- Registered Member
Member for 8 years, 5 months, and 2 days
Last active Tue, Aug, 8 2017 15:25:45
- 0 Followers
- 977 Total Posts
- 37 Thanks
Apr 6, 2014CreeperOnTheLOOSE posted a message on [1.6.4] FruitSalad's Packs [MW3 Weapons] [Black Ops 2] [120K DOWNLOADS!]You should add camos.Posted in: Minecraft Mods
Sep 25, 2013This suggestion addsPosted in: MCX360: Suggestions
-This is the bow that is currently in minecraft- this bow has the durability of 385 and takes away 4 hearts when shot, shoots slower than all other bows
This bow has the durability of 435 and takes away 4 hearts when shot, shoots faster than the wooden bow but slower than the gold and diamond bow
This bow has the durability of 100 and takes away 4 hearts when shot, shoots faster than the wooden and iron bow but slower than the diamond bow
This bow has the durability of 550 and takes away 4 hearts when shot, shoots faster than all bows
Now this is an add on to this suggestion which keeps the wooden iron gold and diamond bow but adds arrows, and with this add on the arrows do the damage not the bow
-This is the arrow that is currently in minecraft- This arrow takes away 4 hearts when shot
This arrow takes away 6 hearts when shot
This arrow takes away 7 hearts when shot
This arrow takes away 9 hearts when shot
You would make 3 arrows when you craft any of these arrows
Thats the suggestion, please state below if you support or do not support this suggestion and if so which you support, and if there is anything i should add or if there is anything im missing please tell me below
Jul 2, 2013This suggestion is wolf fur armour, here is an example from another game of what the wolf armour could look likePosted in: MCX360: Suggestions
In this picture the and boots and gloves have claws on them, that would not be on the minecraft wolf fur armour, since there currently arent any claws on wolfs
It would give you the same protection as leather armour but its durability is less than diamond armour so wolf fur armour Is mainly just for looks
You can craft wolf fur armour using wolf fur, which is obtainable by killing a wolf -Including Tamed wolfs- one wolf drops 3 wolf fur
The wolf fur armour is crafted the same as any armour besides the helmet as shown below
The last crafting recipe would be the gloves, but maybe gloves would be to big of a change, so vote above gloves or no gloves!
Player Suggested Ideas
Wolf Fur Cape
The wolf fur cape can be worn on your back, also with the dyeing wolf fur suggestion this could help determine teams when worn, there would also need to be a new armour slot for this it to be placed in, it also has no protection and it Never Breaks
Using leather for an example of wolf fur
Wolf Fang Sword
So pretty much the same as a ordinary sword but with wolf Fangs, wolf Fangs can be obtained by killing a Wolf, one Wolf will drop one wolf fang, wolf fang swords take away 3 Hearts when hit by it
Using iron bars for an example of wolf fangs
Wolf Fang Dagger
You can duel wield wolf fang daggers, which would increase the damage, wolf fang daggers take away 2 hearts when hit, but when duel wielding them they take away 3 hearts
Using an iron bar for an example of wolf fangs
Wolf Fur Wrist Band
This is simply a band that is worn on your wrist, with this suggestion there would have to be a new armour slot for it, the wolf fur wrist band along with the dyeing wolf fur suggestion could help determine teams with the diffrent colored wolf fur wrist bands, it also has no protection and never breaks
Using leather as an example of wolf fur
-Player made suggestions end here
So with this suggestion if you dont have a bone and or dont want a dog just kill it!.. It may be hard but worth it!
Also how about dyeing wolf fur armour? just imagine yourself running around as a red or really any color wolf! vote above
Leave suggestions for this Suggestion below thanks for reading!
Apr 18, 2013This has been suggested by me in Small Xbox 360 Edition Suggestions but i think its a good enough suggestion for its own topicPosted in: MCX360: Suggestions
This idea is a dismantling bench! if you couldent tell by the topic name..
It lets you.. well lets say you take a stick and a coal, now you make a torch, but you dont use it and you want that stick for a pick, Now you go to your Dismantling bench and you put in a torch and click "dismantle" and it turns it back into a stick and coal
This wouldent work for any used armour, or used weapons or tools
It also would not work for food or dye, imagine trying to un-cook steak.. or turn dye back into a rose
They already let you craft a diamond block into 9-Diamonds why only ore blocks? why not More?
Well this idea is a simple idea, I dont know if this topic is lacking detail or not or if its just short..
So please ask me any questions you need
And leave a comment on what you think of this suggestion
Apr 9, 2013This idea is a Quarter-Block, i have posted this in a suggestion topic but i think it deserves its own topic..Posted in: MCX360: Suggestions
Well i have edited a image of a block and made this image!
-The one in the middle is the quarter block if you couldent tell-
this would act as a slab, When you place 2 quarter blocks on top of eachother it turns into a slab wall and if you place a quarter block infront of a slab wall then it turns into a staircase
So thats the suggestion, the crafting recipe is very simple you can just turn a average block into 4 quarter blocks
And if you support this idea and dont want to leave a comment just simply say "Support" thats it.. or hit the support button below!
Please leave a comment below on what you think of this idea, and if you have a question about this suggestion ask away!
- To post a comment, please login.
Nov 2, 2010Misa posted a message on Misa's Realistic Texture Pack - 1.17 Preview UPDATED 9JUNEPosted in: Resource Packs
Here's an early bit of support for 1.17! While Optifine is still catching up, things may be subject to change, but for now at least 1.17 can be run without all default textures, hooray!
This month's installment of 1.17 support will ultimately be most focused on fixing broken things and texturing stuff that generates naturally, with crafted blocks being thrown in here and there when convenient. At the moment all ores are currently textured and the natural form of deepslate has full CTM support as well. As shader's are once again supported by Optifine, I'll likely be updating my prefs for those.
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:
-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-free Mirror: LINK 2 (Permanent Ad Link to support my work for free! This URL will never change and always be up to date.)
