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maralnor
Level 39 : Artisan Electrician Engineer
7
  • This resource pack will always be in the development to add more and more additions and functionalities. Updates and changes will happen in varying frequencies and in varying sizes, In the process of adding to a pack that originally was meant to be personal and private. But the pack should be fully working in every release and edition.
  • In case thou are interested in what I have done since last announced update, then thou can look inside the zip and find a text file named "Oppdateringer". The text is in my native language to make it easier for me, but if thou just run it through a translator, thou will very likely understand everything.
  • Does work in 1.21.10 now, but I will work on updateing this soon. Are just busy right now.

Its history
This is a resource pack that I started on some years ago a while after I first started to use resource packs. I found many resource packs that had a few things I liked, but I did not always want to have the full packages of some resource pack. And I even had some ideas myself I wanted to create. This was around early 2019.

So I hastily created some folders and threw in some files that became the start of this in a random evening (hence the original icon and the name of the pack). I started with copying all the content of one pack I liked and deleted all things that I did not want or did not want to edit. I then through the years added, edited experimented and created things in it to what it is today.
It is probably remains of old copied unused files, or failed/forgotten experiments that I do not know of in this.


This is originally something I made just for myself, and it is not meant to be a complete resource pack for everything and everyone. It does not satisfy my needs at all. It is just a collection of things I came up with myself and singular things I liked from other packs and remade myself. I do still use other packs too, but I like everything from them. This pack will in constant work-in-progress as long as I play the game, new things get added, and I then find singular things or come up with new ideas to visualise more of the blockstates. So both the pack and this page thou are reading will be in constant change and further development, because Minecraft is always developed, and I haven't done everything I want yet.


This is a Redstone based resource pack, but this is also about other blocks. I have often wanted to see more of the blockstates without using F3. This makes several blockstates visible that would normally be hidden from the player. While all changes is as survival friendly as I could. I have tried to make every feature make sense and not just look like numbers and text plastered on the blocks or make simple bad textures. Some are even emissive textures, but thou would need something like Optifine to make those textures emissive for versions until snapshot 24w45a, or simply since version 1.21.2. Optifine is not required, it will only add to the standard base version of this pack. Optifine is not even needed after 1.21.2 for emissive textures.
I have tried to make a list of the emissive features below. I don't know what others programs does emissive textures and how they do it.


TL; DR
This pack intends too:
  • Make blockstates that are hidden or unused in the vanilla game visual.
  • Make Redstone indicators and textures and similar emissive.
  • Add some features that make other things more clear too.

My guidelines are:
  • Use as much of the vanilla assets as a foundation, allowing my pack to be compatible with other packs or when Mojang changes something.
  • Every state of the blocks should be visible from any side of the blocks.
  • Looking vanilla like, but enable thee to use others packs if thou wants to.
  • No plastered numbers or text. Every change I do should make sense and fit the vanilla textures.
  • Try to keep the pixel ratio to 16×16. If I can't; still try to make it make sense.
  • Not make the pack unnecessary big.
  • Every feature shall work in all versions from 1.13 to present day.
  • Make indicators for things that produce a Redstone signal glow, but not have them glowing for blocks that don't produce a Redstone signal.


