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Oct 10, 2012Snugtr posted a message on [ORIGINAL][EVENT]Minecraft Hunger Games - Join and Fight! (Not just another Hunger Games Server!) ~ HELP US BUILD APPLY NOW ~Over a year of waiting... for nothing *weeps manly tears of manliness as all hopes and dreams of playing in the greatest hunger games server ever collapse*Posted in: PC Servers
Jul 8, 2012Snugtr posted a message on [16x][1.4.6]Moderncraft[Updated 12/16][80K+ Downloads]Posted in: Resource PacksQuote from ONEshotyKEI
make books green books, not brown, and for the book and quiver, make it a green book with the classic orange pencil and red eraser.
What about something like this: http://upload.wikimedia.org/wikipedia/commons/thumb/e/e5/Composition_book.jpg/150px-Composition_book.jpg
Jun 10, 2012Snugtr posted a message on [ORIGINAL][EVENT]Minecraft Hunger Games - Join and Fight! (Not just another Hunger Games Server!) ~ HELP US BUILD APPLY NOW ~Look at this: I was looking at my first post on this topic. Here's a quote from a few posts under mine.Posted in: PC Servers
Quote from ImACheesyMonkey
Welp, 1.8 is out. This will give us time to completely finalize the arena, (even though I'm pretty sure it's all done and armed.) while we wait for the Bukkit plugins to be updated. We'll be ready to launch as soon as we get the 1.8 plug ins up. All staff are reminded not to update to 1.8 without a backup of the 1.7, as the server will be on 1.7 until the critical plugins are updated.
From September 14th, 2011. SMH.
May 6, 2012Snugtr posted a message on [ORIGINAL][EVENT]Minecraft Hunger Games - Join and Fight! (Not just another Hunger Games Server!) ~ HELP US BUILD APPLY NOW ~Posted in: PC ServersQuote from FletchMaster26
Recently, I've been playing a lot on the servers of MinecraftSurvivalGames.com, and it is great practice if you are accepted. And I know it's not the same because you can't break blocks and whatever, but it really shows you what the combat is going to be like: Stealth is the name of the game. Here's the link to the website: http://minecraftsurvivalgames.com/ and you should check it out, it's really fun, and good practice. There are also alliances each game, and you can choose to try to team up, for me most people have been pretty reliable, especially of they are good.
Also, when are the PM's going to be sent out?
And are there going to be monsters?
I've been playing on us21.mcsg.in and us22.mcsg.in. It's really fun!
Apr 3, 2012Snugtr posted a message on [1.2.5] World of Spleef and Other Stuff [The Original Spleef Server]Posted in: Minecraft Survival Servers (archive)Quote from Vanillax
1. IGN: xIVanillax
2. Age: 14 1/2
3. Timezone: I don't really know actually
4. What position are you applying for? Moderator
5. Why are you qualified? I really enjoy helping people out and I am patient when helping, also, I have experience with the plugins and if required I can learn them really fast.
6. Any past server(s) you have worked on/with? On a skyblock survival server I used to be a moderator but the server ended up being shut down because of hackers
7. If yes, any examples of past work? (Artwork, buildings, etc.)
I don't have pictures on it put I made a couple of pixelarts.
8. Have you read the entire post? Yes, I have read the entire post.
9. Will you be dedicated and not mess around (when it's not messing around time)? Of course I am dedicated! And yeah, I mess around sometimes thats only human but when it comes to being serious you can count on me 100%.
Ps: Adding a girl to the mod round might be interesting
Accepted, but where do you live? USA west, east, central, etc?
Mar 28, 2012Snugtr posted a message on [1.2.5] World of Spleef and Other Stuff [The Original Spleef Server]Posted in: Minecraft Survival Servers (archive)
Hello everyone! My name is Snugtr! I present to you a new and original server idea: An all Spleef server! Ever heard of that? No! Well, then let's get to work!
I will be needing staff. This is a very new idea I got after playing Spleef on another server. I have some ideas for the server:
Marketplace and Apartments:
PvP Arenas- FFA- Teams- Prize for winning
- Ranges of ifficulty- Races- Better prizes for harder difficulty
Teams- Games could be FFA or Team vs. Team (TvT) Example: Griefers vs. Creepers
Tournaments- 1v1 tournaments where you move up- TvT tournaments (would need a few teams for this)- Prizes for winning
Themed Arenas- Coliseum, Rainbow, Jungle, etc.