My work is free to all and I'm happy to keep it that way. However, updates to this texture pack are only made possible by support from people like you. Like many hit by the pandemic, I'm stuck at home and unemployed. I would be greatly relieved to be able to make a living wage by continuing to produce this content. If you're able and willing to pitch in, please consider subscribing on Patreon or donating through PayPal.
- Supporting this Work
1. Save my pack's zip file to the resourcepacks folder in your Minecraft directory. (Do not extract!)
- Installing the Texture Pack
2. Click here to download the latest version of Optifine. (Very important!)
3. Run Optifine's installer on the appropriate installed version of Minecraft.
4. Run Minecraft and go to Mods and Resource Packs to select my pack.
If you have trouble getting the pack working after this, head to my Discord server for support.
An updated collage of screens showcasing new biome atmospheric diversity using BSL shaders which this texture pack will eventually fully support.
More (Horribly outdated) images!:
Had to post an image of the enderdragon. Keep in mind it looks better when fully animated.
Image borrowed from Kaz's post until I get a chance to get some screen-shots of my own made.
Q: Some of my textures like menus and connected textures are white. What gives?--OR--My performance sucks, what can I do to improve it?--OR--I've double checked that I've followed all the installation instructions and the game crashes when I load your pack, how do I fix this?
A: These are usually caused by memory issues. Your computer either has insufficient memory to load all the textures or more likely isn't allocating enough memory to the game to ensure smooth performance. There are several things you can do to ensure Minecraft is getting enough memory:
1. Update Java. Much of the time, your Java is probably just outdated and an update should improve general performance. How to update should be self-explanatory--Google "java update". Ensure you use the correct bit version to match your OS. (i.e. Do not use the 64 bit vesion if you are on a 32-bit OS and vice versa.)
2. Update your video card/device's drivers. Same as above. If you don't know what video card/device you have, again, use dxdiag as described in the first suggestion. If you are on a laptop that wasn't purchased for gaming, chances are you might not even have a proper gaming video card. In this case you should ensure your laptop's drivers are completely up to date--For this Google is also your friend.
3. Close other high-memory-impact programs. Some programs are huge resource hogs, and no matter how much memory you have, if it's all being used by a web browser with a lot of tabs open (even if minimized) Java may not be getting the memory resources it needs to render all textures. In this case, on Windows it wouldn't hurt to use 'Ctrl'+'Alt'+'Delete' to bring up the Task Manager and arrange your currently running applications by their memory usage to see what big memory hogs you can shut off while you play Minecraft.4.Update your hardware. This will be a last resort for most people because not everyone may have the resources to pull it off. But if you have the money, your computer can always benefit from having upgrades to various components. Minecraft is primarily a PC game, when you get into the territory of PC game modding, you probably shouldn't expect good results unless you're running a gaming machine. You can easily build one of these from scratch for under $600 using only Google. (Building a computer isn't as hard as you may think!) Though you may just need to upgrade a single component or two and that's a much more cost-effective way to turn your current machine into something for gaming. I'd recommend first evaluating your video card situation. If you're using an onboard video device, you should definitely get a real video card. If your video card is good, the next step would be to upgrade your RAM. I'd only recommend upgrading your CPU as a last resort--though in that case, you should probably just rebuild a new machine from scratch. As always, Google is your friend, but if you need help with figuring out what upgrades your machine can handle and Google or online forums aren't cutting it, consult your local computer nerd, YouTuber, streamer, or any customer service of an electronics store that sells computers.
Q: Why is my water is white/grey or purple/blue with text?
A: Because you either do not have the latest Optifine installed, or you have Custom Colors disabled. This pack relies on the Custom Colors mod to function properly. To enable it on a Patched version of Minecraft, go into Options>Video Settings>Quality>Custom Colors: ON
Q: I prefer the old lighting. How can I get it back?
A: Open the zip file that contains my texture pack, go to the environment folder, then delete all the files that contain the word 'lightmap.' If you just want to remove the flicker from torches, you'll need to edit those files so that the bottom half of them is the same shade of pixels horizontally. You can easily accomplish this in any image editor by just copying and a single column of pixels from the bottom half and pasting them all the way across.
Q: How do I uninstall this pack and/or MCPatcher?
A: Simply go into Options>Resource Packs and remove Misa's 64x64 Realistic from the Selected window.
Q: Will this texture pack make my game lag?
A: It may. Most people however report no noticeable change in framerate. So unless your computer is pretty old or a laptop, you shouldn't notice much of if any hit to your performance. However, you likely will have trouble with lag if you do not have a proper video card and are just using something like on-board video on a laptop. Generally if you plan to play 3D games, you need to have a proper video card. If you've never used Optifine before though, it may actually help your performance a lot.
Q: Will you make some textures for (insert mod name here)?
A: Possibly. But most likely not. I only try to support purely graphical mods. Any mod that alters entities, gameplay or adds any other thing to the game that can corrupt your saves will not be supported by me. If you find a non-intrusive, purely graphical mod, please suggest it for my review. I will then decide whether or not I will support it with my art. Once fully caught up, I plan to take alternate texture requests from certain Patron tiers.
Q: How do I use the alternate textures?
A: These are provided for people who like to edit the pack before installing it. You will need a decent graphics editor that supports alpha channels and a way to change files in zips or in Minecraft.jar, such as Winrar. If you don't know what you're doing here, it's probably best to not worry about using these. I do not provide support for the editing of my pack, only resources for those who do.
Q: Will you make the pack resolution higher than 64x64?
A: Not at this time. A big part of the aesthetic of my pack relies on being at this particular resolution.
Q: Does this texture pack support shaders?
A: It is usable with most shader packs, however shader maps for the textures are something that are planned for the future once the pack is fully up to date. The shader maps of choice for this work will likely be BSL, as they have the best customizability for texture pack artists and good implementation of parallax occlusion mapping (3D textures) that I've seen so far.
Q: Can I use your art for a project I plan to upload?
