The painterly pack was the first texturepack I ever even saw in Minecraft. It is great to see someone continuing it!
Nice profile picture btw.
2
The painterly pack was the first texturepack I ever even saw in Minecraft. It is great to see someone continuing it!
Nice profile picture btw.
10
It sounds like something cool on paper but I feel like this game is just making dumb changes now. I don't want things like this, I liked the game 3 years ago. The simplicity. It was so easy to just pop in on a server and know what you are doing. I feel like they are changing a game that is already finished and that they need to just leave alone. Why change something that isn't broken? I liked all of the mobs up until the enderman. I liked animals spawning anywhere that had grass and light. I liked nights being extremely hard to survive. Idk why but the game actually seemed scary. Not sure if I was just a kid or something else was up
2
personally, i love this, i've been wanting to use stairs,slabs,fences ect, forever underwater!
1
Quote from rabidgoodra27»
I don't like the offhand changes, but other than that, Mojang, I'll be happy.
Quote from coolcat430»
What the heck Mojang? Why? That's honestly just ridiculous.
3
All of them. How, you may ask? Simple. Make as many alt accounts as I need and force the polls into a tie.
1
New horse is ugly, but it's just as ugly as every other mob in the game now so I guess it's consistent.
6
1.13 is going to ruin Minecraft!, the days of chunky gameplay and buggy features are over! /s
2
I logged in just to say thank you. I can't tolerate Minecraft without painterly. I used it for many years and to see it being continued brings me great joy.
4
Re-doing the game's textures was overdue to happen eventually. Because so many people have worked on this game, most if not all of which are not dedicated artists, a lot of the game's textures are inconsistent with each other and appear to follow no rules or art style other than being pixelated. The game started out with a dude screwing around making a game, then once the game actually became a game, Jeb joined and added his own stuff, who's artstyle is different from Notch's. Then Dinnerbone, TheMogMiner, and many other people made textures for the stuff they added which are all different from each other, and as of now the game is a jumbled mess of textures that follow no rules and don't go with each other.
Now it looks like they finally have a developer whose job is literally to make pixel art to crack down on the textures and get a consistent artstyle finally. Ultimately, we're probably going to see a lot if not most of the textures in the game altered in some way or redone completely.
One thing to keep in mind is that people aren't going to like these texture changes merely for the fact they're different. Whether or not the pixel art is better or worse is irrelvent, because all it takes for someone to complain about it is for it to merely be different. Old birch texture is objectively crap in context of proper pixel art and looks like someone stapled wallpaper with a Zebra pattern to a tree, but people have been looking at this texture for years and are attached to it. That can't be prevented and is simply something people will have to get over either by accepting change or using a resource pack.
Quote from AugiteSoul»
Most of the textures aren't fitting. They want to kill what makes Minecraft unique, what it was in the old days when it was still an indie game, which it is not now.
They aren't fitting because they've only retextured a number of blocks. Once every texture in the game is changed, everything will match for once.
296
Pixel Perfection is a texture pack made by me, for me. It has been constantly worked on since way back in beta (under a different name) and I plan to keep working on it AT LEAST until minecraft is no longer being updated.
V3.6
-fixed sky issues with optifine/mcpatcher
-alt textures for natural sandstone/red sandstone
-alt textures for planks
-made ALL textures with alts apply the alt textures to their stairs and slabs as well (yes, that includes older textures like cobble)
-new mobs from 1.10 aka husk and stray! (working on the 1.11 mobs)
-tweaked all skelly textures (now with 200% more skellington)
-changed around a few textures
-added textures for 1.11 things such as the new items and observer block
Previous updates:
V3.5
-added new blocks from 1.10 (mobs coming next update)
-added wither textures
-completely changed netherwart colours to suit the new block
-redid normal sandstone and red sandstone
-alts for chiseled red and normal sandstone
-new, easy on the eyes, grass texture
-new still water animation
-added more new paintings
-some tweaks to models/alt textures
-updated banner texture
-changed colours/textures around on some older textures
V3.4.5
-fixed some issues for forge users
V3.4
-added guardian textures
-updated more textures
-added a few more alternate textures
-tweaked colours a bit
-updated the skybox further
-stuff I've forgotten - sorry!
V3.3
-magma cube, snow golem and shulker textures added
-redid lots of entities including: signs, chests, boats, slimes
-added a bunch of entity stuff: added crystal textures for dragon fight, added elytra, new boats, shields and updated zombie villagers
-redid skies for mcpatcher, now much more fitting
-new moon textures
-fixed and updated all models for 1.9
-fixed red sand rotation nonsense
-added some gui stuff (boss bars, updated 1.9 stuff, server select arrows, etc.)