Features
Things I made
  • Several numbers, bars, and indicators are emissive if thou use Optifine. They are listed below. I don't know what else supports it.
  • If thou uses this pack in versions newer than snapshot 24w33a, or simply said since version 1.21.2, an emissive feature is possible vanilla.
  • All the Paintings variations has their own texture. The size between eachother when the item is anywhere, like in the inevntory or on the ground, will be the same size relation they have when hanging.
  • Repeater and comparator: Have unique textures for every setting they have, and will also tell what setting and state they are from the sides and bottom.
  • Cake: The strength of Redstone signal will be shown on the inside of the dough and underside, and the amount of red-topping-pixels on top.
  • The GUI for the beacon is changed so it is easier to see how many blocks are needed. From one of my other packs.
  • Daylight detector: The power strength and what state it is will be shown at every direction.
  • Pressure plates: All these will use the texture of the Redstone block on the side when they activate. The weighted plates will show what signal strength they would give.
  • Doors: These will show on the hinges if they are open or not. I have added to the template model all the types of the doors uses, rather than creating a model for each door. This makes it so Mojang or other packs can change the texture of the doors without me affecting the change.
  • The trapdoors will do the same. I have done the same procedure as with the doors, changed the template model so my pack is still compatible with Mojang's or others pack's works.
  • Lever: This will visually indicate from every direction if it is on. The tip of the lever will get the tip of the Redstone torch and a piece of the Redstone block will be used at the base when activated. Vanilla textures have been used, so they can be changed with another pack.
  • Composter: This will show level according to how full it is from every direction, which corresponds to the Redstone signal a comparator would read.
  • Dispenser and dropper: Both of these should now be visually different from all sides and will also show if they activate.
  • Hopper: This will show what direction it points to and when it activates from every side.
  • Piston: This will from any side visually activate by a visually retracting the piston rod from the back and have the Redstone glow up at the iron brackets.
  • Sticky piston: This will from any side visually be slimy and activate by a visually retracting the piston rod from the back and have the Redstone glow up at the iron brackets.
  • Sculk sensor and calibrated sculk sensor: These will from any side show what signal strength they would give of and actually have a texture for the cooldown state. Still thinking of a better way to visualise the signal strength.
  • Tripwire hook: This will have an indicator on the front and back, so activation is more clear. The string, or wire in the model is also better connected to the tripwire between the hooks.
  • The full stages of the crops: These will animate when they are fully grown so it is more clear when they are ready to harvest.
  • Pumpkin and watermelon stems: will animate when they are attached to a melon or a pumpkin. I animated the crops at the full stage, so why not this too.
  • All the types of cauldrons: I have made a model that uses the vanilla textures to make a cauldron that shows the content and fullness of the content by seeing the fullness in the windows on the sides, and by the window on the bottom growing larger the more content there is.
  • Sweet berries: I have animated the crops when they are at their last stage, so I did it to this too.
  • Nether wart: The vanilla game don't have a texture for the second age stage, so I made a texture for it, and made each stage different, trying to make it seem like the wart darkens as it matures. And just as the other growable things; I made the final stage animated.
  • Detector rail: The indicator of this is now actually visible, even with a minecart on top of it. The vanilla one is not visible in that scenario.
  • 3D chain and the chain of the lanterns, but not for signs. I discovered Blockbench about three years ago, and wanted to test the program by making something. So I made the chains 3D.
  • Scaffolding; will now have horizontal reinforcement along the sides, and notches on the top that moves closer the further each scaffolding hangs out. They will also indicate when it has reached maximum distance using red wool, meaning 7 blocks.
  • Amethyst cluster; which is when amethysts are fully grown, will now show that it has grown with an animation, and several of the other older animations of things growing have also been slightly improved.
  • The trap chest now stands out more clearly from other chests, but not by much. The intention is that thou will be tricked if thou are not careful.
    Since the chests are a mix between block and entity, I can't modify the model vanilla. It seems like the new textures don't replace the original one, but are placed on top of each other, so they fight to be displayed. Known as Z-fighting.
  • I have also made textures for each of the stages of the cactus. I hoped it would go from 0 to 15 before it grew a block, but the stages are totally unused. Just rename the ##cactus## file to cactus in the blockstate folder if thou still want to use it.
  • The Crafter will have its states visible from every direction.
  • I have made a temporary powered texture for a powered noteblock. I have used the Redstone block for that. I will later make something to all the states of the noteblock.
  • The map will now have the cardinal directions on it; North south, west, and east. I have also done in other places where a map appears.
  • The farmland now shows how hydrated they are, seen by both it's colour and the number of pebbles
  • All the infested blocks will show that they are infested with different animations. Hopefully I made them subtle enough that though would have to look a bit closely.
  • The jukebox will now show on all sides if it plays a record, by using one of 11 different animations, hopefully looking like soundwaves from a speaker. Hopefully they are good enough.
  • All oxidations of waxed copper blocks, lamps, stairs, slabs, doors, trapdoors, grates, and chiselled copper have a faint animation showing that they have been waxed, with a shine sweeping across them. That also includes them in item form.
  • Copper bulb: The bulbs powering indicator will be emmisive.
  • The Creaking heart will show if they are natural or unnatural, and if they are dormant in the first snapshots containing it. You could say that you didn't manage to get as much resin back into the block as when you found it.
  • Bee nests and beehives will show how full of honey they are from all sides, also in item form. The fuller they are of honey, the more of the holes and cracks the honey will seep through, also in item form.
  • The chorus flower will visually wither in all the 3 earlier states before the final fifth state, making it easier to see how long the flowers have left before they can't grow a chorus plant any more with just a glance, without using the F3 menu.
Things I found, but I have heavily changed
  • Observer: The observer will show its direction and activation from every side in any direction.