A: Depends. For the most part I'm fine with people using my work for modified texture packs and compilations so long as I'm properly credited for it. (With a link to this thread.) If however you plan to take donations or make money off of my work (Including via adf.ly links), I'm not okay with it. I provide my stuff completely for free to the Minecraft community with optional ad, donation and subscription links. It's not put up for people to capitalize off of. If you want to make money, produce a unique product of your own imagination and work rather than stealing from others. It also gets a little complicated with projects that aren't related to Minecraft. For those, please PM me or head over to my Discord server. So here's a list of things to consider and avoid if you wish to use my work:
-Ask for permission as the forums now require. (I prefer this via PM so as to not clutter the thread.)
-Credit me for the work of mine you're using.
-Limiting usage to Texture Packs and compilations released on this forum.
-Add a link to this thread (and threads of other artist's work used for sourcing reasons).-Include my Legal.txt if you're using a large portion of my work. (You may rename it to Misa's Legal.txt)
-Title your pack as a COMPILATION or REMIX if you use a large portion of my work (and other artist's work) for sourcing reasons. (It's not "Joe Bob's Texture Pack" if all the actual art was done by Jack and Jill.)
AVOID:-Using files in the 'optifine' folder of the pack.
-Receiving payment or donations for a release using my work. This includes monetization with ads like through adf.ly.-Using my Randomobs files. (Only the default mobs may be used.)
-Using my CTM files. (They are not necessary for your texture pack and are a custom feature of mine)-Telling people they're free to use your work as a basis for their pack if it contains the work of others. (You don't have the right to grant permission to others unless it's all your own work.)
-Claiming my work (Edited or not) as completely your own work, or allowing others to carry on believing the work is yours without correcting them.
-Using my work for projects not related to Minecraft texture packs without contacting me first to obtain permission.
-Getting water on gremlins and feeding them after midnight.
Apr 10, 2011Posted in: Minecraft Mods
[*** WHAT IS BETTER THAN WOLVES? ***]
Better Than Wolves is a "total conversion". This differs from most mods that you are probably used to in that it changes many of the rules of play to provide a richer experience, rather than just adding in new stuff. What makes it special however, is that it always attempts to do so in a way that retains the original spirit of the game, perhaps even more so than the newer official releases.
It focuses both on challenging survival play, and player creativity in terms of never providing "magic block" solutions to in game problems. Instead, it provides basic tools and leaves it to the player to figure out how to use them to get the job done.
In short, Better Than Wolves is a vision of what Mincraft could have been, designed by a very serious player, for other like minded individuals.
[**** End Of Dev ****]
Please note that after a full decade, all development has ceased on Better Than Wolves. The final version (4.B0000003) can be downloaded here:
And the source code can be downloaded here:
Better Than Wolves and its source code are made freely available under the creative commons attribution license:
You are free to modify and redistribute portions of BTW and its code as you wish, but I (FlowerChild) would appreciate acknowledgment if you do so. Keep in mind however that parts of BTW may be based on modified versions of Mojang's code and assets, and it is left to anyone redistributing portions of BTW to make sure they are appropriately considering Mojang's intellectual property and licensing as well.
Sep 6, 2012PyloDEV posted a message on MCreator Minecraft Mod Maker, Add-On Maker, and Data Pack MakerPosted in: Minecraft ToolsMCreator is open source software used to make Minecraft Java Edition mods, Minecraft Bedrock Edition Add-Ons, and data packs using an intuitive easy-to-learn interface or with an integrated code editor. It is used worldwide by Minecraft players, aspiring mod developers, for education, online classes, and STEM workshops.
Official website: https://mcreator.net
NOTE: MCreator is a very active project and has a lot of support but on its website: mcreator.net. This forum thread is not actively maintained anymore.
NOTE: MCreator is a very active project and has a lot of support but on its website: mcreator.net. This forum thread is not actively maintained anymore.
Nov 17, 2010DrZhark posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Posted in: Minecraft Mods
Compatible with Minecraft 1.12.1
This Mod adds more creatures to the game.
Mo'Creatures is now open source! You can access the source code at https://github.com/DrZhark/mocreaturesdev
You're welcome to add this mod to your modpack. No need to ask for permission
We have a new website!! Please check it here: http://mocreatures.org/home
Download the Mod:
Minecraft version 1.12.1
Minecraft version 1.10.2
Minecraft version 1.8.9
Minecraft version 1.8.1
Minecraft version 1.7.10nothing to report now
How to Install Mo'Creatures Mod:Minecraft 1.6.x+
1. Install Forge using the installer.
2. Launch the game using the Forge profile. Exit the game.
3. Copy the MoCreatures.zip, CustomSpawner.zip into the .minecraft/mods folder.
4. Play! (Make sure your profile is set to Forge)
Download the files linked above
Please make a backup of your minecraft.jar file and then:
1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
2. install GUI Api (just copy the .jar file into the /coremods folder)
3. Delete the META-INF folder in the minecraft.jar file
4. locate your .minecraft/mods folder
5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
And this one that explains how to set up a server with Mo'Creatures 5.0.0
This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
PixelPaperCraft has a section for Mo'Creatures!
