First off, thanks for an excellent texture pack. I've used it for months now. Its great.
I have one (hopefully) small request. Can you change the nether quartz back to a white texture. Wool is the only white block in the game, and as hard as I pound on it, can't seem to get wool steps, let alone chiseled wool.
As you can see, it makes abit of a difference...
Failing that, can I have the key file locations and then I can just copy the textures from an older copy of your steampunk texture packs.
Thanks, and once again, its a fantastic texture pack.
Kronnus
theres a white quartz texture set in the alt textures folder
so my friends and i have been wanting to get a steampunk empire on tekkit. is there ANYTHING besides oil and coal fuelled machines that coudl be considered steampunk?
Absolutely no worries! I'm glad ya like it. I love animated textures! One of my favorite things about this pack has been watching it grow more and more animated as time goes on.
A few mods add actual crossbows, so currently I'm working on a more traditional bow in a baroque style for the alt folder. I just learned how to bevel the edges rather than shade pixel-by-pixel!
Just one thing: ROBOT HORSE!
After you finish this one, obviously.
I love animating stuff too. Comes with a great feeling of discovery!
Undead horses will most probably be steampunk mechanical, but if I'm pressed for time by Mojang releasing soon, I may go with a quick re-texture of my base horse skin.
Oh noes! You aren't a noob! Just because you havn't installed such a pack(?)!
Oh, I should've hav told myself, well, it have to be like that, for an easy n' smooth installation!
I hadn't used this texture pack in awhile, but I came back and was astounded by all the amazing new stuff. My favorite feature by far is the night sky...
Glad to have you back. Sorry about the size of some of the textures and such...they do put a heavy toll on systems.
At the moment, rather inefficiently, it's all about getting rid of any stuff in the pack like animations, randomobs and the like to get it to work on some systems.
Can't wait for the 32x update!!! Right now my pc is too weak to handle anything above a 32x pack without crashing after 10 mins. I hope you will release the 32x version sometime in the near future but I hope that everything is well and you can do this when you have the free time so as to get the best quality from you.
This is the area that is causing me most concern and my greatest feeling of guilt. With so much work involved on these flippin horses and so little time, I haven't been able to do anything yet 32x wise. You have my abject apologies for this. Having suffered slight lag with my recent Betterskies daytime cloud textures, I well understand how important it is to have a version of the pack that works for everyone.
so my friends and i have been wanting to get a steampunk empire on tekkit. is there ANYTHING besides oil and coal fuelled machines that coudl be considered steampunk?
Steampunk is very open-ended, imagination-wise, at least from my point of view. Strange gases, arcane forces, electricity, magnetism, chemistry or 'alchemistry' and anything else you can dream up would all be appropriate in my books, so long as it had an 'antique' mysterious quality to it and just so long as it's not all clinically clean and modern with shiney tech or overly rustic with medievalness, but there's even cross-over there at times!
----------------------------------
Right, back to see what I can salvage from the mess that is Glimmar's Steampunk.
The Meaning of Life, the Universe, and Everything.
Location:
Middle Earth
Join Date:
2/1/2012
Posts:
381
Minecraft:
VermillionX
Member Details
Haven't played Tekkit lately (FTB is way better), so i'm not sure what version of railcraft it has, but it should at least have steam boilers. Use those. They're epic.
Im looking forwards to having a steampunk horse *-* Everything looks great!
As difficult as the horses have been, making two steampunk horses for the undead versions will most probably come with some problems. It won't just be a case of swapping them around for normal horses, or it will be be necessary to change all the horses to steampunk and the overlay horse patterning (socks, spots, etc). I'm hoping when Mojang officially include the undead horses in the game (at this stage I don't know how to get them) they won't have the pattern overlays, so it will be safe to customise them to be mechanical. Hence why I'm waiting and seeing and just concentrating on making normal horses look as good as I can.
If I decide to make some normal horses with included steampunk features like prostheses or attachments, then they'll have to fit inbetween the pattern overlays...very complicated!
By the way, now I'm nearly finished with the standard horses, including mule and donkey...though still trying to perfect the realism of the horse markings...does anyone know if it is actually possible to spawn the zombie or skeleton horse in game? Actually I haven't tried TMI yet, so I'll give that a go, but if that doesn't work and anyone has a solution, so that I can proceed with editing 'em, I'd appreciate the info. Thanks in advance.
