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Conquest Reforged - Over 6000 new blocks, 3D models, and more! (Forge 1.10.2)

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Origines
Level 68 : High Grandmaster Architect
785


Hundreds of various custom textures enhanced by Optifine's connected textures

Conquest Reforged adds hundreds of high quality textures to Minecraft for builders to use in their worlds. Drawing on not only the original Conquest resource-pack, but also the ArdaCraft textures, Conquest Reforged allows players to delve into an endless amount of themes and building styles. Whether you want to build a Roman colony, medieval city, or a hobbit house, it does not matter: the textures are there!




Thousands of model variants for all the textures


With Conquest Reforged, many shackles upon creativity have been broken. Take advantage of the trapdoors, anvils, slabs, stairs, arches, and even small window models of Conquest Reforged to build the way you want to build.

Additional blocks do not stop with model variants. This mod adds many unique models, from round barrels and wooden rails to 3d ladders and furnaces, to allow you to realize finer details and a higher sense of immersion throughout your Minecraft worlds.



Total renovation of Minecraft’s Creative Inventory

Conquest Reforged builds upon Minecraft’s Creative Inventory by reorganizing every block and tab to provide intuitive block-selection. No longer is wood mixed together with stone; we’ve grouped together blocks according to their material and purpose. Best of all, Conquest Reforged adds another dimension to the Creative Inventory: a selection wheel for blocks with all of its model variants with an optional color wheel, as shown below.



Painting placement made easy

There’s no need to spend your valuable time sifting through all the painting variants for the perfect one now. Conquest Reforged adds the capability to select the painting you wish to place with quick commands. Not only that, we have added hundreds of new paintings that ignore Minecraft physics.




MANUAL INSTALLATION AND PREVIOUS VERSIONS
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  • Download Forge for 1.10.2 at http://files.minecraftforge.net/. Simply launch the forge jar file to install it.
  • Launch the game using your forge profile, and navigate to C:\Users\<profile name>\AppData\Roaming\.minecraft\mods. Download the version "OptiFine 1.10.2 HD U D4" of Optifine at http://optifine.net/downloads and drop the Optifine file into the “mods” folder you opened previously.
  • Download the Conquest Reforged Mod. Drop the file into the “mods” folder as you did with optifine.
  • Download the Conquest Reforged resourcepack. Navigate to the resourcepack folder at C:\Users\<profile name>\AppData\Roaming\.minecraft\resourcepacks and drop the Conquest Reforged resourcepack into that folder.
  • Navigate to the resourcepack interface in Minecraft. Click on “conquest_reforged_RP” to get it to be a “Selected Resource Pack”. Press done.


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1.7.10 (Conquest Resourcepack) - 1.10.2 (Conquest Reforged) Converter Instructions:
How to convert a 1.7.10 Conquest world to a 1.10.2 Conquest Reforged world:
1. Make sure you have entered your 1.7.10 Conquest world yourself at least once.
2. If you want your Cauldrons and Brewing Stands to convert correctly install NBTExplorer (www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/1262665-nbtexplorer-nbt-editor-for-windows-and-mac)
*If you don't care about these blocks, skip to step #
*Some versions of Forge in 1.7.10 added extra ids for those blocks, so we need this program to get rid of them.
3. Open NBTExplorer. Open the level.dat file in your world save's folder. Open the FML folder. Open ItemData.
4. Make sure you have the ItemData selected (highlighted in blue). Hit Search and then Find (or just CTRL+F). Search for the value 379 and 380. Delete the folders for these entries (they'll have something called K:minecraft:brewing_stand or cauldron and V:379 or 380)
5. Now search for the values of 117 and 118. For file that'll say either []minecraft:cauldron or []minecraft:brewing_stand, double click it and get rid of the [].
6. You're ready to convert now. Run the Conquest Reforged 1.7.10-1.10.2 Converter.jar, choose your world save folder, and start the world converter.
7. A copy of your world that is converted will be created, drop it into your saves folder and enjoy!

NB:
-Invisible fire won't convert into invisible light. You'll have to change this yourself as there's nothing differentiating invisible fire from regular fire.
-Random variants (eg: cabbage barrels instead of apples at random spots) won't carry over.
-If there are major errors occurring with the converter for some blocks (ie: blocks just disappeared), feel free to let me know. However, if only a couple decorations didn't convert to the correct texture, it probably isn't a big deal. If people are interested enough in having these fixed, I can make a github for the converter where they can easily be reported and perhaps fixed.





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Credits
Thank you Monsterfish for creating Conquest Texture-pack! See the latest updates and additions to Conquest at http://www.planetminecraft.com/texture_pack/conquest-32x32/
Thank you Jugbot for allowing us to use your 3D Models! For the latest updates, see his main project here: http://www.planetminecraft.com/texture_pack/conquest-3d-model-pack-addon/
Thank you Team_Lyrah for allowing us to showcase Conquest with some of your builds! Check out their profile here: http://www.planetminecraft.com/member/team_lyrah/

Join the Conquest Community on Reddit!


Credit:Monsterfish_, Leondonis, dags, wunder_bread, dechoppy, wheelee
Progress: 40% Complete
Game Version:Minecraft 1.10

Note: Showing last 25 of 40 logs.