Previous VideosThis video explains how to transfer your pets from Minecraft 1.5.2 to 1.6.2
this one is in Spanish and explains most of the features of Mo'Creatures:
This video shows the New Big Cats and Manticores
-fixed crashing bug when hitting werewolves with a tool
-another attempt to fix aquatic animals crashing bugs
-fixed hybrid bigCats and pet amulet bug
-animals can be tamed by riding them again
-fixed Jellyfish crashing bug
-fixed bug that made wyverns revert back to mother wyvern
-exorcised Aquatic animals crashing bugs
-Tamed Ligers can obtain wings by receiving an essence of light
-fixed tiny creatures appearing with the summon command
-fixed game crashing bug when Ents were planting flowers
-fixed game crashing bug with MoCPetNames
-fixed game crashing bug with PetAmulets
-fixed MoCreatures tab name
-fixed Mammoth Platform name
-bunnies can be tamed again
-small creatures can be picked up again
-fixed light blue kitty bed icon
-fixed amulets and fish nets
-BigCats move faster
-fixed bug with inventories of BigCats, Horses
-fixed bug with entities moving sideways
-fixed duplicating item bug when using item on off hand
-fixed animation bug with aquatic entities receiving damage
-Bears can now be tamed by giving meats to cubs
-Bears can now be ridden and given chests
-Split bears into separate entities
-Split ogres into separate entities
-medium fish were split into separate entities
-small fish were split into separate entities
-hybrid big cats are now separate entities
-Updated for Minecraft 1.10.2
[8.1.3] and [8.2.2]
tamed animals will no longer attack the player
tamed bears can be commanded to sit with the whip
fixed invisible kittybeds
[8.1.2] and [8.2.1]
-fixed bug where ghost big cats will revert to normal cats after reloading game
-fixed bug where amulets will disappear from tamed big cats
-fixed bug with wyvern lair spawnings (the default mocreatures and customspawner .cfg files need to be erased for the fix to take place)
-tigers and leopards now show chests
-added more big cat hybrids (thanks to Cybercat5555): Leoger (between leopard and tiger), Panthger (between Panther and tiger), liard (between male lion and leopard) and lither (between panther and male lion)
-Updated for MC 1.8.9
-BigCat overhaul, split the bigcats into their own categories: lions, tigers, panthers, leopards
-split stingRays and MantaRays
-BigCats can be tamed by giving pork or raw fish to a cub
-big cats can mate by giving them pork or raw fish and keeping them in an enclosed space
-white lions and white tigers are a rare spawn with a 1/20 chance
-ligers are obtained by breeding a male lion with a Tiger
-there is a hybrid between panther and regular leopards
-giving a dark essence to a panther gives it wings
-giving a light essence to a male lion, white male lion or liger will give it wings
-Manticores are a new mob, red manticores are found in the Nether, blue manticores in snowy biomes and dark and green manticores elsewhere
-Manticores can drop an egg, that can be hatched to obtain a pet manticore. Pet manticores can be ridden once they turn into adults
-There are ghost versions of the big cats that can be obtained randomly when a tamed big cat dies
-winged big cats, ghost big cats, hybrid big cats and manticore pets are sterile (they can't breed)
-fixed kitty beds icons and behavior
-synchronized flying horse wing flapping animations and sounds
-cleaned up the code
-fixed komodo animations
-fixed server code
[8.0.0] devA - Note this is not a release ready version, for testing purposes only
-werewolves will receive higher damage from items / weapons with 'silver' in the unlocalized name or name of the material. They won't receive extra damage from gold weapons
-werewolves won't complain as much when transforming from human to werewolf form
-improved werewolves moving speed when hunched
-improved dolphin riding code
-turtle swimmimg animation improved
-piranhas move as a herd and attack differently
-deers will jump when fleeing from entities
-horses can also get ready to breed by feeding them a golden carrot
-turtles / bunnies will not receive damage when riding a player
-updated ogre attack animations
-improved minigolem / golem throwing stone accuracy
-added three more crab textures
-foxes now spawn cubs that follow adults and flee from players
-improved maggot animation
-improved ant food picking behavior
-added female turkeys
-ents now plant all the flower varieties
-added bear attack animation
-decreased frequency of goat bleets
-wraiths do not collide with entities, added attack animation
-skeletons, silver skeletons and zombies can now ride scorpions and wild wolves as well as mob horses
-MoCreature inventories can be opened by interacting with the creature while sneaking (right click while pressing shift). The MoCreatures 'keys' are no longer obtained by adding a chest to a creature and the crafting recipe was removed.
-Improved elephant animations
-Synchronized wyvern wing flapping animations / sounds. The wing flap depending on the flight speed when ridden.
-Added transform animation to Wyverns
-Changed wyvern speed, health, attack damage so the 2nd tier wyverns are significantly better
-Sharkteeh can now be converted into bonemeal
-fixed weapon damage and enchanteability
-added Pet scorpion sitting behavior / animation
-added transform animation to scorpions
-Pet scorpion health boosted to 40 (from 18)
-added wyvern ghosts
-increased Horse health, Horse speed
-Tamed Zebras shuffle again
-The nightmare burning effect last less than before
- Female Ostriches eggs are no longer sterile. Players must now pick up the eggs in order to hatch them.
- Bunnies no longer breed in the wild. In order to breed a bunny, players need to feed it a carrot at full health.
- Fixed Wyverns not laying eggs
- Fixed Pet Amulet glitch with mcMMO
- Fixed Pet Amulet glitch with nametags
- Fixed Ray grow glitch
- Fixed BigGolem dupe glitch
- Fixed wyverns, small fish, and medium fish not dropping the correct egg type
- Fixed possible client crash with Ent's attacking tamed animals
- Added new server '/mocspawn' admin command which allows you to spawn any type of horse/wyvern instantly.
This command should help server admins replace pets that go missing.
Valid Horse types :
Tier 1 : 1-5
Tier 2 : 6-9
Tier 3 : 11-13
Tier 4 : 16-17
Special : 21-28, 30, 32, 36, 38-40, 48-61, 65-67
Valid Wyvern types :
Normal : 1-4, 6-12
Mother : 5
An example of spawning a Zorse would be
'/mocspawn horse 61'
An example of spawning a mother wyvern would be
'/mocspawn wyvern 5'
for previous change logs, refer to the README.txt file
Currently the Mod adds the following creatures:
Ents are peaceful creatures that will be immune to any kind of weapons but axes. They attract nearby small creatures and spawn small plants.
Moles are very shy and hide underground from bigger creatures.
Mini golems are mobs that spawn at night and throw rocks at the player.
Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves
Raccoons attack back if provoked. They can be tamed by giving them any edible item.
-Small and Medium Fishpictures pending...
A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole
This is how a fishnet is crafted:
Spawn on beaches next to water. They can be tamed with fishnets
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.
The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.
To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.
-Elephants and Mammoths
Elephants spawn on Deserts, Jungles, Plains and Forests.
Mammoths spawn on cold biomes.