-added in all items for 1.9 (beetroots, elytra, new boats, all arrow types, updated compass and clock, chorus stuff, new potions)
-updated a few blocks (bedrock, end portals, mushroom blocks, coal block,etc.) and particle effects
-added in all new blocks (end bricks, beetroot, new animated command blocks, end rods, all purpur stuff, all chorus stuff)
-overhauled grass, water and biome coloring (including a few changes to leaf colours), should look a lot more interesting now!
-hopefully fixed issues that were specific to people using shaders - mobs should no longer glow white!
-some other random fixes
V3.2
-lang pack updated for consistency
-tweaked a couple of tinted glass textures
-updated spruce log
-fixed issue for optifine users where fancy graphics leaf textures would not display properly
-alt textures for all leaves
-alt textures for granite, andesite, diorite
-completely new texture for andesite
-fixed issue of things in flowerpots being darker than the should be
-added custom texture for item frame border
-added custom top and bottom texture for command blocks
-updated anvil texture and model
-alt textures for all logs
-new farmland textures
-textured barrier block
-removed forced shading on a couple of light sources to match glowstone (redstone lamp and sea lantern)
-removed a huge amount of unneeded model and blockstate files fixing a couple of issues (they were also outdated)
V3.1
-new mobs: ghast and zombie pigman now complete
-alex skin has also been added
-new night skybox for mcpatcher and optifine users - still a WIP so it will be improved for the next update. Still better than no stars though!
-new texture for the stone halfslab side
-new glass texture - ctm for it will be coming shortly
-new title screen
-few new paintings added and some older ones touched up
-fixed a few errors including some errors in the language pack
-a few more alternate textures
V3.0
-added witch and iron golem mobs
-tweaked a few item textures
-redid pumpkin and melon textures as well as their stem textures (doesn't look glitchy anymore)
-added a couple more randomised textures including oak leaves
V2.9
-fixed a few more issues with models
-updated the endermen and chicken textures (the last mobs that needed to be updated)
-2.8 was just a few more fixes and a new font as well as a new creeper texture
V2.7
-fixed the 'steve' model for this pack (thanks to MasterfulGamer for this!)
-changed the enchanting gui over to the new 1.8 template
-finished a couple of half finished older gui elements such as the book
-completely textured the armour stand and banners as well as the corresponding items
-added blaze texture and all rabbit variants
-more variants to more blocks! Enjoy those random textures!
-added a couple more models like the iron bars and reeds
-added unique textures/models for all the new doors and their items
-added in custom textures for the new fence types and their corresponding gates
-redid shading on most old mobs - will be changing enderman and creeper in an update coming shortly!
-completely redid and updated mod support for the Better Foliage mod
-added in red sandstone (all variants)
-fixed the red sand rotation (no more random rotation which looked awful) and added some variants for it
-new texture for snow
-updated textures and colours for a few older textures and items
V2.6
-all 1.8 textures have been added including prismarine, sea lantern, rabbit items, mutton, etc.
-added a fair few models for 1.8
-ported over a lot of ctm features to vanilla 1.8
-fixed a bunch of 1.8 specific issues
-readded support for the revamp of the better grass and leaves mod
V2.5
-horses! (including all alternate textures)
-horse armour!
-new ctm for many blocks such as stone, cobble, dirt, bricks, etc.
-new biome specific ctm and colouring (swamp and birch tree forest)
-new brick, diamond block, lapis block, iron block, dirt, half slabs, jungle log, both sand types, podzol, lilypad, +more (a LOT more)
-new double tall grass, normal tall grass and double tall fern
-added in textures for some of the snapshot stuff such as slime blocks, all new stone types (I changed these around since they were first added), etc.
-updated/re-shaded a few item textures and lots of block textures
-updated biome colours (pretty drastically for a couple of biomes)
-started on a whole bunch of new paintings - still not complete but they are being worked on!
