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Dec 8, 2011lMendigo posted a message on 1.0 New Features! OFFICIAL Report on New Features! MINECRAFT IS RELEASED!Press "B" and you can change the game mode (surv/creative)Posted in: 1.0 Update Discussion
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Nov 2, 2010Misa posted a message on Misa's Realistic Texture Pack - I'm Back! (UPDATED 19 NOV 2020)Posted in: Resource Packs
Despite the radio silence, it would seem that I'm finally back. Before anything though, I'd like to thank the community of fans for keeping this work alive through fan patches. My return likely wouldn't have been possible without them and this upcoming transition will only be made easier by the work they've done. So onto what you're probably here for: The Texture pack has been updated to work for 1.16! However, it's still a heavy work-in-progress (about 29% incomplete by my metrics). My plan is to gradually update it 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 of me.
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 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 (Use this link to support my work for free. This URL will never change and always be up to date.)
Ad-free Mirror: LINK 2 (Use this link if you have trouble with ad.fly.)
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.
Mar 4, 2011Posted in: Maps
Have you ever been playing Minecraft and said to yourself "Man, I wish this could be harder... I haven't died nearly enough today."? In the spirit of I Wanna Be the Guy and Kaizo Mario World, these game maps will be very difficult. It could be low amounts of a critical resource, or deviously placed monster spawners, traps, or just general meanness on my part, I want to take the normal Minecraft experience and really put pressure on the player.
The main objective of my maps is to find and complete the Victory Monument. This is a structure with slots on it for blocks. To win a Super Hostile map, you must place each of the requested blocks in the appropriate slot on the Victory Monument. There are 16 colors of wool blocks to find, and also in older maps, the 3 material blocks, of iron, gold, and diamond.
CTM stands for Complete the Monument, which is the genre my Super Hostile series created. Unlike Adventure maps, which typically have very rigid rules and restrictions, CTM maps are about playing Minecraft in a mostly normal fashion, but with a goal to work towards.
Super Hostile Standard Rules:
1) Find and complete the Victory Monument.
2) Find wool in chests (Fleecy Boxes) or on special boss enemies (Fleecy Mobs) scattered around the map, do NOT use dyes or spider string for wools!
3) You may craft the Iron, Gold, and Diamond blocks.
4) Use at least Easy difficulty, and never Peaceful. (I balance around Normal.)
5) Do not leave the boundaries of the map and go into normally generated Minecraft terrain.
6) Survive in any way you can think of. (Yes, you can mine, craft, and place blocks.)
7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Victory Monument.
8) You may not pick up, craft, or move Ender Chests.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult and you have a long-term goal to work towards. Also you may find yourself in some unusual terrain. Oh, and the map is designed to kill you, so keep that in mind.
Currently Under Construction:
Super Hostile: Dalania
Super Hostile: Icelation
The new official home of Super Hostile is here! Download the maps at:
Support Super Hostile directly here!
And lastly, here is a bunch of legal stuff. The short version is: feel free to make videos about my maps, watching people play helps me make better maps; please don't rip-off my work and claim it as your own; and please don't upload my work to other websites.
Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps. Watching people play my maps is by far the best way for me to learn how to make better maps. If you have made video's or LP's (Let's Play series) of my maps, then thank you very much!
TERMS AND CONDITIONS
MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
USER - End user of the map, person installing the map.
THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.
Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.
These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MAPS require advance written permission of the OWNER and may be subject to certain terms.
"Super Hostile", "Victory Monument", "Super Docile", "Hostile Trails", the "Vechs'" brand and "Race for Wool" are Trademarked ™(2011) by the author. The MAPS herein and the character "Vechs" are Copyright ?(2011) and are the intellectual property of the author (Vechs).
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
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.
Oct 21, 2011VengeurK posted a message on Little Blocks Mod [22.214.171.124] Creation contest! [770KDLs]Posted in: Minecraft Mods
LittleBlocks is a mod that allows you to polish up your creativity and optimize your redstone systems. Indeed, the size of blocks placed in a little blocks is divided by eight compared to its original size, so you can place 512 blocks instead of one.
Don't be afraid to post your creations! If they look good I'll add them on the website.Original idea thread by toddtimeocom
Aug 27, 2011Posted in: Minecraft Mods
Also check out my Dispenser V2 mod!
At 3:09PM EST on March 30, 2012, this post has a stack of likes!Quote from Ian5133
Big news everyone.
After the 1.3 update, this mod will be discontinued. Don't be upset though- I have good reasons for doing this and I won't be abandoning the decoration-yearning community. So, here's what's going to happen:
I'll be updating to 1.3 as easily as possible, and then stopping development on the Decoratives Mod. I will then be creating a new system for my mods that share a common base. I'll try to stick to small mods that can work together but don't need each other to work. I will be making decoration mods that add chairs, tables, carpets, etc. One of the main reasons for this is how poorly and inefficiently coded this mod is. I started it back when I was new to Java and programming in general.
So don't worry, you won't lose all the great things of the mod. It will just be changing form.
In a recent update:
Have you ever wanted more variety in your blocks? Do you want a fancier castle? Well now you know about the Decoratives Mod! This mod adds decorative blocks to the game to add fancyness. These include tables, carpets, stained glass, glowstone torches, some nice patterned blocks, smooth sandstone, and concrete.
Content (new blocks, new recipes):Tables
New in the 1.3.0 update, I bring you a long awaited feature: TABLES! These are sensitive to the tables and blocks around them and will fit themselves to look good in any environment! They've also got 12 different types!
More Table Pics:
Do you want to sit down and rest for once? Are your stubby, square legs getting sore? Are your tables lonely? Well now there's chairs! You can make them with or without armrests, out of stone and all three colors of planks.
More awesome chair pictures:
Ever wanted to build with colored glass? Maybe some kind of church? Well now you can! Just smelt yourself up some pure glass then combine it with almost any type of dye and you've got yourself some stained glass!
BEST WITH FANCY GRAPHICS ON
Have you ever wanted a nice looking living room carpet to go in between your stair-built couch and your gigantic fireplace? Do you want a different floor on your second floor than the stone ceiling of the first? Well, now all your dreams are coming true, because you can now make carpet out of any color of wool, just by placing two of that color of wool next to eachother in the crafting table!