Things I found and I am working on making a version of myself
  • Target block: This will visualise the strength of the Redstone signal it would give out.
  • Furnaces: These will visualise if they are lit from every side.
  • Item frames: The item in the frames will point to the signal strength a comparator would read from them.
  • Tripwire: The tripwire will have a different colour for each state it has.
  • Banner patterns will be different in item-form corresponding with what they are.
  • The interfaces of reading and writing books now shows number of lines and the columns of the books.

Blocks having immersive textures (requires Optifine if before 1.21.2. Don't know what more programs supports what Optifine supports)
  • Observer will glow from its eyes and mouth. All the arrows and indicators will also simply glow.
  • Hopper arrows when powered will glow, since the hopper is deactivated by activation of Redstone.
  • Lever will glow from the indicator.
  • Redstone block will glow. It was first not intended. Many glowing things here simply uses the Redstone block for the Redstone texture. So when they glow, the Redstone block will glow.
  • Pressure plates; all the plates of stone and wood, iron and gold, will glow from their indicators, since they are Redstone.
  • Pistons and sticky pistons will glow along the hole on the back and from the metal brackets around its head, just in case thou only can see the piston from the front.
  • Lectern have indicators at the bottom and back that will glow when activated.
  • Tripwire hooks-identicator has an indicator on the backside that will now glow.
  • Doors and Trapdoors will glow at the indicators at the hinges.
  • Detector rail will Glow on the Redstone parts when activated.
  • Daylight detector has a few indicators and bars, and they are immersive.
  • Droppers and Dispensers will glow at their mouth and their indicators.
  • Crafter will have its indicator being emissive.



Let me know if thou find something that I have not written here.


The following menu will say how compatible things in this pack are with other resource pack if they only change the vanilla assets. Indicators from other packs are often drawn on the default textures, making it so packs that happens to simply contain textures that change the look of blocks would override the intended features of the resource packs below. This makes it so compatibility typically is hardcoded. I want to avoid that by placing indicators on separate cubes in the block models.

How which things are compatible with other resource packs
Fully compatible, meaning there exist no texture for these in this pack. Only vanilla textures are used.
  • Repeater and comparator: Every texture is vanilla if thou are using version 1.21.2 or later. Renamed vanilla textures has been used to make some textures emissive with Optifine in for versions before that.
  • Wooden and stone pressure plates: The plates use their vanilla textures, but the edges use the Redstone block texture to show that they are activated. A renamed vanilla texture has been used to make the texture for the hinges emissive with Optifine for versions before that.
  • Doors: The doors use their vanilla model and texture, but additional cubes using vanilla textures is overlaid over the vanilla hinges.
  • A renamed vanilla texture has been used to make the texture for the hinges emissive with Optifine for versions before that.
  • Trapdoors: The trapdoors use their vanilla model and texture, but additional cubes using vanilla textures is overlaid over the vanilla hinges. A renamed vanilla texture has been used to make the texture for the hinges emissive with Optifine for versions before that.
  • Lever: Every texture is vanilla if thou are using version 1.21.2 or later. Renamed vanilla textures has been used to make some textures emissive with Optifine for versions before that.
  • Tripwire hook: Uses only vanilla textures.
  • Detector rail. Even if the block models are more complex in this pack, the only textures used are the vanilla ones if thou are using version 1.21.2 or later. Renamed vanilla textures has been used to make some textures emissive with Optifine for versions before that.
  • Cauldron: Even if the block models are more complex in this pack, the only textures used are the vanilla ones.
  • All chains, except for signs: Even if the block models are more complex in this pack, the only textures used are the vanilla ones.
  • Scaffolding: Even if the block models are more complex in this pack, the only textures used are the vanilla ones.
  • Crafter: Every texture is vanilla if thou are using version 1.21.2 or later. Renamed vanilla textures has been used to make some textures emissive with Optifine for versions before that.
  • Powered noteblock: The block itself and the indicator rim are both using vanilla textures.
  • Copper bulb: Every texture is vanilla if thou are using version 1.21.2 or later. A renamed vanilla texture has been used to make the middle powering indicator emissive with Optifine for versions before that.
  • Creaking heart: Even if the block models are more complex in this pack, the only textures used are the vanilla ones.
  • Bee nests and beehives: Even if the block models are more complex in this pack, the only textures used are the vanilla ones, exept for one texture each for .