STAFF APPLICATIONS ARE CLOSED (IF YOU ARE EXPERIENCED WITH THE WORLD GUARD PLUGIN, PLEASE POST BELOW). THANKS TO EVERYONE WHO SIGNED UP, AND WELCOME TO OUR NEW STAFF!
Server Host:Kindly Provided by Martip07
$5 - VIP- Fully Customizable Apartment- Access to Special Donator Only Spleef and Parkour Arenas- [Donator] Prefix In-Game$1,000 in In-Game Cash- Reserved Slot
$10 - MVP- Fully Customizable Apartment- Access to Special Donator Only Spleef, Parkour, and PvP Arenas- [Donator] Prefix In-Game- $5,000 in In-Game Cash- Reserved Slot
$15 - Special MVP- Fully Customizable Apartment- Access to Special Donator Only Spleef, Parkour, and PvP Arenas- Customizable Prefix In-Game- $10,000 in In-Game Cash- Reserved Slot
$20 - Super MVP- Fully Customizable Apartment- Access to Special Donator Only Spleef, Parkour, and PvP Arenas- Customizable Prefix In-Game- Customizable Nickname In-Game- $20,000 in In-Game Cash- Reserved Slot
$25 - Supreme MVP- Fully Customizable Apartment- Access to Special Donator Only Spleef, Parkour, Mob, and PvP Arenas- Customizable Prefix In-Game- Customizable Nickname In-Game- $25,000 in In-Game Cash- Reserved Slot
$30+ - Godly MVP- Fully Customizable Apartment- Access to Special Donator Only Spleef, Parkour, Mob, and PvP Arenas- Customizable Prefix In-Game- Customizable Nickname In-Game- How Much You Donate x 1,000 in In-Game Cash- Reserved Slot
Mar 12, 2012Posted in: PC ServersQuote from histfanatic
Actually, alliances and friendships evolve over time. If people can talk and "buddy-up" before the games, then their alliance will be that much stronger when the game starts. IE: If people start talking and discussing a year before the game, obviously people will have time (and shall) to make alliances and enemies. Meaning, when the game starts, it will already be similar to a 2 sided war (TeamA v TeamB). Then, after the initial conflict, the two alliances would be so strong and unwavering (since they are familiar and trust eachother quite well already. Whereas if people cannot talk until the games officially start, they wouldnt have time to make said alliances and enemies and thus the beginning will be a free-for-all (and throughout the games the alliances would be less trusting and more cautious since the people are not familiar with eachother even near as much). I hope Im making sense with this (currently reading Heiddegger so I dont want to think much right now ) and if anyone wants clarification, please let me know. It's basic group communications, though (a good exercise is thinking of friends: are you more comfortable with someone you have known for your entire life or someone you just met on the street 5 seconds ago?).
Now with this, as a diplomacy and mafia player, I advocate against setting up a list and keeping the contestants known as little to eachother as possible (just notify someone if they're in or out and dont tell them who else is in... let them find out when stepping off the cornucopia). This should make a more chaotic game with much more backstabbing and deceit since everyone will not be able to trust eachother because they dont know eachother. However, perhaps let each person know who else is from their district shortly before the game starts so that they have at least someone to help them through the initial conflict (this should make it more enjoyable for the contestants since they will not feel completely isolated as well as keep the entertainment and balance of the game). Thoughts?
I apologise if this has all been discussed already... Im still trying to catch up (school is being a pain).
About the part of letting people know who is from their district - as far as I know, there are only 12 contestants, meaning 1 from each district.
Mar 4, 2012Snugtr posted a message on [16x][1.4.6]Moderncraft[Updated 12/16][80K+ Downloads]New update! Added Amish Villagers! Sorry I haven't updated in a while. I've been REALLY busy with stuff IRL, so I didn't have time. But today, I did! So here's a new update!Posted in: Resource Packs
Feb 25, 2012Hey guys! I have a problem. I have a big pack, ModernCraft, and for some reason, the downloads have stopped working! I don't know if it's something with adf.ly or MediaFire. When you go through adf.ly the link takes you to the homepage. But, when I copy and paste the link into my browser, it takes me to the download. Please help me! I would really appreciate anyone who knows a fix.Posted in: Resource Pack Discussion
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Feb 1, 2011Posted in: Resource Packs|-Xaiwaker Texture Pack-|
If you like it, comment! I'll try to +1 and reply to you
Xaiwaker [zai-way-ker] has that perfect mixture of color, unique rich textures and adventure to bring out the true hero in you! The pack is full of inspiration from Zelda and Animal Crossing. A lot of credit also goes to my good friend Chalarie who has decided to help me in texturing this pack. Together we will work hard to deliver the best possible texture pack we can!