Are you tired of sleeping your first few nights in Minecraft freezing your #[email protected] off? Would you like a small campfire when exploring? Would you like to do strange sheep sacrifices to Notch in burning sheep in a fire pit? Well now you can. Just craft this with a half slab of your choice (exept wood, of course) and a piece of coal, and you've got yourself a fire pit made from that respective material.
What?? Colored planks??? Do you mean the colors of the rainbow??? NO DUMMY! I mean colors matching the logs! Now there's birch planks, pine/"redwood" planks, and regular old normal planks!
If you want some colored planks, you need to make a bark stripper. Then you follow the instructional image above.
Ladies and gentlemen, is your cobblestone too boring? Do you hate that plain, ugly look of normal cobblestone? Well here it is, Fancy Cobblestone!
Fancy Clean Stone
Do you think the clean stone look is too plain? Want to be in top style as a wealthy minecraftian? Build your house out of high class Fancy Stone!
Bored of regular old planks? Want some higher class wood? Want tiles for your kitchen? Craft some fancy wood!
Do you think that your sandstone is to chunky and rocky? Want some smooth, nice looking sandstone? Just chuck some sandstone in a furnace and get some smooth sandstone!
If you're like me, you think gravel is completely useless. Well not anymore! Now you can smelt gravel into concrete, which you can use to build better-looking roads, skyscrapers, city buildings, and to take one step closer to the modern era- in Minecraft!
Have you ever been putting windows in your house, and you think to yourself: "I wish I had a clearer view through my windows"? Well, think no more! Now you can just put some glass in a furnace and get Pure Glass, completely clear without blocking your vision!
Do you want more light from you torches? Do you have too much glowstone? Well with glowstone torches, all your problems will go away! Giving off a light level of 15, Glowstone Torches effectively produce more light than normal torches! In fact, they give off the same light as sunlight! Now, being glowstone, they're not on fire, but they're hot enough that they still give off smoke. Just craft it like a normal torch, but with glowstone dust instead of coal. Or, if you're one who likes to overuse torches, put your glowstone dust in the furnace and recieve heated glowstone dust! With heated glowstone dust, you can craft four times the torches with the same amount of glowstone!
Tired of placing your double slabs painfully slowly? Do you just want to build out of double slabs because it looks nice? Well with improved double slabs, your pains and annoyances end here! Just craft a slab on top of another and BAM! You've got yourself a new double slab! (This mod also gives double slabs a name instead of "unnamed 43")
VideosVideo made by SCMowns2
Video made by HeKTiXxNation
Video made by drackiseries
Video made by PixelArchitekt. It's in German, but it does a great job showing off every aspect of the mod!
Video made by TheBlockSmiths
Texture Pack Support:
Quote from Ian5133
I have just updated the mod to 1.3. Some things are a bit glitchy, but you can get everything to work. Keep in mind though that this update has gone through very little testing. If you find any major bugs please report them to me. Other than that, I won't be working on this mod again.
Notice! This mod requires Minecraft Forge in order to work.
When you get to the adf.ly page, click the yellow "Skip Ad" button in the top right.
Latest version(Minecraft 1.3.2)
Decoratives 1.5.0- Minecraft 1.3.2
Decoratives 1.4.2- Minecraft 1.2.5
Decoratives 1.4.1- Minecraft 1.2.3
Decoratives 1.4.0- Minecraft 1.1
Decoratives 1.3.1- Minecraft 1.1
Decoratives 1.3.0- Minecraft 1.1
Decoratives 1.2.4- Minecraft 1.1
Decoratives 1.2.3- Minecraft 1.1
Decoratives 1.2.2- Minecraft 1.1
Decoratives 1.2.1- Minecraft 1.1
Decoratives 1.2.0- Minecraft 1.0.0
Decoratives 1.1.1- Minecraft Beta 1.8.1
Decoratives 1.1.0- Minecraft Beta 1.7.3
Decoratives 1.0.0- Minecraft Beta 1.7.3
Installation Instructions can be found in the README!.TXT in the downloaded zip file. Or read it here.
I will not respond to questions that are answered in the readme.
Please report any bugs you find to me.
If your minecraft crashes, post your crash report on this thread along with a list of other mods you have. Make sure you have installed modloader and deleted META-INF. If you don't do this, I will not help you.
-Updated for Minecraft 1.3.2
-Fixed bug with carpets not wrapping onto stone half slabs
-Chairs are extremely glitchy. Just a warning to you.
-Updated for Minecraft 1.2.5
-Fixed bug where carpets weren't placeable on stairs, slabs, glass, pure glass, stained glass, glowstone
-Carpets treat updside-down stairs and slabs as normal blocks (mostly)
-Fixed not being able to place chairs on tables, glass, pure glass, stained glass, and glowstone
-Fixed not being able to place tables on glass, pure glass, stained glass, and glowstone
-Bark strippers now give appropriate plank types
-Bark strippers will only activate upon right click if a block of wood is above them
-Bark strippers now drop 4 planks instead of 5
-Bark strippers now drop 0-2 sticks
-A secret. Post if you think you know the secret.
-Updated for Minecraft 1.2.3
-Minor, most likely unnoticable changes to carpet placeability
-Fire pits can now light netherrack above them on fire
-You can no longer place redstone on bark strippers and fire pits
-Fixed a floating shadow bug with bark strippers and fire pits
-Bark stripper no longer causes crash upon being powered
-Added bark stripper
-Colored planks re-introduced
-Carpets no longer drop items in creative mode (ever).
-4 new types of fire pit added (corresponding to slabs).
-All items now available in creative mode inventory.
-Fire pits now have better fire particle effects.
-Fire pits can set blocks above them on fire on the top face.
-You can no longer walk onto a fire pit like it's a stair.
-Small bug fix in carpet rendering.
-Carpets now drop as items when destroyed again.
-Carpets have new rendering system
-Carpets now wrap around stairs and half slabs, and full blocks
-Updated for Minecraft 1.1
-Fire Pits added.
-Ported to minecraft forge with new config system.
-Code reconstruction with metadata and properties.
-Choose content to use in the mod.
-Fixed glowstone torch placement glitch.
-All 16 dye colors available for stained glass.