Well, yes! It should be! But I'd not be able to check for further mistakes, y' know, on Tuesday, I've got my birthday, and then it explains why I can't.
WOOHOO!
-Just had my LEGO Micro-World!
Happy birthday, Phillipzu!
No rush, but let me know when you've had a chance to double check everything, but priorities first...enjoy your birthday and presents.
I've rather fallen in love with the sandstone blocks lately. I haven't really used them much since way back before the textures were switched, but I've happened upon them again recently and I can't stop using them! It's ruining my ability to build European cities.
On that note of sandstone: I'm surprised you didn't do a CTM version of the chiselled sandstone blocks to work like the chiselled stone brick textures Glimmar.
I've rather fallen in love with the sandstone blocks lately. I haven't really used them much since way back before the textures were switched, but I've happened upon them again recently and I can't stop using them! It's ruining my ability to build European cities.
Lovely range of buildings there. Your imagination has really made it come alive!
By the way...Devon...in my opinion one of the most beautiful areas in the UK.
On that note of sandstone: I'm surprised you didn't do a CTM version of the chiselled sandstone blocks to work like the chiselled stone brick textures Glimmar.
Haha! It's just a case of never having the time to go back over and improve things.
I think I mentioned a few months back when doing the stone column work that I intended at some time to have another sort-out with the sandstone. I'd still like to try and free up the natural sandstone so that it looks a little more crumbly in the landscape, but there is always the horror awaiting if I mess with things people have been building with for months...so I might have to stay with something that looks very formal, but less perfectly clean and uniform.
*************************************************
Here's my attempt at a quick round up of some of the posts I missed in my longish absence a few weeks back:
So I've been getting back into Minecraft lately, and I just had to download this texture pack again.
It's a surprise too see your thread still hanging around at the first pages in the subforum, and it's awesome to see how you still put a lot of time and effort into this pack, and reply to everyone, keep up the great work!
Anyway, here's a little project I've been working on:
http://imgur.com/a/xIZAJ
(Link to album because I'm too lazy to the post images in this post, I'm very sorry)
Edit: I'm sorry about the bad quality, I don't know what went wrong there.
I plan to build a city in a steampunk/industrial revolution style. Not neccessarily the typical 'magical' classic steampunk, but a darker, more realistic version. The kind of architecture you'd see in Dishonored.
This is just the start, I want to build a street/avenue that kinda represents what the whole thing will look like. (If I ever finish it, that is)
I use a customized version of the texture pack, that changes some of the wool textures to bricks, so I could have some variety between buildings.
That's about it, I'll keep working on this update, maybe post some updates, maybe I'll start my own thread, we'll see. Feedback and criticism is greatly appreciated, but keep it clean!
These are some of the best steampunk buildings I've seen using my pack. I'm just kicking myself I didn't comment earlier as I'd love to see how this progresses over time. Excellent work, billycrazyjoe. When I see what you've made I'm glad you tried the pack again!
Just a heads up, found a missing texture. I was playing vanilla survival for the first time in quite some time when I came across a zombie wearing chain armor, which he dropped a piece of. While icon in the inventory did have a texture (albeit the same as iron), the texture while worn was default. I know you have said that you've been meaning to get around to retexturing the armors, so that they aren't just recolors of the same thing, but I thought I'd let you know that you should probably add Chain armor to the list, since there is now a legit way of getting it.
I'm hoping to do something for the chainmail armor when I work on the horse armor. With so many things to work on it's often the case that I need something else to prompt me to go back to an area that needs some love and attention.
Can't wait to see doors in 64! I love this TP. Are you going to update all the alternate stuff to 64 too?
I'm looking forward to having all those extra pixels for some new steampunk doors.
Given lots of time it would be nice to make the 32x alts into true 64x versions, but I'd probably not convert all of them...there are definately too many too similar to make it worth it, and to keep my interest I'd rather work on a new class of alts that might be more useful.
Hello Glimmar,
I've over heard some people saying that your good at textures. I was wondering could you please, mighty please make a Flint lock pistol and a cutlass (Sword) just like the ones in the picture below (The cutlass and the pistol are in his hands) , thanks
I don't feel that good at texturing most of the time. Perhaps that's what makes me work extra hard on some textures, and perhaps they can be called somewhat average to good, but there's a lot of stuff still in the pack that's desperate for attention, but Minecraft from a texturer's point of view continues to get bigger and more demanding and my RL seems to put spanners in the works more often as time goes on.