1.7.10 (Conquest Resourcepack) - 1.10.2 (Conquest Reforged) World Converter : 11/04/2017 1:07:46 pm11/04/17

Added a download to the world converter program for 1.7.10 Conquest to 1.10.2 Conquest Reforged in the description! Please read all the instructions

Update #39 : 10/08/2017 3:34:27 pm10/08/17

v 2.1.3
-fixed a few bugs, the biggest being shadows under leaves not appearing
-promoted servers now in bookmarks
-couple new blocks, including red granite blocks, serpentinite, glacier blocks, and some cloud blocks

Update #38 : 08/05/2017 1:30:37 pm8/05/17

v.2.1.2





-Fixed invisible Horizontal Spruce Beam
-Fixed Spruce Beam Fence Gate Name
-added Elostirion Palantir model
-added Bread Basket model
-added Lilac Leaves
-added Hart's Tongue plant
-added Worn Diorite Bricks
-added Fancy White and Blue Beds
-added new Marble Slab (Baroque)
-added Chest model
-added Fancy Chair model
-added Rice model
-added Broom model
-added Pitchfork model
-added Towel Rack model
-added Wooden Shutters model
-added Mirror model
-added Red Masonry Pattern on White Plaster (worn and clean)
-added Masonry Pattern on White Plaster
-added Corinthian capital models
-added Ionic capital models

Update #37 : 07/10/2017 8:51:27 pm7/10/17

Added Lichen


Added New Calcite CTM


Added Rough Calcite


Added Smooth Calcite


Added Ruined Stone Brick








New Marble, Marble and Sandstone, and Sandstone Base Models


New Column Capital and Base Models


Update #36 : 06/25/2017 2:01:47 pm6/25/17

The Rebellion Update is released! A plethora of new models have been added, and many existing blocks have been improved.


The following are a few shots showcasing most (but not all) of what has been changed and added.











Update #35 : 04/22/2017 2:34:48 pm4/22/17

v.2.0.3 Changelog:
1) fixed fire not burning on hot coals
2) fixed pane and climbableironbar connections
3) fixed glass_trapdoormodel_3 blocks having wrong textures.
4)fixed some leaf biome colors
5)fix for paintings 6)doors texture mapping now correct
7)curtains now only slow down player when walking through

Update #34 : 04/15/2017 3:50:34 am4/15/17

Changelog:
1)fixed missing texture for stucco.
2) fixed wall connection with fencegates
3)fixed telescope uvmapping
4) fixed weird ironbar models
5)fixed mud tudor box frame vertical slab wrong texture.
6) fixed red rough natural sandstone trapdoor item
7) bars, walls, fences, and panes connect to vert slabs and corner blocks
8) imbrex and tegula variants added
9) fixed vert slab of pine log
10) fixed ctm of mossy stonebrick&cobble block
11) fixed ctm of plank fences

Update #33 : 04/08/2017 6:54:19 pm4/08/17







Changelog:

1) fixed wood_smallpillar_4 block models.

2) fixed connection for ironclimbironbar blocks.

3) fixed web pane model

4)resolved incorrect texture for bigsandstone stairs.

5) resolved broken particle for 3d barrel.

6)Improved 3d models of painted fences

7)fixed elven compass and elven telescope bluriness

8)fixed bottle and potion textures being random on 1 block.

9)Fixed name of Elven Telescope

10)Fixed
texture of dark roman brick and vertical roman brick slabs. 10) Fixed
invisible Orange Red Brick, Light Gray Stonebrick, Dark Gray Stonebrick
dragoneggs.

11) Fixed black pixels on side of bones.

12) Fixed Orange Red Brick Newel Cap and Fishing Pot name.

13) Fixed Dirty Cobble arrow slit invisible north blockstate.

14) Fixed Cobble Drystone arch texture.

15) fixed cocoa barrel and basket item models

16) fixed top texture of hewn tile slab

17) fixed big black block trapdoor model and dark textures

18) changed tan stucco to work with stucco & sandstone

19) fixed clothesline

20) cleaned up Roman fancy door texture

21) changed roman roof tile (imbrex and tegula) texture - still a WIP

Update #32 : 04/01/2017 12:43:01 pm4/01/17

WARNING!!! DO NOT OPEN OLD WORLDS IN THIS VERSION. YOUR WORLDS WILL BREAK. BACK UP YOUR WORLDS AND USE OUR CONVERTER TO GENERATE A FRESH COPY OF YOUR MAP THAT WILL WORK WITH THIS LATEST VERSION OF THE MOD.
CONVERTER_DOWNLOAD:http://www.mediafire.com/file/39wop259v53dee2/WorldConverter_ConquestReforged1.10.2-1.10.2.jar
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    • Added thousands of block model variants.
    • Added Middle-Earth themed textures and countless natural textures.
    • Revamped Minecraft's inventory.
    • implemented a new GUI to navigate all the variants in Conquest Reforged.
    • added 350 paintings (still need to create textures though).