-Gold stained glass removed.
-Updated for Minecraft 1.0.0
-Updated for Minecraft beta 1.8.1
-Mod Released with:
This document is Copyright © 2011-2012 Ian5133 and is 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. It may not be used in any "mod packs" without advance written permission. The content of this mod may not be copied and/or put into another mod. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. If you mirror this mod page or anything I've made on any other site, I may express my angst at you in the form of a lawsuit.
Thanks to Kaenim for this awesome banner!
Oct 22, 2011Shuprio posted a message on [1.7.10] Terraria 3D || ACCESSORIES, MANA, GUNS, DUNGEONS, BOSSES, BIOMES, AND MORE (CLOSED)Posted in: WIP ModsBanner By: Eltodofull
There are still some bugs in the mod, so if you find any please leave them in the comments. Also, some of the items that were added, there is no actual way to get them, yet.
Minecraft Forge (NEED VERSION 1.7.10-10.13.4.1448): http://files.minecraftforge.net/
The gun mechanics are not done so don't expect much. And the mod is not yet optimized fore servers so you may crash on one! PS press F to access T3D inventory
- You can't craft platforms yet but to fall through them press shift!
- Don't shift click in any new inventories/gui
- To craft a Terraria furnace use this recipe in the mc workbench!
- version 1.7.10 - 1.1 (Not everything that was added is in the log)
- ores need right tier to mine
- new furnace system
- some furniture
- corruption and crimson don't spread super fast
- underground jungle spreading stopped
- small bug fixes
- few new mobs (all underground skeletons and more)
- king slime added (Boss AI not finished)
- working band of starpower added
- and some other stuff
- version 1.7.10 - 1.0 (Not everything that was added is in the log)
- All pre-hard mode tools tool sets added
- All pre-hard mode ores added
- T3D gold replaces vanilla gold in world (place t3d gold in crafting to get mc gold)
- Corruption & crimson biomes added (World Type must be set to Terraria3D when creating a world)
- Underground jungles will spawn under minecraft jungle biomes
- Shadow orb that follows and light up added
- Magic mirror added
- Most pre-hard mode armors added
- Merchant npc added (shop not finished)
- Accessory, coin, ammo & vanity inventory added (press F to open)
- Demon alter added (Will be re-modlled)
- Temporary floating islands added (will be work on next update)
- Antlion, hornet, eater of souls and slimes added (more mobs in next update)
- A few other items added
- Gun system has been added but no guns fully working
- Falling stars fall from sky at night
- All pre-hard mode boomerangs added
- Mana system added (no mana items yet)
- Working sandgun added (uses arrows as ammo right now)
- A few more little features added & more to come in next update!
v--- OLD ---v (New coming soon)
Weapons and Armour
eater of souls
lilninja42 (CoCreator/Modeler/Artist)DaPa (Modeler/Artist)[1.2.5] dead_serious(Artist)
Please hit that rep button and leave a commentFollow the topic to get the latest updates on the mod.Support us by donating
Jan 22, 2012SanAndreasP posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)Posted in: Minecraft Mods
THERE IS A NEW ALPHA OUT FOR MINECRAFT 1.10.2! Stuff is missing due to me having to recode the mod yet again. If you want to get the newestalpha release, go to
https://minecraft.curseforge.com/projects/clay-soldiers-mod/filesStuff also has changed, so if you use the mod, I HIGHLY recommend getting JustEnoughItems (JEI) as well!I will also reformat this thread with the new stuff once this mod hits beta.Please note the new alpha requires SanLib, which you can get here:
This mod requires you to have at least Java 7! If you run Java 6, you need to update your Java!
You have an issue/crash? Please use the issue tracker now on GitHub! Stuff posted on here will get ignored!
So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse us of being a madman, take a look at this mod. Read ahead through the thread, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.
A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Once you have a nice little pile in your hands (up to 16), right-click to place them all at once or sneak-right-click to place only one.
They will quickly spread out and begin to roam the landscape. The soldiers walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch.
So naturally, they aren't hostile towards anything bigger than themselves. But what in the world are they qualified to fight against? Other clay soldiers, of course! There are a whole lot of different teams you can craft your pale gray soldiers into: All 16 dyes (light gray count as regular soldiers for that matter) and even melon/pumpkin flavored! If you place two (or more) different teams and they can see each other, they immediately begin to fight.
You're probably thinking: "Well, that's neat and all, but is there anything to spice up the fights?" The answer is: Of course! Clay Soldiers can ride a plethora of different mounts and can hold a huge array of upgrades, on which you'll find out shortly.
