textures.
-Fixed vertical tiling for jungle fenceposts.
-Fixed blockstate for rooted dirt to conform to existing dirt behavior.
-Fixed a bug where observer models created z-fighting with end rods.
-Fixed a bug with the chain and hanging lantern models that caused the textures to not line up at certain angles.
-Fixed a transparency issue that bugged out slime blocks with shaders.
-Updated BSL properties for BSL_v8.1.01.1d
-Added POM, normals, and specular maps for dripstone blocks.
-Added POM, normals, and specular maps for lonestone textures.
-Added POM, normals, and specular maps for both forms of daylight detectors.
-Added POM, normals, and specular maps for all 4 slime block textures.
-Added normals and specular maps for all 20 pointed dripstone textures.
-Added normals and specular maps for tinted glass.
-Added normals and specular maps for all 16 types of glazed terracotta.
-Added metallic leafing/details to brown, light gray, white, and purple glazed terracotta.
-Additional tweaks to improve the 'glazed' effect on glazed terracotta.
-Added phosphorescent effect to certain cyan-colored glazes used on light gray, cyan and orange glazed terracotta.
-Added normals and specular maps for both types of snow, the powdered snow bucket and snowy grass blocks. (They sparkle!)
-Added SSS maps for hanging roots.
-Added POM maps for all 8 door and trapdoor types.
-Added SSS maps for the 6 door and trapdoor types that can benefit from it.
-Reworked existing specular maps to dull the shine in crevices of all copper block types.
-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 Options > Resource Packs to select my pack.
2. Save the BSL shaders into the shaderpacks folder in your Minecraft directory. (Do not extract!)3. Download the latest version of my BSL shader config from the #releases section of my Discord.
- Installing, Configuring and Optimizing the Shaders Correctly
4. Save the config (text file) into your shaderpacks folder.5. Run Minecraft and go to Options > Video Settings > Shaders to select BSL.6. Optimize your settings using my handy visual guide available here!
(This will help with performance and ensure as few visual errors as possible with my pack and BSL)
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: (Insert any question here.)A: We've moved the FAQ to Discord where it can be more regularly updated! Also we can provide live help there if needed!
Sep 4, 2011Posted in: Maps
Over 5 Million Downloads!
Trailer made by Slamacow for Skyblock v2.1
If you want to skip the download and
play Skyblock Multiplayer, feel free to check out the official Skyblock server!
Connect with the IP: skyblock.net
All original downloads hosted here if the below links are broken.
Challenges and Rules for 1.0/1.1Rules:
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty
Lava + Water = Cobblestone.
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Build a bed.
10) Make 40 stone brick's.
11) Make at least 20 torches.
12) Make an infinite water source.
13) Build a furnace.
14) Make a small lake.
15) Make a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Make 10 Jack 'o' lanterns.
19) Build 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
Feel free to post pictures of your achievements and progress!
Version 1.1 has no neighboring islands with all resources located in the starter chest.
Version 2.1 has a sand and Nether island. With resources spread out.
Want more of a challenge? Play 1.0/2.0 for an island with 3x less dirt/sand blocks.
Video made by CaptainSparklez for Skyblock v1.1
Download Skyblock 2.1
Download Skyblock 2.1 Hardcore
Challenges & Rules for 2.0/2.1:If you wish you may skip the challenges you completed in 1.0/1.1
Do not purposely jump off the island to regenerate your health.
Do not make a bridge to the mainland.
Play on at least easy difficulty.
1) Build a Cobble Stone generator.
2) Build a house.
3) Expand the island.
4) Make a melon farm.
5) Make a pumpkin farm.
6) Make a reed/sugarcane farm.
7) Make a wheat farm.
8) Make a giant red mushroom.
9) Craft a bed.
10) Make 64 stone brick's.
11) Make 20 torches.
12) Make an infinite water source.
13) Craft a furnace.
14) Make a small lake.
15) Build a platform 24 blocks away from the island, for mobs to spawn.
16) Make 10 cactus green dye.
17) Make 10 mushroom stew.
18) Craft 10 Jack 'o' lanterns.
19) Craft 10 bookcases.(As of Minecraft 1.3, crafting bookcases is only possible if cows spawn on your island)
20) Make 10 bread.
21) Collect 10 Ender-pearls.
22) Cook 10 fish.
23) Craft 10 Black Wool.
24) Craft 10 Gray Wool.
25) Craft 10 Light Gray Wool.
26) Craft 10 Lime Green Wool.
27) Craft 10 Red Wool.
28) Craft 10 Yellow Wool.
29) Craft 10 Pink Wool.
30) Craft 10 Green Wool.
31) Craft 10 Orange Wool.
32) Craft 10 Snow Golems.
33) Craft 20 Paintings.
34) Build and light a nether portal.
35) Craft 5 Gold Ingots.
36) Craft 16 Glass Panes.
37) Collect 50 birch logs.
38) Collect 64 arrows and craft a bow.
39) Craft 10 stone buttons.
40) Craft 30 stone slabs.
41) Craft 10 signs.
42) Craft 20 ladders.
43) Craft 20 fences.
44) Craft 20 fence gates.
45) Craft 10 levers.
46) Craft 10 trapdoors.
47) Craft 10 stone pressure plates.
48) Craft 10 wooden pressure plates.
49) Collect 64 bonemeal.
50) Craft 20 cobblestone stairs.
Feel free to post pictures of your achievements and progress!
Old downloads:As requested, the first versions of SkyBlock!
First version of SkyBlock 1.0
First version of SkyBlock 1.1
Do NOT leave the island.
NO Mods, Hacks, Flying, etc.
Post pictures of your achievements and progress!
Lava + Water = Cobblestone
1.Build a Cobble stone generator.
2.Expand the island.
3.Make a mushroom farm.(1.0)
4.Make some glass.
5.Make a reed farm.
6.Make a cactus farm.
7.Make a wheat farm.
8.Make some bread.
9.Make a bed.
10.Build a forest.
11.Build a house.
12.Make a small waterfall and a lake.
13.Make at least 5 torches.
14.Make an infinite water source.
15.Make a furnace.
Optional Master Challenge:
Make an area for mobs to spawn at-least 24 blocks away from the island.
Thank you TheJupiterSailfish for the first series ever of SkyBlock!
Check out his channel for part 2,3, etc.
Note: Removing the block that you spawned on, and not placing a block back (So if there is no block on your spawn point) then dieing may spawn you elsewhere as it is too small to pick a spawn close by. So it will spawn you on the mainland, and it will be impossible to get back. Be careful! (This problem is fixed for the versions that are above this spoiler.)
Instructions on how to install the map and if you are having trouble downloading the map:Place what version you downloaded in the saves folder, to reach your saves folder follow the instructions below.
Click "Go" on your menu bar on the top left of your screen
Click "Go to Folder..."
Type in this: Users/*UserName*/Library/Application Support/Minecraft/Saves
(UserName needs to be replaced with your computer username)
Go to view options
Check the 'show hidden folders' box
Go to your home directory
Are you having issue's downloading the map?
Try deleting your browser cookies.
Google Chrome Users: Click on the Customize button -> Option -> Under the hood -> Clear browsing history -> Make sure Delete Cookies and other site data is checked -> Click Clear browsing data
Internet Explorer Users: Go to Tools -> Internet Options -> Delete? -> select only Cookies -> Delete
Mozilla Firefox Users: Go to Tools -> Options -> Privacy tab -> Show cookies -> Scroll down and look for mediafire cookies folder and delete it
If you are using other browsers, just find a way to eat the cookies.
Change the biome for SkyBlock 2.0/2.1:If for some reason you are tired of your water turning into ice and don't know how to place a torch next to your water source, you can switch the snow biome to a non snow biome.
Download the level.dat that corresponds with the version of SkyBlock you are playing, and replace it.
2.0 Hardcore: http://mediafire.com...6irv2leok9l9k4r
2.1 Hardcore: http://mediafire.com...e2cciicgw0863pb
Note: You will have to skip challenge #32.
Make sure you replace the level.dat before you start the map, or place everything that is in your inventory in a chest. If you do not do so, your items in your inventory will be gone.
Frequently Asked Questions (FAQ)Read the title of each spoiler. View the contents of a spoiler to answer your questions. Not everything will be here, as this map is meant to be a challenge, so not everything can be answered.
Here is a video from KerflumexedPenguin about the basics of SkyBlock. Thanks
"How do I keep my water from re-freezing?"
This is a very simple fix. To stop your water from re-freezing, as this is in a Tundra (snow) biome, simply place a block above your water source, or a torch next to the source. There are alternative downloads for the level.dat file, but this will eliminate a challenge and therefore you can't complete them all.
Alternative level.dat downloads
Version 2.0 -> http://mediafire.com...fono1f2g7mpbyxb
Version 2.0 Hardcore -> http://mediafire.com...6irv2leok9l9k4r
Version 2.1 -> http://mediafire.com...2ydk4db417hou91
Version 2.1 Hardcore -> http://mediafire.com...e2cciicgw0863pb
Note: This will take out challenge #32, (32) Craft 10 Snow Golems.) If you have any problems, check in with Noobcrew.
"How do I light a Nether portal without Flint & Steel?"
This is very simple to do, but it may take a few tries. The basic idea is to get your lava to light a piece of wood or something else flammable, and have the fire spread through the portal frame so it ignites, therefore activating it.
Step-by-step guide by iiTzWho
How to light the portal without Flint & Steel
It is actually really easy, if the wood burns out before it lights, try again
The rest will be in spoilers, each step in a separate spoiler
First, set up the portal (I wasn't in SkyBlock for this, therefor had 14 obsidian not 10)
Set up the wood, and a little barrier so the lava doesn't go everywhere
Place the lava down, let it catch fire to one of the planks, then grab it back up
Both planks should be burning..
The portal should be lit, if not - try again
Hope this helped somehow, good-luck with SkyBlock
TL;DR - Set up portal, put wood at base and back of portal, light wood at base, let it spread to back, BAM portal lit.
"How do I get gold ingots?"Go to the Nether (with guide above) and make a platform there for zombie pigmen to spawn on. Kill them for gold nuggets. Once you have 9 gold nuggets, place them in a crafting table in a 3x3 fashion, which creates one gold ingot.
Check out Oasis Survival!
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"Skyblock" is a registered trademark and intellectual property of Mineverse, LLC.
Mar 6, 2012Posted in: Suggestions
Last Updated: June 20th, 2013 at 3:55 AM
I pray this becomes at least 1% more popular than my "The Haven" idea. Like the latter idea, this post contains images of what I'm trying to show off. Better I give you that than a baseless wall of text. If this idea gets enough support, I will keep adding to it. This includes good suggestions from other people as well.
This also mixes in with KakarottoYo's idea:
Shouldn't the Nether Villagers be pigmen or something?
No. And I'm probably the 0.00003% of Earth's population that thinks this way. I think Nether Villagers should be something original, or something's that close to being original, and not some cheap Pigmen copy (zombie or otherwise).
I think large minotaur-man creatures represent their defensive nature better than pigmen anyway.
I don't care for the details, I just wanna see images!
Keep scrolling down until you get to the first picture of the red Nether Villager.
So... The Nether Villagers in that image... What are they?
They're a mix between minotaurs and humans. These creatures are a combination of two things, which is sort of like pigmen, so if you wanted these creatures to resemble pigmen in some way, there you go. They are a bit taller than the player.
Why are their left arms nothing but a bone?
Perhaps they all have the same genetic defect. These are one of those things where players must debate that for themselves.
How do they behave normally?
Like their Overworld counterparts, they stay together (although not as tightly) and have different color versions to "resemble" their occupation. They don't need some hulk or golem to protect them, as they can beat the living hell out of enemies (players and mobs alike) all on their own, if provoked, but they attack alone, and not together. They walk slightly slower than a zombie.
With addition of Nether mobs coming out of portals to the Overworld, the Nether Villagers can do this too, though this is painfully rare. Every night has a 1% chance of this happening, and can only happen on a non-raining night. If a N. Villager enters the Overworld, it will just wonder around aimlessly.
How do they behave on the Peaceful difficulty?
Exactly the same as this thread describe's them, but they don't get provoked. Meaning you can beat them as hard as you want without penalty. On Peaceful mode...
What do they live in?
Caves found in the Nether. These caves are often supported by Nether Brick. Torches can be occasionally found in these caves.
How rare are these villages/caves?
About 20% rarer than that of an Overworld village.
What sounds do they make?
They rarely make sound, but when they do, they sound like normal human grunts, although with a very deep pitch and echo. The "Mystic", "Collector" and "Colossus" variations have a much more powerful and distant echo.
When taking damage, they emit a deep "human plus bull" type grunt.
How do they respond to specific world hazards?
Much like any other Nether creature, these new Villagers are unaffected by fire and are slowed when in lava.
If a N. Villager manages to reach the Overworld through a player's portal. The sun not will damage them.
How are they provoked?
They are provoked by either hitting them or stealing from their chests (if they see it). They only get provoked individually, and do not attack in groups like wolves or Zombie Pigmen.
How do they attack?
Just by following you and touching you. Each hit varies depending on the type of N. Villager you provoked. They do not stay hostile, as they will hit you 1-2 times for every time you hit them, stand still and stare at you as if to wait for a response. If you hit them too many times, they will keep hitting you until death. They do not attack as a group if just one N. Villager was hit. A "Collector" N. Villager will never lose its hostility.
Wait, you said they have their own chests?
Yes, unlike the light brown ones found in the Overworld, the ones found in Nether Village caves are a dark red with a yellow lock, but have the exact same mechanics as an Overworld one. You can call them "Nether Chests" or "Dark Chests" if need be. The GUI on the new chests is dark red, rather than the normal grey.
What do they drop on death?
They drop 0-1 horns. They can be used to brew an Angry Potion. The "Baron", "Mystic" and "Collector" types can drop more than just their horns.
What could be found in these new chests?