Elephants drop Hide
A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
Tamed elephants are healed with baked potatoes, bread or haystacks
A harness can be put on tamed adult elephants to make them rideable and attach extra things:
If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
To dismount an elephant, the rider has to make it sit first and then it can be dismounted.
Indian Elephants can be given a special luxurious garment:
In addition to the garment, a nice throne can then be given to the Elephant.
Two chest sets can be put on each elephant, allowing it to carry inventory
A key is used to open the inventory.
Mammoths can also carry two extra regular chests.
Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
While wearing them reinforcement and ridden by the player, they will break blocks.
(However that feature is disabled by default in multiplayer, to prevent griefing)
Mammoths are more effective at breaking blocks than elephants.
A platform can be put on the Songhua Mammoth, allowing them to carry a second player.
To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
The second player can dismount the mammoth by pressing the sneak key.
Komodo dragons spawn on swamps and plains. They attack small animals or players.
Komodo dragons poison their prey.
They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.
An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.
Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.
A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.
Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.
Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.
When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.
As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.
The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)
It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.
When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).
They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.
Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake
Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.
check this video by BlockDaddy
Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.
Only regular horses, donkeys and zebras spawn in the wild.
Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.
Tamed horses can be bred with the following combinations:
The Gofa made this video explaining the breeding chart:
This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.
When riding and undead horse, mobs will not attack you.
To obtain rarer horses, you need a Zebra and the rare essences:
Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.
Essence of Darkness. The heart of darkness is a rare drop of bathorses.
Bathorses are aggressive mob horses found at night, mostly on underground caves.
The Essence of Light is made by combining the other three essences
The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.
Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.
Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.
If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.
If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.
Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.
If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.
Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:
Amulet of the sky, to capture pegasus or black pegasus
Fairy amulet for the fairy horses
Ghost amulet, that can capture ghost horses
Bone amulet, used to capture skeleton horses
Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
And crystal armor for the rare horses
This is how you craft the Horse Saddle:
The only way to dismount a horse is by clicking the sneak key (shift)
Quick guide on how to breed horses:
Rules for breeding:
-The horses to breed should be kept close (no more than 4 blocks away)
-There should be no other horses around (8 blocks)
-You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
-it takes time (about 1/2 Minecraft day)
Quick Guide on How to use the Horses' Inventory:
-Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
-The horse needs to be tamed, and you need to give it a chest (only once)
-A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.
How to activate the Nightmare's special ability:
-it has to be tamed, you need to give it a redstone.
-after that, ride it... and be careful
You can craft a rope:
that can be used to tie horses and BigCats, so they will follow you.
Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.
The females and chicks will run away and hide their heads in the ground if attacked.
Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.
Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.
You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.
Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.
If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.
Male ostriches are fast and the rare albino ostriches even faster.
Ostriches can carry helmets that will reduce the damage received
A chest can be given to an ostrich and they can carry a small inventory
cloth colored cubes can be given to saddled ostriches to make them carry colored flags
Nether ostriches are obtained by giving any tamed ostrich an essence of fire
Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)
Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn
Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.
Undead ostriches are obtained by giving any tamed ostrich an essence of undead.
-SnakesThere are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.
Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles
Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.
A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures
You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.
Shy dark green snake:
shy dark spotted snake:
Mantarays are peaceful creatures, they won't bother you at all.
They can be tamed by mounting them. Then a fishnet can be used on them
Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!
They can be tamed with fishnets
JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!
Can be tamed with fishnets
Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion
Tamed and wild goats will follow you if you are carrying any edible items in your hand.
You can use a rope on tamed goat to make them follow you
You can milk female goats. Female goats don't have a goatie and have shorter horns
Don't try to milk a male goat. It won't like it
Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.
Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned
Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
Crocodiles drop hides that can be used to craft 'Croc' armor
These shy lil' guys will hide from any other creature bigger than them.
Turtles are resistant to most attacks unless they are upside down.
If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
You can tame turtles by dropping watermelon slices or sugar cane near them.
Once tamed, they will grow slowly, follow you around and also you can carry them on your head!
Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.
Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.
Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.
With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.
Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.
L = leather
G = Gold ingot
Once the cat is tamed, it will look for a Kitty bed with food or milk.
P = wood plank
I = iron ingot
W = Wool (you can use dyed wool as well, it will give you beds of different colors)
P P P
P W P
You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.
You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.
any combination of Raw Pork + Raw fish
Once the kitty has eaten, it will look for an unused litter box.
P = wood plank
S = sand
P P P
P S P
P P P
The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.
A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.
IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off
L = Leather
I = Iron Ingot
C = BigCat Claws
C L C
If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.
You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.
S = Silk
Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.
A cat will follow you if you have a wool ball on your hand
If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.
You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.
After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.
If a kitten is attacked, its mom will defend them.
Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.
They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.
They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.
Watch this video from BlockDaddy O'Neal showcasing the rats
Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
They drop pork meat
BigCats replace the lions that were part of the initial release of this mod.
Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.
Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.
BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.
Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.
Tamed BigCats will follow you and fight any mob that targets you.
BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.
Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.
If you use a rope on a tamed BigCat, it will follow you and fight your enemies
You can watch this video by Foxy1990, showing how to tame BigCats
They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu
Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water
A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
right click on it while holding any pike.
Fish can also be tamed with fishnets
There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.
You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.
Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.
This video shows how to breed dolphins: (courtesy of Foxy1990)
The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
The shark model was inspired by charle88's thread. He also shared his textures.
The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!
There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.
In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.
Werewolves sometimes will run on all fours, which makes them faster
There are four kind of bears in MoCreatures:
Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.
You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.
Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!
spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.
The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore
The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.
The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.
Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.
They attack smaller prey and if you get close to them, they can also attack you. Be warned
Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.
If you pick up a bird, you can glide safely from heights
They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D model
Frequently Asked Questions
I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.F.A.Q.
Q.: Can I include your mod in my modpack?
A.: Yes you can. No need to ask permission. Just go ahead!
Q.: How do I get off my mount?
A.: Press the 'F' key
Q.: I installed the mod but don't see any of the new creatures.
A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true
Q.: I only want to have xxx mob and not the others, can I?