Primary items:Clay Disruptor
- Stick, 20 uses, increases melee damage by 2-3 points
- Arrow, 20 uses, increases melee damage by 4-5 points, drops feather, counts as stick upgraded with flint
- Blaze Rod, 20 uses, increases melee damage by 1-2 points, causes burn time on target
- Bone, 30 uses, increases melee damage by 3-4, increases melee range slightly, can not be equipped while riding mount, can not ride mount while equipped
- Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
- Glistering Melon, 25 uses, heals any ally below 25% hp by 15 points, soldier doesn't attack enemies while equipped with this
- Gravel, 15 uses, thrown for 2-3 points damage
- Snowball, 5-20 uses, thrown for 0 damage, slows target on hit info: uses depend on the item given! snowball gives 5; snow layer gives 10; snow block gives 20
- Fire Charge, 15 uses, thrown for 1-2 damage, causes burn time on hit
- Bowl, 20 uses, reduces incoming physical damage by half (when used with leather, only receives 25% of original damage) info: no longer entirely blocks ranged attacks, only reduces damage from them
- Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
- Emerald, 5-45 uses, deals 3-4 direct unavoidable damage at medium range, plus two with sugarcane boost, doubles if target is wet info: uses depend on the item given! emerald item gives 5 uses; emerald block gives 45 uses
- Nether Quartz, 4 uses, deals heavy knockback to all targets nearby if soldier takes too many hits
- IronIngot, Makes soldier vastly resistant to knockback, increases knockback dealt to others, both effects neutralized vs another iron ingot user
- Brick, Makes soldier extremely slow and less willing to move, will use ranged attacks if available before melee
- String, Makes soldier resist all damage from one explosion
- Cactus, 75% chance to negate burn time, halves total burn time otherwise
- Nether Brick, Gives burn time to any soldier that attacks nether brick user with unarmed attacks
- Wheat, Makes soldier never attack, even if hit first
- Nether Wart, Makes soldier attack its allies
- Fermented Spider Eye, Makes soldier not attack, unless attacked first
- Leather, 20 uses, reduces incoming physical damage by half (when used with bowl, only receives 25% of original damage)
- Food, 4 uses, heals soldier when below 25%, healed XP is hungerPoints * 0.5
- Gold Nugget, gives soldier a crown, all of team follows the king
- Glowstone, makes soldier glow, block gives to infinite soldiers
- Gunpowder, 1 use, soldier explodes on death (incompatible with magmacream/firework star)
- MagmaCream, 1 use, places a 2 second time bomb on the soldier which deals the final attack if killed by melee hit (incompatible with gunpowder/fireworkstar)
- Sugar, makes soldier move faster (incompatible with diamond upgrades)
- Clay, 4 uses, revives fallen soldiers of own color
- GhastTear, 2 uses, revives brick dolls to own color
- RedstoneDust, 4 uses, causes target to entirely stop attacking for 3 seconds, applied by all thrown and melee attacks, block gives to infinite soldiers
- Slimeball, 5 uses, causes target to entirely stop moving for 3 seconds, applied by all thrown and melee attacks
- Feather, soldier can not attack while falling, soldier's fall is slowed greatly and takes no damage on landing, no effect with iron ingot or while mounted
- GlassBottle/Pane/Block, doubles vision range, soldier can see stealthed enemies, bottles and panes give 1, block as infinite supply
- Paper/Book, gives a plain cape, dyed paper and books give colored capes, book gives to infinite soldiers
- Diamond, gives super crown and cape, doubles number of uses for all limited use items, grants sugar speed boost, multiplies hp by 10, incompatible with diamond block
- Diamond Block, gives super crown and cape, multiplies limited use item uses by five, grants sugar speed boost, multiplies hp by 80, incompatible with diamond
- EnderPearl, soldier zombifies, gains +5 hp, heals fully when deals last hit to a target, targets slain become zombies, dies after 10 minutes of no fighting
- BlazePowder, 1 use, instantly kills target with fire, turning it into brick doll
- RedMushroom, 1 use, applies poison to target
- BrownMushroom, 2 uses, heals soldier for 10 hp when below 25%
- LillyPad, soldier has pants and will float on water, no effect when used with iron ingot
- Egg, soldier is ghostly and can not be detected by enemies not wearing glass goggles, doubles damage output of shears, will be detected when others wearing glasses
- WheatSeed, soldier can NOT be infected by any zombification
- WoodButton, increases melee damage by 1 when no weapon is equipped, incompatible with stone button
- StoneButton, increases melee damage by 2 when no weapon is equipped, incompatible with wood button
- MobHead, gives the soldier a mask to wear
- FireworkStar, 1 use, soldier explodes on death in a firework effect, incompatible with gunpowder/magmacream
Before we'll talk about the mounts, lets firstly talk about how to clean up a mess! Your soldiers run away and you don't want to chase them around, killing every single one of them? Or you're just tired of the current fight and want to restart the match with different upgrades? Then we have the right device for you! Upon usage it will kill every soldier (and mounts, too) in a 32 block radius, clean and tidy! There's also a hardened version, which gives the double amount of uses.
For the creative crafters: When you use it while sneaking, you can delete every clay soldier / mount item laying on the floor, too!
Indeed you can craft a trusty steed for them to sit on! Simple soulsand and a material, which is usable to craft a horse for your personal armies to ride and enjoy. Horses have no team allegiance, so any soldier can ride any horse. Depending on the used material, a horse will have either more health or more speed. In 50% of cases a soldier with a horse gets hit, the horse will take the damage instead of the rider. Be careful not to burn the horses, though!
But normal horses may be not enough for you. So why not try pegasi? Those elegant flying creatures will hover above the ground and share the same material treats as horses.
These adorable little things come in different flavors, which are all capable of holding your armies above water. Also, if they get damaged, they'll reflect a small potion of the damage back to the attacker! Other than that, each type has it's own speed and health values, just like horses do.Bunnies
Bunnies come in ALL the wool colors and, different from their horse/pegasus/turtle counterpart, have the same speed and amount of health. They will hop as high as the player can, even when ridden, which is amazing considering their size! Oh, and they constantly jump around when a soldier hops on them, making it difficult for the enemies to hit them properly.Geckos
Those spider-like creatures can be crafted from any type of (vanilla) sapling, so there are the richest mount regarding type variety! You ask "Why spider-like?" Well, because they can climb up to 3 block-high walls! Despite having so much different types (36), or even because of that, they are all the same regarding speed/health, just like bunnies.Clay Nexus
The day of extended, never ending battles is upon us! This is the greatest piece of clay-technology we've ever made. This device, when activated, will call upon the spirits of fallen soldiers of the many battles past to return to the frey in an attempt to redeem themselves in combat once more! It can also provide a spirit-mount for the spawned soldier. Both won't drop any item upon death, neither themselves nor their upgrades! Enemy soldiers will attempt to deactivate the nexus, but only when they have no target to attack anymore. Did we tell you that it can throw anything the soldiers can throw? No? Well, now you know.Clay-Statistics Display
You've always wanted to know how many soldiers are on the battlefield and predict who will win? We've heard your calls and crafted this next wonder in clay-technology! Just by holding it, you can see which team with how many members is on the battlefield. It even goes as far and counts the number of mounts.
This is a non-finished feature for now! Stuff can change, you have been warned!Shear blades
This is explained in the upgrades section, so we'll just give you the crafting recipes here:
For all those adventurers out there, we've asked the all-mighty ChunkGenerator to add those to his generation features, and he finally heard us! When generating new chunks of land (either by generating a new world or by exploring new areas), you may encounter one of these buildings, filled with peaceful clay soldiers and a chest filled with clay-related stuff in them. But be careful, since there is a chance of encountering a zombified hut whose inhabitants are out to kill you!
This is a non-finished feature for now! Stuff can change, you have been warned!