Look at the list below. Top to bottom = Least to most rare:
- Soul Sand
- Netherbrick Fence
- Iron Ore
- Gold Ore
- Iron Ingot
- Gold Ingot
- Nether Wart Seed
- Ripe Nether Wart
A "Ripe" Nether Wart is something that is only found in a N. Villager chest in an area where an Alchemist lives. As you could have guessed, this new Ripe Nether Wart is chemically altered rather than just physically. In brewing, the Ripe Nether Wart added to a water bottle will create an Excess Potion. Ripe Nether Warts can also be eaten, which will regenerate both health and hunger for 2 minutes.
These potions act like Awkward Potions, but will double any effects and double the time. Any potions created from an Excess Potion will have a green aura, rather than the standard blue one.
Do different colored Nether Villagers have their own attributes?
Yes. See below:
Added Abilities: None
Spawn Chance in Village: 50%
Added Abilities: Does +2 damage. Moves +15% faster. Drops an extra 1-2 exp. orbs on death.
Spawn Chance in Village: 20%
Added Abilities: Does +2 damage with extra knockback. Moves +25% faster. Drops an extra 2-4 exp. orbs on death.
Spawn Chance in Village: 18%
Rampant (Colors based off ShadowKreach's idea)
Added Abilities: Does -2 damage. Moves +50% faster. This is a mob you may not want to kill due to its potential trades. Drops 3-6 exp. orbs on death.
Spawn Chance: 5%
Hunter (Based off DeJoth's idea)
Added Abilities: Does +2 damage. Moves +15% faster. Attacks Zombie Pigmen, Magma Cubes and Ghasts that come near them. Drops 2 extra exp. orbs on death. Can jump up to 3 blocks in height.
Spawn Chance in Village: 15%
Added Abilities: Does +2 damage with extra knockback. Moves +10% faster. Can seldomly "telekenetic" punch any enemy from 10 blocks away, although this can easily dodged as the Mystic will remain completely still when "charging" this "telekenetic" punch. This is the only mob that can flawlessly hurt a Ghast if they're close enough. When killed, this mob can drop any valid item in Minecraft's existence. Drops an extra 2-4 exp. orb on death. Can sometimes deflect arrows. Immune to all splash potion effects.
Spawn Chance in Village: 7%
Added Abilities: Does +8 damage with insane knockback. Will never lose its hostility once made. Each hit has a 30% chance to make the player drop any item in his inventory at random. Will drop 1-3 of any rare item on death, as well as 35 experience.
Spawn Chance in Village: 2%
Added Abilities: Oh my friend, you're looking at the rarest gem of Nether Villagers. Moves +20% faster. Will never become hostile against players, although it can never take damage. Receives -30% knockback. Can teleport just like an Enderman, but this occurs only when it wants to return to its "village area" and can't get back to it by just average walking and jumping. Go ahead, add some ingots in his village's chest, and see how friendly he really is.
Spawn Chance in Village: 0.05% (1% on Hardcore)
Do these Nether Villagers have their own spawn eggs in Creative Mode?
Yes, and each Nether Villager type has their own chance amount of appearing when the egg is used:
- Normal - 90%
- Torus - 85%
- Baron - 70%
- Rampant - 50%
- Hunter - 45%
- Tormenter - 10%
- Colossus - 0%
Where exactly in these Nether Villager caves do the dark red chests exist?
In the deepest part of their caves, although they can be rarely found near the cave's entrance as well.
How big can these caves be?
Imagine a normal Overworld village fitting inside a cave, that's how big they can be.
New Questions/Answers Added as of 3/29/2012 9:31PM
How do they inflict damage?
They do NOT always do the max amount of damage that you see in the list of Nether Villager types. They can also do a minimum of -4 hit points of damage. For example, a Baron is capable to doing between 4 and 8 points of damage, which is randomized between these limits.
New Questions/Answers Added as of 7/13/2012 3:41PM
Do these Nether Villagers trade like the normal ones?
Yes, the currency they accept is Blood Diamonds, here is a chart of what each N. Villager trades.
Normal, Torus and Baron
They do not sell items.
Hunters have no interest in trading.
Tormenters have no interest in trading.
Tormenters have no interest in trading.
New Questions/Answers Added as of 7/28/2012 1:59PM
What does an Enchanting Orb do?
If you're lucky enough to have a Mystic appear, and not ed off enough to not trade with you, you'll have access to this item. An Enchanting Orb can be used to give any weapon or tool a single random enchantment at no level cost, but it will only give it the weakest version of an enchantment, so it's best to this orb when something is already enchanted.
Using this orb on an already enchanted item will make all existing enchantments upgrade an interval. Meaning "Sharpness III" can be set to "Sharpness IV". Enchantments at their highest levels will go no higher. If all enchantments are maxed out, a new enchantment at its weakest is added.
Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Feb 14, 2012Posted in: Minecraft Mods
Taunts all monsters within aggro radius and line of sight to attack it.
Has 20 health and drops the dummy head on death.Note: Due to their insatiable hunger for human flesh, zombies are not tricked by the dummy.
Lights on fire when powered.
Triggered upon contact with any non-player creature.
Triggered traps can be activated to reset them.
Holds the prey in place while they periodically bleed out.
Bears not included. Use at own risk.
Deal damage to any entity that comes in contact with it.
Does not affect items.
Breaks when walked on.
Useful for covering pitfalls and spikes.
Blends to color of grass on a per biome basis.
Unsuspecting prey don't want to walk into your traps? Push those ****ers in.
Redstone power not included.
Pulls nearby items towards itself and automatically deposits any item that makes contact.
Useful for collecting loot from traps.
All downloads require ModLoader.
Place the .zip file into the /mods/ folder of your minecraft directory.
Config files for all IDs can be found in the /config/ folder of your minecraft directory.
Current Version[SSP][1.2.5] Download v1.03
Will you make TrapCraft multiplayer?
Of course! Eventually...
But TrapCraft already exists, why are you using the name?
That mod has been discontinued and the original maker has given me permission to use the name.
Quote from llama66613 »
Feel free to use the name. I have pretty much left these forums, and have no plans of updating the mod. Go for it!
What is that ugly thing in the banner?
....you should speak of Admiral Ackbar with the respect befitting his station and reputation.
Why doesn't your mod have ?
I'm only slightly superior to humans, even I miss things. Suggestions are welcome though!
-updated to 1.2.5
-dummy fixed for all mobs except zombies
-updated to 1.2.3Version 1.01
Fan settings (speed, direction, filters, damaging)
PvP oriented traps
Oct 1, 2012I've been quiet while I browsed the forums and this has to be said. Almost every single complaint thread I've seen just says, "I don't like this mob/sound/terrain/etc and it should be removed strictly because I dis-like it and I don't think it fits into the game because of reasons that I don't know."Posted in: Future Updates
That's not how you complain guys. Come on.
The correct method to complain is, "I do not like this particular change in the game and I think that it could be improved if one of the workers at Mojang were to add/remove this or that and so on." and if you get lucky Dinnerbone, Jeb, or someone might see it and use that idea.
However if you're replying to a bad complainer who always says, "OMG I CAN'T IGNORE IT ANYMORE!"
Simply instead of just saying
- Don't upgrade
- Downgrade your game
- Get a texture pack
- Get a mod
Ask them, how come you can't simply walk around said thing you can't ignore or just not pay attention to it or things like that. Could stop a lot of arguing. Maybe.
Welp that's my advice to you complainers and people who reply to complainers.
Feb 8, 2011Eraiya posted a message on Strongestcraft (Xray resource packs, updated Apr. 27th 2015! Works with FTB, TFC & more mods!)Posted in: Resource Packs
For minecraft 1.8 and above: http://adf.ly/1FuqyK and http://adf.ly/1FurEf
For now, there are no F&MF or casual versions of SC for 1.8+.
They will likely be brought back sometime in the distant future.
Special thanks to echonite for helping out with this!
The best 1.7 versions:
Default Strongestcraft: http://adf.ly/qB1Us and http://adf.ly/qB1fY
Strongestcraft F&MF: http://adf.ly/qB1Wo and http://adf.ly/qB1gJ
"F&MF" stands for "(Nether) Fortress and Mycelium Finder." It makes nether fortresses and mycelium islands/blocks MUCH easier to spot from a distance, but since it makes them completely solid, you aren't able to see through them once you reach them.
Strongestcraft Casual: http://adf.ly/qB1b3 and http://adf.ly/qB1gn
The casual version makes dirt, grass, stone and sand completely solid and normal. Great for first time users, or when you're in an area with plenty of holes or ravines in the ground.
DOWNLOAD LINKS FOR 1.6 THROUGH 1.6.4:
Default Strongestcraft: http://adf.ly/W5BMt and http://adf.ly/W5BpL
Strongestcraft F&MF: http://adf.ly/W5BfV and http://adf.ly/W5ByT
Strongestcraft Casual: http://adf.ly/W5BhU and http://adf.ly/W5C0f
DOWNLOAD LINKS FOR 1.5 THROUGH 1.5.2:
Strongestcraft: http://adf.ly/RRCCA and http://adf.ly/RRCFN
Strongestcraft, Nether Fortress and Mycelium Finder: http://adf.ly/RRCH8 and http://adf.ly/RRCJf
Be sure to post in this thread letting me know what you think of these packs!
If you've enjoyed using these packs, please add a +1 to the bottom right corner of this post!
Questions or comments? Please post them in this thread, not in a private message!
Do NOT use this resource pack for griefing; I don't condone that. Thank you!
This now enhances your Aether, FTB, Tekkit and TFC gameplay!
If you copy and paste this onto another website, please leave the adf.ly links as is!
Night vision pumpkin helmet equipped.
Comparison picture showing how dark it is without night vision.
If you have any pictures of your own that you've taken while using Strongestcraft and would like for them to be featured here in this first post, feel free to submit them!
* Spot strongholds instantly
* Discover ravines in a flash
* Locate dungeons quickly and easily
* Quickly spot melon seed-filled mineshafts
* Spot enemies waiting for you outside your home
* Detect traps before they have a chance to hurt you
* No more mining random tunnels until you find a cave
* See large cave systems that you never knew existed
* Light up dark areas with night vision pumpkin helmets
* Easily avoid enemies, lava, griefers and other hazards
* Never worry about clouds, rain, snow or fire obscuring your vision
* Never again lose track of where your house is after an hour or two of spelunking
* Know which way is north/south/east/west, thanks to the sun/moon compasses
* Know exactly when your crops are fully grown, thanks to the crop countdown timer
* Open your inventory without fear of being creepered, thanks to the transparent menus
* Remember you can use wooden items to fuel furnaces, thanks to the interface reminder
* Wear pumpkin helmets without the usual clutter (Look at endermen without being attacked)
* Use these benefits on worlds/servers with FTB, NetherOres, Tekkit, TFC, The Aether and more
* Efficiently locate ores and other valuable resources (Works well in conjunction with x-ray mods)
* Distinguish valuable blocks from one another without torches, due to unique pixel arrangements
* And more!
If you have any suggestions to make this pack even better, let me know!
of Strongestcraft, version .05, taken on 4-23-2011.
If you have any videos of your own that you've taken while using Strongestcraft and would like for them to be featured here in this first post, feel free to submit them!
"Will you make your resource pack capable of seeing things like diamonds that are completely surrounded by stone?"
That isn't possible for me to do. That would involve editing lines of code, and that would make this a mod, not a resource pack. For most of the same reasons I plan on never making this resource pack require something like ModLoader, I also plan on never making Strongestcraft into an x-ray mod, or a separate x-ray mod to accompany it.
"Can you make it so the game shows lava/water blocks when you're underneath them/at their sides?"
Unfortunately, no; tying in with the above, that would involve modifying lines of code. It's impossible for me to make my resource pack reveal lava/water from the sides and underneath if those sides aren't in direct contact with air. Fortunately, however, you should be able to tell that lava is there due to how the area is lit up, not to mention that lava and water are impossible to miss as you're descending from the surface to the caverns below you since you'll be able to see them from the top. For more information on this, please read the lava safety guide in the first post of this thread.
"Why don't you keep all the ore's original textures or just change them all to be solid colored blocks?"
Early testing with keeping all the textures the same showed that 95-100% of people quickly became frustrated using this pack after mining great distances to reach what they thought were diamonds, only for it to be something they didn't need like coal, iron or redstone again and again and again. By changing the textures so that they're all different, they can be individually identified in pitch black areas, which is where you'll see around 95% of the ores underground: in pitch black areas where you can't see what color they are. The way ores appear now is about as efficient as it gets.
"I'm not sure how to install the resource pack!"
Don't worry, it's easy! All you have to do is:
1: Go to C:\Users\[Your Name]\AppData\Roaming\.minecraft\resourcepacks in Windows 7/8/Vista, or C:\document and settings\[Your Name]\Application Data\.minecraft\resourcepacks in Windows XP.
2: Cut this entire .zip folder to the resourcepacks folder under .minecraft. As of 1.6+, DO extract the files! Again: you ARE supposed to remove the files from this .zip folder you download from this page, as of Minecraft 1.6 and above! Cut the ENTIRE FOLDER and paste it into the above location.
3: Close the folder, start up the game, log in.
4: Under "Mods and Resource Packs," select this resource pack, then click "Done."
"Sadly, I own a Mac! What do I do?"
Follow the steps listed here after downloading the resource pack you want. Alternatively, here are different instructions from another mac owner!
[quote="dbizzzle"]What you have to do is compress all the items inside the folder, not the folder itself, so navigate to the Strongestcraft folder but DON'T zip it, go into it and zip all of the items inside it. To do this, just highlight all the files and folders inside it, right click any of them and click "Compress 29 items" (I think that's how many, but if not it's close.) Finally, just put that zipped folder into the "resourcepacks" folder in your minecraft folder, hope I could help.
"I cut and pasted the contents of the folder to the "resourcepacks" folder. Why isn't it showing up under Mods and Resource Packs after I start the game?"
You may not have done it properly - if there are two main folders *inside* the folder you placed inside your resourcepacks folders, and they're not showing up: right click them, cut them from that location and move them up 1 folder.
Picture 1. So, you just found a diamond deep underground and you're ready to mine it, huh? Well, hold on- it's on the other side of a wall, right? One that no one's broken through before? Then... Why is it lit up, as if someone's placed a torch in there? There aren't any torches in there... Oh well, let's not stop to think about what could be giving off light- let's just mine through the wall and run straight toward that diamond!