Update #31 : 11/26/2016 1:34:04 pm11/26/16

v.1.4.51 Changelog

New Blocks:
-New Arrow blocks

Optimizations:
-3d Arrow slits can be shot through now
-Removed Experimental particle emitting block
-Added support for Simplified Chinese

Update #30 : 11/18/2016 4:23:46 pm11/18/16

v.1.4.5 Changelog:

New Blocks:

-Hewn stone variants

-Experimental Smoke particle emitting block

-Experimental Wind particle block

Optimizations:

-Better large lantern model

Update #29 : 11/03/2016 7:27:05 pm11/03/16

v.1.4.4 Changelog

New Blocks:
-Small Bird Nest
-Plastered Stone Variants

Optimizations:
-Cage and iron trapdoors can be opened and closed now
-Nest 3d model
-Medium lantern 3d model
-Palm tree 3d model

Bug Fixes:
-Lit furnaces generate light

Update #28 : 10/27/2016 3:57:16 pm10/27/16

v1.4.3 Changelog

New blocks:
-Cobblestone door
-Cobblestone vertical slab
-Cobblestone corner block
-Spruce, Birch, Jungle, and Acacia 3D stairs/railings
-Iron 3D stairs/railings/grate
-Trapdoor, wall, and fence variants for all roof blocks

Optimizations:
-3D table models
-3D small lantern model
-3D dark and light shutter models
-3D arrow slit has a vertical slab hitbox
-Bay windows have a vertical slab hitbox
-Tool racks now have a trapdoor hitbox
-Tool racks turned into directional blocks on the edge of a block space
-Curtain bars can be walked through
-Railing blocks are now directional
-Rope wall no longer has half and post models
-Vine Curtain models no longer added curtains onto the ceiling
-Lava Obsidian block now emits light
-Coals Block now emits light
-Arrow slit blocks now have ctm and a better model
-Pig ironbar no longer has a half ironbar model
-Swordfish are automatically placed as a full texture
-Lanterns now have collision and cannot be walked through
-Cloud block can now be walked through
-Stone textures have been swapped in preperation for survival updates in the future
-Fence/wall/and ironbar models change connected state while right+shift clicking with an empty hand
-Added development tab

Bug fixes:
-Default iron bar texture fixed
-Map CTM for the double slab is fixed
-Iron bar models fixed
-Fixed most of the zfighting occurring with the wooden table
-3D corner rails are fixed
-Vanilla leaf blocks no longer have the Optifine text when held in a player's hand
-Fixed item models for many plants

*Last update was only on Curseforge, so the changelog from the last update is included here.

Update #27 : 10/24/2016 8:57:14 pm10/24/16

v1.4.2 Changelog:

New blocks:
-Cobblestone door
-Cobblestone vertical slab
-Cobblestone corner block
-Spruce, Birch, Jungle, and Acacia 3D stairs/railings
-Iron 3D stairs/railings/grate
-Trapdoor, wall, and fence variants for all roof blocks
-3D table model
-3D big/small lantern models
-3D nest model
-3D dark and light shutter models

Optimizations:
-3D arrow slit has a vertical slab hitbox
-Bay windows have a vertical slab hitbox
-Tool racks now have a trapdoor hitbox
-Tool racks turned into directional blocks on the edge of a block space
-Curtain bars can be walked through
-Railing blocks are now directional
-Rope wall no longer has half and post models
-Vine Curtain models no longer added curtains onto the ceiling
-Lava Obsidian block now emits light
-Coals Block now emits light
-Bamboo fences no longer connect
-Arrow slit blocks now have ctm and a better model
-Pig ironbar no longer has a half ironbar model
-Swordfish are automatically placed as a full texture
-Lanterns now have collision and cannot be walked through
-Cloud block can now be walked through
-Added development tab

Bug fixes:
-Default iron bar texture fixed
-Map CTM for the double slab is fixed
-Iron bar models fixed
-Fixed most of the zfighting occurring with the wooden table
-3D corner rails are fixed
-Vanilla leaf blocks no longer have the Optifine text when held in a player's hand
-Fixed item models for many plants

Update #26 : 10/14/2016 5:27:20 pm10/14/16

v1.4.1 Changelog:
-Corner stones connect with corresponding blocks now
-Better foliage leaves fixed
-Small wheat itemblock model fixed
-Round saw ctm fixed
-Tops of carved wood blocks have right texture in the inventory
-Added upside down wood railings to the railing trapdoors
-Modded glassblocks don't show the sides of different glassblocks when placed next to each other now (only will work for modded glassblocks)
-Slab warnings on load fixed
-Disappearing slabs fixed
-Chandelier lights up now
-Rope ctm fixed
-Curtains don't connect with glasspanes and some other blocks now.
-Fences and fencegates connect now
-Catacomb bone top ctm fixed
-Cloud block can be walked through
-Tripwire string particle fixed
-Blue and purple crystal names fixed
-Fixed jungle fencegate texture
-Fixed scroll block top texture
-Normal fencegates have ctm now
-Brick ctm tops fixed
-Tudor top ctm fixed
-Cobble arrow slit now has rock material
-Fixed redstone dust
-Added weapon racks and removed randomized weapon racks
-Weapon racks are now stackable for single blocks with models that are two blocks high. They are also directional and don't act like ironbars
-Most fancy tools are now directional and not web or ironbar models
-ORGANIZED CREATIVE TABS

Update #25 : 10/02/2016 1:57:24 pm10/02/16

v.1.4.0 - 1000 Block Update! We now have 1000 blocks in the mod.
    • Added new hanging flower pot models
    • Added all the pressureplate tools. They are no longer random textures.
    • Added light green tile walls and fences.
    • Added green tile walls and fences
    • Added log pile models
    • Added slate stairs
    • Reworked the creative inventory in preparation for a future update
    • Many blocks now use the correct sounds.