If you want to see some screenshots first, then have a look inside this mysterious spoiler:
An awesome Trailer by cherchell58
An awesome Spotlight by DrPlaystation
An awesome Showcase of v1.9 by EnigmaticMiner
So you've come all the way here and asking yourself: "Well, how do I install it then?" Here's the answer to that, mate!
- Install Minecraft Forge
- Install my Manager Pack
- Drop the downloaded jar file inside the /mods folder
- Play Minecraft
You need to have my Manager Pack (required by all my mods)!
We will organize all the updates to the new thread style, but it takes time, so have the old style within the spoiler (w/o changelogs)! Also alpha/beta build will NOT be listed here, sorry!
Please note those versions are not supported! Use at your own risk!1.7.10-2.0.0b: Download (*)
MC 1.5 / 1.5.1 - v. 9.1.1: Download
- This is the beta build! Stuff may be changing!
- Complete recode of the codebase, doing lots of improvements
- soldiers can now see each other and items through tall grass / snow / other non-solid blocks
- added new upgrades, we'll list all the new upgrades when the final is out
- added acacia and dark oak types of the geckos
- added hardened clay disruptor
MC 1.5 - v. 9.1: Download
MC 1.4.6 / 1.4.7 - v. 9.0_05: Download
MC 1.4.5 - v. 9.0_04: Download
MC 1.4.4 / 1.4.5 - v. 9.0_03: Download
MC 1.4.4 - v. 9.0_02: Download
MC 1.4.2 - v. 9.0_01: Download
MC 1.4.2 - v. 9: Download
MC 1.3.2 - v. 8.0_02: Download
MC 1.3.2 - v. 8.0_01: Download
MC 1.3.2 - v. 8: Download
MC 1.2.5 - v. 7.1: Download
MC 1.2.5 - v. 7: Download
MC 1.2.5 - v. 6.2: Download
MC 1.2.4 - v. 6.1: Download
MC 1.2.3 - v. 6_03: Download
MC 1.2.3 - v. 6_02: Download
MC 1.2.3 - v. 6_01: Download
MC 1.2.3 - v. 6: Download
MC 1.1.0 - v. 5: Download
MC 1.1.0 - v. 4.1: Download[/anchor]Source on GitHub:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
My Twitter for updates:
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Aug 9, 2011Jigarbov posted a message on [ADV] Eronev Mansion Adventure [1,000,000+ Downloads!] 1.9 Verified. The Classic Pumpkin Adventure.Posted in: MapsWorks in Minecraft V1.8!Eronev Mansion AdventureAfter your adventure in the wild, you return to your home town of Eronev. From the beginning though, something seems wrong. There is a meeting being held at the town hall due to the villagers going missing. Can you help them? Can you uncover the secrets within?
Original Release Trailer (made over 3 years ago!)
Beta 1.8 Upgrade Trailer
Reviews and High Scores!
Relinquo_Spes Text Review: "I suggest everyone who enjoys adventure maps and intriguing new ideas play this one, because it is brilliant!" 95%
Opening thought:A while ago when I was struggling with how to do a review of Wileynator's Minecraft Town I had written up part of an opening that suggested that larrge and expansive worlds are somewhat flawed because players aren't going to want to spend hours walking the game world... I think this map may have proved me wrong... lets see.
Visual:The views on this map are something different, most maps I do revolve around buildings and strngish imagery. This map, by comparrison, seems to be centred around the terain, every different section within in the map has been sculpted within an inch of their lives, in a good way. The colours of woods, sand and snow are niceley varied over the areas. It would also be very remiss of me to point out the endings, right here and now I am going to start with some spoilers, if you don't want to know then go to the Final Thoughts now. Now I've spoken before about a center piece that can truely make a mp, and here it takes the form of multiple endings with each of them having a fully recreated version of your starting area, in differing stages of hellish possesion, it is really impressive when you consider the smallish area that the creator is working within.
Challenge:This map is mostly adventure, but alot of the next natural steps require some serious thought on how to proceed. But when puzzles do show up they work well in slowly building their way from simple jumps through trees to truley difficult jumps in mid-air.
Length:As I said in this opening this map is really long, and it took me forever to get to the end... but I did get to then end, the map made me want to keep playing because of the way it is all conneted, the extra challenges of hunting gold and bedrock in the overworld is made fun by the continued upgrading of your tools to access new areas. And whats even more supprising s when you finally make it to the end you might want to keep playing! The irst time I got the average eding because I missed one rescue and as such I went back and spent another hour messing around just to reach the full end.
Story:I've played through 3 endings and can honestly say at this point that I have never seen a map so ambigious in its plot, from what I am sure you are returning to your home village only to find an old frined of some description who may or may not be evil and he is kidnapping villigers, but because you're a great guy you try to help and screw everything up. The whole lot is a tad unclear in its inception but one you get into the thing it begins to make a lot more sense, however not in its entirity and this is the part that I persoanlly enjoyed, having the ability to draw your own interpretation of a story adds to its personal and engrossing nature.
Redstone:Yep Im once more dragging out an 'other' category, not to add to the score but to give some serious props for some brilliant work. I can't even descibe how well the redstone works within its self, but let me give you one example. As you run around looking for a way down a tower, once you work it out you walk a bit more only to end up where you began, confsed you alk abck to your 'quest giver' only todiscover you've opened up a new way somehow? This is probably the simpleit redsone use but it really is awesome.
Things that need Improvement:- ... Make it clearer that you need to visit the man at the top of the mansion after the garden?? Thats all I've got.
Things that need No-Improvement:- EVERYTHING ELSE
Final Thoughts:As you may have gatthered I really enjoyed and was really impressed by this map, it does so well in not oly making a good looking and engrossing map, but it also has so many new and interesting ideas. This ends up tieing for my favourite map so as you may expect I suggest everyone who enjoys adventure maps and intriguing new ideas play this one, because it is brilliant!
Percentage Score: 95%
Synthion Text Review: "Adventure (at its finest) This map is intriguing, fun, funny, long, (but not too long), diverse, original, has multiple endings, dynamic NPC's (No mods required), holy crap this list is long. Its pure epicness. (Is it epicity? IDK) You deserve so much praise, but, you are not without flaws. Review time. Yeah, I just did that.