Picture 2. Or we could take the time to look at things from a different perspective. Literally. Well, would you look at that! No wonder that diamond was lit up and colored instead of shrouded in darkness! There's lava all around it! Let's look at another example of this.
Picture 3. This is the same situation, just on a larger scale. Yes, there's really lava all throughout that chamber from the floor to the ceiling. In the center-right of the picture, you can even see multiple lava animations where embers shoot out and fall back in, leaving a smoke trail behind them. It might be difficult to tell from this picture, but since it's animated in-game, it's impossible to miss if you're paying attention.
Picture 4. Caves filled to the brim with lava are very, VERY common when you're deep underground, as seen here. This is the average amount of lava that's beneath you at most times.
Picture 1. In this picture, if you look closely, you can see three dungeons. Because of the way the mossy cobblestone is lit up and green, there are two possibilities. Either the interior of the dungeon is being lit up by natural light- like lava- or it's being lit up by unnatural light- like torches that players have placed inside it. You can see torches in two of them and based on the proximity of the third to the other two, the proximity of the third to the spawn point on this multiplayer map and how rare it is for a dungeon to form in direct contact with lava, it's safe to assume that all three have been ransacked. Remember: If it's diamonds or mossy cobblestone, if it's lit up and colored, it's a trap. In the case of diamonds, there's lava nearby, likely all around it. In the case of mossy cobblestone, someone's beaten you to the dungeon and likely already taken the items from the chests.
Picture 2. This is how dungeons will appear when they're undiscovered. The one on the right is easy enough to notice at a glance, but can you see the one on the right, hidden behind a cave system from where the player is standing? Not only is it hidden behind that branch of a cave, it's hidden behind some flowing water, too, obscuring it a little more. Remember, it's often as helpful as it is important to try and look at things from different angles, both literally and figuratively.
Change Log and miscellaneous information for forum moderators.
Click "Show" to see the change log!
Jul. 8th, 9:45 P.M:
Default MC changes:
Made the surface of water blocks more transparent in the main and F&MF versions of SC
Added transparency for acacia planks, logs, log sides, log tops, leaves, leaves on fancy graphics, door tops and door bottoms
Added the first 3 letters of all 17 log names to their respective side textures, to be able to identify them without needing to break them with an axe or switching resource packs
Added the first 3 letters (or 5 in the case of pitchblende ore) of all 39 ore names to their respective texture, to be able to identify them without needing to mine them or switching resource packs
Left the casual version alone, aside from updating TFC snow tiles, adding all those acacia-related textures, making all 34 leaf blocks 2x more transparent and adding the first 3-5 letters of ore names to their respective textures
Made all 34 types of leaves 2x as transparent as they were before
Made all snow tiles, sea ice, 21 types of farmland, 21 types of sand and 22 types of soil transparent (again)
Made cat tails look significantly uglier, but also more transparent
Made the surface of water blocks more transparent
Jan. 11th 2014, 5:00 P.M:
Made cracked and mossy stone stronghold bricks flash, making strongholds impossible to miss, even from over 100 blocks away
Made all 3 versions of SC in 1.7 through 1.7.4 compatible with 1.5.2 versions of minecraft again, including the current version of Tekkit, which is apparently still all the way back using minecraft 1.5.2
Made water more transparent
Nov. 9th, 8:30 P.M:
Updated all the hundreds of TFC textures to work in the latest versions of TFC. This includes making grass, stone, etc. 100% solid/normal-looking in the casual version!
Nov. 2nd, 6:00 P.M:
Made all colors of stained glass, packed ice, podzol, the new leaves, the new logs, the new planks, the new slabs and the new stairs transparent
Made nether quartz ore flash at the same rate as diamond ore
Made red sand 32x instead of 16x and made it transparent, giving it an identical shape to regular sand
Made sand 32x instead of 64x
Made the bottom of double grass about 2x more transparent
Made the new leaves 32x instead of 16x
Made the top half of all new double plants invisible
Made the top of regular glass panes 16x instead of 64x, and very slightly transparent
Updated for 1.7+
Sep. 20th, 12:00 P.M:
Did pretty much everything that needed to be done with the aether; if you have recommendations to make blocks/menu GUIs/anything at all more solid or more transparent, let me know
Made dirt 32x instead of 64x in the normal and F&MF versions; it's still 16x in the casual version
Made sand completely solid/normal in the casual version
Sep. 14th, 1:00 A.M:
Made brewing stand, brewing stand base, brick, cake bottom, cake inner, cake side, cake top, cauldron bottom, cauldron inner, cauldron side, cauldron top, cobblestone, furnace front off, furnace front on, furnace side, furnace top, mushroom brown and mushroom red 16x16 instead of 64x64
Made crafting table front, crafting table side and crafting table top about 50% transparent
Made fire shorter. It's still very easily visible when it's on the ground, but when you're on fire, there'll only be 1 line of pixels at the very bottom of your screen, to let you know that fire is what's damaging you.
Made furnace front off, furnace front on, furnace side and furnace top about 25% transparent
Made horse health + jumping bars visible
Made mushrooms about 50% larger
Made water about 50% more visible
Updated about 30 GUI files, making them transparent in places where it would help
NOT UPDATING THIS PART.
Just below this part, line breaks are broken, so it all appears to be one paragraph that's 10+ pages long.
This is a glitch and I'm not fixing it. It would take WAY too long and would benefit nobody.
Jul. 2nd, 2:30 P.M:Added a new, transparent texture for both hay texturesAdded a new, transparent texture for coal blocksAdded a new, transparent texture for hardened clay and all 16 of its variantsAdded a new, transparent texture for all 23 TFC clay texturesMade all 4 anvil textures 16x instead of 64xMade all 6 bed textures 16x instead of 64xMade all 7 block textures 16x instead of 64xMade all 16 wool textures 16x instead of 64xMade all 23 TFC dirt textures roughly 2x as transparentMade all 23 TFC raw stone textures roughly 2x as transparentMade beacons 16x instead of 64xMade both trip wire textures 16x instead of 64xMade clay 16x instead of 64xMade command blocks 16x instead of 64xMade flower pots more transparentMade gravel's borders 2x more solidMade gravel 32x instead of 64xMade soul sand 16x instead of 64xMade tallgrass even more transparent by shaving off both side edges and the top edge againMade the top of grass blocks 50% more transparentMade the top of jukeboxes 16x instead of 64xMade vines 16x instead of 64x
Updated all:anvil texturesarmor texturesbrewing stand texturescarrot textureschest texturescobblestone texturescocoa texturescommand block texturescomparator texturesdaylight detector texturesdestroy texturesdispenser texturesdragon egg texturesdropper texturesenchanting table texturesend stone texturesenvironment texturesfire texturesflower textures, including the potfurnace texturesglass textures, including panesglowstone texturesgrass textureshopper texturesiron bar texturesjukebox textureslava texturesleaf textureslog texturesmelon stem texturesmisc texturesmushroom block texturesmycelium texturesnetherrack texturesnether wart texturesnoteblock texturesore block texturesore texturespainting texturespiston texturesplank texturespumpkin stem texturespumpkin texturesquartz texturesrail texturessandstone texturessapling texturessoul sand texturesstonebrick texturesstone slab texturestorch texturestrip wire textureswater textureswheat textureswool texturesJun. 30th, 4:00 P.M:Made all 32 types of leaf textures in TFC 32x instead of 16x, then made them 2x as transparentMade TNT flash at all times to help you keep an eye on it. If it's flashing in and out of existence: it's fine. If it's flashing back and forth between its normal texture and a white texture, affected by gravity, moved to the left or the right a little bit and beginning to expand: runMade trap chests stand out with a sinister red/purple hue and the word "TRAP" written on them in bright cyan 3 timesUpdated for 1.6
Jun. 29th, 8:15 P.M:Changed iron ore's texture, due to its similarity to coal ore. It now looks like this: http://puu.sh/3r5We/daa96ecbbc.png The light gray-dark gray checkerboard pattern = transparencyMade diamonds an 8x32 texture that blinks very rapidly, which EASILY grabs people's attention, even from over 100 blocks awayMade dirt/grass blocks covered in snow and all 6 leaf textures 32x instead of 64x with no changes to their appearanceMade dispenser_front and dispenser_front_vertical 16x instead of 64x. Also, it's been summer for awhile now and you know what that means - this includes unknown_pack, pack of courseMade emeralds, mob spawners and mossy cobblestone 16x64 textures that blink more slowly than diamonds - but still pretty quickly - and EASILY grab people's attention, even from over 100 blocks awayMade obsidian 16x instead of 64x and made it just a little bit less solid, making large amounts of it that much easier to see throughMade pumpkinblur.png 64x instead of 256x and reduced the solidity of all 4 horizontal sections of it by about 33%Made reeds, the ore form of coal, gold, iron, lapis and redstone, torches, both melon textures, both stem textures, all 3 cocoa textures, all 3 TNT textures, all 3 workbench textures, all 4 carrot textures, all 4 potato textures, all 4 pumpkin textures, all 4 sapling textures and all 8 wheat textures 16x instead of 64x with no changes to their appearanceMade stone 32x instead of 64x, then made 50% of it 2x as transparent afterwardMade wild/tall grass and both types of flowers 16x instead of 64x, and cut off some of their edges to make them take up less space on your screen
All times listed are central time. If you need more information on anything else, don't hesitate to ask. To everyone who gives this pack a try, I hope you have more fun using it than I've had creating, maintaining and improving it!
Tags: transparent texture pack, transparent TP, wallhack texture pack, wallhack TP, wall-hack texture pack, wall-hack TP, wall hack texture pack, wall hack TP, wireframe texture pack, wireframe TP, wire-frame texture pack, wire-frame TP, wire frame texture pack, wire frame TP, xray texture pack, xray TP, x-ray texture pack, x-ray TP, x ray texture pack, x ray TP, oh god, do I really need to add "resource pack" to all of the above tags, resource pack
Apr 11, 2012Update:Posted in: Forum Discussion & Info
With the recent forum software upgrade, the title system is a little bit different. For one, any title you unlock will be available for use from that point on. With that in mind, any hidden title you earn will be usable at any point, not just for the specific post count it shows for. That also means that when you get to that specific post count for a hidden title, it will stay beyond that post count, rather than revert back to the previous title. While we could have simply removed the hidden ranks due to the new system, we decided to keep them in place at the same post counts to unlock.
The update to post ranks is finally here! Sorry to take so long on that. It was a bit difficult trying to keep most of them the same, add new ones, and still keep things on a fairly steady title change scale. Oh, and laziness.
First off, Pig Tamer is not the final title anymore! In fact, it's just been flat out removed. It was placed there before because at the time, we only had one person even close to it. Now that so many are passed it, it's not really needed as a placeholder anymore. There are now far more ranks after 5000, and a few minor tweaks to some lower ranks. There's been a few new hidden ranks added as well. For now, we'll wait until people find them before added them to the spoiler'd list.
(Once you get past the post number mentioned, you have that title until you reach the next number)
0 - Newbie
1 - Newly Spawned
2 - Out of the Water
10 - Tree Puncher
40 - Carpenter
70 - Stone Miner
100 - Coal Miner
150 - Zombie Killer
250 - Iron Miner
350 - Gold Miner
500 - Redstone Miner
700 - Diamond Miner
900 - Lapis Lazuli Collector
1200 - Obsidian Miner
1500 - Void Walker
2000 - Nether Resident
2500 - Ghast Hunter
3000 - Glowstone Miner
4000 - Blaze Extinguisher
5000 - Portal Expert
5556 - Creeper Destroyer
6500 - End Dweller
8000 - Enderman Ender
10000 - Enderdragon Slayer
15000 - Farlander
20000 - Beyond the Horizon
42 - The answer to life, the universe and everything
64 - Full stack
314 - Mathematical Dessert
404 - ERROR 404: User Not Found
413 - Stuck at Home
666 - Mark of the Beast
1337 - IRC HACKER
2001 - A Space Odyssey
5555 - Creeper
9001 - Over Nine Thousand
9999 - Dragon Egg
Nov 4, 2012*** The list is continued in post #4, only three posts down from this one. ***Posted in: General Gaming
1TrollLTD (Me) is taking this thread under my wing. Continue to suggest whatever you want!
1. The Ultra-Arrogant
The average human body is kept alive by a steady flow of a red substance we know as blood. A liquid substance we commonly see in video games and horror movies. The type of arrogant gamer I'm talking about doesn't stay alive by blood, as he is only kept alive by being right, or so it seems. The day this gamer is proven 100% wrong, the world will implode and logic will be violently turned inside out.
This gamer has reprogrammed himself/herself to be the ultimate bearer of knowledge, despite being a mortal bipedal bag of flesh like the rest of us. If you happen to prove this gamer wrong, it doesn't matter, because this gamer is still correct as you only "disproved something else" and not the actual point. Save your breath, because in the end, this gamer will only think "I've triumphed in this argument, as usual..." despite the actual outcome.
1a. The "Rationalizer"
Thank you pinballboy7 and TheKian1337
This sub-type gamer, as expected, has never lost a game. It doesn't matter how many points you beat him by, or if you managed to stomp his team of 9 with your team of just 2. Either this "rationalizer" has won, or has won but in a different smaller scale method.
"Did a sniper headshot me? Ugh, camper. Was I gunned down with that Luger pistol? Yeah, because that pistol is overpowered. Was I blown up by a rocket? That required hardly any aiming. Did I lose a fight with you while we were both using the exact same weapon and at full health? Yeah, because you were lagging. Wait, your ping is 23 while mine is 131? That's because this server is bugged."
2. The Griefer
Thanks for reminding me of this one, whatsamagiga. I had no reason to forget this one.
That guy that blocks your house doors with obsidian in Minecraft. That guy who dances in your line of fire when you're trying to snipe someone. If you read on through this list, you'll find the "Misery-Eater" gamer type, but griefers take a step further by trying to troll EVERYONE, and not just the opposite team.
Like many other sad pathetic wastes of oxygen in this list scraping the bottom of the suicide barrel, this type of gamer probably never got any sort of attention throughout his life, and the only way to grasp it is on a server full of (innocent) players. These types of gamers also seem to get angry when they get banned, as if they got banned for no reason.