As of 9/1/2011 Remixes of Xaiwaker will not be allowed.
As of 9/18/2012 Xaiwaker is now open source! Feel free to remix/edit it all you want as long as you post all updates to it here in this thread!
16x Version is officially discontinued! Sorry for the inconvenience.
to have the banner in your signature paste this into your sig!
-For now we are not supporting any mods-
Some credit goes to Cushfiles for helping with the redstone stuff and the paintings, Cuthor for the BTW mod support, NorthenerSouth for helping me figure out lava and credit to Snowyomen for doing those amazing ores, Danuri for letting me use his wood frame design on the ingot blocks, his pack found here, and last but not least, credit to mh_mini for helping with my pistons!
Also big thanks to Minecraftdl.com for all the great publicity they give the pack
Castle seen in pics and video HERE!
Xaiwaker by Xaivern and Chalarie is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Mar 30, 2011Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
Custom item textures!
Better Glass! More transparency options for glass textures.
Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
Balthichou's RandomMobs mod.
Extended animation, mipmapping, and font support.
Ability to load other mods like ModLoader. See "Installing other Mods" for details.
Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.
Notes and Recent Changes:
Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
New biome colormap format.
Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
Compatible with Forge, FML standalone, and LiteLoader.
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
All other platforms:
Basic Instructions:[list=1] [list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]
Installing non-Forge Mods with MCPatcher:NOTE: Some of the screenshots below are out of date. The process remains the same, however.
Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]
(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:The process for installing Forge/FML/LiteLoader is different.
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge184.108.40.2064 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge220.127.116.114-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.
FAQ / TroubleshootingMy virus scanner says the patcher has a virus!
Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.
Extended HD or one of the other mods is greyed out.
If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.
I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.
I installed XXX Mod using the patcher and now the game crashes.
Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.
I tried installing XXX Mod both above and below the built-in mods, and it didn't work.
If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.
All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.
Open the .minecraft/versions folder and delete the -mcpatcher folder.
The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?
Navigate to the appropriate folder for your OS. The resource folder will be in there.
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.
Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.
That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.
Does this work with version x.y.z of Minecraft?
Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.
I have a different problem not mentioned here.
Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.
Information for Texture Pack Authors
NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.
CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.
A simple connected glass block requires a properties file and 47 separate textures:
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>
The tiles must be separate png files in the /ctm/myglass directory following this pattern:
The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.
Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.
Vertically-connected CTM follows this pattern:
Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.
See the sample ctm.properties file for more information.
A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
# Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>
Better Glass (sample renderpass.properties, sample texture pack)
The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.
Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>
The renderPass property specifies when the block should be rendered. Each render pass has different properties:
0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.
As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.
Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.
Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.
The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.
Better Skies works only in the overworld. The Nether and The End are not supported.
Custom Item Textures (sample cit.properties, sample cit_single.properties)
What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.
All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.
The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>(Most of these properties are optional.)
CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>
CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.
CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
# Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>
There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.
Other InformationOther links:
Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]
Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.
From the main patcher window, you can also
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]
If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.
Version History4/18/2015 5.0.3 release
Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
11/24/2014 5.0.0_02 release
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
11/4/2014 5.0.0_01 release
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
11/2/2014 5.0.0 release
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
6/26/2014 4.3.2_03 release
Updated for 1.7.10.[/list]
4/1/2014 4.3.2_02 release
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
3/20/2014 4.3.2_01 release
Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
2/27/2014 4.3.2 release
Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
1/1/2014 4.3.1_01 release
Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
Aug 28, 2011Posted in: Resource Packs
©2011 DiscoIf you use this texture pack on Youtube, please add a link to the official video or this page in the description. You may modify this texture pack for personal use only, please do not distribute modified versions.