The plot origins are a play off of the minecraft journey itself, which I thought was quite interesting. Apparently you have gone out to have some adventure, mining, crafting, building, and so forth, and now, more mature, you come back to your hometown. Unfortunately, people are disappearing, and everyone suspects the old man who owns this enormous mansion.
The story itself is a bit out there, and it twists in on itself creating a very strained ending sequence, but what's cool about it is that there are multiple endings. Spoiler Alert: I got the WORST ONE. There are all sorts of gold bars everywhere, and those are your score, I got Explorer Jr., which is the 3rd rank up. So... yay?
You may have noticed that I did not summarize the plot, this is for two reasons.
1: I do not know all the endings
2: You really should just play this yourself
There are several features that make this map easy to love. Redstone work is absolutely STELLAR. Just the little things make it SO AWESOME. The specialized too feature was interesting, basically you need a sword to cut through cobwebs, a diamond pick to break through Mossy Cobble, a diamond Shovel to break through clay, and a diamond axe to break through Birch. This was very interesting because it created a progression of sorts while saving space. THe corruption of Hades did a similar thing, but yours was much more finely executed.
The feature that pushed me over the edge? The NPC's.
Yes they are pumpkins on sticks, that is not what matters. What matters is that the old man will actually have different signs after you do certain tasks, I guess its done using explosions? Or pistons? I really don't know, I didn't investigate because I didn't want to lose the immersion I experienced.
There are flaws believe it or not. Besides some typos, your tasks were often unclear, and ill-defined. I usually just wandered around (finding a lot of gold) until I saw signs. The minecart room could have been done a little better, it was confusing at its best, and downright ugly and bothersome at its worst. Don't criss-cross all your tracks! Keep them isolated. There were a few areas where I fell into the redstone chambers, but that was probably my fault in retrospect.
The combat seemed like a "For the hell of it" addition. Yeah, it was fun, but it felt a little out of place.
This is a great balance of Linear gameplay and Open world exploration and choice. Speaking of which, I decided to not save any of the people, and I brutally mrdered the captured ones with lava... (BY ACCIDENT MIND YOU!) So, maybe I could have done a little better.
This is an RPG reminiscent of Fallout or Elder Scrolls. (That is a BIG complement mind you.) More people should play this. Its no wonder Albarel(?) recommended this to me. Simply Fantastic.
Play this. If you play nothing else, play this.
Kmilley Text Review: "Wow. That was something." 9.1/10
Wow. That was something. Eronev mansion is definitely one of the best maps I have played. So many unique things I have never seen before made this experience an exciting one. But before I start, let me just confess that because of me, all the villagers are dead. Yes, my ending wasn't the best.
Lets start with the unique things. Pumpkin npcs. Ok, I have actually seen these before in maps, but how they were implemented was done very well. The creator even made fun of the fact that they were pumpkins quite a lot, which I found very entertaining. The dynamic text boxes were amazing. I didn't even know that was possible. Definitely helps it stand out from other maps. And unique buildings. The buildings in this map were all different in size, shape and material. Even your house looks like it should, cozy and homely. Multiple endings helped make this map that much more unique.
What blew me away with this map, is the amount of redstone circuitry it would have taken to make this. I can't imagine how much work it would have taken to even make the mine cart station(which was amazing by the way). This map was pieced together extremely well, as I did not find any typos or large bugs, which is saying something for the amount of things that could have gone wrong with the redstone.
Every map has its flaws though, and now I will explain why it did not get a perfect 10. Unfortunately, I got extremely confused at some points during the map, and at one point, almost quit. The story got pretty confusing after leaving the mansion through the painting hallway. I think the creator should give better directions on what you need to do during this part in the map. Other than that, the story could have been better. My tips for that are below.
Overall, this is a fantastic map, and I highly recommend it to anyone who likes adventure maps.
StreamofAdventure Text Review: "The construction here was just incredible. So go ahead, readers, give the map a shot. You won't regret it. That, I DO guarantee."
A fairly long, interesting, and sweet map, this particular adventure has a ton of new features including talking NPCs and upgrades. With tons of action, puzzles, redstone areas, and piston projects, it will disappoint only the most brutal of map reviewers - and even then I am probably wrong. The construction here was just incredible. So go ahead, readers, give the map a shot. You won't regret it. That, I DO guarantee.
A collection of well thought-out features in this map were just a few of the things that made me excited for what was waiting around the next turn. A unique upgrade system that allowed you to break certain blocks only after achieving goals was very original, fun, and neat. It wasn't messy, with things laid out all over the place - it was very casual, which in this case is a very good thing. Another really nice feature were talking NPC's with pumpkin heads. I know this wasn't really supposed to happen, but with the texture pack I was using (Europhia's Clean Pack 2.4) they looked like they had huge grins on their faces. Still, the effect on the player's attention span was quite nice, as they were a key feature. It is too bad that they slowly began disappearing as the map progressed - I would like to see more of those, Jigarbov! I really liked them. Another feature, which is not particularly new, is a scoring system, having diamonds / gold bars (I can't remember which) laid out throughout the map. It didn't have a huge effect on me, though overall I'm glad it was implemented. The map took me about 95 minutes to complete, though I have a feeling there was a bit of stuff I missed. The interesting features of the map, two of which are completely original, support the length greatly. Overall, everything is held up, with just a little difficulty, in Eronev Mansion Adventure's length aspect.
A great variety of puzzles, all of which are unique, fill this map with enjoyment. They often have old features which are then upgraded to change them around into something you've never seen before. More on that in the puzzle section. Meanwhile, mob fights are unfortunately scarce. For an adventure map, this is sad, as they are a main part of the genre, though it still holds up in the end. While immersed in one of the amazing, well-crafted puzzles, you will hardly notice this. Still, I believe that some more fights would be nice. They would add more flavor, I guess.