Update #24 : 09/25/2016 3:28:56 pm9/25/16

v.1.3.7
  • New Roman column textures

  • Fixed chiseled stone brick item model

  • Replaced glass9 with a jungle carved wood pillar

  • Fixed the table item model

  • Arrow slit hitbox is full again for now.

Update #23 : 09/18/2016 6:16:11 pm9/18/16

v.1.3.6
  • fixed symmetry for textures on blocks with the web model (eg: bodies and dead grass)
  • fixed cauldron barrel uv mapping

  • fixed a glitch with hanging clothes textures

  • fixed modded glasspanes not connecting to modded glass blocks

  • new item frame texture
  • 3d goblets no longer float
  • Roman travertine texture updated

  • Roman sandstone texture updated

  • Roman sandstone big slabs texture updated

  • Roman black big slabs texture updated

  • Roman Corinthian capitals top texture updated

  • Roman Cornice top textures updated

  • Roman Brick texture updated

  • Roman Frame bottom texture updated

  • Roman Marble and sandstone base texture updated

Update #22 : 09/11/2016 7:25:51 pm9/11/16



v.1.3.5
  • new underside of planks
  • new colored window frames
  • new copper roof blocks
  • new green stained clay texture
  • new gray stained clay texture
  • new blue stained clay texture
  • new diorite brick
  • new colorful slate coble
  • new thickfern
  • new dirt with roots (zautum) and a mossy variant (overgrown podzol)
  • new "old podzol"
  • new hemp plant textures
  • new cicerbita alpina plant
  • new Roman mosaic
  • new andalusian mosaic
  • new indian mosaic
  • new sack variants of barrels
  • new singlewide cobblebrick cornerstones
  • new 3d spruce chair
  • new well models (base, wood support, and roof)
  • fixed spruce stair and red tile stair ctm

Update #21 : 09/02/2016 5:10:40 pm9/02/16

v.1.3.3


  • Added curtains that act like vines
  • Curtains can be walked through and players can hang off of them.
  • Added Straight and diagonal wooden railings
  • Added a 3d model for goblets
  • Added 3d models and improved textures for stones
  • Pots now have tops that can be added and removed with a right click. Pots can also be rotated with the new textures.
  • No more tiling on horizontal mossy log textures
  • No more tiling on cobblestone arch texture
  • Fixed the rotation of various 3d models in the inventory
  • Animal animations are now synced and working correctly.

Update #20 : 08/26/2016 5:36:21 pm8/26/16

v. 1.3.2


  • Added 4 new bed blocks
  • Added Wooden plank stairs
  • Added a new 3d cobble arrow slit.
  • Added diagonal and directional farmland
  • Fixed a bug with sweetgrass textures
  • Fixed tiling with brick corner with cobblestone
  • Fixed tiling with grassy small stones
  • Fixed mod walls not connecting to fencegates
  • Fixed random textures for glass bottle
  • Fixed mod cakes giving vanilla cake when picked up
  • Fixed random rotation on the top of vanilla bookshelves.

Update #19 : 08/21/2016 2:49:35 am8/21/16

Changed the download to a custom Conquest Reforged launcher for an easier installation process!

Update #18 : 08/19/2016 5:25:08 pm8/19/16

  • Added all the new Conquest textures

  • Added an arrow slit glasspane

  • Added a stonebrick trapdoor

  • Added old painted plank textures

  • Switched around mesa clay textures so vanilla mesa biomes don't look weird.

Update #17 : 08/12/2016 1:08:38 pm8/12/16

Updated to 1.10.2!

Update #16 : 08/07/2016 3:35:59 pm8/07/16

  • Added Smooth White Marble

  • Added Gargoyle Heads

  • Fixed the issue of blurry textures with mipmapping for many blocks.

  • Added the Compass ironbar/web block

Comments : 673

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1 - 50 of 673

  • Kaffeeteria
  • Level 1
  • New Explorer
  • December 10, 2017, 12:23 am
Hi, I absolutely love this mod and have been building all over my 740 km² custom map with it. However, I also use MCEdit and WorldPainter for terraforming and implementing schematic stuff like Lentebriesje's awesome trees or some ships, and both programmes ignore Conquest Reforged blocks. So when I get back into the game after changing some things or altering a piece of landscape, many CR blocks (mostly roofs, stairs and Tudor) have either been changed to another block or vanished completely. I'm getting a bit tired of always having to repair everything (luckily, I found WorldEdit...) Am I doing something wrong?

I'm using MC 1.10.2, Forge 1.10.2, Optifine, Conquest Reforged 2.1.0, WorldEdit 6.1.4, MCEdit 2.0, WorldPainter 2.4.1.
  • Origines
  • Level 68
  • High Grandmaster Architect
  • December 10, 2017, 7:08 am
I can't really comment on how importing an existing world and then exporting the same world works with Worldpainter. I know mcedit should work fine, it just won't display the CR blocks with textures and models.