I've said a few times that I'd love to have a mess-a-round with making a flintlock and to make a new crossbow gun. Something will turn up that sparks me into action, I'm sure.
I've been a fan and a long time user of this texture pack, back since beta. Just wanted to say thank you for all the great work, the steady updates and fantastic style you've given my minecraft worlds.
I have one question: I noticed with version 11.1 that the clock and its animation are still appearing as the original vanilla graphic.
All other animated textures appear correctly (lava, water, OMG THE NIGHT SKY IS GORGEOUS!!)
so i think i've patched the graphics correctly.
Is the clock graphic/animation just one that you haven't been able to update yet or do you believe its something wonky on my end?
Thank you.
Glad you like the pack, el_pok.
Yes, the clock is still waiting up on being worked on. It's very often the case that some of those things I'd like to do something special with often keep getting left out, and it's because I don't want to do a rush job and I can't keep up with all the new things Mojang throws out. That's why the potions gui is till waiting up after so long (is it more than a year already?!!!)...and the dragon, even longer!
It pains me not to finish things, but with such limited time, I have to be firm and try not to waste too much time filling in with work I'm only going to have to improve later. Another of my problems is that, because I only play in creative these days, I'm not constantly being walloped over the head with things like the clock, gui, dragon, etc.
Then there's this and my Curse/Forge pages and PMs to maintain, my own occasional building and my passion for making youtube vids and...I should stop whinging shouldn't I?
Hey Glimmar, I had this idea. Would it be possible to animate a painting for use for a clock tower?
It's something I've had at the back of my mind to do one day ever since it was possible to animate stuff. The only thing is it would take an enormous amount of work to make it convincing. The easiest way to go with it would probably be to compromise, have the minute and hour hands fixed at a random point in time, animate the second hand and have some interesting mechanisms evident in various places.
Unless, someone knows of a better way of tackling it...perhaps dispensing with the second hand and using the timing side of things in the .text file to slowly move the minute and hour hands to various set positions throughout the course of a MC day. I'm aware there are probably some excellent mods out there, but I don't want to work on something that's reliant on a mod being updated. Yes, I know MC Patcher is a mod, but the way kahr so dutifully and diligently keeps it updated makes it fairly symbiotic with MC as far as I'm concerned.
When I work on the hand held clock, it will of course be made in such a way as to allow it to be used in a picture frame for making grandfather or mantlepiece clocks...that sort of thing, but I think you're after a great big town hall type of clock.
Hey, love the pack!!!
I don't mean to beg or to rush but I'm just interested on how you are doing with X32. Is development going well?
As mentioned yesterday, this is the area of work causing me the greatest amount of guilt at the moment. I haven't done anything yet...I'm not organised enough to make two versions of every new texture I make at the moment, so it has to wait until I can set to and convert everything at once back down to x32.
I am really very sorry to everyone who's waiting on the 32x version, truly I am. I can only say I will do it as soon as possible.
I read and take encouragement every time someone takes a moment of their the time to say something nice about my efforts. Thanks again. Sorry to take so long to respond.
An idea for the animated clock tower face: Have the minute and hour hands broken, either lying in the bottom of the clock face or hanging down at the 6-O'clock position, swaying. Then, have various gears and mechanisms shown, ticking away. Might not look prim and proper, but would remove the need for trying to figure out how to sync up the hour hand with the actual time. Alternatively, just have the arms go in random directions, a la the Croc Clock Tower in Hook.
Just a quick look in to say things are going well with the horse textures and I've nearly finished up on the horse armor too. I'm getting a little behind on my PMs so my apologies to all waiting on a reply.
Interesting change to the horse inventory in the latest snapshot...meaning an all-new horse gui has to be constructed. Now I'm just waiting for MC Patcher and TMI to be updated to see if it's possible to get zombie and skele horses yet, as I can't edit the beasties until I can see 'em in game.
I'm trying to get the horse textures all finished up before I work on other things, or I'll find it difficult to remember later how everything fits together. As I have no 3d means of manipulating mob textures I still have to do the painstakingly difficult way...a bit of editing and then a frustrating fly around in game, doing my best not to play the MC mob game of 'never let the player get behind you'. :\
Here's a few more pics as evidence I've not been in the least idle when I've been able to get in front of my PC:
45 unique horse color/marking combinations aside from the three armors, saddle and backpack boxes...so I can't show them all of course!
