Kanisanz submitted to minecrafties:New version! Here is a sexy picture

Kanisanz submitted to minecrafties:
New version! Here is a sexy picture

[Doctor Who] My (Kanistanz’) Series 5 11th Doctor Skin Pair - 11th Doctor comes in Red or Blue.
TQuin:  Fantastic!  Keep up the good work.

[Doctor Who] My (Kanistanz’) Series 5 11th Doctor Skin Pair - 11th Doctor comes in Red or Blue.

TQuin:  Fantastic!  Keep up the good work.

Goodbye, Real Life Seasons

My wife left me in May.  She left me with the house and all the bills.  If I’m not taking care of the business of paying for the house, I’m taking care of keeping it clean.  Both are a hell of a lot of work for just one person.  There will be no future updates.  I’m sorry.


I got my hands on my brother-in-law’s Mac today and spent some quality time with the Mac version of the game.  I was a little displeased with the performance to say nothing of the wonky right-click system, but that’s irrelevant.  I scoped out the file structure, took some notes, and have a good bearing on porting to the Mac interface.  I still want to test first-hand, but might be coerced in to letting some people blind test the alpha if there’s interest.

When did detector rails get a new texture?  I’ll fix that shortly.

Another thing on the horizon is building animation for the static textures.  I’ve got some ideas for a cool ghosted light-shifting thing for the glowstone textures, will probably do pulsing light for redstone, twinkling diamonds, smoldering furnace and jack-o-lanterns, etc.  I might do something grody with soul sand and netherack.  The nether star and beacon will likely get creepy animations.  I also like buckets for animating.  We’ll see.

On the server front, I still can’t find a product paid or otherwise to automate the seasonal rotation process.  I could do it manually, but if I ever forgot a month, that would suck.  If anyone has any recommendations, I’m open to input.  This is regarding coming up with a system for servers to use Real Life Seasons as their server-based texture pack.

"Official" 1.5 Update

Just a little update here.

- Fixed a bug w/ clock & compass.
- Better shading for Minecarts.
- Made vertical dropper opening wider.
- Changed naming convention of download archive to 1.5 numbered system.

A cant save my skin! How can I save my skin?

Minecrafties.com isn’t a personal skin hosting site.  There are plenty of other sites that do that.  We only post the best skins.  If you send us you’re skin and we think it’s great, we’ll post it in the directory.  If you don’t have it uploaded anywhere already, you can email your skin to Skins@Minecrafties.com and we’ll give it a look.  No promises.


1.5 Texture Compatibility Update

- Updated both Custom Real Life Seasons and A Brave New World packs to 1.5 compatible format.
- Preserved legacy texture pack format for full backwards compatibility between versions.

A Brave New World specific:
- re-worked cobblestone, mossy cobble, and chiseled stone blocks to look more natural together.  chiseled stone, if you’ve noticed, only appears naturally in jungle temples.
- gave farmer villagers cute little green trucker hats.
- added full range of quartz blocks
- tnt cart and activator rails added.
- shiny metal hopper textures, icon, and minecart added.
- split despenser texture in to new “angry” dispenser and wide-mouthed dropper.
- re-workled fire, water, lava, portal, compass, and clock textures for 1.5 compatibility.

Just a quick update on the new content for the snapshot releases.  It’s always difficult to decide whether to update with the snapshots because they like to change things half way through about 50% of the time.  I’ve currently got all blocks updated and ready to go.  I also added a new re-worked cobble and also put in a more traditional mossy cobble because the jungle temples just looked miserable.  Also, I added a more cobblestone-matching chiseled stone block because they’re not craftable and can only be found naturally in the temples which are all cobble and mossy except for those chiseled blocks.  Looks much more natural now, though I mourn the loss of my old pretty mossy cobble texture.

Farmers now wear cute little trucker hats!  KILL THEM ALL.

I’m especially pleased with how the quartz/marble blocks came out and the new bomb cart and torch tracks came out looking really cute.  To solve the dispenser/dropper conundrum, I widened the dispenser mouth to make the dropper, then I made the dispenser’s mouth more narrow and slanted the eyes slightly to make it appear more intense like a thing that would shoot a projectile.  Lastly, the hopper was a real son of a gun to work with, but I’ve turned out something now that looks reasonably consistent.  Still, I do hope they tweak the texture mapping on that one a little as I think they could do better and I could as well by association if they were to fix it.

At this point, all that remains to do is lava, water, fire, and nether portal textures, which have all been imported to the 1.5 format but need to be properly configured to display correctly.  There’s a bit of a learning curve there, so I’ll need to sit down and figure out exactly how it works.

After that, I’ll simply have to grind through converting all 8 texture packs for A Brave New World and make seasonally-sensitive changes.  I think the only one that will give me some trouble is the Winter holiday with the icy winter textures for that month.  Then I’ll just have to crap out the vanilla seasons conversion which will take some time but will limit the long-term work to be done keeping those packs up to date.

v1.5 Project Status: At least 50% more complete than Half Life 3.

Get ye to the download page!