3. The player who "never loses"
Ahh yes, this person never lost a single online game in his life, or so it seems. You'll find plenty of these guys in Call of Duty games, as well as any other types in this list... Not everyone is given the gift to lock our minds in state of "I won. No explanation. End of story. I've won. You lost." despite losing by 53 points. But these kind of gamers are "blessed" with that "gift".
"Wait, your team won the round without losing any lives while everyone in my team was killed off before the time limit? Well, that may seem like it's the case but it isn't. It was actually the rest of my team that lost, while I was the only one making any effort, so there's no loss on my part."
Then this gamer sits back with a self-created sense of power coupled with a forced grin upon his/her face, telling oneself that once again, no loss occurred and the perfect winning streak still remains. At least, mentally.
4. King of the Portal
Oh yes, even gamer "kings" exist out there. Self-proclaimed kings actually, but you get the id- actually no, scratch that, sometimes they aren't self-proclaimed, because they do have some power in some cases.
These "kings" have other players/friends accompanying them in the same server, awaiting every wish and whim of their vitual and faceless rulers. Sometimes, we may know them as clan leaders, but that isn't always the case. If the king wants to votekick you, his minions will votekick you and win by a landslide. If the king wants you banned, his minions will abuse the server's plugin settings to make you sure you never return to this server again. This ruler/king/queen usually has 0% control in his/her life, so one turns to the internet to simulate this.
5. The Perfectionist
If these type of gamers had a motto, it'd be something like "100% completion, or 0% completion. Nothing in between." These perfectionists' actions start to spread out and damage the fun of any other teammate unlucky enough to be on Dr. Perfect's team.
"Sure, we conquered Crayon World, but did we collect ALL the colors in the world? No? Then we do it over." or how about "Yeah, we made it out of the armed forces base and stole the secret cloaking plane project, but did we kill every enemy with a single headshot? No? Then we better restart this map and play another 45 minutes until we get it right!" This is the part where other players find another game and hope to not meet Dr. Perfect ever again.
6. The Misery-Eater
"Pwned!" "lol fail" "later kid" "lol umad?" "you noob" "play better!"
I always picture this scenario where some kid is sitting at a computer with a bomb strapped to his/her chest and the only way to disarm the bomb is to type self-douchening insults within a fixed amount of time. These are usually the 14-year-old kids who get shredded in middle school and use the internet to rebuild their inner strength.
This kid also slips into the "I never lose!" type of gamer. Whenever this little tyke headshots you or stabs you, the tyke now has this power over you for killing your virtual character. However, if you manage to kill the tyke instead, the blame will be placed on "lag" or the super sad "lol I let you kill me". Very much like the "I never lose!" dork, a list of excuses has been made for every time this kid dies.
7. The Abusive Admin
A variant of "King of the Portal", but with more direct approaches to punishing people the admin doesn't like. If the admin's team loses, he spams the slap command on all of the opposite team as if to say "You were wrong to beat my team. The correct move was to let my team win! You're being punished!" when in actual reality the admin is saying "I'm really angry and I can't handle loss! I'm not mature enough to push past it! Did I mention I'm angry?! I'll abuse the winning team to make myself feel better and in control! I've won!"
8. T-T-The 56k P-P-P-Player-r-r
Come on, you guys know what I'm getting at. I sometimes feel sympathy for these players, because they can be very nice but be bogged down by the world's crappiest internet connection which in turn can damage the flow of the team. There are also the hurr durr laggers that blame the rest of the planet for lagging, when that isn't the case and they're the only person in the server with 450 ping. A cable modem. Use one.
8a. Captain Bandwidth
These are people who have decent connections, but lag constantly and have horrible ping because they're downloading two movies via Bittorrent. You'll witness their ping constantly bounce back between 40 and 730, yet they seem to still get kills as no one else can target them with their teleporting lag.
8b. The Mock Lagger
Suggested by Dwarvenhero81, that swell guy.
This one is a little different, because this is a player who actually isn't lagging, but constantly uses that as an excuse.
Many times. Most of the time.Every time.
Whether this player fell into an explosive trap, was headshotted, telefragged or simply walked into a stationary hazard contained in the map, it just so happened that "it was lag". This player seemingly has a sentient internet connection that purposely causes lag only when s/he is in a position to be killed.
Much like "The Player Who Never Loses", these gamers don't seem to recall a time where they were defeated fairly. It just so happens that this gamer only mentions his lag seconds after he dies, rather than any other time. "Woah lag spike!" "Wow my ping went to like 1000!" "ffs my internet is messed today!" which can be translated into "An excuse!" "I can't handle being killed!" and "Saying something to make myself feel better!"
9. The Attention-Craving Girl
"Do you guys acknowledge the fact that I'm a girl? Hear me talking in the mic? I'm gonna keep talking about trivial solitary things as an excuse to use my mic and keep trying to prove I am - in fact- a girl. Don't hit on me. I just want to play the game. No, you guys, don't be silent and continue playing the game yet! I still need you all to show me that you know I'm a female! Don't ignore me!"
Eventually, some guys are gonna get real annoyed and forge some sexist comments in a vain attempt to shut her up, where the girl follows that with "Omg you're so sexist omg back off! Get a life creep! I'm still a girl by the way! Back off! Rage! Anger!"
10. The Team Swapper
"Wait, that's the winning side?! I better be on that team instead."
11. The Bad "Comedian"
It's as if Dane Cook started showing more interest in online gaming, and wanted to test his material there. Now, not every "comedian" gamer is bad, as some of them can have an entire server rolling around in painful side-contracting laughter, but this entry is about the ones who think they're funny, but aren't.
These mock-comedians can be dead giveaways by the way they force out their "jokes" or "funny" observations. This is also evidenced by the fact that they desperately use the same material as if to say "Just in case you didn't hear it the first time, I'll say it 4 more times!" Someone referring to TF2's Spy as OJ Simpson or using a name tag to rename TF2's Soldier's rocket launcher as "Rawkit Lawnchair" may have been funny the first few times, but things get dry eventually.
Oh yeah, this is also the kind of gamer that keeps repeating old, dead memes such as "om nom nom", "do not want" or "durr kill it with fire!" Come on funny-guy gamers, think up something new.
11a. The Time-Locked Kid
Not as common as the general bad comedian, but still exist. These sub-gamer types have a slightly harder time realizing that "Hey! I'm not funny!" Here we all are in 2013, whether we want to be or not. Yet, we have this kid joining the server with the name of "lolcat" and shows us that his mindset is permanently stuck in 2004.
This "lolcat" keeps playing the Numa Numa song (Dragostea Din Tei), has cat pictures as his sprays in Source games with really retarded captions such as "penis goes where?!" or "i am not amused!" When others berate this kid constantly telling him how old and dried out his memes are, the "lolcat" just goes on thinking, "They just don't get it." Followed by quoting "WHAT?!" or "OKAY!!" by Lil' Jon.
Now we got another time travelling kid joining the server with the name of "SPARTAAA!" who's stuck in the year 2006. He'll play 6 versions of sparta remixes on his mic back to back, then the play the loop of "Head On! Apply directly to the forehead!" for a minute straight. Everyone once in a while, he'll spurt out "durrrr i can haz cheeseburger". Thinking he's the ultimate Dave Chappelle of the server.
Wait, we got another guest on the server! Known as "don't taze me bro!" who is stuck in 2007. "Hey, you guys see 2 Girls 1 Cup yet?!" "You guys see that Miss South Carolina thing olOL!!"
11b. The Class Clown
olbud from the Facepunch forums gave this one.
These gamer types aren't usually the most annoying because they don't stick around for long. What makes this person different from the normal "bad comedian" is that their methods of making people laugh are more desperate and volatile.
Come on, we all knew (or were) that person in school. That kid that would jeopardize himself just to get a few laughs out of people. That kid would get detentions daily because he just had to get those momentary laughs, no matter the cost. Sometimes this kid was funny, and other times, he just brought double negatives on himself because he failed to get those laughs and got in long-term trouble - just making douches of themselves.
Yup, the internet has that too. They'll break server rules many times just to see a "lol" in the chat box. When they banned from a server, they tell themselves "I got banned, but it was worth it. I may have permanently lost access to a good server, but I got a few laughs. Yup, it was totally worth it. I think... Sort of... I hope..."
12. The "mic-always-on" Player
Suggested by Nenntt
Yeah man, because we all totally love to hear every single thing that goes on in the background of this player's house. It's also awesome when you can hardly hear the game itself because of this person's incomprehensible reason to have his mic running 24/7. We all love hearing your siblings arguing in the background. We all love hearing you make crunch sounds because you're eating and playing at the same time.
The best part of all, is that we love hearing that static hum that is overlapping the audio of the game. 10/10
12a. The Iron Lung
Remind me to give Acknid a gift basket for this one.
Not only do they physically, sexually and mentally abuse their mics non-stop, they just got a new pair of lungs and they have to show them off. This person can't talk with the mic being nearby. Oh no, they have to talk with it pressing right against their peach-fuzzed, developing moustaches.
Whenever an 'H' sound or a vowel is about to be pronounced, you'll start to grow an envy of Marlee Matlin. Whenever those H's or vowels are said, you'll near nothing but an eardrum-ripping burst of static. You're probably listening to a tape of "Microphones made in 1998 used to capture the sound of wind tunnels. Volume 3. Special Edition. Tape 1 of 20."
13. The "Not Actually a Gamer" Gamer
Suggested by Metadigital
Every day you get at least one invite to the latest social game on Facebook from them. Farmville, Cityville, The Ville, it doesn't matter. As long as it ends in "ville" or is made by PopCap. They will tell you all about their latest Bejeweled accomplishments and complain about the ads that appear every few levels. Yeah, they know what an ad blocker is, but it just seems like too much trouble to get working. Just like actual video games.
13a. The Jock
Even though he's always out drinking and partying, and usually practicing for a sport between that, he still calls himself a "gamer". Because playing the Wii twice a week or him playing Halo a few times automatically makes him a "gamer".
He may even retain that stereotyped jock attitude, such as calling out "nerds" or "virgins" who are playing the exact same game the jock is playing at that exact moment. When this jock gets into some argument and knows he's getting losing on all fours, he retreats to the good ol' "get a life" response when fresh out of clever comebacks.
Like many other gamers in this list, they usually have an attitude of "everyone worse than me sucks, and everyone better than me has no life! And I happen to be in that perfect middle! Herp!"
14. Silent Bob
So you're playing some Left 4 Dead 2 with 3 other strangers, and one of them gets ensnared by a Smoker. As everyone else is distracted by hearing a Tank or Witch some distance away, this poor silent player is constantly losing health but decides not to type a single letter, as if this player thinks "Eh, whatever, I'm sure they'll save me eventually. If not, then good game I guess." When all they needed was a quick "help?" over the mic or in the chat.
It's not uncommon for this kind of player to have a mic sitting right near his face but remain unused.
14a. The Silent Killer
1TrollLtd, one day I may hand this list to you. If I haven't already.
He's not as much of a casual gamer as "Silent Bob". He's extremely good, and he'll kill you in the most surprising and ninja-esque ways. He's cool to have on your team, but otherwise, he's the silent Satan. A very deadly mute.
He's a mystery wrapped in an enigma, laced with confusion, coded with pure liquid unknown and propped right on top of a question mark. He knows every exploit and tactic in the book, and will never share what those are. Don't waste your time asking him anything, because you'll just end up talking to yourself in the end.
On top of that, this gamer type may stick to silenced weapons, because the suppressed weapon is almost as soundless as he is. Who is this person? Why are we so interested in him?! Why can't we uncover the mystery?!!
15. The Prepubescent Gamer
Thanks for the heads up, Dinh AaronMk.
Not all of these types of gamers are bad to be around. You might get a 10-year-old player who's decent at the game and uses his mic rarely. Sadly, not all of us get the luxury of those "matured" types of young gamers. These kids may talk so much, that even 2 hours after playing the game, the high-pitched whine of their voices is still drilled into your psyche.
On top of this, you might get that little kid that keeps using his mic - not because he loves talking, but he's trying to hammer in our heads "Guys, I'm a little kid playing with you big kids! I'm awesome huh?! I'm good at the game too, isn't that awesome guys?!" But it doesn't stop there, they can go a step further and start saying "Don't worry guys, I headshotted that Smoker from a mile away. Problem solved. Wasn't it awesome that I'm a little kid and I pulled that off?!" At this point, people stop responding and silently slip over to the mute function. So this little kid ends up still talking while everyone else is enjoying a blissful peace on their ears.
15a. The Prepubescent "Punk"
Xenophobia_Lord gave gave me this one. I'm telling you, that guy is great.
Sometimes, you might actually feel bad for this kid. He's that kid with a mic that makes people want to Helen Keller themselves - at least by 50%. He's that annoying kid who thinks he's the sh** or desperately tries to be due to low self-esteem or not getting enough attention.
Xenophobia_Lord says that "they put the 'A' in annoying". I like to say that they put the "A", the last two N's and the "Y" in the middle in annoying. Maybe a period too, if the word was on the end of a sentence or something. Anyway, you can spot them easily by not only the annoying voice, but also their horrible spelling and grammar.
Did a girl join the server? "jus cuz im 9 don mean i cant be n lov!!!" or "lol u mus be more drunk thun me later kid!!" Yeah, you know some 9-year-old kid looks cool when he says he's drunk. In short, it's kids on the internet who overcompensate because they pray they were older.
16. The Attention-Craving Guy
This gamer type's mom hardly even paid attention to him as he slowly emerged out of said mother and into the mortal world, and this guy demands attention reperations! I know I already posted "The Attention-Craving Girl", but the guy variant of this is much more different. Sort of... Now, this type of gamer will never make "pay attention to me I'm a guy" remarks because the playerbase of every game is overwhelmed with them.
Unlike the "Player who never loses", this guy doesn't really care if he wins or loses. All that matters is that all eyes are on him, and the current subject of discussion is just this guy. When everyone is now focused on this attention-craver, the latter is now entrenched in a mystic high of happiness and peace of the soul... until the subject gets changed.
16a. The All Caps Player
PicklePackle gave this one.