The armor has been purposefully kept free of too much 'gizmification', so that it doesn't get confusing with having automaton versions for the skele and zombie horses. I've settled on something more decorative/renaissance baroque. Hope you like.
The daytime sky textures seem to work quite nicely as a background to wild plains horses. I hope at least some of you will get to have some fun with those massive textures.
My latest texture pack demo features this awesome pack.
My favorite video review at the moment! This cheered me up no end!
qmagnet, you have an amazingly enthusiastic and fun presentation style, which is very entertaining without annoyance...and with the added bonus of being very positive about my pack. Well, we all need the encouragement...and I got a lot of that from watching this vid. Thanks for doing this and posting here.
Working on a building based on a Customs House in my place of residence:
Recently shown off to the public following a major renovation, then closed up again because of Homeland Security.... Oi!
Looks pretty doable - each of the windows is about six feet across, twelve feet tall.
Balcony around the front space. Pillar clock in the center.
The Auld Grump
That's a fine looking building, AuldGrump, with an interior to match. Nice to know you're back to working on your steampunk world. I wonder how useful the new hardened clay blocks will be, filled with useful building blocks?
An idea for the animated clock tower face: Have the minute and hour hands broken, either lying in the bottom of the clock face or hanging down at the 6-O'clock position, swaying. Then, have various gears and mechanisms shown, ticking away. Might not look prim and proper, but would remove the need for trying to figure out how to sync up the hour hand with the actual time. Alternatively, just have the arms go in random directions, a la the Croc Clock Tower in Hook.
Hey! Some great ideas there, sheep.
Yes, I think the work would be all but too intensive to try and get an actual working clock at that scale, even if I was only to show the quarter hour positions of the hands. Out of curiosity I'd still like to work out how many frames I'd need to do that. However, it probably won't get done soon, as there's still a lot to do for 1.6.
**********************************************
Being half term holidays here in the UK, I'll be continuing my longer periods of absence from the forums to attend to the family. However, I'll keep half an eye on things here, and will still be working on 1.6 textures whenever I get a little time to myself.
Each armor has similarities, but greater differences than my character armor currently has. I'm just finishing off on the diamond horse armor, each one building off the lesser precious version before it. I guess there's an Imperial feel to the design, which I'm more than happy to fit in the scope of the theme.
I just realized (very stupid of me not to have realized before) that I can just temporarily substitute one of the natural horse textures with a 'working' zombie and skele horse texture while I build up the skin to a satisfactory level. So no need to be dependent on Mojang, MC Patcher or TMI making it possible to have them in game at this time. Silly me!
Does anyone know what's happened as regards rumors of other mobs coming with 1.6? Perhaps that's all they were. All I could find in the latest snapshot was the new horse inventory gui. Anyone spot anything else?
theres a white quartz texture set in the alt textures folder
Wonderful, that would solve everything.
Ummm....how do I get the alts to load?
K.
Digging around in the files and I finally found the key ones. I have Glimmars new texture pack fully loaded, with my white quartz.
Thanks for the heads up Kitzy...
K.
Most of the normal horse work is done, but still to do armor and undead horses. haven't even had a chance yet to look at new block work.
So replies in brief I'm afraid:
I love animating stuff too. Comes with a great feeling of discovery!
Undead horses will most probably be steampunk mechanical, but if I'm pressed for time by Mojang releasing soon, I may go with a quick re-texture of my base horse skin.
Ah! If I'd been around sooner I could have helped on that one! I'm not usually good with problems, but I definitely knew about that one!
So the latest version is good to go then?
Glad to have you back. Sorry about the size of some of the textures and such...they do put a heavy toll on systems.
At the moment, rather inefficiently, it's all about getting rid of any stuff in the pack like animations, randomobs and the like to get it to work on some systems.
This is the area that is causing me most concern and my greatest feeling of guilt. With so much work involved on these flippin horses and so little time, I haven't been able to do anything yet 32x wise. You have my abject apologies for this. Having suffered slight lag with my recent Betterskies daytime cloud textures, I well understand how important it is to have a version of the pack that works for everyone.
Glad you like. Many thanks for saying and welcome to the forums.
