Check out r3dcraft.net and follow me on Link Removed, Twitter and Link Removed!
This project is currently set on hold. Thanks to everyone for the support and understanding!
R3D CRAFT, pronounced Red Craft, is a high-res texture pack that can be applied to the game Minecraft. Based on the default texture that comes along with this game, R3D CRAFT enhances the missing realism; with use of high quality textures, smoother colortransitions, realistic shapes, shadows, lighting, missing details + so much more.
This texture is made for those who seek more quality in-game, but also want to keep the default design and feeling. Therefore, this texture tries to stay close to the default appearance by matching the correct colors and indication of shape.
Default Miencraft → R3D CRAFT → R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders
View more images at r3dcraft.net
You can also download from Curse:
R3D CRAFT on Curse:
- R3D CRAFT 32x32 on Curse!
- R3D CRAFT 64x64 on Curse!
- R3D CRAFT 128x128 on Curse!
- R3D CRAFT 256x256 on Curse!
- R3D CRAFT 512x512 on Curse!
R3D CRAFT Shader Support on Curse:
- R3D CRAFT Shader Support 32x32 on Curse!
- R3D CRAFT Shader Support 64x64 on Curse!
- R3D CRAFT Shader Support 128x128 on Curse!
- R3D CRAFT Shader Support 256x256 on Curse!
- R3D CRAFT Shader Support 512x512 on Curse!
R3D CRAFT: Default Realism on Curse:
Addons created by the community:
- R3D CRAFT: DEFAULT REALISM ADDON by VansiusProductions
- R3D CRAFT Shader Support (Parallax, Bump Mapping and more) by TheAddictioN974
Want to create addons?
There's nothing stopping you from expanding upon R3D Craft. Feel free to do so. You are not breaking any rules or upsetting anyone.
Since the Minecraft client allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon.
R3D CRAFT - Version 0.3.1 (04/04/17):
- Fixed some issues with Daylight Detector
- Added item: Flower Dandelion
- Added item: Flower Houstonia
- Added item: Flower Poppy
- Added item: Oxeye Daisy
- Changed item: Dirt
- Changed item: Grass
Click here for more Wallpapers and Screenshots.
Go to r3dcraft.net for more.
Go to r3dcraft.net for more FAQ.
To all of you who have followed this project for a while; Gamers, Content-creators, YouTubers, Modders and so on. I would like to thank you guys especially. Your patience is both questionable and admirable. Maybe you guys don't know, but you are essentially the pillar that holds this project up. Without you, R3D CRAFT would not have been where it is today. Thank you. Thank you for your support.
Here is ways you can support this project:
- Download R3D CRAFT and play Minecraft
- Write comments, feedback and/or suggestions to me on this forum.
- Share your experiences with R3D CRAFT on social media
- Share R3D CRAFT to your friends and followers
- Follow me on Facebook, YouTube and Twitter
- Be creative! Make whatever you want with the use of R3D CRAFT. Videos, artwork, games and so on (read guidelines below)
R3D CRAFT banners:
© 2012-2022 Thomas Angeland
1
Alpha 3 (aka A3) for 1.8.9 is expected in a month or two.
According to the current developer parts of the old code is 99% impossible to understand so making it open source would not help without Kinnikens support.
1.8.9 is a total rewrite...
1
Well it is his mod so he can say/think/do whatever he feels like ofc.
But I think his reason is/was mostly that he was afraid the mod might be changed in a way that deviate a lot from the original theme/mood/idea/...
If you read the forum at millenaire.org you will notice that some players, like me, love the pve, trade, building, discover and questing part, and there are others that only talk about pvp, raids, fighting. And I think that is exactly what Kinniken wanted to avoid. He wanted a balance.
3
Yes, we all want an 1.10.2 version and later an 1.11.x version etc.
But rewriting Millenaire 1.7.10 into 1.8.9 is the very important first step. Its a HUGE step where a lot of stuff has to be rewritten and changed.
Once there is a 1.8.9 version its much easier to port that to 1.10.2 and future versions. It might even be possible to have Millenaire up to date for many different MC versions at the same time. Other mods can.
1
sorry, cannot tell you exactly what the problem is.
I remember having this problem years ago and in my very fuzzy memory I think I recall a few things:
- total CPU-load to high for java and/or MC
- a problem between the client and the server (regardless if it is a separate server or just the stand alone server)
- I think they changed something in this area in Forge in some version but you have the latest forge so it cannot be that.
- it gets a lot worse if you have raids/bandits active (I usually turn those off)
- I also remember limiting the number a chunks loaded.
I notice you have a lot of mods installed and it could be some missmatch, there are/was some known incompatibles.
And Millenaire is a very very old mod and according to the current developer that is helping to port it to 1.8 its miracle that it even runs at all. The integration with MC and Forge is extremely fragile/dated.
1
Kinniken has gotten help from another mod developer and as far as I know they are still working on the update to 1.8.9
I haven't seen any news the last few weeks but the he said he was going to focus on updating instead of reading forums etc.
Time will tell.
1
Well I'm running 1.7.10 with lots of mods including Millenaire (6.0.0) , Buildcraft, TC, magic Crops, etc.
And I'm using the latest Forge for 1.7.10. (1614).
But I'm using the Curse Client with the Minecraft module to keep track of the installation and updating most of the mods.
The mods that are not handled by Curse I'v added manually (no installer). Millenaire is one of the manually added mods.
I just unzip the files and put the two millenaire folders and the millneaire.jar file into the /mods folder and thats that. Don't use the installer from millenarie.org, its old.
How I do it manually (without Curse):
- install a fresh copy of Minecraft
- start Minecraft and create a world (just to make sure everything is ok so far)
- download and install Forge 1614
- start Minecraft again select correct profile and create another world (to test and create /mods folder etc)
- manually add mods to /mods
- Sometimes I just add a few at a time; start, test, add more etc. until I have a the mods I want.
Tip: After starting Minecraft there should be a millenaire.log (or was it a millenaire.txt?) file in the /mods/millenaire/ folder. If you don't see that file the mods hasn'r been installed correctly I think.
2
The dev has found someone to help him update to 1.8.9.
Its a dev that has finished his own mod for 1.8.9 so lets hope he can do the same magic with Millenaire.
I'm standing by ready to help alfa/beta-test if/when needed.
1
The author of the mod, Kinniken, has had a very tight schedule the last few years and have had very little time to support Millenaire.
I think he started the update to 1.8 last April but had no time to finish.
A few weeks ago Kinniken asked for help and at least one experienced mod creator has gotten in contact with Kinniken and started looking into the code.
Millenaire is kind of old and huge and trying to update/rewrite for 1.8.x is a huge undertaking even for an experienced mod creator.
So don't expect any new features in the first few releases for 1.8.9.
Given time, space and resources all villages will eventually build all buildings on the project panel plan. There are a few bugs that sometimes stop the progress but they are sort of random. I have at least 5 villages in my current world that has built everything and two others are almost finished.
Important here is "space" - increase useful space by flattening some land (dark on the village map) and fill in lakes and rivers with dirt. One layer with dirt is often enough to make the land useful for new buildings.
And before I forget there are two bugs that might stop the progress, one is a Hindu village that needs a statue and one Norman that wants a painting.
These problems can be solved by adding buying price to the item list for each village/culture and the find a village that actually craft and sell these items.
1
config file support?
1
I think there is some kind of registry/list in forge where different biomes can register their base type.
This makes it a lot easier for mods to know, e.g. when to spawn and not.
I think Mo'Creatures uses this list to spawn mobs in the right environment as long as they are of base type and registered.
Why I say this: I want the ZombieFarmers in more biomes ofc