The story is new and unseen, though it is not the most incredible. While it feels very original and exciting at the beginning when you talk to a large number of Pumpkin-People, it slowly goes down the drain as puzzles begin filling up the rest of the length. Basically, you return from a great journey looking for your parents. Your home town of Eronev has changed since then; it is no longer bright and sunny, and instead it seems "filled with panic". The place is built with a lot of brand new buildings which compliment the plot well, though the mansion is just a little too big for the little town. It towers over them, which I believe happened purposely, yet something is out of place there. Anyway, back to where I was, the old man in the mansion is supposedly kidnapping people and, though you just got back, you must rescue the unfortunate missing people - by going on a one of a kind adventure into Eronev Mansion. Like I stated before, the plot is thick with drama, then fades into almost nothing but a few encounters here and there, though luckily it picks back up at the end. This story format is unfortunately typical in most adventure maps these days, yet in this map I don't mind it as much. Maybe it is the charm of the construction and that the very interesting encounters you DO get in the map (though they may be few) are fun.
The puzzles were THE highlight from this map. They kept it alive, with old and new features and, to my pleasure, the SLIGHTEST bit of parkour. In fact, I don't even believe there was any parkour; I played this map over three days ago, and my memory is anything but eidetic. I particularly loved the note block puzzle where you heard the music and then had to play it by pressing pressure plates. I have honestly never seen anything like that - quite a nice idea. The concept for repairing the different railway systems with some redstone along the way was a nice touch.
The atmospheric aspect was very quest-worthy and perilous at the beginning, with warnings from the townspeople about the man - yet like the plot dilemma of the map, this begins to fade into a more rushed phase. Still, I didn't give this gold for nothing. There is still that hint, that air of mistrust against the old man that really gets you going while you "play along" with what he orders you to do. The lack of NPCs is luckily compensated by an creepy sense of the old man watching you. Despite its problems here, Eronev Mansion Adventure still holds up strong here.
Overall, Eronev Mansion Adventure is a great adventure map with enjoyable features all around. It covers up everything neatly, pays great attention to detail, and makes for an incredibly enjoyable experience. The 3 great features that hold your attention span really upgrade this map to a whole new level I have not seen before. While it may not be the best made, or have the best plot, or even be the most enjoyable map I've played, IT IS PRETTY DAMN CLOSE!!!
Here is the armor set for Eronev Mansion Adventure:
No iron! Sweet!
Wileynator Text Review: "This adventure map has been doing quite well and for a good reason. Some of the sights a brilliant and the mix between linear and open is fairly good.
This is an adventure map which seems to be doing fairly well. I watched some of the videos and read the thread and I gather that villagers are going missing. I sincerly hope there is more to it than that.
I start off in a nice little beach, I can see some buildings here and there and I can tell that the creator has put some effort into making the buildings look nice. There are a few NPc's around, each not being very helpful. So I follow a little path and think 'thats whatI'm talking about'. Many of the maps I've reviewed don't get great marks when it comes to the looks. But ahead of me I can see a huge mansion - and it looks amazing. Some zones of the map are aboslutley amazing and most are hand made. However I would love to see this quality of work in all areas of the map. There is nothing worse than one average spot in an amzing map - it seems worse then it really is.
Hidden around there area are also lot's of chests, most of the time they have gold ingots - which is the scoring system. These chests are everywhere and I can't imagine how many ingots there are to collect. Maybe it's overdoing it? No. I think it gives the map that great exploration factor.
The map also lets you use levers and buttons etc, however you can only place them at redstone ore blocks. Which is a great idea as they stand out and are easy to spot. SO after collecting some supplies I enter the big mansion , which still looks amazing. Another thing I noticed is how well the map is staged. It is quite a open place yet the creator still manages to direct you to places in order before you get to new areas. This makes the map more interesting and also adds a RPG feel.
I soon find a sort of transportation room which takes you too different challenges or outposts. Each outpost has a certain objective to be completed. I found this quite good and doesn't make the map very cluttered. However I don't feel like it suits the theme of the map. I also would have prefered if the tunnels weren't just stone with ores in it. I would have liked the tunnel to be all of one block for Aesthetic purposes. As the map continued I felt like the creator got a bit slack in some sections. Some things seemed like they were just MCedited out of the Earth.
I soon find what is the first of some great redstone puzzles which use pistons. I abosultley love this but once again, it wasn't that original. This didn't detract from the experiance though - I just was expecting a bit more from the map after exploring some of it. However one puzzle was great, it reminded me of Portal too. YOu use pistons to direct water flow to take out torches. These once all gone let you advance. I must say that alot of work went into this map when it came to redstone. I won't explain all the puzzles and the rest of the map because I reccomend you play this map as soon s possible, it's a great fun!
This map is a must for redstone puzzle fanatics, the story has some great twists and turns. The map itself is amazngly large and you can waste a good hour or so playing it. Some of the builds are great but there are times in the map when the work seems to be a bit sloppy or rushed.
for Plot: It started off pretty cliche but had some nice twists and redirections. There were also great multiple endings.
for Challenges: This map has loads of great redstone puzzles. Each one is different from the rest and the best way to improve on this is to satisfy some of the less redstone fanatics.
for Aesthetics: Some of the builds in this map look great and are so much fun to explore. However every now and then you find yourself in an area which doesn't live up to the rest of the map. Honeslty this mp has the potential to be one of the best looking maps.
for Grammer: There is a tonne of signs in this map and of all the ones I read they all seemed perfect. Amazing Job!
for Bugs: For all the stuff in the map, even with msot being redstone stuff I didn't find any back-breaking bugs.
for Extra: This map uses a new system of rules about breaking blocks, it's sort of a level up method. I have seen this before but in a badly implemented manner, so Kudos for doing this well.. Also whats even cooler is that the pumpkin NPC's say different things (different signs) after certain taks. Whatever you did, pistons etc is amazing, absolutley loved that.
3.5/5: This map is absolutley great, the reason it didn't get an amazing mark though is because it is missing a little bit in every section. However this still leaves it a great map and I reccomend you give it a go. It's one of the better adventure map's I have played in a while.
Albarel aka rsmalac Text + Video Review: "That was incredible. No question, the best adventure map I've ever played."
That was incredible. No question, the best adventure map I've ever played.
This map hits a perfect score on ALL of my rating criteria, and then goes above and beyond.
I was super impressed with the way the map maker 'contained' all of this goodness in what I would consider a medium-sized map area. The minecart and redstone tracks were just the right length.
I was also very impressed with the way they captured the Zelda-like feel and paced the armor and weapon upgrades, AND the tool upgrades, which gave us the opportunity to go back through past areas and use those tools to find more hidden stuff.