A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0
Q.: I can't tame/ride a horse
A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses
Q.: I get a black screen when installing the mod
A.: Did you forget to delete the META-INF folder?
Q.: Does this work for SMP?
Q.: The lions and bears are bipeds!!
A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
Q.: Does this work for Mac computers?
A.: It does, the installation procedure is different.
Q.: What program do you use to make the mobs?
A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code
Previous versions-MoCreatures v6.2.1 (for Minecraft 1.7.2)-Mo'Creatures v6.1.0 mirror (for Minecraft 1.6.4)
-Mo'Creatures Mod v5.2.5.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.3.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.2.2.zip (Mirror) (MC 1.5.2)
-Mo'Creatures Mod v5.1.5.zip (Mirror) (MC 1.5.1)
-Mo'Creatures Mod v5.0.8.zip (MC 1.5.1)
-Mo'Creatures Mod v4.7.0 (MC 1.4.7) requires CustomSpawner 1.11.2
-Mo'Creatures Mod v4.6.0a (MC 1.4.7)
-Mo'Creatures Mod v4.5.1.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.5.0.zip (Mirror) (MC 1.4.7)
-Mo'Creatures Mod v4.4.0.zip (Mirror) (MC 1.4.6)
-Mo'Creatures Mod v4.3.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.3.0.zip (Mirror)
-Mo'Creatures Mod v4.2.3.zip (Mirror)
-Mo'Creatures Mod v4.2.2.zip (Mirror)
-Mo'Creatures Mod v4.2.1.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.2.0.zip (Mirror) (MC 1.4.5)
-Mo'Creatures Mod v4.1.3.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.2.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.1.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.1.0.zip (Mirror) (MC 1.4.2)
-Mo'Creatures Mod v4.0.4.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.3.zip (Mirror) (MC 1.3.2)
-Mo'Creatures Mod v4.0.2.zip (MC 1.3.2)
-Mo'Creatures Mod v4.0.1.zip (MC 1.3.2)
-Mo'Creatures Mod v3.7.1.zip (MC 1.2.5)
BannersIf you want to add a Mo'Creatures banner to your signature, you have different options:
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iYxei.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Uwhm8.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/vygdJ.png' /></a>
Thanks to Jibberlicious
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/DH52R.png' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/MDDfn.jpg' /></a>And if you survived the bunny infestation...
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/iIB8C.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/UNlXu.jpg' /></a>
<a href="http://www.minecraftforum.net/viewtopic.php?f=25&t=86929"><img src='http://i.imgur.com/Cpu63.jpg' /></a>
CreditsCoding: DrZhark, Bloodshot
Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
Textures, Icons: BlockDaddy and DrZhark
special thanks to:
-ScottKillen: Extrabiomes XL compatibility coding
-AtomicStryker: SMP port for Minecraft 1.2.5
-Cojomax: adding custom sounds
-Freakstricth: Forge sprites
-Vaprtek: initial Horse Model.
-Dorino1: quack sounds plus painterly pack's duck texture.
-Macaque: first boar texture.
-Rondaround: fox idea, AI, sounds and texture
-_303 and Risugami: help with ModLoader and AudioMod
-Corosus: optimization changes in the code
-charle88: shark's model inspiration
-cdrumer11: pink and white dolphin skins
-FireHazurd: first werewolf model and texture
Dec 4, 2012SaveTheGnomes13 posted a message on Fallout: Dam'dlands (aka Fallout: Rebuilding Humanity) Fallout Adventure MapPosted in: WIP Maps
Welcome to the hub of "Fallout: Dam'dlands", previously known as "Fallout: Rebuilding Humanity". This Fallout themed adventure map takes you into the heart of a new and expansive wasteland; the secluded Haydon Valley. With years of work poured into this project, players will get to embark on an extensive and mysterious main quest, multiple side quests, countless locations to explore and so much more!
The year is 2351 and the world is but a shadow of its former self. Many years before, in the year 2077, conflict consumed the world and the atomic bomb brought an end to civilization and almost all life on earth was extinguished.. The cries of war were silenced. However, there were those that survived. Those that endured.
You are one of the "lucky" ones. Before the bombs fell, underground shelters had been set up across America, known as Vaults. If an apocalyptic event occurred, humanity could remain safe in the Vaults and, eventually, start fresh. You have spent your life in Vault 83, knowing very little of the outside world. However, after the sudden disappearance of the Vault engineer, you soon find yourself venturing out into the wasteland above you. You grab your gear and prepare to head to the surface. You think you're ready but you have no idea what to expect...
Because war... war never changes.
- Featuring a lengthy main quest, you will begin a brand new adventure, meet new people and travel to the infamous "Big City". Explore Haydon Valley, a landscape that was partially shielded from atomic annihilation by its mountainous borders but it now home to frequent acidic rain storms.
- The map, characters, story, events and references are, as far as I am aware, nearly completely accurate to the lore of the Fallout games and its respective universe. Expect references and appearances from the items, events and characters of previous all previous Fallout games (though with more of a focus on F3, F:NV, F4 and F76)
- The wasteland is home to a plethora of sidequests that will take you to all corners of the Valley: whether you're wandering in the twisted expanses of the City or venturing to other locales such as the Happyfields Amusement Park, Victory Hills Estate, the Mall of the Future, Yesting Power Plant, the Rotpot Pub, the Super Duper Mart and more!
- You'll be able to arm yourself with a variety of ranged and melee weapons! Supersledges, Combat Knives, 10mm Pistols, Shishekebabs, Baseball Bats, Hunting Rifles, Rebar Clubs, Pool Cues, Combat Shotguns, Molotov Cocktails, Pipe Wrenches, Frag Grenades, Assault Rifles and more!
- Expect to find many creatures and characters that you already know from the Fallout world, including: Super Mutants, Radscorpions, Raiders, Feral Ghouls, Nightstalkers, Giant Ants, Radroaches, Brahmin, Eyebots, Mr Gutsys, Traders, Mole Rats, Bighorners, Liberator Bots and more! The Valley is also home to a number of terrors all of its very own!