-new leaf colours that work with all biomes (most leaves now have a specific tint that is noticeable in all biomes, eg. big oak leaves are always tinted blue
V2.4
-updated quartz textures
-updated stonebrick textures
-new diorite texture/tweaked colours for polished diorite
-new stone texture+random ctm variants
-new oak planks
-new menu backgrond
-added some new gui elements
-fixed issues with ice not rendering correctly for optifine users
-new potato and carrot plants+all growth stages
-fixed podzol not appearing correctly for mcpatcher and optifine users
-few tweaks to the lightmap and some more biome colour tweaks
-tweaks to stained glass colours
V2.3
-added new stone textures and smooth stone textures from the snapshots
-added slime block
-new oak log
-new obsidian
-new emerald block
-new MCPatcher specific colours for swamps (includes water, fog, sky and foliage)
-wither skeleton added
-more stuff i've forgotten
V2.2
-new ores with random ctm (variants for each ore)
-new animated dropper, dispenser, both vertical and horizontal
-new furnace
-new redstone dust, block and item
-new wheat with random ctm for full grown stage
-new carrots texture (crop, not item although item had colour tweaks)
-new grass with random ctm and new sidegrass to match
-new gravel
-new dandelion
-new mossy cobble and mossy stonebrick
-new dirt random ctm
-new minecart and boat with new icons for both
-new skybox (just daytime for now, will have to finish night time one once back from japan)
-updated custom lightmap for better shadows and slightly brighter lights
-added custom fog colour to suit new skybox
-changed font colour a little bit, it's creamier and easier on the eyes
-new cyan bed and bed item
-new wools
-new cauldron
-new podzol
-new double fern
-new vines
-tweaks to glass ctm and also a couple of stained glass colours
-new rail textures with animated powered rails
-new sandstone textures (for each type including smooth, carved and normal)
-birch sapling colour tweaks
-tweaked, remade and improved many item textures
-probably more that I've forgotten because I don't keep a list as I'm working
V2.1
-new sounds! (fire, item/block pickup sound, tweaked water and rain sounds)
-all new 1.7 content including many new flowers, some items, blocks, biome colours, couple of gui elements (so basically maybe another 40 textures, possibly more...
Coming soon - currently being updated and improved!
MCPatcher + Optifine
This pack makes heavy use of some features unique to MCPatcher/optifine such as custom colours, unique biome colours, CTM, lightmaps and a few other features. I highly suggest using the pack alongside either mod.
Thousands of hours of work have gone into this pack over the years. I've enjoyed it all and it's been a fantastic learning experience so I have no need to ask for donations but I'll always accept them!
Big thanks to everyone who has donated in the past.
If you want to help advertise the pack, consider popping this code into your signature!
[url=http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1242533-pixel-perfection-freshly-updated-1-10][img]http://u.cubeupload.com/XSSheep/updatedPPbanner.png[/img][/url]
Feel free to use these textures in any mixpack, project, game or whatever you want (paid or unpaid). However, I'd appreciate it if I was credited for all the hard work I've put into these textures.
Pixel Perfection by XSSheep is licensed under a Creative Commons Attribution-Share Alike 4.0 International License.
- Hugh "XSSheep" Rutland
1
Powdered snow is interesting but what is more interesting is freezing. I've always wanted a freezing mechanic in Minecraft and this hopefully just the beginning for this effect. It's also not a potion effect which is even better. I'm sure they'll give other mobs proper immunities such as polar bears and snow golems.
In the Q&A video they stated that the Nether will get no updates in 1.17 since it just got updated (even though it got ravines in 1.13; an update about water).
1
I think they might have mentioned something about skulkers and the end in the Q&A video and made it ambiguous or that they are unrelated. Skulkers are also dark teal rather than the purple that all end related monsters have.
I doubt the End will really get anything. I don't want a reason to constantly go back there since the only way to access it are strongholds. It serves as a boss arena and a place to get a few end game items. The place is made to feel devoid of anything and I actually kind of like it the way it is. The emptiness accompanied by the bizarre music just feels right. Add any other hostile and it would get annoying (they initially tried implementing phantoms as end creatures but made them undead instead because their presence in the end was horrid to deal with). I think that the end cities should be a bit easier to locate though. Perhaps eyes of ender could point towards the closest cities?
As for the overworld I could see a wild update that would include the losing biome votes and perhaps a few other features. Wild life is pretty much the only thing I feel the game will lack after the cave update. 1.13-1.17 really gave the parts of the game the life they needed. 1.7 added new biomes but the biomes just need unique creatures to inhabit them.
I also want to state that stalactites dripping water into caldrons will actually be very significant if the feature works in the Nether.
1
Given how 1.16 added biome ambience (to the Nether anyway) I would not be surprised if we get other ambience updates to caves in this update. I'm also willing to bet that the update after this will be some kind of wild update that will focus on adding the losing biome chooser options: Desert, Savanna, Badlands, and Swamp. Perhaps along with other biomes that might need some love such as plains.
Getting back on topic the new snapshot is pretty neat. Copper looks great and I can't wait to build a statue with it in the future and watch it age as I play. 50-82 days for a single stage is a great time. That means a single block will take 75-246 days to fully oxidize. Though I bet many people would like a way to accelerate the rate.