HI, BILLY MAYS HERE WITH THE CAPS LOCK. BECAUSE SAYING "CRUISE CONTROL FOR COOL" IS STILL FUNNY! INTRODUCING THE HANDY SWITCH, THAT LETS YOU CONTROL ANY LIGHT, FROM ANYWHERE. TURN THE LIGHT OFF UPSTAIRS, SO YOU DON'T HAVE TO GO BACK DOWNSTAIRS!
16b. The Name Dropper
Goomboliver deserves the credit on this one, not me.
Some gamers get this strange theory in their heads that the more videos you watch and subscriptions you have to famous people, that somehow makes these gamers famous as well. It doesn't work that way, internet fame doesn't "trickle down" like that in this case. Watching hours of RoosterTeeth or Rage Quit does not somehow "add" to your fame rating.
These gamers can be easily spotted by the gets-old-fast terminology, as if to say, "Yeah, I watched those videos and am now repeating lines from them! That moves me closer to them in terms of fame!" No. No it doesn't. Saying "Brofist" will not boost your status up to that of PewDiePie's. Saying that retarded "BUDDER!" does not make a notoriety connection between you and SkyDoesMinecraft. You're still an invisible nobody.
Yes, you used some well-known catchphrases that are popular, but saying them won't reprogram us to think higher of you just because of that. 3 seconds after you used the popular term, we all forgot about you again.
16c. The Scenester
From 12hh from the Facepunch forums.
Ever see a fight happen in your school, then all of a sudden some other dorky kid bursts in goes "Alright! Break it up!" even the fight had nothing to do with him? The dorky kid just wanted to look cool for a minute to have everyone think "Woah! I just stopped a fight! You see that everyone?!" Yeah...
This desperate gamer type won't do just anything for attention, he'll wait until some sort of conflict or argument begins, then jumps in to assert his forced "dominance" and publicly display how assertive he is, because random people on the internet will totally remember how you "trashed that guy in that argument". You know, because people care to remember that stuff.
Whenever someone says "I hate this new shotgun, it sucks." The durr Scenester will reply with "no you just suck at it" in a botched attempt to "tell him off". When an argument occurs, the Scenester jumps in and blurts out some self-created facts and labels himself the winner, when in reality the Scenester just made himself look more like a douche, and awarded himself only the negative kind of attention.
16d. The Wannabe YouTuber
I'm getting kind of suspicious at how good 1TrollLtd is at this.
Before a match starts, they'll mention (many times) that "I'm recording this match guys!" As if that'll deeply affect other players somehow. They could have easily just recorded the match anyway without telling anyone, but this kid mentions it to try and imply that he's some cool YouTube personality.
This kid thinks he's a famous director, and that actors would kill just to be in one of his works, but this isn't the case. This "director" is just a kid running Fraps and posting gameplay videos with pointless commentary over it.
This kid's channel has 2 subscribers and his videos accumulate about 40 views over the timespan of about 2 years. You're not famous kid, try something different.
16e. The "1-Up"
See, Acknid knows this stuff.
Also known as "Hey guys, did I mention how better I am as a person because I have something that's better than someone else's stuff?" Yet another gamer type with low self-esteem, and tries to "1-up" people by saying he has something or has done something better than whatever was mentioned by someone else.
Did you mention that you own a nice BMW? "Oh yeah? Well I have a rare Jaguar!" Did you buy a brand new Playstation 3 for only $100? "Oh yeah? Well I... um... only payed $70 for mine!" Did you headshot two guys with one bullet? "Oh yeah?! I headshotted 4 guys with one bullet once! Blindfolded!" Do you own 2 planets? "Oh yeah?!! I own an unnamed galaxy with a spare black hole! Herp!"
At this point, we know that most of this kid's 1-ups are lies and desperate pleas of "please think I'm cool please please!" And even if this kid was telling the truth, it matters little. We don't wake up the next morning and think "That guy headshotted 4 guys with one bullet! God he's cool! He's worth remembering as I continue my life!"
16f. Chester McChat
This sub-gamer type isn't always begging for attention, but his actions will have you think that he is. This is a person who has fallen in love with the ability for humans to communicate better than any other species out there. That we know about.
This gamer type doesn't need drugs, because him using the chat function in any game is his infinite supply of heroine. Did I mention that this guy loves talking? Did I make that point clear yet? We all know or will know that person who rambles forever and we start to desperately create distractions to not hear this person's voice anymore.
If the server has an anti-spam plugin, Chester won't be around for long. When he joins the server, don't bother saying anything, because he will use the chat so much that any other message will be pushed out of the way before anyone can read it. In real life, you might see smoke come out of his mouth because his vocal cords are being overworked. When in a situation where silence is golden, Mr. McChat doesn't seem to grasp logic. Example:
bigBadAdmin: I need to check the timing on this plugin, so no use the chat for a bit.
bigBadAdmin: laddy please be quiet so i can check this.
Laddy_mcchatty: alright i won't use chat
bigBadAdmin: stop using the damn chat!!! silence now!!
Laddy_mcchatty: woah sorry :/
Laddy_mcchatty: i was just saying
bigBadAdmin: SHUT THE **** UP
Laddy_mcchatty: alright sorry!!!
(Player Laddy_mcchatty has been banned from server. Reason: minus 1 working brain.)
17. The Backpedaler
This is almost like the "player who never loses", but with much less confidence. This type of gamer prioritizes his internet "reputation" rather than proving a point or winning an argument. When this gamer's points get shredded into dust with little or no recovery, then this gamer starts to say "Woah. You guys, I was joking." or "Haha oh wow, it was my plan all along to get you guys worked up and it worked!"
The thing is, even after this gamer attempts an escape, he/she just gets made fun of even more, because no one fell for the "escape plan" and all know for a fact that this gamer wasn't actually trolling and is using a badly crafted excuse in a vain attempt to avoid further embarrassment. Which failed.
17a. The Bad Troll
Keep it coming, Goomboliver!
What these sub-gamer types need to realize, is that when you openly admit you were "trolling just now", that most likely means you failed as a troll or never were one. Or you're using that as an excuse to cover up something really stupid you did. You might actually have a better situation by giving a simple "sorry".
"What's that, guys? You find my racist comments offensive and you're trying to ban me? Well, I was just trolling! You're all moro- *banned* These people probably saw a Minnesota Burns video or two and confused "trolling" with "trying badly to offend people and being annoying".
Yeah, because mentioning you were trolling just then will totally let you off the hook. On top of that, you're making it obvious that you're backpedaling, which will only add to the embarrassment.
17b. The guy who "wins by losing"
Indirectly given to me by beesknees and Theriasis.
Also known as "the guy who still loses". You can humiliate this guy and reduce him to ashes in the most painful ways the laws of logic will allow, but in the end, this gamer still labels himself the true winner.
"Yes, it was my plan all along to get beaten in every way while it looked I was trying hard to but just failing even more in the process. And that plan worked! Yeah, I lost everything and I've been embarrassed on the global scale which will be remembered for decades to come, but that's... all part of... my plan! Yeah!"
18. The Backseat Admin/Rule-Setter
Suggested by neaman.
These are humans with a mental defect that constantly tricks them into thinking that they have some sort of power, when they're actually just powerless guests. Once the cure for this defect has been discovered, the world will be a brighter place.
Imagine a guy in a server who constantly states things like "Don't do that, or I'm banning you." or "I know the admin, and he'd kick you for that." Yeah, ever meet that guy before? Also, note that that guy has most likely never met any of the server's admins before, but his random mental programming forces him to think that he's on the exact same level with the admins of that server, and can set the rules just like an admin could. But actually can't.
18a. Leader of No One
Good ol' Muenzen, taking the time to add to this list.
Remember when this gamer type had everyone in the palm of his hand and could order them with ease? Well, you shouldn't remember that, because that never actually happened.
Like the Backseat Admin, they tricked themselves into thinking they have power for reasons unknown, but continue in life without actually having it. This gamer type branded himself leader, and constantly crafts plans and orders for his team, never truly realizing that no one is following them or caring to listen.
This kid will charge at the enemy, thinking his "squad" is right behind him, but will get shredded and die alone, while the rest of his team are surviving and playing the game a lot smarter. As this dumb gamer type respawns, he keeps making himself think he has a backing squad, when in reality, that squad is nothing more than a figment of thought - which will remain that way forever.
19. The Stockholm Syndrome Player
Possibly the saddest excuse for a sentient being to ever breathe. Almost every single type of gamer in this list has a heavy dose of unwarranted self-importance, but this specific player I'm bringing up instead has unwarranted self... I don't know, but you'll see where I'm going.
This gamer type has exactly 0% of self-esteem, and would be a lot lower than 0 if the laws of logic allowed it. Where any other gamer type shoots from the hip with his insults and observations, this stockholm player paints a target and his/her face and says "Fire!"
While everyone is mocking and picking on the stockholm player, someone might grow a pair and say "Hey! Teacher! Leave that kid alone!" The bullies will respond with something like "Mind your business!" or "We're just having fun, man!" Sadly, the guy being picked on will also respond "Yeah! Leave us alone!" and actually defend the same people picking on him, because this poor stockholm player believes being everyone's punching bag is the only attention and respect he will ever get.
19a. The Crony
All too good, Goomboliver.
Usually hangs around the "King of the Portal" gamer type. You know the one, that guy in your workplace that sucks up to the boss non-stop, or that kid in your elementary school that sucks up to the teacher because they think "Well, I'm never gonna be on top anywhere in life, so I might as well try to be the right hand man instead."
The Crony doesn't think for itself, act for itself or even feel for itself. The Crony is nothing more than a robot who only performs with orders under the person s/he's sucking up to. In Team Fortress 2, they heal only one person and no one else. When the Crony's idol gets a headshot, the Crony says "pwned" for them. If the Crony's idle gets into an argument, the Crony slips into "internet bodyguard" mode and defends the idol like no tomorrow. If the idol starts a votekick, the Crony votes "yes" without justification.
19b. The Self-Pity Gamer
Right on the money, Theriasis.
This gamer will attack himself loooooong before anyone else will. They attempt to be very humble and use reverse psychology in a vain attempt to gain some affection, but that usually fails.
When they begin to lose horribly, they put on their "big sad eyes" face and say "Sorry guys I suck =(" or "I'm a bad player I know I know!!" As if others will suddenly develop a soft spot for them and be all "well you said you were bad so we forgive you =)", and that usually... never happens.
20. The Broken-Voice Player
This player is sometimes one of those laggy 56k p-p-p-play-ay-ers-s. However, this particular player ONLY uses a mic, and NEVER types. This gamer bought his mic about 6 years ago, and refuses to shell out another $10 or $15 to buy a newer decent one. No one else seems to understand this gamer because his mic (and his bad connection) are making his voice chats very unclear.
Player 1: hey BrokenVoice, did you collect the fire powerup yet?
BrokenVoice: I think so... but... *static* ...with... *static*
Player 1: huh?? did you get the powerup?
BrokenVoice: I did... *static* bu- *static*
Player 2: dude, just stop using your mic and type, we can't understand you at all...
BrokenVoice: Well there's *static*
Player 2: STOP USING YOUR MIC AND TYPE
BrokenVoice: Er... *static* if... *static*
Yeah, BrokenVoice has both a voice and brain that are broken, as his brain cannot comprehend that no one can hear him properly, but still keeps using his mic. Herp.
21. The "Sophisticated" Gamer
A more awkward variant of the "Player who never loses" type. Like any other gamer on this list, they seem to only stack on their own embarrassment rather than being able to shift it onto other people, but THINK they shift it, when they really don't. Anyway, this gamer usually speaks like a rich James Bond-movie type villain. Yeah... they speak all "high class" when they're playing "Kill Confirmed" on Call of Duty or "King of the Hill" on Team Fortress 2.
"Oh wow, you're bragging over a headshot on me in a video game? How droll..."
"Dear sir, don't flatter yourself. Stealing my care package is nothing short of an immature ruse."
"Ah, yes. You captured our flag 5 times in a row. Applause. Don't let it get the better of you."
Then the part comes where everyone else in the server realizes how fake and pompous this gamer is, and start to dig into him and exponentially embarrass him without hope of rest. This """"sophisticated gamer"""" well then "calmly exit" the "immature and profane" server with some cheesy exit line such as "This is quite pitiful. Well, I'm off to find a server with a higher quantity of maturity. Take care, everyone!"
But once this """""high-class""""" gamer leaves the server, he begins to think "Alright, I really gotta stop using the rich folk talk..."
22. The Forum List-Maker Gamer
That guy who goes on a forum to make lists about "types of gamers we've all seen before" as if to raise some sort of awareness and cause some half-baked conversation to start up about annoying gamers. You think these kind of people would just go on with their lives, but they don't, they just keep making lists on forums and occasionally adding to these lists.
23. The Script Kiddy
Not only do these gamer types have 0% experience with hacking, but they make things up to make themselves sound smart. The problem is, these made-up things don't really work, because someone out there who is a hacker (or anything similar) will know how things really work.
Much like the "Attention-Craving Guy", the Script Kiddy just does or mention things in a vain attempt to make oneself look better. We've all met these guys before. "You better watch it or I'll hack your steam account." or "I have your IP, your computer is doomed hahaha!" Yeah...
These "hack" newbies are so infatuated by a few simple "complex" actions they performed on their PC's in the past, that they trick themselves into thinking that they are not far from a certified hacker. These gamers use one keygen or write a few simple batch files, and they feel like they "beat the system" by doing that. In the end, everyone just points out this gamer's failure of knowledge and crush his confidence into dust.
24. The Anger-Induced
This type of gamer is extremely general, but can still have a place in this list. They can be seen in any Call of Duty multiplayer. Remember that kid in elementary school that had really severe anger/bipolar issues? You know, that super selfish kid that yelled and threw tantrums and would not stop until he got his way? Yeah, the internet has them too.
If you manage to kill this gamer with a very well-timed headshot or have him walk right into your extremely clever explosive trap, this gamer will fall into a pool of bloody red rage. The rage can last from 2 hours to the remainder of his lifetime. This gamer will screech at you over his mic non-stop. This gamer will make constant death threats.