- Items in game are pulled right from Fallout universe. During your adventures you'll be sure to find such things as Stimpaks, Nuka Cola, Power Armour, Brahmin Steak, Pre-war Money RadAway, Abraxo Cleaner, Vault Boy Bobbleheads and more!
Currently unavailable until the next iteration is ready! It's been years in the making but we think it's worth the wait and truly appreciate peoples incredible levels of patience and understanding!
Nov 15, 2011Posted in: Skins
I'm on discord (not real regularly though), send me a pm if you want the mega-pack or if you have a request. Discord: Captian_Nemo#8639
Hey, I made some camouflage skins.Dirt Camouflage. Well, it looks like dirt. dirt camoCobble Camouflage. It looks like cobblestone. coble camoWood plank Camouflage. It looks like wood planks. wood plank camoEndermen Camouflage. IT'S AN ENDERMAN, RUN!!! enderman camoSmoothstone Camouflage. Soooooo, Smooooooth. SmoothstoneMossy Cobblestone Camouflage. Don't slip! Mossy CobblestoneWater Camouflage. Aquaman! WaterBirch wood plank Camouflage. http://adf.ly/6qxCTJungle leaves Camouflage. http://adf.ly/6Qsb2Wood door Camouflage. http://adf.ly/6OQTZLava Camouflage. http://adf.ly/8GZvIJungle wood Camouflage. http://adf.ly/8GZtEAll the pictures are in spoiler tags to save space. The respective links are directly below the pictures.If you want a custom camouflage skin, just ask. It may take a while for me to make custom camouflage skins, so please be patient, thanks.Pic:
wood plank camoPic:
http://adf.ly/6qxCT Birch wood plank.Pic:
http://adf.ly/6Qsb2 Jungle leaves.Pic:
http://adf.ly/6OQTZ Wood door.Pic:
http://adf.ly/8GZtE Jungle wood CamouflagePic:
http://adf.ly/8GZvI Lava Camouflage.Pic:
http://adf.ly/9LeIj Diamond Camouflage.Pic:
http://adf.ly/9NyHA Mossy Stone Camouflage.
Sky at nighthttp://adf.ly/DM3Ea
Gravel Camohttp://adf.ly/DM3EbDay sky:
Brown giant mushroom
Red giant mushroom
Apr 8, 2011sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Get all OptiFine versions here: optifine.net
- FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
- Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
- Support for Shaders (info) - based on the Shaders Mod by Karyonix
- Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
- Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
- Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
- Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
- Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
- Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
- Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
- Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
- Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
- Better Grass Fixes grass blocks side texture to match surrounding grass terrain
- Clear Water (examples) Clear, transparent water with good visibility underwater
- Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
- Random Mobs Use random mob textures if available in the texture pack
- Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
- Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
- Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
- FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
- Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
- Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
- Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
- Fast Texturepack Switching Switch the current Texturepack without leaving the world
- Fullscreen Resolution Configurable fullscreen resolution
- Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
- Time Control Default, Day Only or Night Only - works in only in Creative mode
- Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death
Even Older VersionsEven older versions of OptiFine are available in the OptiFine history.
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
1. Temporarily revert back to the Default Texture Pack.
2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
3. Set Graphics to Fancy
4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.
5. Select your previous texture pack and graphics settings
6. Run Minecraft and enjoy
Compatibility with other modsWhen installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.
If you need ModLoader: Install OptiFine AFTER ModLoader.
If you need Forge: Install OptiFine AFTER Forge.
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.
If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.
Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.
Not compatible with: CCTV, The Aether.
For Minecraft 1.6.2 and newerA. Simple (for OptiFine 1.6.2_C4 and newer)
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"
- Start the official launcher and play
- Use the official launcher to download and start once Minecraft 1.6.2.
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Extract" and save the OptiFine MOD file
- Start Magic Launcher
- Click "Setup"
- Select Environment "1.6.2"
- Click "Add" -> select the OptiFine MOD file
- Click "OK"
- Login and play
- Use the official launcher to download and start once Minecraft 1.6.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Rename the folder "1.6.2" to "1.6.2_OptiFine"
- Go in the subfolder "1.6.2_OptiFine"
- Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"
- Rename "1.6.2.json" to "1.6.2_OptiFine.json"
- Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file
- Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".
- Start the official launcher
- Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
Installation for Minecraft 1.6.2 with Forge
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Use the official launcher to start once Minecraft with the Forge profile.
- Start Magic Launcher
- Click "Setup"
- Select Environment "Forge9.10.X.Y"
- Click "Add" -> select the OptiFine ZIP file
- Click "Advanced"
- In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"
- Click "OK"
- Login and play
B. Simple (for OptiFine 1.6.2_C4 and newer)
- Put the OptiFine JAR file in the Forge "mods" folder
- Start Minecraft and Forge should automatically load OptiFine
B. Complex (not working for Forge #780 and #781)
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Go in subfolder "Forge9.10.X.Y"
- Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".
- Start the official launcher
- Select profile "Forge"
- Click "Edit Profile"
- Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
For Minecraft up to 1.5.2If possible start with a clean minecraft.jar and check the mod compatibility section above.
A. Easy Installation
1. Download and start the Magic Launcher
2. Click Setup, click Add, select the downloaded zip file
3. Click OK, login and play Minecraft
B. Manual Installation
1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin
2. Create a backup of minecraft.jar
3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)
4. Delete the META-INF folder.
5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.
6. Run Minecraft and test!
1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin
2. Create a backup of minecraft.jar
3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents
4. Rename the resulting folder to minecraft.jar and open it
5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files
6. Run Minecraft and test!
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
CopyrightThe mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright.
Jan 7, 2012WildBamaBoy posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft ModsOverview | Download | FAQ | How to Play | Recipes | Changelogs | Update Progress | Bug Tracker | Repository | Special Thanks
-Updated to 6.0.0-beta for Minecraft 1.12.2 on June 1st 2019-
So long, Minecraft Forums! With its upcoming closure, we're announcing the MCA Community Discord! Join today: https://discord.gg/T5xQ8E2
Looking to support development? Earn some cool perks on Patreon:
Latest News (6/1/2019)Although the forums will soon be in read-only mode, we wanted to let those still following this thread know that....