Not to mention the incredible redstone and noteblock contraptions.
In this map - you don't sit back and watch this stuff happen. You are part of the story at every turn. You are not just flicking a switch, you are placing blocks in the right places and then flicking switches to make things happen. The NPCs that you "save" along the way are re-used later to brilliant effect.
The story/dialogue is genius. Two specific examples that are repeated many times throughout the map;
1 - You read NPC dialogue from a sign, then you interact with the encounter, and that sign goes away. It's not just sitting there out of sequence.
2 - After major encounters, the dialogue in the quest hub "changes"! Meaning the signs get destroyed, blocks move, and reveal NEW dialogue for the next encounters. It's very very effective.
If you've read any of my other map reviews, I typically don't play for score. I play to get to the end of the story and if I happen to pick up some hidden score along the way, so be it. I typically end up with about half of the 'best available score'. But this time I was sucked into the hunt.
My Total Playtime: 5.5 hours
My Final Score: 38 gold blocks plus 4 gold ingots, all 8 villagers
Map Total Rating (out of 20): 20
Calm Apple Snake Video Review: "Eronev Mansion Adventure is an exceptional adventure map. It has an immersive story, a great atmosphere and well crafted locations."
Contrary Text Review: "Truly unique in so many aspects"
The map's knife edge was it's personal style, the messages feel like they are talking to you, and not to just anyone, the multiple endings. Although I really think you could have expanded more on those personal messages, I thought it was very unique and made the map much more compelling to play.
The story wasn't amazing, but it was enough to keep the player wanting to find all the villagers, find out who the old man really is. Even though the gameplay did not draw back in the final parts of the map, the story definitely did. I was expecting a bigger and more unexpected ending, but the fact that a demon was released once the man stopped the sacrifices was a little depressing. Plus we never find out who the main character is, what he's like. He needed more of a backstory, then just "out surviving."
Nevertheless, the gameplay was stellar. Better than I have seen in a long time. It was fun, it wasn't redundant and the map kept introducing new and unique gameplay aspects that utilized Minecraft's engine to the fullest. Exploring the village was fun and rewarding and kept me wanting to search some more. I didn't mind because I would come across something promising so often. That was something that really gave the map it's final push. The dialog was very well done, it was very funny and the grammar and spelling made the extra difference.
There were a few bugs, I got stuck a few times, but it didn't matter too much. What I would like to see next time (I'm pretty sure there will be a next time) is getting closer to the other characters. I want to feel compassion and sadness for the people who made sacrifices to save the villagers and yourself. I would also like to see the personal style put into effect more. And it should go without saying, a better story. Though, I am absolutely certain you are capable of all of these aspects, as I have seen in the map.
The map wasn't the hardest map out there. Not that it's a bad thing, I mean, it is an adventure map. I don't think it should have been harder. The difficulty really suited the map and it's style.
I am eagerly awaiting the arrival of the second part, and I truly hope that you will use my service again to review it as I thoroughly enjoyed playing to the fullest extent.
High Scores! (no longer being updated)The total amount of gold in the map is a secret, however if you really want to know I can PM you with the amount. Please know however if you have been told the amount you can no longer submit your score for the high score count.
Download The Map!
If playing on SMP ensure enable-command-block is set to true in the server.properties file!If something weird happened and you didn't spawn at the beginning (usually happens on bukkit smp's) Then the coordinates are: x=-131 y=68 z=257
A Pretty Screenshot
The village of Eronev with mansion looming in the background.
I am Jigarbov and I made the whole thing with some help from Feylina. I used worldedit, mcedit and a tonne of redstone.
Special thanks to some of my youtube subscribers and friends who helped test the adventure for bugs and balance and thanks to those that have been waiting for it. I am HOPING there isn't any game destroying bugs.
For more of me, check out my channel at www.youtube.com/jigarbov
Thanks for reading and I hope you enjoy the map.
Feeling Generous? Had fun playing? I greatly appreciate it!
Featured Let's Play:
The8BitMonkey Episode 1:
Sep 13, 2012Jigarbov posted a message on 1.9 Eronev 2: The Soul Cauldron [ADV+CTM] [Have you challenged the Cauldron?]Posted in: MapsEronev 2: The Soul CauldronIt's finally here, the sequel to The Eronev Mansion Adventure! Join Jarig in the Soul Cauldron to discover it's many secrets, fight it's terrifying monsters and experience an awesome adventure. This hybrid of Adventure, CTM like rules and Puzzles comes together in Eronev 2 creating a deep and complex story.Download The Map!If playing on SMP ensure enable-command-block is set to true in the server.properties file!If, for some reason, you didn't spawn at the beginning, the starting coordinates are: x:-122 y:162 z:338
This is not an easy map! The biggest complaint I got from The Eronev Mansion Adventure was that it was too easy. In Eronev 2 you will have to THINK about how to tackle your obstacles. You have fire resistance potions from the start... USE them, MAKE more and don't forget to craft the items you need! Did you die in Lava? Why didn't you have fire resistance on? Hell, why don't you just pour water all over the lava? This isn't a good map for people just starting out in custom maps as it uses some advanced Minecraft mechanics. Play carefully, play smart, don't panic. Good Luck.Wait what? Custom mobs? Floating skulls? Command block dialogue??? There are SO many new features in this map that have NEVER BEEN SEEN BEFORE!Big thanks to everyone who checked out the thread and dared to try itRandom Person Hall of Fame: EmmanuelMSubscribe to my youtube channel to learn about my maps before they're posted here. For updates, previews and more. http://www.youtube.com/jigarbovFeeling Generous? Enjoyed the Map? I greatly appreciate it!Featured LPs:1.5.x (English)1.4.x (Spanish)I will be rotating the LP's in the front every now and again, so feel free to post them here so people can watch them and you might get in the front post!@Bassgoat has gracefully allowed the use of Eronev 2's theme to be used in your videos under creative commons (give credit!) from his post here:Quote from Bassgoat
For those wanting to use the trailer music In their let's plays:I give full permission for the use of the music in accordance with the creative commons license.Put something like this in the video description linking back to me:Music by Bassgoat: www.twitter.com/BassgoatBassgoat's youtube channel: www.youtube.com/arcanchronicles
and you can find that here
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