Bundles are just about what I expected them to be. I like that they decided to just go with text instead of images but imagine how tall the list will get with 64 different items. Good to see that amethyst is starting with 2 uses. That leaves one more potential use it may get if the Q&A video is anything to go by.
Edit: also fantastic work giving bee wax two new uses for copper preservation and candles! Now my automated bee farms will have much more use than just honey blocks.
1
They don't always need to do nothing but I don't think it's a problem if they do. Each biome should strive to have the diversity of life that the jungle biome has. It has the ocelots, parrots, and pandas. 2 of those serve no purpose (well, ocelots used to have a purpose but still serve as a threat to unprotected chickens) but to add life to the jungle biome.
I've seen people suggest sharks and shark fin soup which is all kinds of horrible. Notice how the sea turtles and bees award the player for caring for them? That is because it doubles as both a lesson and unique game mechanic. You wouldn't add elephants to the savanna biome but have them drop their tusks on death because that's already a real life problem. You would want the elephant to either be helpful to the player (without taking from another mob) or just serve to diversify the savanna biome that is currently inhabited by the same four live stock animals the rest of the overworld has.No use but unique behavior is better than "kill it to get item".
Now caves and cliffs is adding goats and they are going to drop their horns by ramming trees. That's pretty neat and means that they aren't "useless". So that means this update has four new mobs. A tamable aquatic creature, a new animal with a new item, a new deadly hostile mob, and a new atmospheric mob for deep oceans (and maybe underwater lakes). That's pretty good in my book.
1
I thought striders were a nice addition. I also think that the issue with adding more hostile ocean enemies is that there isn't much you can do about preventing hostile spawns in the ocean which would get annoying if you lived in it (which 1.13 aimed to do) or just trying to traverse the ocean (trident drowned can already one shot a boat). The only hostile I think that would be interesting would be Mob A from the 2017 vote (the terror of the deep) which would have definitely won if people already knew the update's theme. If you add to many hostiles to the ocean it just gets obnoxious.
Now I definitely prefer new mobs over reskins but underground versions of the common mobs would be a nice touch. We already have cave spiders, husks, and strays but each one has very specific spawn areas for some reason. Husks only spawn in the desert; they don't even spawn in the similar mesa biome. Strays spawn only in the tundra and I forget if they spawn in the cold taiga or not. Cave spiders are the worst offender and only spawn from mine shaft monster spawners. I'd say just have these guys also spawn underground or perhaps in new sandstone (husk) and frozen (stray) caves. Just have the cave spider spawn in caves or have them naturally spawn in the mine shafts.
As for the warden and it's drops I actually kinda agree on their statement. I hope that the warden is a near unstoppable and uncontainable threat. Attack it; prepare to die. Build a wall; It breaks it. Manage to kill it; congrats, have a trophy and a bunch of experience. Not every mob needs a super important drop or use and I think that the mentality really slows down Minecraft's development of mobs. The warden is something to be feared and I look forward to running for my life.
We could have so much more wildlife if it weren't for "lol Polar bear does nothing why even add it?" I'm actually glad now that the iceologer lost because the glow squid does nothing but look pretty and Minecraft needs more of those to give the world more life (also just implement the illusioneer instead).
1
It answers some questions but too many people did dumb feature requests which resulted in joke answers to evade any misinformation or false obligations. It also brings up some concerns such as not touching the old structures even if it would be something as simple as Mastercaver's solution.
1
This video makes me worry about mine shafts and strongholds. These things are seriously outdated and will need changes made to them to have them work with the new cave systems. If a mine shaft generates in a vast empty cave then it will simply make an awkward, floating wood structure. A stronghold will be reduced to floating doors with a giant floating portal room. Somethings needs to happen to these structures. At least Nether forts got a passive buff in the Nether Update: If a fort generates in a warped forest, soulsand valley, or basalt delta it will spawn much more blazes and wither skeletons which make them far more dangerous. These BETA 1.8 structures will be torn to shreds by the new cave mechanics unless they generate in solid stone. Hopefully this issue will become big enough that it could not be ignored.
However I am excited that crystals and copper will be getting other uses besides what we were initially shown.
1
To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.
1
They stated somewhere that they were showcasing the large caves to show what is possible but will be very rare. The large caverns are just one of many new cave types that will be added. To may understanding there are now two contributing factors to cave generation: Cave type and biome. They are independent from each other. This way caves will be very diverse. Here are the current confirmed biomes and types.
Biomes: "Classic", Lush, Dripstone, Deep Dark
Types: "Classic", Huge Cavern, Mesh Cave (mentioned in a tweet)
1
This should fix the link issue: https://discord.gg/pGuQqGp