Steampunk is very open-ended, imagination-wise, at least from my point of view. Strange gases, arcane forces, electricity, magnetism, chemistry or 'alchemistry' and anything else you can dream up would all be appropriate in my books, so long as it had an 'antique' mysterious quality to it and just so long as it's not all clinically clean and modern with shiney tech or overly rustic with medievalness, but there's even cross-over there at times!
----------------------------------
Right, back to see what I can salvage from the mess that is Glimmar's Steampunk.
As difficult as the horses have been, making two steampunk horses for the undead versions will most probably come with some problems. It won't just be a case of swapping them around for normal horses, or it will be be necessary to change all the horses to steampunk and the overlay horse patterning (socks, spots, etc). I'm hoping when Mojang officially include the undead horses in the game (at this stage I don't know how to get them) they won't have the pattern overlays, so it will be safe to customise them to be mechanical. Hence why I'm waiting and seeing and just concentrating on making normal horses look as good as I can.
If I decide to make some normal horses with included steampunk features like prostheses or attachments, then they'll have to fit inbetween the pattern overlays...very complicated!
Glad to see you up and about, Hunter.
Happy birthday, Phillipzu!
No rush, but let me know when you've had a chance to double check everything, but priorities first...enjoy your birthday and presents.
i made a rollercoaster with this texture pack
On that note of sandstone: I'm surprised you didn't do a CTM version of the chiselled sandstone blocks to work like the chiselled stone brick textures Glimmar.
Lovely range of buildings there. Your imagination has really made it come alive!
By the way...Devon...in my opinion one of the most beautiful areas in the UK.
Haha! It's just a case of never having the time to go back over and improve things.
I think I mentioned a few months back when doing the stone column work that I intended at some time to have another sort-out with the sandstone. I'd still like to try and free up the natural sandstone so that it looks a little more crumbly in the landscape, but there is always the horror awaiting if I mess with things people have been building with for months...so I might have to stay with something that looks very formal, but less perfectly clean and uniform.
*************************************************
Here's my attempt at a quick round up of some of the posts I missed in my longish absence a few weeks back:
These are some of the best steampunk buildings I've seen using my pack. I'm just kicking myself I didn't comment earlier as I'd love to see how this progresses over time. Excellent work, billycrazyjoe. When I see what you've made I'm glad you tried the pack again!
I'm hoping to do something for the chainmail armor when I work on the horse armor. With so many things to work on it's often the case that I need something else to prompt me to go back to an area that needs some love and attention.
I'm looking forward to having all those extra pixels for some new steampunk doors.
Given lots of time it would be nice to make the 32x alts into true 64x versions, but I'd probably not convert all of them...there are definately too many too similar to make it worth it, and to keep my interest I'd rather work on a new class of alts that might be more useful.
...and thanks for saying thanks. Encouragement is always appreciated.
I don't feel that good at texturing most of the time. Perhaps that's what makes me work extra hard on some textures, and perhaps they can be called somewhat average to good, but there's a lot of stuff still in the pack that's desperate for attention, but Minecraft from a texturer's point of view continues to get bigger and more demanding and my RL seems to put spanners in the works more often as time goes on.
I've said a few times that I'd love to have a mess-a-round with making a flintlock and to make a new crossbow gun. Something will turn up that sparks me into action, I'm sure.
Glad you like the pack, el_pok.
Yes, the clock is still waiting up on being worked on. It's very often the case that some of those things I'd like to do something special with often keep getting left out, and it's because I don't want to do a rush job and I can't keep up with all the new things Mojang throws out. That's why the potions gui is till waiting up after so long (is it more than a year already?!!!)...and the dragon, even longer!
It pains me not to finish things, but with such limited time, I have to be firm and try not to waste too much time filling in with work I'm only going to have to improve later. Another of my problems is that, because I only play in creative these days, I'm not constantly being walloped over the head with things like the clock, gui, dragon, etc.
Then there's this and my Curse/Forge pages and PMs to maintain, my own occasional building and my passion for making youtube vids and...I should stop whinging shouldn't I?
It's something I've had at the back of my mind to do one day ever since it was possible to animate stuff. The only thing is it would take an enormous amount of work to make it convincing. The easiest way to go with it would probably be to compromise, have the minute and hour hands fixed at a random point in time, animate the second hand and have some interesting mechanisms evident in various places.