Starting now, I’m going to start also going a photo log for changes.

change log for version 1.4-E
- added all content for 13w01 (w02 is a bigger change, still in progress, no not going to 1.5 official yet)
- HUD GUI tweaked
- new potion particles
- cloudier clouds
- new fleshy white zombie randomob
- new black silverfish randomob
- new spotty black cow randomob (I’m going to call her Daisy)
- new blue squid randomob
- woolier goat randomob
- new blocky text
- better pressure plate rail
- changed pyramid block to actual pyramid block
- wooden planks are sexier
- signs updated to match new wood planks
- repeater icon position fix
- gold ingot color tweak
- gold carrot color tweak +shading
- clock color +shading tweak
- fixed tip of iron hoe handle
- color balanced diamond tools
- new fancy handles for gold tools
- blanced color and shading for gold sword
how do i install cause can't see anything in the video

If for some reason your Adobe Flash installation isn’t working or if you don’t have it installed, there are also detailed instructions in a text file inside the download for the mod.

On second thought.. (True Story)

A long time ago now, there was a Minecraft update that flipped the bottom texture map on every polygonal surface in Minecraft to the reverse orientation.  This fix was to make the textures geometrically correct because Notch originally rendered them in reverse by accident and compensated by flipping the texture.  It was wrong and needed to be fixed.  It also caused every single texture pack and skin to be completely hosed.  The issue here is that there was no warning given and very little information provided on what changed, why, and what impact it would have.  To this day, you’ll still see people wearing skins with a beard piece sticking out of the back of their heads.

Since the real life seasons mod is driven by 8 texture packs, this was a big issue for me. Worse still, the skins directory was, at that time, about 300 skins and the whole thing had to be rebuilt from the ground up, every single last entry.  When asked about it, Jeb’s response was akin to “It was broken, now it’s fixed, deal.”  So I wrote an email.

My email was very direct.  I told him that his response was too cold and uncaring and frankly that he had hurt the feelings of a good many people and tarnished his image and the image of the company.  I then set about the task of creating a macro to correct the texture pack issues and worked with Saviski to create and refine his skin texture flipping utility that would help both skin authors and users to update their content.

Soon after and much to my delight, I received a sincere and well-worded response.  Jeb explained that he hadn’t intended on hurting any feelings nor did he lack any amount of care.  He simply didn’t have a good impression of the scope of users that would be impacted by the change.  He apologized and promised to take measures to communicate better with the content development community in order to ease future transitions.  At this point, we had sorted out a fair deal of the issues on our own, so I made sure to spread the apology around and leave it in the past.  It was all a distant memory until today.

The point to this story is that Jeb is indeed a man of his word.  I’ve just learned that in addition to this snapshot, Mojang also released today a tool created by dinnerbone that assists in the conversion process for texture packs.  What this means for the Real Life Seasons mod is that rather than spend a couple of hours per season/holiday, the conversion process should be fairly quick and painless.  In short, expect to see the next release within a day or two.  Of course, I’ll release a 1.5 compatible revision to be provided parallel to the 1.4 compatible revision until such a time that 1.5 comes out of development and enters live production.

The good (best) news is that Real Life Seasons doesn’t have to die today.  And in spite of all my own hard work, it’s Mojang we have to thank this time.  Thank you, Jeb, Notch, dinnerbone, and the rest of the gang.  Once again, you never fail to please and amaze, even for an old jaded dodger like me.

Goodbye, Seasons

With this snapshot update, the Real Life Seasons mod is done for good. When this texture handling change is implemented in the full game, I’ll be forced to give up. It’s just too much shit to fix and I don’t have enough time. I have a career. I pay a mortgage. Thanks, Jeb.

UPDATE: Don’t bother.

Now that the mod is going away, nothing in this post matters.  Don’t waste your time giving feedback.

I’m close to having everything updated for this snapshot and then some.  Some other things to look for in the next update are a new more gassy particle effect for potions, slightly more cloudy clouds, and a pasty rotten white zombie (maybe some other zombies too).

So, now on to the part where you can voice your opinion.  This is a two-part question, so read carefully and post your opinion in the comments section.

I always had a feeling netherack would have something to do with nether bricks, which is why I made nether bricks black since my netherack is black stones set in red goo.  Now, as fate would have it, my intuition has proven useful as they have indeed made netherack smeltable to nether bricks.  This does, however, propose a new idea.  Should the nether bricks look like black stones and, as such, should nether brick objects look like black cobblestone?  This would naturally use large chunky boulder-style stones, so it wouldn’t look nearly as pebbly and coarse as stone cobble.  Or do you like it the way it is now where netherack smelts down to plain black bricks.  I’m open to suggestions.

The second question I’ve encountered is how to most naturally introduce nether quartz.  This ore only produces one unit per ore (for now), so it only makes sense to have a smaller subtle indication of ore in the source block.  I tried making a quartz stone protruding from a netherack block and it looked very unnatural.  I also tried an artistic glowing essence emanating from the rock, but that caused it to not quite stand out enough and also looked very unnatural.  I’ve toyed with the idea of a glittery dusting on the periphery of the red portions of the netherack, but I’m still on the fence about how natural that could possibly look.  In short, nothing I’ve tried has worked well and I’m drawing a blank.  Give me your thoughts and ideas.  Tell me what you want.

Again, leave your thoughts, opinions, comments, and ideas in the comments section.