Sometimes, this gamer might realize he's making a **** of himself but still wants to get that revenge against you. So this gamer logs out and logs back in with a different name and still tries to get at you, because the angry gamer thinks "Hah! If I keep pretending to be more people, he'll think he's outnumbered!" All the while, you don't care and forget that this kid on the internet exists - even though the angry player tries to "get you" weeks later.
25. The "Super Social Butterfly"
Similar to the "Stockholm Syndrome" player, this gamer will use every fiber of his existence to "look good" over the internet. And much like the "Attention-Craving Guy", he wants everyone to acknowledge that he's there, but that he has some serious "connections".
The easiest way to spot this player is by his stupid mock-edgy name, such as "xXxBeeFShadExXx" or "]-+-// DoggI_StYLe \\-+-[". Something that an overconfident 12-year-old uses. Despite the stupid names, they almost always have 2 to 4 clan tags stuck to them, making the names not fit on the scoreboard and kill feed.
Out of nowhere, these gamers will forcefully include themselves in a conversation, place themselves on the winning side of an argument that has nothing to do with them and constantly greet admins/clan members as if to "get on their good side". Once this gamer gets enough attention and clans joined, he feels like a made man who's got it all.
26. The DJ
"Alright guys, I know you're all trying to focus on playing the game, but I'm gonna blast this childish Japanese music. Then I'm gonna blast this whiny boy band song. Then I'm gonna blast some meme songs that were funny 4 years ago. That alright with you guys?"
27. The Derp-Name Player
If there was a way to determine a player's skill from just the name, these players would possibly be the dumbest and least skilled. Analyzing a player by just his name can be a very dirty, elitist thing to do, but it's not without good reason. Ever see names like this?
davey0002928828282 (Guys, my name is David! *slam numbers on keyboard numbers for 2 seconds*)
da_killer3 (Yeeeaahh... I'm a little too ahead of the curve to use a "The"...)
An Very Hoppy Grasshopper (Wait, what grammar error? Whatever, you're just a grammar nazi.)
Batlantis (the noob slayer) (It's alright everyone, every noob on this game will be dealt with by me. Free of charge.)
Arrow in the Knee (Look out guys! A really funny guy is in this server!)
Mussx420 (Look everyone, I smoke weed or at least claim to. Yes, I'm cooler than you and must demonstrate this.)
27a. The "Elite-Name" Player
Good stuff, TheKian1337
xX_L0L_qUikSc0p3r_1337/\420_eP1c_Xx ("My name determines my skills!")
<(- - <)_t3h_uNtoUcH4ble_\/\/innar_(> - -)> ("When I put ASCII Kirbies in my name, you know I mean business!")
27b. The Impersonator
Also good stuff, Goomboliver.
Yeah, we get it, your username is "garry" on Garry's Mod. We all totally believe it. Yes, naming yourself Barack Obama, George W. Bush, Notch, Gabe Newell or any other well known creator is still very funny. It never gets old when you're in a server and 4 players have names like that since 2004. Keep it doing it guys, we'll still laugh at it every single time.
28. The Attention-Craving Admin
"C'mon 0_Zippy, you're getting dry now. You already have two of the 'attention-craving' gamer types on your list." Don't worry, this 28th entry still has enough originality to be on the list.
I know I added the "Abusive Admin", but this admin does things out of attention, and not balled-up anger and insecurities his bad parents left with him. This gamer must let everyone know he's an admin, so he convinces himself "They all must know of my power, so they fear and respect me!" Although if some unlucky players get banned by this dork, they're just gonna find a better server with smarter admins.
This gamer type will have a 3-hour erection upon banning someone, because he'll think "Everyone saw me ban this player! Now everyone knows how dangerous I am! Hah!" No. Sometimes he'll forcefully mention things to assert is cyber-dominance:
Player 1: good god, that explosion sent him off the map xD
Admin: Yeah, like that guy I banned!
Player 1: heh
Player 2: how are mages going underground?
Admin: My admin powers pound them down there! >=D
Player 2: uhh ok? lol
Player 1: seriously how do ppl get underground??
Admin: My admin powers teleport you there! XD
Player 1: ...
Player 2: yeah...
Player 3: dude, we get it. you're an admin.
Player 3 has disconnected. (Kicked by console: Admin Disrespect.)
29. That "I always have to be AFK" Player
Makes you wonder what the hell this player is always doing. Apparently, s/he had enough time to launch the game, and find their way into a network game but upon entering one, this player becomes somewhat of a superhero and responds to some "bat signal" that are 8 minutes apart.
When you're team is making that final push that could very well work with proper planning, this player suddenly stops moving and becomes nothing more than an animated character holding a gun with a slow-moving idle animation. All of a sudden your team loses that extra firepower and screws everyone over all because this dumb player thought "I ned a sandwhhich!1" or "i'm alll out ov m&ems!!" but decides to return to the game after s/he bones everyone over.
This player sure loves to show up in Left 4 Dead games...
29a. The Multitasker
Another gold one from 1TrollLtd, the savior of this thread... Probably.
This gamer type hasn't fully grasped the concept that games are meant to be enjoyed and to bring you into the experience. Instead, this gamer thinks that games are meant to be a side task, such as eating a bag of Bugles while watching M.A.S.H., or blinking while talking.
Sure, they may be playing the game... Fractionally. But they're also talking on Skype, Steam chatting, sending a tweet and commenting on some Facebook status all at once. Social media is so important to this gamer, that it needs constant attention even after making a conscious decision to run a game. Pretty amazing right? Try not to be on the same team as this person.
30. The Mindless/Stoner
"Zippy, honestly. You waited until #30 to post this one?" Yeah, sorry. Though this type of gamer, new or not, has a problem with trial-and-error procedures and piecing logic altogether. Be it stoned or stupidity, this player's brain... Can. Not. Work. These are gamers who've been diagnosed with durrrr.
Example #1 - In a game of Left 4 Dead: A player with the name of "stonednboned420" isn't helpful. He shoots the Witch and barely survives it, an ally heals him up before continuing. In the next map, another witch has spawned 2 miles away from where you need to be, but stonednboned420 once again shoots the witch and tries to kill her with a single pistol and gets shredded once again.
Example #2 - In a game of Team Fortress 2: A player with the name of "farts_smel_bad" plays the Medic class. Two ignited teammates run up to this Medic and beg to be healed, however, the dumb medic decides to keep trying to kill enemies 20 meters away with his syringe gun while forgetting that teammates need to be healed. The Medic could've saved two burning players and keep the pressure on the enemy, but no. The Medic's tiny little brain couldn't compute that Medics should help keep is allies alive and does nothing but use this syringe gun to hit enemies across the map.
Example #3 - In a game of Portal 2 multiplayer: A player with the name of "i'm_a_super_geneous" gets teamed up with you. The other player constantly asks what to do, however you when you tell him, he does nothing and his mind suddenly stops sending signals and makes this other player run around aimlessly for no reason. Once this gamer's pseudo-brain starts up again, he asks the exact same questions that were already answered.
30a. The Fake Stoner/Drunk
Excellent gamer type, Quaggers!
Sometimes, you don't need to meet a man in person to know when he's lying. Badly. You can spot them easily by the stupid word choices or forced mentionings of something, one after the other:
"Sorry if I suck tonight, I'm kinda drunk =("
"Again sorry guys, I'm pretty hammered..."
"Yeah, was totally at this party earlier and drank so much."
Okay, you might have hooked us the first time, but you gave it away. Stop it. You aren't drunk, and we won't automatically think you're cool if you were drunk. You're begging for attention. Stop increasing the theoretical amounts of drinking you did in every sentence.
"Yeah my bad I'm kinda high right now..."
"Oooohoho man I'm blazed right now."
"I've been tokin' it so hard lol."
No. Please stop while you're behind. This isn't 1998, getting high doesn't give you the permanent "I'm funny and cool!" medal anymore. No, you aren't high. You don't need to make desperate pleas to get some internet strangers to like you. If you're gonna convince someone you're high, don't slip in overused and forced terminology like some middle school kid:
"hey dawgs i'm tokin it wid a huge bongg and puffin and passin on dis phat spliff"
Herp, derp and durr.
31. The One Man Band
This one can be divided up into two smaller types: the mindless adventure craving rambo that rushes through games and attempts to play it alone because he keeps forgetting that his team actually exists, and the kind that's aware he has a team, but tries to rush ahead in an effort to showcase either his skills or is simply too impatient.
For example, that guy you see in Left 4 Dead games that runs a mile ahead of you and collects everything before anyone else, then finds himself being taken down by a smoker or hunter, where his allies can't easily get to and save him. All because Speed Racer assumed that he had to complete something within a self-inflected time limit. Or decided, "Uh oh! This is a competition! I've got to get to the safehouse first because... Just because!"
31a. The Miser
Top of the line, Iamcreeper2468.
You're playing Simcity and you and the other regions are short in simoleons and going bankrupt. A region has over §1,000,000 but never give them to any other regions that needs the money, no matter how you bag him/her.
In other words, these cheap sub-type gamers are the Mr. Krabs of the internet. God forbid they contribute a little something rather than it. In a game of Left 4 Dead, they'll heal themselves at yellow health while a teammate is near death at red health. In Team Fortress 2, they go Engineer and build dispensers only for themselves rather than acting as a team aide.
In Portal 2 co-op, they... leave and never play that mode again. Because playing that requires mandatory teamwork with a hint of unselfishness.
32. The Deserter
Suggested by Drawvenhero81.
Yes, I know these guys are called rage quitters, but I just wanted to use something different for a change. These players can dish it out, but can't take it. Sure, this kind of player may have upgraded his shield to maximum strength and upgraded all of his weapons with every attachment, but as soon as an actual challenge comes, it's time to leave.
Like any other gamer in this list, this gamer type has the concept of "Me, me, me!" locked into their heads. It doesn't matter that this person has a decent team, if one tiny little thing doesn't go the right way, it's a "lost cause" all of a sudden, and this person leaves in the middle of something leaving their team with the hard work that's not yet finished.
Did this person get incapped once in Left 4 Dead? Is it taking a bit longer to find the solution to a chamber in Portal 2 multiplayer? Does a map have to be restarted because the team got unlucky and all got killed? "Uh oh! A disadvantage or loss! It's hopeless! No redemption! Losing once means you lost forever! The horror! The shame!"
33. The "Chick Magnet"
Suggested by TheRealAD2011.
Deep down, I'm not sure this one fully qualifies to be on the list. Then again, I put a lot of not-so-good ones on the list. Still, I think this type of gamer has enough annoyances for me to talk about for a few paragraphs. This gamer is similar to the "Attention-Craving Guy", but not really.
As we go through life, we're gonna come across at least one guy who claims he's some sort of womanizer. You know, the guy that points to random girls saying "I did her!" or "I made out with her!" despite only doing so to maybe 33% of the girls he pointed out. Or most likely 0%. Yeah, they exist on the internet too.
They do two things: they brag about the girls they've claimed to have been with (out of nowhere, as if to cry "Guys, I'm cool! I'm cool!"), and they try to be some Dr. Smooth when they spot a girl playing in the same server. I personally never seen this type of gamer succeed in his woman-getting goal. This gamer gets a few girls to accept his friend request, and he feels like it's the exact same thing as having some sort of 3-way with them. You might witness this gamer trying to ask out some random girl on the internet, and upon getting the "no, sorry", the gamer might begin to think, "Ahh, she's just putting on a show or playing hard to get. She didn't mean that." When she did, and this "womanizing gamer" truly achieved nothing.
34. The Fan-Boy
Well said, Predat0r593.
Also known as a vir- nah, too easy, I'll stick to the term "Fan-Boy". Start Black Op 2 Multiplayer and simply wait to be put in a lobby with some other players, and congrats, you already found this type of gamer with hardly any effort.
The Fan-Boy (or even Fan-Girl) plays one game they love, and all of a sudden they reprogram themselves into think "This game is the original!" and that any other game with any similar mechanic is a "rip off", regardless of how different or reworked the mechanic is. "The game has physics? Rip off of Half-Life 2!", "You can look down the sight? Taken from Call of Duty!" or even "You're allowed to build stuff in this game? Omg stolen from Minecraft!"
It's very apparent that the Fan-Boys can read minds of other developers, and can totally dictate where the ideas for games come from.
35. The Cheater
I'm embarrassed to list this one because of how easy it is, but I might as well just complete the list.
The fact that this gamer type hacks or cheats isn't always the issue, but the mere fact that this person couldn't take the time of day to just understand the game itself. Learning the game might have been a very fun experience, but no, this person takes a different road by using script kiddy tools to noclip around and aimbot everyone to have a forced higher score.
It doesn't matter how the cheater's mind works. Even if he wins, he loses. In the end, he's getting banned from every server. The players he cheat-killed have moved on, and now he has a nice permanent VAC ban. So if he wants to cheat again, he has to rebuy games with his own money, which only furthers the cheater's costs and losses.
36. The Elite
It's not physically possible to be a gamer for at least a few weeks and not come across this gamer type. These people have played a game so long that they begin to develop health problems. Much like the fat guy seen on the South Park episode "Make Love, Not Warcraft", this person is too skilled and practically untouchable.
You try and try and try to refine your focus to kill this guy at least once, but your best isn't good enough. Not only is this person's aim near perfect, but it's almost as if he can read the minds of other players as well. He knows when you're reloading. He knows that you're going to throw a grenade. He knows when you are sleeping. He knows when you're awake. He knows when you've been bad or good.
On top of this, the game's mechanics and hit detection favor this elite player as his enemies can never catch a break. You can jump out of a corner and spray 12 shells at his direction, but this elite player fires 2 pistol bullets that seemingly curve around walls and headshot you - while this elite guy has been using his mental game manipulation powers to deflect the 100's of shot pellets.
36a. The Bros
Another good one from 1TrollLtd.
Two players who have known each other since birth, and possible before that. When seperated, they aren't worth noticing, but together, they're unstoppable. That Heavy-Medic in Team Fortress 2 pair with scores of 250 while the rest of the players have from 1 to 60. They can read each other's minds and know every 2-man trick in any game that involves teamwork.