Unless, someone knows of a better way of tackling it...perhaps dispensing with the second hand and using the timing side of things in the .text file to slowly move the minute and hour hands to various set positions throughout the course of a MC day. I'm aware there are probably some excellent mods out there, but I don't want to work on something that's reliant on a mod being updated. Yes, I know MC Patcher is a mod, but the way kahr so dutifully and diligently keeps it updated makes it fairly symbiotic with MC as far as I'm concerned.
When I work on the hand held clock, it will of course be made in such a way as to allow it to be used in a picture frame for making grandfather or mantlepiece clocks...that sort of thing, but I think you're after a great big town hall type of clock.
As mentioned yesterday, this is the area of work causing me the greatest amount of guilt at the moment. I haven't done anything yet...I'm not organised enough to make two versions of every new texture I make at the moment, so it has to wait until I can set to and convert everything at once back down to x32.
I am really very sorry to everyone who's waiting on the 32x version, truly I am. I can only say I will do it as soon as possible.
Thank you guys.
I read and take encouragement every time someone takes a moment of their the time to say something nice about my efforts. Thanks again. Sorry to take so long to respond.
Working on a building based on a Customs House in my place of residence:
Recently shown off to the public following a major renovation, then closed up again because of Homeland Security.... Oi!
Looks pretty doable - each of the windows is about six feet across, twelve feet tall.
Balcony around the front space. Pillar clock in the center.
The Auld Grump
Just a quick look in to say things are going well with the horse textures and I've nearly finished up on the horse armor too. I'm getting a little behind on my PMs so my apologies to all waiting on a reply.
Interesting change to the horse inventory in the latest snapshot...meaning an all-new horse gui has to be constructed. Now I'm just waiting for MC Patcher and TMI to be updated to see if it's possible to get zombie and skele horses yet, as I can't edit the beasties until I can see 'em in game.
I'm trying to get the horse textures all finished up before I work on other things, or I'll find it difficult to remember later how everything fits together. As I have no 3d means of manipulating mob textures I still have to do the painstakingly difficult way...a bit of editing and then a frustrating fly around in game, doing my best not to play the MC mob game of 'never let the player get behind you'. :\
Here's a few more pics as evidence I've not been in the least idle when I've been able to get in front of my PC:
45 unique horse color/marking combinations aside from the three armors, saddle and backpack boxes...so I can't show them all of course!
The armor has been purposefully kept free of too much 'gizmification', so that it doesn't get confusing with having automaton versions for the skele and zombie horses. I've settled on something more decorative/renaissance baroque. Hope you like.
The daytime sky textures seem to work quite nicely as a background to wild plains horses. I hope at least some of you will get to have some fun with those massive textures.
****************************************************
Can't say fairer than that!
My favorite video review at the moment! This cheered me up no end!
qmagnet, you have an amazingly enthusiastic and fun presentation style, which is very entertaining without annoyance...and with the added bonus of being very positive about my pack. Well, we all need the encouragement...and I got a lot of that from watching this vid. Thanks for doing this and posting here.
That's a fine looking building, AuldGrump, with an interior to match. Nice to know you're back to working on your steampunk world. I wonder how useful the new hardened clay blocks will be, filled with useful building blocks?
Hey! Some great ideas there, sheep.
Yes, I think the work would be all but too intensive to try and get an actual working clock at that scale, even if I was only to show the quarter hour positions of the hands. Out of curiosity I'd still like to work out how many frames I'd need to do that. However, it probably won't get done soon, as there's still a lot to do for 1.6.
**********************************************
Being half term holidays here in the UK, I'll be continuing my longer periods of absence from the forums to attend to the family. However, I'll keep half an eye on things here, and will still be working on 1.6 textures whenever I get a little time to myself.
Thanks, DuffmanX18.
Each armor has similarities, but greater differences than my character armor currently has. I'm just finishing off on the diamond horse armor, each one building off the lesser precious version before it. I guess there's an Imperial feel to the design, which I'm more than happy to fit in the scope of the theme.
I just realized (very stupid of me not to have realized before) that I can just temporarily substitute one of the natural horse textures with a 'working' zombie and skele horse texture while I build up the skin to a satisfactory level. So no need to be dependent on Mojang, MC Patcher or TMI making it possible to have them in game at this time. Silly me!
Does anyone know what's happened as regards rumors of other mobs coming with 1.6? Perhaps that's all they were. All I could find in the latest snapshot was the new horse inventory gui. Anyone spot anything else?