It sounds like the ids may have been shifted in your world. What is the id of conquest:hook in your world? If everything is normal, it should be 1459.

If it isn't normal, you should be able to use our 1,9-1.10 converter after emptying the mappings.json file of all the individual conversions to fix your world.

PS: your CR is outdated
  • Kaffeeteria
  • Level 1
  • New Explorer
  • December 11, 2017, 1:52 am
Thanks for the reply! When I hover over conquest:hook in the inventory, it's 5342 but when I place it, it's 1459. I'll update my CR and will check the mappings.json file ... if I can find it.
  • Origines
  • Level 68
  • High Grandmaster Architect
  • December 11, 2017, 6:56 am
If it is indeed an id of 1459, this seems more like an issue with MCEdit and Worldpainter rather than your world.

I think Worldedit and FAWE (an addon for worldedit) will be able to handle what you want to achieve with less problems, and perhaps even better results.
  • Kaffeeteria
  • Level 1
  • New Explorer
  • December 12, 2017, 1:10 am
I've never heard of FAWE before but it looks awesome! Thanks a lot, I'll try this now. Hopefully I can finally build my pentagon buildings. :) And I'm just gonna repair the broken blocks via WorldEdit.


... I can't get it to work. :( FAWE breaks my Worldedit and I can't get a wand. I get the commands but i can't execute them. Do I need Bukkit for that?
  • Govindas
  • Level 10
  • Journeyman Mage
  • December 4, 2017, 2:26 am
this is very awesome looking mod, I'm not a builder, but I'm amazed of it already!

I mostly made this comment just because there are 666 comments currently, I want to break the number xD
  • Origines
  • Level 68
  • High Grandmaster Architect
  • December 5, 2017, 9:28 am
Glad you are liking the mod!

...and good on you for purging heresy from here :P
  • Brandonluco
  • Level 12
  • Journeyman Crafter
  • November 12, 2017, 11:13 am
So i'm currently stuck in the past on 1.8.9 with 3 resource packs (models extra, 3D models and CONQUESTMOD 1.8) Is there anyway I can convert my 1.8.9 world to the newest version?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • November 12, 2017, 3:33 pm
We don't provide tools for that, but you can edit the converters we provide to update your map to the latest version of conquest. You need to open the .jar with something like 7zip and edit the mappings.json to convert each block and it's metadata variants.
  • Brandonluco
  • Level 12
  • Journeyman Crafter
  • November 15, 2017, 11:23 am
Tried to figure it out but no luck. Regardless this texture pack is much too good to just pass on, i'm fine with redoing it all just for that new aesthetic pleasure. Also the 1.7.10 converter does somewhat work with the 1.8.9 but there are a descent amount of blocks that have changed, thought i'd mention that for anyone stuck in my position. Great work on the texture pack, you guys make building so much more enjoyable.
  • Yakii
  • Level 1
  • New Explorer
  • November 5, 2017, 5:48 am
Hoy !
Seems like there are some problems with the converter... May be, your github's idea could be interesting... I tried to update Ambarina, which is obviously not mine but just for try in fact. I follow the instructions but there are missing blocks, fire "everywhere"... Well, github's idea = yeah ! You could tried with this one, may be I failed somewhere...
Thanks for the mod and the update, you are very good !
  • Origines
  • Level 68
  • High Grandmaster Architect
  • November 5, 2017, 6:41 am
The random fire blocks (originally invisible fire) are one thing that can't be converted away as there's no way to differentiate them from fire you're meant to see. I would recommend just worldediting them away or replacing them with invisible light.

I converted Ambarina myself a while ago and didn't see any major problems while flying through. What was missing?
  • Yakii
  • Level 1
  • New Explorer
  • November 5, 2017, 6:53 am
Well, I failed like I thunk aha !
Many blocks, like those from the "houses" at the front of the sea, some blocks in the city, well, you understand the idea in fact. Many construction's blocks in fact !
But may be, I don't understand something !
Let me recap the instructions and tell me if I wrong :





-1. Make sure you have entered your 1.7.10 Conquest world yourself at least once.



[I don't care about cauldrons or brewin stand, so...]





-6. You're ready to convert now. Run the Conquest Reforged 1.7.10-1.10.2
Converter.jar, choose your world save folder, and start the world
converter.


-7. A copy of your world that is converted will be created, drop it into your saves folder and enjoy!




-8. I Launch the converted file with my 1.10 version and the Conquest Reforged ressource pack !