In a free-for-all game, they might still band together to punish everyone else in the server. No matter how you try, you can't stop these two. If a blood moon occurs on Friday the 13th and you kill one of them, the other can be taken out too.
36b. The One-Sided Invincible
Given to the list from lasereyetuna.
Same as "The Elite" but a little more yappy and arrogant. They can one-shot, one-kill snipe you 12 times in a row, but as soon as you manage to kill them with a grenade, they descend into a blind rage because they didn't get that #13 in there in terms of kills-in-a-row on you.
He'll cry and moan about how you're cheating, lagging or taking the easy way out when he was the one who was quickscope headshotting you for the past 2 hours. They have this mentality of "As long as I'm winning and dominating every enemy without any hinderance, life makes sense and the world keeps turning." Kids who have gone through life having everything handed to them generally become these kind of gamers.
36c. The Feared
1TrollLtd keeps delivering the gold, and it never gets old.
This is a form of being elite that isn't developed with practice, as it's most likely a pre-given gift. Not only is this sub-gamer type extremely good, but his method of playing is so well-rounded and inhuman, that it's scary. These are people on the internet who are remembered and feared.
Don't even try to best this gamer type, as it will only make you die slower. Your best is his worst, and when this player joins, everyone else leaves, because playing against this guy has a predetermined fate. The Feared can end up being lonely people, as all others run in fear of him.
36d. The Elitist
Based on an entry from Minor107.
Being good at a game isn't enough for them, they have to impose the need for extreme skill on others. The bodies they were born with aren't allowed to feel satisfaction or happiness. They forcefully brag about their skills, and insult those who aren't as good as them. Because this guy's life somehow runs off of other people being just as elite.
You can't shut them up, and you can't do anything to make them not complain about something. Giving some tips here and there is alright, but spouting crap like "You're an idiot, use the flute before the red potion and you get the +10 health bonus." or "Why are you not using the enhanced scope?!"
In the end, all of their words translate into "Implement MY way of playing good, or else I will berate you for it and make that my problem for reasons unknown! So be better!" When the admin mutes this dork, they can't understand why they were muted. Even if you're as good as this elite kid, s/he still might berate you for not killing enemies in a more bada** or "flashier" way.
36e. The Backseat Gamer
1TrollLtd. Why are you so good at this? HOW are you so good at this?!
This sub-gamer type is someone who's not exactly elite, but dictates how things should be as if this person was elite at a game. He'll say things like "You're doing it wrong!" or "You should have got the red shotgun upgrade..." All the while, he's sitting in spectator mode instead of making actual effort to help.
In short, this is a gamer who's mad with power, but without any actual power. This gamer may have read a game's wikia multiple times and may know every trick in the book, but still decides to be the self-proclaimed "voice of reason", as if he's the messiah of good playing... Even though he... hardly plays the game to prove his skill, but keeps talking...
36f. The Veteran
This one was suggested by so many people, that I might just give everyone in this thread credit because I don't want to make the effort and reread this whole thread.
This gamer type is elite because he devotes his life to only 1 or 2 games. They have studied a game so much that they know every single number of damage that every weapon does. They know all 1's and 0's in a game. They might as well be one of the game's developers.
In Call of Duty, they've prestiged the max amount of times. Whatever achievements or reward the game offers, they have it all. These usually become the people who make excellent mods for a game. Sometimes.
36g. Dr. Popular
You don't exactly (always) hate this guy because he's annoying; you hate him because he's got it all. Not only is he elite at the game, but he happens to be elite at life as well. He's got cronies who act on command, he apparently has girls who swoon over him at first sight. Every single positive thing in life is all being funneled into this one person for reasons unknown. It's like he's already dead and in heaven, but the image of his soul is on Earth for... even more reasons unknown.
You don't know this person's secret to a "good everything", or how good he was in a previous life to deserve it, but you sure as hell would like a taste. All we can do is just envy the hell out of them.
37. The Game Grump
Goomboliver, you really know the good stuff.
"Hmm, a lot of people are having fun on this server. I'll have to do something about that." Even the words "misery loves company" is lowballing it.
Much like "The Ultra-Arrogant", they can reprogram their own minds to push aside the actual logistics of life and replace that with their own selfish ones. These gamer types not only try to get their own team to "DO THIS! NOW DO THAT!" They also try to demand the enemy team as well.
"Hey you! Don't play Spy. Be a medic and keep healing me." "Guys on the other team, don't headshot me, I'm trying to avoid a stalemate here." "Hey server! Give up your free will and just carry out my wishes." In the end, we just ignore them, or kick/ban them, then enjoy the rest of the game without them praying another grump doesn't slither his way back in. It really sucks when one of these dorks is an admin.
37a. The Beggar
You might think Goomboliver suggested this one. And you'd be right.
The kind of person that says "Can I have this?" rather than "Looking for work." As the name would imply, these are gamers who expect to get something and not give something in return; freely running away with your offer.
"Can you give me your hat? Can you give me that weapon? Anything I can have for free? Anyone giving stuff away? Can I be showered with free things while I don't put in any effort? Can I live in your house? Can you give me some diamonds? Can you suddenly allow me to be in your clan without any reason or tryout?"
These gamers are generally kids who haven't learned how to share or that other people have consciousness with emotions, and that you gotta work to get. Instead, they are stuck in their 3-year-old-minded "mine mine mine!!!" phase and have yet to grow out of it. Instead of being thankful if someone gives them something, they immediately ask "Can I have another?"
38. The Role Player
1TrollLtd, is there anything you CAN'T do?!
Has over 300 hours of playing DarkRP servers or... any other RPG game or server in existence. These are gamers with the ability to forget that they are sitting on a chair using a keyboard and mouse. They become so entranced in the game that they perform some witchcraft on themselves to take the consciousness of the player, and the form they had that is working the keyboard and mouse is just an empty husk.
They take things a little too far. When they die, they type "Guys I'm... I'm bleeding out, just go on without me... *dies*" When they reach the end of a level, they type "Guys, check my leg. I'm really bleeding out here..." They think that others will join in on the acting, but no, the others just get uncomfortable and continue being normal. And uncomfortable.
39. Mr. Energy
Once again, 1TrollLtd brings the good stuff to this list.
This gamer has apparently downed 3 red bulls within the timeframe of a delayed sneeze. You might even question yourself, "Huh, I didn't think the models in this game could move that fast." Hell, this gamer might move and jump around so fast that he lags the server.
His fingers sexually pounding the mouse and keyboard aren't enough, he'll top it off with excited screaming into his mic and his messages will be along the lines of "sdasdaipdjdaspju182yru38r89U" to symbolize how damn hyper he is.
If these gamers suddenly stop moving. They either passed out, simply died or ran away quickly to consume more energy drinks and will return within that delayed-sneeze time I mentioned earlier.
40. The Wimpy Woo
You know 1TrollLtd, you should make a career out of this.
Remember that kid at your school that always threatened to fight you after school while all his friends were around, but kept his overweight mouth shut when no one was around him? Yeah, they exist in the technology world too.
Oh sure, they could be "pwning u" or "brb killin n0obs durr" while his virtual posse is nearby, but the second it's just you and him, he's a scared little kid at the carnival who got seperated from big brother. He is petrified with fear that his own words will come back to haunt him, so he leaves the server only to return when his "posse" is back.
41. The One Class Ranger
Spot on, Xenophobia_Lord, spot on.
These are gamers that just don't seem to get it. When a game has classes, each class usually (or is supposed to) have advantages and disadvantages. Rather than just advantages. You'll see them on Team Fortress 2 all the time. The guy that picks Sniper then tries to no scope a Heavy and Medic pair to death, yet the Heavy mowed him while the Sniper did 0 damage prior.
The guy that picks Pyro, then runs blindly into a huge sentry nest trying burn 3 sentries but getting killed, where maybe a single puff of flame tapped one of the sentries but got repaired instantly. The guy that picks Medic, and tries to kill the entire enemy team with his syringe gun. See a pattern here?
Not only do these gamers try to use one class to "do it all", they also fail to realize that some classes have limitations, and that teamwork work out better. Don't bother warning them though, they'll probably just not listen.
41a. Sam the Sporadic Spammer
Precise aiming is something that's presumably too difficult or mainstream to do, so these gamers take the easier way out and pick a class or a weapon loadout that is based on nothing put increased area damage.
When people are using M4A1's and Desert Eagles, this gamer uses only rocket launchers, grenade launchers, overpowered shotguns, explosive traps and grenades. The sad thing is, if it works for him and he's the one winning, then... power to him.
They'll always have a grenade launcher attachment in a Call of Duty game. They'll always choose to be a Soldier or Demoman in Team Fortress 2. They'll always use the rocket launcher in Day of Defeat: Source. They run around scoring easy kills, and sit back with a forced grin when they're topping the scoreboard, thinking they've applied more effort than they truly have.
42. The Adbot
1TrollLtd never runs out of what this list needs.
Can be human or automated. When spamming forums and listing self-promoting URL's on their Steam and forum profiles aren't enough, they have to get a little "live action" with it. They join a with the intent to gain notoriety for something of theirs than to actually just play the game.
"You guys play Minecraft? Then you should check out my channel at http://www.youtube.c...ywhenweplaythis! You'll love it! It's very funny and no one has done what we're doing!" These dorks also try to convince others to join their little clans they made a week ago, but will die out in about a month.
You can ban them all of you want, but it makes no difference to them. They still got to spam their dumb gaming channel URL in the chat long enough anyways, and they'll just keep doing it in every other server in the world.
43. The Purely Hopeless
Honestly 1TrollLtd, make a career out of this.
This one is so sad that it kinda makes me not want to list this. These are gamers that you usually feel bad for, rather than hate. They are condemned to forever suck at some, most or even all games. They can sit at their computers for 64 hours straight, trying to retain focus with every fiber of their breathing existence, but still suck in the end.
These is no salvation for these players. Leaving the only option to just stop playing. When this happens, we can only hope that they'll come across something they'll get good at. Godspeed you... types of gamers that match this description...
44. The High-Strung
Don't thank me for this one, thank Goomboliver.
You know those stories about people that do too much LSD or PCP, then end becoming paranoid of every single object or living being in existence? Where they see hands morphing out of walls to grab them or see a half-dragon half-squirrel creature that uses rolled up magazines as a weapon? Yeah, the internet has those kinds of people.
In Team Fortress 2, they use their übercharge too early when they hear a distant gunshot. In games where friendly fire exists, they end up killing many teammates because they freak out when an ally jumps into view. With this type of gamer in the server, the map you're playing will have a lot more bullet decals than normal.
45. That Spoiled Rich Kid
1TrollLtd, your brain is a gold mine.
Parents, this is what happens when you don't teach your kids how to share, and that there are other people in the world with consciousness and emotions.
As expected, these kids assume they are the center of the universe, and that the rest of the world should "kick up" to this kid before being happy. As if this arrogant little kid is a mob boss, and the rest of the planet are his capos.
We all knew that kid in school, that kid who had their parents spend 100% of their paychecks on just them, and that the kids' wants are "top priority". Wherever there's a "pay to win" server, you better believe he's gonna win. Wherever a server gives extra powers to those who make donations, they've gotten all the powers. Wherever there's a server where you can "buy admin", you better believe he's an admin 4 times over.
Parents, please be wary to not raise a kid like this. His/her future will be horrible, and so will the online gaming world's.
46. The Renegade
Because this forum has a language filter, I can't title this gamer in the way I initially intended. I've covered a lot of gamer types that involve low self-esteem, but this is a type of gamer that does everything in his power to overcompensate by using videos games as that only outlet. These gamer types can be the least annoying in this list, and in some rare cases, can be interesting to come across.
In real life, they're quite dorky and can only bench whatever weight involves not having actual weighted dumbells in the exercise machine. Because of this, they try to be the most muscular bada** in the video game world. If a game has moral choices, they will take the "evil" path to adopt a feeling of domincance and being feared.
In Mass Effect games, their renegade bar is maxed out. In Dishonored, they have high chaos. In BioShock, they've killed all the little sisters. In Deus Ex: Human Revolution, they only used lethal takedowns. In Black Ops 2, Chloe, Farid, Admiral Briggs and Menendez have all been killed at the end.
In online games, you'll see this gamer's avatar with the most "hardcore" and "intense" appearance. They may try difficult "cooler" ways to defeat their enemy, and they may seem awesome at first glance, but may be some kid who's the exact opposite of the captain of the football team.
47. Colonel Cool
We all knew/know that person that was just naturally "cool". The kind of person that everyone wants to be around and every person of the opposite sex wanted to get with this person. There's always a well-liked "Fonzie" out there who's a magnet to everyone. On the other hand, we've all come across a person who thinks they're just as cool, but aren't. Perhaps this person is you.
These type of gamers have these warped personalities where their brains reprogram themselves into thinking that they're "the cool guy" when they're the exact opposite. People who have extremely high self-esteem when they shouldn't. Wherever they go, they walk around with a forced look of satisfaction on their faces, thinking "Yup. Everyone wants a piece of me. Those guys/girls want me."
In reality, they aren't cool, they aren't guy/girl magnets and they aren't popular in any way. In reality, they're just another blur in people's peripheral vision.
47a. The Punk
Xenophobia_Lord gave me this one, and I commanded that he feel good about it. No excuses.
Like Colonel Cool, he actually isn't cool but thinks he is, but doesn't fully have the "I'm awesome and the world knows it" mentality. Yet. Because The Punk isn't initially satisfied with his own "popularity", he breaks rules and does destructive things that supposedly make him "look cool" or "tough".
With every rule he breaks, and with every forced story about how s/he "beat up this bigger kid" or "put a gang of people in their place", they think that others will be impressed by that, when in reality it did the opposite. This gamer type keeps doing and saying things that actually damage his/her reputation and become more hated.
These kids get banned from servers and forums pretty quickly for their "bada** rule breaking", and while everyone else in the server/forum/whatever are laughing at the banned kid and cheering that his annoying self won't be around anymore, the actual Punk tricks himself into thinking, "Oh man, I just got banned. I'm one bad mother!"
These Punks go on through life thinking we all like them and envy their... "toughness", but in reality, we all just want them to stop breathing and have their consciousness vanish forever.