Partly compatible, meaning vanilla textures are used, but there are some custom texture from me used.
  • Daylight detector: The detector itself uses the vanilla textures, but the indicators along its edges are my own texture.
  • Light and heavy pressure plates: The plates themselves uses the vanilla textures, but the indicator along their edges is my own texture. And the parts creating the numbers in top uses vanilla textures, but they are arranged by this pack.
  • Dispenser and dropper: The dispenser and dropper themselves uses the vanilla textures, but the indicator on the sides is my own texture, and the emissive indicators on the fronts are arranged like the vanilla fronts to make them emissive separate from the blocks themselves.
  • Hopper: The hopper itself uses the vanilla textures and models, but the indicators are my own texture.
  • Piston: The piston itself uses the vanilla textures, but the indicator on it's extended head is my own textures to make the metal buckles red. All those uses separate models arranged as vanilla piston to make only those emissive.
  • Sticky piston: The piston itself uses partly the vanilla textures, but the indicator on it's extended head is my own textures to make the metal buckles red. All those uses separate models arranged as vanilla piston to make only those emissive.
  • Sculk sensor and calibrated sculk sensor: The sensors themselves uses the vanilla textures and models, but the numbers are my own textures.
  • All crops on their final stage: I have simply changed the texture used in their final stages to an animated texture, meaning it is replaced by me.
  • Sweet berries: Just as the crops; the final stage of sweet berries is replaced with an animated texture.
  • Pumpkin and melon stem: Just as the crops and sweet berries; only the final stage of the stem connected with a pumpkin or melon is replaced with an animated texture.
  • Amethyst cluster: Just as the crops, sweet berries, and pumpkin and melon stem; only the final stage of the amethyst is replaced with an animated texture.
    • Map and interfaces having maps: Those interfaces are more compatible than before, since each part of the textures has been separated into separate textures in newer versions. But the whole map is still changed by me even if I only aim to add to the edges.
    • Farmland: The dirt texture is always the vanilla texture, but since each of the 8 moisture levels should be visually different, there would be one texture for the top and two for the sides for each of the moisture levels.
    • Observer: The vanilla textures are used as a foundation. I have added my own aditional indicators on top seperatly. Texture used for indicators is vanilla if thou are using version 1.21.2 or later. Renamed vanilla textures has been used to make those indicators emissive with Optifine for versions before that.

    Not compatible, meaning little to no vanilla textures are used.
    Often done to have things being consistent across block states and/or around the block faces.

    • Cake: I have used modified and copied vanilla textures to change the number of red pixels on top, and a different texture with a number for each slice. This means there are little no nothing that is the same between all the blockstates.
    • Beacon: The beacon interface consists of only one texture.
    • Composter: The empty composter uses the vanilla textures, but the sides change with every fill levels in this pack.
      • Trap chest: Mostly because the chest are block entities, meaning the game will use the vanilla model and a texture with the vanilla name and file location regardless of what we add. We would need to make our custom model larger than the vanilla entity model to add our own content.
      • Cactus: Each age uses its own texture to correspond with each age.
      • All oxidations of waxed copper blocks: I tried to make a wax overlay on top of the vanilla block models, but it does not work on solid blocks, which trapdoor, doors, and grates are not. The semitransparent wax textures became just fully black on the solid blocks, so I ended up making the animated wax texture a part of the default texture of the blocks.
      • Chorus flower: I have added a unique texture for the age stages that don't have their own texture in vanilla Minecraft, so changing the two vanilla texture would make things inconsistent.
      • Target block: There is a separate texture for each of the power levels, so every texture possibility is occupied by using this method.
      • Furnaces: The indicators are currently placed on the textures used by the blocks, making them incompatible with packs that changes the textures of the furnaces without overriding the indicators.
      • Item frames: I currently use a texture that has the numbers drawn on the default texture. Item frames are one of the few entities that almost fully uses the system for blocks, so I may be able to separate the numbers from the default textures.
      • Tripwire: The texture used in this pack and the vanilla texture has the same layout, but the point is to have a distinctive colour for each state. Anything changing that concept I would call incompatible.
      • Nether wart: I have edited the textures for all the growth stages. Textures with the same names I use would overwrite mine.
      • Banner patterns: The items simply uses a singular textures each.
      • The interfaces of reading and writing books; is also simply a singular texture each.