Am I right ?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • November 5, 2017, 7:47 am
Yes, it should be. You may want to try the cauldron and brewing stand steps nonetheless. I looked through my conversion of Ambarina and haven't found missing blocks, so you'll have to be more specific.
  • Yakii
  • Level 1
  • New Explorer
  • November 5, 2017, 8:43 am
Well, it's done and clear !
I think the cauldron's step is not optionnal, but essential ! All of the missing blocks are not now !
Thanks for helping !
  • Origines
  • Level 68
  • High Grandmaster Architect
  • November 5, 2017, 10:12 am
Interesting. You're more than welcome, and thanks for letting me know!
Does it work together with MrCrayfish's Furniture Mod ?
I mean I tested it in a single player world and it went well but I'm afraid if I put it on my server and then maybe the worldsave file could break or so^^
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 29, 2017, 2:08 pm
I assume it would, but if you do use another mod that adds blocks your world save won't be compatible with new updates (due to how worldedit and optifine work)
Thanks for your answer, I think I won't use it, it would be terrible if the world save file breaks, I build only on one world so..
Also it doesn't fit that good to the conquest style and there'd be only some blocks I'd like to use. So I don't miss much and your mod is so great :-)
  • obnd
  • Level 1
  • New Miner
  • October 27, 2017, 10:35 pm
just a question, is this mod suitable for modern buildings?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 28, 2017, 12:50 am
It definitely can be. I've seen players make amazing city streets and industrial builds with a bit of creativity
Not to bug ya guys but just wondering if clean dark gray stucco is on the table at all?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 28, 2017, 12:49 am
To be honest, I thought it was already in
Nope, just clean light gray. Would love anything dark gray. Great mod tho.
  • domusan
  • Level 1
  • New Miner
  • October 25, 2017, 7:38 pm
Hi. love the mod and texture pack. you guys are the reason i still play.
I do have some questions, though:
-how do paintings work? i don't understand the command thing nor have i seen a list of said commands.
-how do i use the stick and golden stick? i see people using them to change blocks on youtube vids...

Again, thanks for making this awesome mod happen. Cheers!
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 28, 2017, 12:49 am
For paintings check out: https://forums.ardacraft.me/t/acpaintings/169


Stick and golden stick sound like metacycler tools that are obsolete with the mod. If you want to paint with a stick though, there's a WE command to do this (I forget the command; you should go on our discord and ask around)


Glad to hear you're enjoying the mod :)
  • DelBreck
  • Level 1
  • New Miner
  • October 23, 2017, 10:57 am
I thought I had the most recent version of Conquest: Reforged. I checked the loaders, and even re-downloaded it to be sure. But I don't see a selection wheel. Is that not in a released version yet, or am I failing to activate it properly?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 23, 2017, 7:46 pm
Most recent version is 2.1.3. To open the GUI just press C, if that doesn't work make sure you check your keybindings
Hey! I recently downloaded your mod, and I'm fairly certain I did so correctly. However, my game keeps on crashing while it's trying to launch. Here's the crash report:

---- Minecraft Crash Report ----

WARNING: coremods are present:
DLFMLCorePlugin (DynamicLights-1.10.2.jar)
BetterFoliageLoader (BetterFoliage-MC1.10.2-2.1.11.jar)
Contact their authors BEFORE contacting forge

// Hey, that tickles! Hehehe!

Time: 10/21/17 1:20 AM
Description: Initializing game

java.lang.OutOfMemoryError: Java heap space
at net.minecraftforge.client.model.pipeline.UnpackedBakedQuad$Builder.<init>(UnpackedBakedQuad.java:112)
at net.minecraftforge.client.model.ItemLayerModel.buildQuad(ItemLayerModel.java:369)
at net.minecraftforge.client.model.ItemLayerModel.buildSideQuad(ItemLayerModel.java:353)
at net.minecraftforge.client.model.ItemLayerModel.addSideQuad(ItemLayerModel.java:278)
at net.minecraftforge.client.model.ItemLayerModel.getQuadsForSprite(ItemLayerModel.java:217)
at net.minecraftforge.client.model.ItemLayerModel.bake(ItemLayerModel.java:126)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:549)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:193)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:132)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:113)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:755)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:350)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Thread: Client thread
Stacktrace:
at net.minecraftforge.client.model.pipeline.UnpackedBakedQuad$Builder.<init>(UnpackedBakedQuad.java:112)
at net.minecraftforge.client.model.ItemLayerModel.buildQuad(ItemLayerModel.java:369)
at net.minecraftforge.client.model.ItemLayerModel.buildSideQuad(ItemLayerModel.java:353)
at net.minecraftforge.client.model.ItemLayerModel.addSideQuad(ItemLayerModel.java:278)
at net.minecraftforge.client.model.ItemLayerModel.getQuadsForSprite(ItemLayerModel.java:217)
at net.minecraftforge.client.model.ItemLayerModel.bake(ItemLayerModel.java:126)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:549)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:193)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:132)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:113)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:755)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:350)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 490981288 bytes (468 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2511 Optifine OptiFine_1.10.2_HD_U_E3 17 mods loaded, 17 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2511.jar)
UCHIJA Forge{12.18.3.2511} [Minecraft Forge] (forge-1.10.2-12.18.3.2511.jar)
UCHIJA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCHIJA betterfoliage{2.1.11} [Better Foliage] (BetterFoliage-MC1.10.2-2.1.11.jar)
UCHIJA conquest{2.1.3} [Conquest Reforged] (ConquestReforged-2.1.3-mc1.10.2.jar)
UCHIJA blockpalette{1.4.1} [BlockPalette] (ConquestReforged-2.1.3-mc1.10.2.jar)
UCHIJA DynamicLights{1.4.3} [Dynamic Lights] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_onFire{1.0.7} [Dynamic Lights Burning Entity Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_creepers{1.0.6} [Dynamic Lights Creeper Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_dropItems{1.1.0} [Dynamic Lights EntityItem Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_mobEquipment{1.1.0} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_flameArrows{1.0.1} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_floodLights{1.0.3} [Dynamic Lights Flood Light] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_otherPlayers{1.0.9} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.10.2.jar)
UCHIJA DynamicLights_thePlayer{1.1.3} [Dynamic Lights Player Light Module] (DynamicLights-1.10.2.jar)
Loaded coremods (and transformers):
DLFMLCorePlugin (DynamicLights-1.10.2.jar)
atomicstryker.dynamiclights.common.DLTransformer
BetterFoliageLoader (BetterFoliage-MC1.10.2-2.1.11.jar)
mods.betterfoliage.loader.BetterFoliageTransformer
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13417 Compatibility Profile Context 15.301.1811.0' Renderer: 'AMD Radeon(TM) R7 Graphics'
Launched Version: 1.10.2-forge1.10.2-12.18.3.2511
LWJGL: 2.9.4
OpenGL: AMD Radeon(TM) R7 Graphics GL version 4.5.13417 Compatibility Profile Context 15.301.1811.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.

Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: Conquest_1.12 (incompatible)
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x AMD FX-9800P RADEON R7, 12 COMPUTE CORES 4C+8G
OptiFine Version: OptiFine_1.10.2_HD_U_E3
Render Distance Chunks: 8
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.5.13417 Compatibility Profile Context 15.301.1811.0
OpenGlRenderer: AMD Radeon(TM) R7 Graphics
OpenGlVendor: ATI Technologies Inc.
CpuCount: 4
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 21, 2017, 7:04 am
Looks like you need to assign more RAM to mc. I recommend 2gb minimum, 4gb maximum. Also, you need the Conquest Reforged resourcepack. The official Conquest resourcepack (especially the 1.12 version), is incompatible.
Ah, thanks!
  • CuboxCrew
  • Level 11
  • Journeyman Architect
  • October 18, 2017, 5:06 pm
the game will randomly freeze and crash when i use the mod, it gives me this message when it does in the log, is there any way to remedy this?


Process ended with code: -1,073,740,791
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 18, 2017, 5:26 pm
I'd need a full crash log to try resolving your issue.
  • DDavid98
  • Level 31
  • Artisan Ranger
  • October 15, 2017, 3:41 am
Hello, forgive me to write it here but I cant get answer in the official forum:

For two weeks I cant log in to conquestreforged.net, it worked before, and now it says: connection refused, no other informations.

Ardacraft server works, so I dont know what the problem is, please help me!
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 15, 2017, 7:44 am
The server is currently down, there's nothing wrong on your end
  • Yakii
  • Level 1
  • New Explorer
  • October 12, 2017, 9:00 am
Hey !
I love Conquest and Conquest Reforged, excellent work !
Did you have any clue or some little news about the 1.7 to 1.10 converter ?

Cheers ! <3
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 12, 2017, 1:48 pm
Hey, great to hear! Currently busy with a big 1.12 survival update, so once that's done there'll be more time for ironing out the last bugs in the 1.7 converter
Hey, I just wondering if I can use another resource pack instead of the Conquest resource pack to this mod?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 4, 2017, 5:23 pm
Yes, it certainly is possible.
  • Lulalfie18
  • Level 1
  • New Miner
  • September 27, 2017, 4:31 am
Origenes! I can't seem to work with the paintings and how to easily select them? How can I do that?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 1, 2017, 7:27 am
some information regarding paintings, keep in mind, without the Ardacraft overlay you won't see new paintings:

"To get an item that only places a specific painting texture, you can use the following command:
/paint <painting_id> <texture_id

Where:

painting_id is the id/name of the painting item you want
texture_id is a value from 0 to 70 depending on the texture you want to display

Example:

/paint painting2 56

This will give you a 'painting2' item that only ever places the texture that is on position 56 of the template below."
  • Lulalfie18
  • Level 1
  • New Miner
  • October 29, 2017, 5:34 pm
It says invalid painting
  • CuboxCrew
  • Level 11
  • Journeyman Architect
  • October 13, 2017, 11:31 pm
i tried that exact command and it said Invalid painting: 'painting2 56'
  • Lulalfie18
  • Level 1
  • New Miner
  • October 5, 2017, 8:20 am
What is Ardacraft overlay?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • October 5, 2017, 1:22 pm
You get it by going onto the AC server or by using the CR launcher.
This mod is so great! I never wanted to give up my tp but after two days of struggling with myself I even set up my server with it and I hate doing things like that cause they normally never work but even this I could handle with the descrption.
Now I have two questions I couldn't find answers to in the net.
First, is there a possibility to do renders?
And then much more important how can I use the paintings? I only get the normal ones and I can see some others in pinc or so with numbers on it but not as painting...
  • Origines
  • Level 68
  • High Grandmaster Architect
  • September 24, 2017, 6:08 am
Renders are possible but require more work on your part.
There are no new conquest paintings, you'd need to use the AC overlay for new paintings for now
I didn't see a description in how to use or find the AC overlay, is there a link I didn't see or is it sonething everybody knows?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • September 24, 2017, 6:15 pm
You can get it by installing the Conquest Reforged launcher on our website or by downloading Ardacraft's launcher, also on their website.
So, I found a download of the AC Overlay and then I found a description of the command I have to type in so that I get the pic that I want and it's great :-)

And again, great mod and very beautiful ressource-pack!
Just wondering if its possible to make sub groups within the umbrella of CR? Like a modren subset or a 1940s subset, etc?