We're back! MCA has been updated to 6.0.0-beta. This version has been written from the ground up to be more robust and compatible with multiplayer and other mods. Check it out and continue the discussion post-forums here: https://minecraft.curseforge.com/projects/minecraft-comes-alive-mca
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
Follow/subscribe to @SheWolfDeadly for MCA updates, and awesomeness in general!
Comprehensive Install/Gameplay Review by IDEDonline
Developer Let's Play Below by SheWolfDeadly
- No more terrible villager sounds! "Hrrh?", you might ask? Villagers are now human, have names, speak to you, and can be male or female.
- You can interact with villagers in many ways, such as chatting with them, asking them to follow you, hiring them to do work, giving them gifts, and more!
- Interacting with villagers builds relationships. Get your relationship high enough, and you'll be able to marry a villager.
- Once you're married, you can have children. Children will grow up over time and do many different chores for you.
- Children eventually grow up into adults, who can get married and have children of their own.
- You can marry other players and have children in SMP and LAN.
Note: MCA connects to a remote server to check for updates and also send us crash reports.
- There's no loss of original Minecraft functionality. MCA villagers can be traded with, and any modded villagers are not overwritten with MCA villagers.
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Unfortunately there's always the chance of running into a bug while playing MCA. You have five options when reporting a bug.
Do nothing - That's right. If your game crashes while you are playing, you don't have to tell us. We will automatically be notified and your crash report will be sent to us. If you never make it into the game, though, we won't receive that, so let us know you are having that sort of issue!
Post on this forum page - Myself or mezzodrinker will likely respond within a few hours. If you receive no response, post again. If you have a crash report, please surround it with spoiler tags so that the forum can be kept nice and tidy.
Create an issue on GitHub - This requires a GitHub account, which is free. We usually respond within a few minutes. You will also be automatically notified when the issue is fixed. Please include your Minecraft version and MCA version. Go to our Issue Tracker to create an issue.
Send a private message - You can send your question or bug report via private message to me here on the forums. While I may not respond, all private messages are read.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
Logo by NeonXperience
Logo by ChimneySwift11
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
- You can create monetized YouTube videos showcasing this mod.
- You can re-distribute MCA at will on your website, however you can only distribute this mod through our adf.ly links. Do not use your own links or mirrors.
- You can use MCA in a modpack, however you must provide credit to us and link to this forum page or our website.
- Your modpack must not generate revenue of any kind. Exceptions apply.
- You must not modify MCA's source code, file structure, binaries, or assets.
- Troubleshooting is your responsibility if you create a modpack and MCA fails to work correctly.
- Source code is made available for educational purposes only, with the exception of the MCA API.
- MCA, its source code, and byte code cannot be modified, recompiled, or redistributed for public use except by the maintainer of the repository.
- We reserve the right to incorporate private modifications of MCA into the public version, with adequate credit provided.
- Any modification of this mod’s code, binaries, or assets is strictly forbidden from public distribution.
- Texture packs and resource packs are welcomed and encouraged, but may only contain the modified textures and/or sounds. You cannot distribute a copy of this mod with the texture/resource pack already installed.
- This mod, its assets, code, and binaries are released into the public domain when it is said to have reached its end-of-life as described in the license.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
Mar 29, 2011Captain_Chaos posted a message on WorldPainter - graphical & interactive map creator/generatorPosted in: Minecraft Tools
Welcome to WorldPainter, a graphical and interactive map painter / generator. Quickly generate expansive, natural looking landscapes, with full manual control over the terrain, using an easy to use and well performing program.
Check out these great examples of both usage and results of WorldPainter. Note that I didn't create these landscapes, or these videos:
- Custom biome painting
- Create your own custom brushes
- Add custom objects from bo2 files or schematics to the world
- Customise the location and frequency of underground ores and resources
- Add snow and ice
- Easy to use yet flexible and powerful paint-like tools
- Create oceans, landmasses, plains and mountains
- Change the terrain type, add trees and create caverns
→ To download WorldPainter, go to the official website at https://www.worldpainter.net/
→ For support, please use the official WorldPainter subreddit!
Troubleshooting - FAQ - other documentation - support.
You can check the change log here. The installers were created with . WorldPainter is free and open source software, released under the GNU Public License (GPL) version 3. The source code is hosted on GitHub.
It should be pretty self-explanatory, and the rest you should be easily able to find out by clicking around. Don't forget to try all your mouse buttons, and try holding them down! Post in this thread to get support from me or other users of WorldPainter.
The Load and Save functions save the map in WorldPainter format. The Export function exports the map to a Minecraft world. By default it is exported right to your Minecraft saves directory. You can then open the world in Minecraft under Singleplayer.
The Import and Merge functions allow you to import the landscape from an existing map, and then merge any changes you make to the landscape back to the existing map. It is not meant for general purpose map editing! WorldPainter is, and always will be, a map generator, not a map editor. Note that this functionality is dangerous! Use it at your own risk. Please see this post for important information about how these functions work, and their limitations.
This tool is not meant to create ready to run single player maps, it's meant to create server levels and adventure maps. The idea is to create the basic landscape, with your mountain ranges, oceans, forests, snow and ice, lakes, hills, etc. using the tool, and then go in and fill in the details with other tools.
WorldPainter takes a lot of time to create and maintain. Even though it is free, please show your appreciation by donating: or .
You can also donate bitcoins! The bitcoin address for donations is: 1NK8PFYFetTiWReujPsQXDcarXKJuYtqgF. You can also scan this QR code with a Bitcoin app:
Linking to WorldPainter
If you want to link to WorldPainter from your own site or another forum, I would be honoured! But please don't link directly to the downloads, or upload the files to file sharing sites or host them yourself! Instead, please link people to the official homepage: https://www.worldpainter.net/
- To post a comment, please login.