Sep 16, 2011Posted in: Maps
Facility takes place in a shipping port in Nadbrzeż, Poland, just a few days after the Warsaw Bombings.People say that Augustowka used to be a secret testing ground for Nazis during their rise to power.Your objective is to get out of the city.Good luck... you're going to need it.
Let's PlaysWe need more let's plays!
Support Facility! Post this in your signature!
+ Updated to 1.4.2
+ Now using Adventure Mode
+ A new room
+ More notes
+ More destroyed locations (Two planes, one skyscraper)
* Changed some of the signs to command blocks that display messages
* Changed all of the 'messages' into readable books
* Summary redone
* Lots of other small changes
* Using the texture pack, glowstone is fluorescent lighting. Because of this, glowstone has been removed from areas that didn't make sense.
* Changed some of the fences to cobblestone walls
* Interior modifications
* Wooden buttons will set a checkpoint
* More minor changes
* Gave player a clock
* Minor aesthetic changes
* Made a puzzle easier
* Removed a chapter and made one longer
* Changed signs
* Added more beds
* Made some more minor changes
* Fixed a hole
* Made a certain puzzle a bit easier
* Fixed not being able to climb the ladder
* Fixed ways to get out of map
* No more short mode!
* Added some "effect" to the ship. You'll know it when you see it.
* Expanded on a chapter
* Improved some puzzles
* Updated map to Anvil
* Changed the setting of the map
* Fixed spawning with items in inventory.
* You no longer spawn in Creative Mode.
* Overhaul of Original Post
* Added an Airship
* Added a door to the boat that requires a lever (found in airship)
* Replaced some glowstone with torches
* Fixed signs
* Added a new room
* Edited signs
* Fixed ways to get out of the map
* New spawn
* If you die, you no longer spawn outside of the map
* Beta release
Jan 10, 2012I decided to edit the villager skins, because i don't really like the default ones.Posted in: Resource Packs
Here are some screenshots
Get them here
If you want, I also have a randomobs version with over 50 different skins. Get the randomobs version here
Just put the zip folder into your texture packs folder to use the textures.
Tell me what you think!
Feb 19, 2013ONEshotyKEI posted a message on [16x][1.4.6]Moderncraft[Updated 12/16][80K+ Downloads]NOOOOOOOOOOOO this was my favourite TP.Posted in: Resource Packs
Jan 3, 2013Alonso posted a message on [ORIGINAL][EVENT]Minecraft Hunger Games - Join and Fight! (Not just another Hunger Games Server!) ~ HELP US BUILD APPLY NOW ~Well I feel like I've failed as leader but to be frank me and Liam have talked countless times and we have come to the realization that the project is dying. It truly is hard for us seeing it die, especially since we put so much time and effort into it. Most of you can't imagine what we went through and did for this project, yet there is still no interest. If I had all the time in the world I would dedicate all of it to this project, but the truth is I don't. I am extremely busy as of late, I have so many things going on in my life. I recently moved to a completely different state (yet again). That means new school, new house, new friends and many other things to occupy my time. To make things more stressful I moved during the middle of the school year. I also have an internship/apprenticeship at an architecture firm and I just honestly have little to no time nowadays. Me and Liam are still trying to see if there if any possible way of keeping this project a float, but at the moment it just doesn't seem possible.Posted in: PC Servers
Nov 20, 2011Colbinile posted a message on Switching to different topic - [1.4.5] The Elder Scrolls: Era of the Vanguard RP War Dragons Dedicated 24/7 Enchanting QuePosted in: PC ServersMUST READ:
PLEASE LOCK TOPIC AND PUT IN ARCHIVES
Dec 17, 2012WierdCrafter4143 posted a message on [16x][1.4.6]Moderncraft[Updated 12/16][80K+ Downloads]"Glass Door apparently made out of wood"Posted in: Resource Packs
Dec 7, 2012Smithey posted a message on [ORIGINAL][EVENT]Minecraft Hunger Games - Join and Fight! (Not just another Hunger Games Server!) ~ HELP US BUILD APPLY NOW ~I have a 24gb Dedicated server setup with Multicraft and I am more than happy to supply a 2gb server for now and if need I can increase it. If the project Manager/Organiser would like this then simply pm me on here and I will let you all know the details. This seems like a popular server/thread/idea and I would like to help it live/begin!Posted in: PC Servers
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