Thanks and love the mod!
  • Origines
  • Level 68
  • High Grandmaster Architect
  • September 23, 2017, 7:30 am
Glad to hear you like the mod!

Not sure what you mean by subgroups though, to be honest
Sorry for being unclear. What I was trying to say was that I think it would be cool if there were blocks added that aren't necessarily for medieval times. I would love to see blocks that could be used to make different era builds. Hope that clears things up!
  • Origines
  • Level 68
  • High Grandmaster Architect
  • September 23, 2017, 12:19 pm
Ah, ok. I think Monsterfish_ has plans to make textures for all sorts of themes.
  • E_Kaboom
  • Level 1
  • New Explorer
  • August 31, 2017, 3:32 pm
Is there any place you can acess the builds shown in this video?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • August 31, 2017, 7:03 pm
Yes! You can go to the official Conquest Reforged server. IP is conquestreforged.net. You can also check out our website for more details
  • extrenix
  • Level 1
  • New Miner
  • August 30, 2017, 2:40 pm
sleeping in a bed won't work no matter what I do or where I sleep.
  • OptimusKek
  • Level 5
  • Apprentice Architect
  • August 24, 2017, 11:58 am
How do you access the updated inventory? I've downloaded the latest version and it doesn't show up. Also what happened to the basic Dark Roman Brick block? And the Cypress tree block?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • August 24, 2017, 1:24 pm
Both of those blocks are still in CR.
To access the GUI you just need to hold 'C' with a block in your hand
  • OptimusKek
  • Level 5
  • Apprentice Architect
  • August 25, 2017, 6:37 am
When I hold 'C' with a block in my hand all it does is zoom in. Maybe I have the wrong Optifine version? I'm using D4 as recommended on the mod page.
  • Origines
  • Level 68
  • High Grandmaster Architect
  • August 25, 2017, 6:51 am
You should use E3. It sounds like you have conflicting keybinds. You can go change the blockpalette or optifine keybind and you should be able to get it to work.
It is planned that pole beans hasn't connected textures?
  • Anderson_55
  • Level 29
  • Expert Architect
  • August 10, 2017, 10:44 pm
Hey,

I have a suggestion. Can you guys please add colour variations to the orange plaster block?
  • lukz2cool
  • Level 11
  • Journeyman Architect
  • August 5, 2017, 9:04 pm
A phenomenal mod pack! My next ship is definitely gonna make heaps of use of this :3
Hey there, amazing mod pack.

I have a couple questions regarding the mod:

- We have a vanilla server running with 1.12 (should have backups with 1.10.2 though) and would like to have it running with conquest reforged. Is it possible to do so, after converting?

- We use worldpainter extensively; does it work with conquest reforged?

- We use worldedit extensively, does it work with conquest reforged?

- We like to take renders of our places with Chunky, is it compatible?

- We have many themes on our server (not only medieval), such as classical themes (Rome, Egypt, Mesopotamian), among others. Is this mod pack mostly suited for medieval builds?

Many thanks.
  • Origines
  • Level 68
  • High Grandmaster Architect
  • August 4, 2017, 5:55 am
1) CR doesn't run on 1.12 right now. Only 1.10.2
2) Worldpainter works with mods. I use it myself for CR.
3) Worldedit works with CR. For rotations you need FAWE, with compatibility packaged in the custom launcher provided on our website.
4) Chunky is not compatible with mods.
5) Definitely not. Personally, I only build Roman. There are even others who build futuristic or sci-fi with CR. You'll have plenty of blocks for classical builds.
Thank you for your quick reply.

I guess we'll wait until your 1.12 version comes along and/or we somehow revert to 1.10.2.
  • Draal
  • Level 1
  • New Miner
  • August 2, 2017, 4:16 am
Is it possible to set up your own server with conquest reforged?
  • Origines
  • Level 68
  • High Grandmaster Architect
  • August 2, 2017, 6:04 am
Yes. You can set up a forge server.
  • TheToimeWulf
  • Level 17
  • Journeyman Dragon
  • July 31, 2017, 10:50 pm
This mod is so good, it's so beautiful. It's the decor update we never had!

**anxious fidgeting as she awaits the 1.11 update**
  • tiger501
  • Level 1
  • New Miner
  • July 18, 2017, 1:45 pm
I'm confused, the Conquest reforged mod is 1.10.2 but the resource pack is 1.11.2 so how do I use them both when they are on different minecraft versions.
  • Origines
  • Level 68
  • High Grandmaster Architect
  • July 18, 2017, 1:49 pm
You shouldn't be using the official Conquest resourcepack with Conquest Reforged. You should be using the Conquest Reforged resourcepack, which is built for 1.10.2 (download found on our website/ the download page).
  • tiger501
  • Level 1
  • New Miner
  • July 18, 2017, 1:55 pm
Thank you so much

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