48. The Pacifist
It's like if Mr. Van Driessen from Beavis and Butt-head suddenly became real and expressed interest in online gaming. Even though these people are nice "pacifists", they still find themselves playing games where you can wear your enemy's entrails like a makeshift turban, or can cremate corpses by just mudhole stomping them.
These pacifists aren't usually annoying, but can still make a situation pretty awkward. "Hey, leave Player 4 alone, he's trying." "Could you please not use that racist term here?" "Let's keep it civil everyone!" These pacifists fail to realize that, as long as we're all safe behind our keyboards and remain faceless to all, someone's gonna test that out by being an internet tough guy, knowing that little to no consequences will happen.
48a. The Diplomat
All the way from Xenophobia_Lord himself.
Like anyone else in this list, they seem to forget that when you're playing an online game, no one else is gonna care about your "political" views and moral standpoints. When we all join a server, we want to play the game, and not go over pseudo-treaties.
This sub-gamer type will constantly try to win everyone's attention and convince them all that a "more peaceful solution" can be found. Even in pure team deathmatch games. They may even try to stand in the middle of the map and try to look important, but will be headshotted in mid-sentence.
Sorry Diplomat, you may want a more peaceful online world, but you won't get it. We will not care for your views and opinions when we all just want to play the game. Move on.
49. Laughing Gas Garry
When they come online, all of a sudden, every little solitary thing becomes funny. These gamers don't usually type out full sentences or even some onomonopias. The only form of typing they seem to favor is "LOL", "XD", "AHAHA", "lolo" and... "lawl"
These kind of gamers are usually pretty stupid or usually pretty stoned. Did someone in the distance die of an explosion? "lol!!!!" Did someone commit suicide via typing a command in the console? "xD" Did someone get kicked for being idle? "OLOlloLO XDD"
If you're this type of derpy gamer, tell us your secret to constant happiness. We'd all love to try it too. Even if it's a drug.
50. Best Friend Bob
This is the only addition to the list that physically hurts me to type, because this gamer type isn't the worst, and can be very difficult to make fun of because of how nice he might be, but can still be a nuisance.
He's never met you before, nor have they seen you in-game before, but for unknown reasons, they've targeted you and you're now their best friend forever whether you like it or not. They'll (literally) kill you with kindness. These situations can end in two ways:
- Good outcome: Turns out, this person is awesome! Playing games with this guy was a hundred times funner than you'd imagine. Good luck to both of you!
- Bad outcome: This person is in love with you, and it's creeping you the hell out. You don't want to be mean, but you can't exactly stand the person either, so you come up with a well-crafted lie and silently block the person somehow. If the person is blocked, this could double as another good outcome.
See what I did there? I used a unisex name so I could better point out that a male or female could be this type of gam- Actually I don't care, I'll just stick with the male prefixes to cut out effort.
This gamer is guaranteed to make your game sessions at least 4 times longer. They have to see every pixel of a wall's texture. They have to find every vertex of a 3D model. Is there wall decals of graffiti and bullet holes in sight? Yes? Then you better have an extra hour to spare.
There's a bright side though, this guy's triple checking of rooms could spot that easter egg or hidden ammo cache you missed! Still, that won't cure the overly long game sessions.
51a. The Narrator
A combination of two entries given by both Goomboliver and Milikeny.
Let's get the term out of the way, this gamer is Captain Obvious, and even that label alone is... also obvious. They are the John Madden of the server, and these gamers will briefly make you envious of deaf people. If the game you're playing has no mute function, then either leave the server or be ready for some deathmatch highlights.
Just in case you couldn't comprehend or see a specific event that happened in the server, this guy will repeat it. A few times. Every little solitary thing that The Narrator has seen will be reported out loud. Did someone quickscope you? You'll be reminded just in case you didn't understand what happened. Did your team lose my 3 points? You'll be notified of it even if your HUD already tells you this.
Did a Sniper headshot a Pyro, then take 4 distant bullets from a Heavy, then go back into his spawn, then come back out and try to headshot a Medic but missed twice and got killed by a Demoman? Don't worry, you'll hear all about it! Because it's so important!
Imagine if a person accompanied a comedian on stage, then explained every single joke and told the audience why they laughed at it just now. Alright, now imagine that in a guy-on-the-internet form.
52. The Assassin
You must've done something bad in your previous life to this gamer type's previous life. This person doesn't just see you as an enemy, he makes you his arch enemy and you are marked for death. Forever. He targets you, and only you. It doesn't matter how dangerous you are, you're tagged.
This gamer will ignore any other enemy around him and could care less of how tough his opposition is. He'll have chances to take out your strongest allies, but won't, he'll just headshot you a mile away while his other enemies are standing right in front of him.
Don't try to hide or take alternate routes, he can smell your blood and will find you no matter what, because God gave this assassin the ability to sense you for reasons unknown. No, don't try to be unimportant either, because even though your assassin had the chance to steal your flag and win the game, he won't. He just eternally chases you.
52a. The Kamikaze
Did Goomboliver give me another good one? Yeah, he did.
This person has no form of evasion or any kind of tactics. He just runs straight at you without thinking of the possibility of failure. When he gets killed over and over doing that crap, he doesn't learn or improve. He just keeps coming at you in a straight derpy line.
This gamer also cares little if he lives or dies. All that matters is that he gets that one little knife thrust in there before the enemy team turns him into a red mist. They will mock you for "being a coward" because you aren't playing the same as him, and are using actual tactics and not doing straight line attacks as well.
Does the server have friendly fire? Yes? Then everyone is gonna have a bad time. Hope this kamikaze doesn't have an explosive equipped, or else he will really live up to his name. When he suicide bombs you with that grenade, he may also carelessly kill his teammates in the process. If you press Tab to look at the scoreboard, this durr kamikaze will have kills in the negative numbers.
53. The Clan Fan-Boy
Don't applaud me for this one, applaud BearKind.
He just got accepted into a clan, and now he thinks he's in the highest ranks of gaming. If that exists. He joins games and chats just to force others into seeing the clan tag stuck on his name. In his mind, he's wearing a sign around his neck saying "I'm one of the Gods now."
Even when his other clan cronies aren't there, he still retains the behavior of the clan members regardless of if his clan "superiors" would want him to or not. His forced actions start to confuse and even make other players uncomfortable. While this clan dork is flaunting his """power""", the rest of the world still sees him as just another extra avatar in the server.
54. The Transfer
Why's everyone starting at me? Goomboliver was the one who gave this to the list.
Remember that foreign exchange student in your school who could hardly speak English, but you didn't want to call him on that because you didn't want to be mean? The internet has that too. Kind of.
Their names can be dead giveaways. Such as "XxXshotgun_killrXxX" in a game of Minecraft. Or "_the_untouchable_demoman_" in a game of Left 4 Dead. They've spent so many years of playing one game, that once they start playing another, they just jump in and assume the mechanics are the same. No, they just skip the tutorials because "they don't need 'em".
For example, he's that guy that quickscopes everyone on Black Ops 2, so he picks the Sniper class on TF2 and thinks he can do the same thing. Not realizing that the game is, in fact, not the same, he still continues to make the same mistakes. Another example, is that a guy who plays The Sims for far too long, complains that he can't monitor the hygiene and muscial talents of all of his soldiers in a Command & Conquer game.
83: The "Everything is Legal" Guy
By the people, but not really for the people. This is private-use material by Xenophobia_Lord
We've all seen that classic server fight, where the law-abiding player argues with a noob who thinks what he's doing is totally okay. You'll hear phrases such as "thats not against the rules" or "its a mod not a hack" over and over again. Sometimes these idiots honestly think that what they're doing is okay, but most of the time it's little kids who want to prove how "mature" they are by breaking what is blatantly a server rule, then coming up with some crazy technicality which supposedly makes it "okay". Either way, nobody likes this joker and he's banned relatively quick.
84: Braindead Barney
I took some of sweden_revenge's work and used it as my own! Ha ha ha ha!
Don't we know that one airhead in class that just can't seem to understand anything without hours of explanation, and even then forgets things? That's Braindead Barney here. No matter how hard you try to teach him something ingame, he tries it and fails miserably. A conversation with him might go like this:
B4rney: Mmk show me agin
Reasonable Man: Okay. Lemme be clear on this. Do a 180 degree spin to get through the tunnel with the jet fighter.
B4rney: k [proceeds to fly straight into the tunnel by not turning]
B4rney: why dont it work dude i trusted you
Reasonable Man: I. told. you. SPIN.
B4rney: k [slams into the tunnel again]
Reasonable Man: WHAT DON'T YOU UNDERSTAND ABOUT TURNING?
B4rney: o i was supposed to turn?
85: The One Man Team
On most sane game servers, a team consists of a group of people with a common goal in mind working together to achieve their desired point. However, this man thinks he can be that entire group of people. Since in most games victory is achieved with many people, this man usually fails in his singular quest to win. Most often this player will become enraged when he continually dies while the other team wipes the floor with him, not remembering he has exactly the same manpower on his side. However, he just ignores that fact and keeps to himself with the odd mindset that he is skilled enough to take on many other people in combat.
An easy way to think of this person is that one guy who always plays scout in TF2 and sprints right for the intelligence box, not remembering that there are many deadly places in the map.
86: Prince Valium
Guess who made this! Guess! Duebelman did!
What is often stated here are gamers that rage, rant, pro game, l33t speak or whatever but these guys are different. They are comlpetely non competitive and remain calm or stoic in most situation which is normally appreciated but someone needs at least a bit of ambition in order to achieve something. While this type of gamer is mostly kind, it can be exhausting to play with prince valium as he does not really pay attention and often forget things or oversee something. It is particularly bad in rpgs or mmo's when he takes the role of an important person such as the healer or tank.
The attention level is not really high and keeping things in mind for more than 2 hours is a difficult task that shall never be accomplished. However, he does not blame you for any mistake and does not get bothered when someone blames him. This type of gamer is completely indifferent in terms of winning or losing.
87: Turbo Toddler
Please rise for our friend Elaxter, who shall share this post with you.
This gamer-type is normally young. Not 13, 12, or even 11. Under 10. They screech into the mic when they lose and laugh at your corpse when they win. And worse of all, they never shut up. They will repeat "Stupid" at you until the cows come home, tea-bagging your lifeless, mangled corpse until their next prey steps into the field of vision. Did I forget to mention that these gamers are uncannily good? They will be high rank in competitive shooters, will have all the gear to fight the Goblin Lord, and will mostly be at the top of the leaderboards. Why are they so good? A better question: where are their parents?
88: Lord Emperor Perfect
Is engie_ninja the hero this topic doesn't need, but the hero this topic deserves?
This guy never makes mistakes, and as a result, expects his team to be the same. Of course, since not everyone is a super cyborg mecha god emperor, he doesn't understand that people CAN make mistakes, and gets WAY too angry when they do slip up. Rather amusingly, they usually do incredibly badly themselves. They also may be territorial, since disputes between them can get... Heated.
Apr 16, 2011Emperor_Doom posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!][represent]Posted in: Resource Packs
FOR ADVANCED FEATURES!
March 30, 2014
Real life's being a pain in the ass, so I haven't had much chance to get anything done with the pack in what seems like forever! Luckily, Zomb's taken up the mantle and continuing to develop vDC in my absence! He's got my full support, so please let him know what a swell guy he is!
• START WITH A FRESH MINECRAFT JAR!
•••Download & Install Optifine HD
•••Download vonDoomCraft and place it in your resourcepacks folder.
•••In Game, go to the Video Options and set Clouds to Fast.
•Toy with the various video options if your game runs too slowly.
128x TEXTURE PACK:
64x & 32x TEXTURE PACK: by Zomb69
HD MOBS ONLY:
D.I.Y. ALTERNATE TEXTURES:
PRE-MADE ALTERNATE TEXTURES: by Zomb69
★POCKET EDITION: by Zomb69
STEAM BROWSER SKIN: by Zomb69
By default, vDC already includes texture support for:
Elemental Creepers, Pet Bat, Minions, Herobrine, and Rei's minimap!
Additionally, here are some awesome fan-made mod support textures:
GLSL Shaders w/ Bump & Reflective Maps (DOWNLOAD) (by 'zomb69')
vDC: Blood Rain/Water & Better Skies (DOWNLOAD) (by 'zomb69')
Mine & Blade: Battlegear (DOWNLOAD)(IMAGES) (by 'zomb69')
Better Than Wolves (DOWNLOAD & IMAGES) (by 'Ph1il93')
Elemental Creepers (DOWNLOAD) (by 'Matt-J-222')
The Mining Mod (DOWNLOAD) (by 'Matt-J-222')
Balkon's Weaponmod (DOWNLOAD) (by 'Ph1il93')
Damage Indicators (DOWNLOAD) (by 'druha')
Iron Chests Mod (DOWNLOAD) (by 'Ph1il93')
Extra Biomes XL (DOWNLOAD) (by 'Ph1il93')
Dragon Mounts (DOWNLOAD) (by 'zomb69')
Enhanced Books (DOWNLOAD) (by 'Gmork')
ExtrabiomesXL (DOWNLOAD) (by 'druha')
Wildcaves 3 (DOWNLOAD) (by 'druha')
Mystcraft (DOWNLOAD) (by 'Ph1il93')
• Activator Rail
• Quartz Blocks
• Clay Blocks
• Ender Dragon
• Friendly mobs
• Various icons and misc textures
• Redo Gold & Diamond tools
Quote from טℴℵƊℴℴℳ »
I hope it shows; As artistically vonDoomCraft is the largest art project I've ever worked on, and has become somewhat of my Magnum Opus! At this point, I believe I've spent more time actually creating textures for Minecraft than I have actually playing Minecraft.
While I'd never go so far as to say that people need to pay me for my work on vDC, obviously any and all donations are greatly appreciated! Be they $2 or $20,000.
And believe me, I understand that times are tough.
So if you wish to help support vDC non-monetarily, really all you have to do is spread the word a bit! Tell your friends who play Minecraft about vDC, maybe wear a signature.
There's plenty of ways to help out, and I'd like to thank everyone out there already doing such!
TERMS AND CONDITIONS
This document is Copyright (2011) (Shane Warner) (Emperor Doom)
and is the intellectual property of the author.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
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