This. Biome-specific mobs are awesome. One of my texture pack reskins creepers based on biome, and even that adds a nice bit of atmosphere to the game.
I also think that more interesting/unique mob drops would be nice. It always bugged me that they added bats close to fireworks, but didn't make bats drop guano or something for making fireworks, or "bat wings" for potions. I like that bats exist, but I think all mobs should drop something.
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When I tried using it I couldn't because of a problem with running the AnimationAPI on a server due to calling for client methods. I'm not sure if that issue has been resolved or not, as that was some time ago.
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There's a separate 1.8 / 1.8.1 download that isn't anywhere obvious. Even though those textures exist in the regular download, they are wrong when using connected textures. You'll see the same problem with several other stone types, rails, and a variety of other things.
EDIT: Those blocks are not a biome-specific variation on granite as someone else said above. They are an error caused by connected textures. There is a newer version of this pack not explicitly linked in the above thread (I found it and linked it below). In general, the biome-specific textures make at least some degree of sense.
EDIT 2: Here it is. Not sure why it isn't explicitly linked in the top post to correct the issues several folks have been having. http://www.resource-packs.org/conquest_/ Just make sure to pick the 1.8 and newer one. The "Download" button on the top post links to the older version of the pack.
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Do you have any plans to make a possible alternate for granite that looks more like the non-CTM version? I know it isn't the most interesting of granites, but I like the look, and it'd be nice to be able to have some of the cleanness of connected textures with that style of granite. Also, are there connected textures for andesite and diorite? The andesite one in the pack only has a few textures, and it just makes bigger blocks (maybe that's intentional) and diorite doesn't seem to have a texture at all. (also had to fix the metadata for the andesite)
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EDIT: After fixing the metadata for refined granite, it appears that the bottom tiles incorrectly (the rows don't match up like they should)
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The picture NonCTM is a polished diorite wall with Connected Textures turned off. When I turn on connected textures, I get the CTM picture, which seems like it should be stone in a snowy biome or something. The CTMGranite is a similar room made of polished granite. When I turn on CTM I get that instead, which appears to be mossy stone, or some jungle biome stone or something like that. Finally, I uploaded a picture of connected smooth sandstone. It looks good, but I was just curious if the "pillar" look was intentional or if it is supposed to be smooth horizontally as well as vertically.
I'm guessing that the block ID numbers are off or something, and I read a post a few up that said something about "scrolling through textures" but I have absolutely no clue what that means. I'm just using Optifine, but I had the same exact issue with MCPatcher. I love the pack, and if I can't get it to work I'll probably just turn connected textures off because it looks good without them.
Also, I had the same issue as JMooney with the powered rails and some general weirdness with regular rails.
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This is incorrect. The issue with the wonky powered rails was a bug in an older version of Minecraft for all powered rails. It has been fixed since 1.7, but when they are turned on they flip up like that in Ravand's pack specifically. I haven't seen the behavior in any other pack. It is important that bugs and problems be pointed out, otherwise they'll never be fixed.
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Also, do you know if the current MCPatcher build correctly assigns the textures to each biome? My build is under an ocean biome and a lot of the textures came up with snow on them, and my anvil was quartz. For now I've switched back to not using MCPatcher, but I'd like it for connected textures at least.
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Are there any server parameters that might mitigate this? I'm running on an i7 machine with 6GB of dedicated RAM. We get no server lag, or nearly no server lag, under any other circumstances, even when our mob spawner trap is grossly overloaded. Of note, this is a tiny family and friends server, rarely more than 2 or 3 on at a time; and these issues pop up even with a single player.
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I though they issued an update immediately after 1.8 was released. I'm not sure why I thought that, but I was clearly mistake.
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You are correct. For whatever reason I thought they went right to 1.8.1 rather than 1.8. That would explain why I have had so much trouble searching for confirmation of issues I've had and only see the ancient beta 1.8.1 update from 2011. Fixed my original post.
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That worked like a charm. Thanks! I wasn't even sure if it was possible for a non-mod to place a command block.
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It seems like the optimizations in 1.8 were very successful, but the undiscovered and unpatched holes are serious problems. Where is 1.8.1 (or whatever) to fix the problems with the water and lag?