      Things that I will eventually try to add
      • Change the ovens with textures I will make
      • Make it so every painting have their own texture in item form
      • Make it so every spawn egg have their own texture. Will most likely backport the re-texture Mojang did in 25w08a
      • That all blocks with an inventory show what Redstone strength different fill levels will create
      • Make strength indicators for Redstone dust and fix the simple, but repetitive visual flaws of the dust. Also make the texture and numbers visible underneath.
      • Add some shadow to numbers used to make them look better.
      • Leaves will show their distance to a tree log if they are persistent. Do something else if they are not persistent.
      • Maybe a more distinct difference between the damage states of the armour for dogs
      • Showing the age of the chorus plant somehow.
      • Maybe make use of ResPackOpts to be able to toggle features.
      • Make the state of the respawn anchor show from every direction.
      • Make the chains of the hanging sign 3D, to be consistent with that I have made the previous chains 3D.
      • Make the states of the vault and trial spawner visible.
      • Make the unstable TNT visible
      • Make kelp show when they are at age 25
      • Make my visualization of waxed copper blocks also apply to the new copper blocks from 1.21.9.
      • Make the states of the new shelves be more visible.


      I have tried to make the pack so it can work with other packs by default since many of my creations applies just on top of the vanilla resources. That means that a lot of my resources can be placed on top of other resources from other packs if they for example change the vanilla textures in the vanilla file location. This pack should therefore be placed as far up as possible to make use of the textures from the packs below. I put together the doors and daylight detector like that for example.


      This pack mainly contains Redstone components designed to have their blockstates all be easily recognisable and identified at any direction without it looking unnatural, and other useful things.

      I think all things work in 1.21.4. I started making this pack many versions ago, but I think all things works all the versions since then too. But I would normally try to fix things right away if things would not anyway, so let me know if thou find some faults. We can anyway in the latest versions specify which resource is meant for which version of the game.

      (The warning of resource packs being incompatible, or made for a newer/older version of Minecraft, DOES NOT mean that the pack in question is incompatible. It just means that files may have other names or are placed or structure differently, which means that the resource pack in question may fail to answer the request from the game for some assets.)


        Inspired or based of:

        -
        Progress75% complete
        Game VersionMinecraft 1.21.10
        Tags

        3 Update Logs

        Update #3; intended for update 1.21.4 : by maralnor 12/08/2024 2:46:19 amDecember 8, 2024 @ 7:46 am UTC

        As I have written on this submission; I have worked on many features since the last update post. Even if I have updated/uploaded to this post submission as I have made additions and changes, I haven't wanted to make an update post without being enough new content or a fitting update to the game. And 1.21.4 is a fitting update thinking of the resource pack changes it included. Like the vanilla supported emissive content, or the new abilities with item models.
        As soon as I finished localizing a favourite game some weeks ago, I picked up the pace to update this resource pack. This pack has been ready to be uploaded as a major update. I do write in a document whenever I do any development on this pack, so I always keep track of the development and my thoughts, but it has taken far longer to transfer all that into this update post and the submission post in a constructive way.

        I thought and hoped to release this update post on the release day of 1.21.4.

        So far, I have done the following, mostly in chronicle order:

        • I think the translation of "mending" in my language; Norwegian, is too specific. So I've changed the translation to something more understandable.
        • The crafter now shows its statuses from all sides. Appropriate indicators will also glow with Optifine and with the vanilla glowing feature.
        • Textures that don't show on the pistons when hidden by a solid block will no longer be rendered-
        • I made the texture for an activated upside-down dropper more obvious months ago.
        • Made a temporary version of the activated noteblock, just to have that at least visible. But I want to make a full proper visualization of the blockstates of the noteblock.
        • I have tried to make the particles when destroying the tripwire to mostly be the same texture as what the state of the wire actually is.
        • The Z-fight on the trap chest has been fixed. The texture on the box and lid overlapped, but the textures used placed on the same coordinates wasn't the same.
        • The map now has a letter for each cardinal direction. Meaning north, west, south, and east. There's not much space, so I am happy to hear what ye think. This has also been done in other places where a map appears.
        • The farmland will now show how hydrated they are, shown by both the colour and the number of pebbles.
        • All infected blocks will now show if they are infected with different animations. But I hope thou have to pay attention to see if they are infested.
        • The jukebox will now show on all sides if it is playing a record. We'll see if the animation is good enough.
        • All oxidations of waxed copper blocks, lamps, stairs, slabs, doors, trapdoors, carved copper and cut copper have a faint animation showing that they are waxed.
        • All trapdoors now show the hinges correctly without having to disturb the orientation of the textures.
        • The Creaking heart now has its own texture when it is dormant. The colour is a middle ground between deactivated and active. That is only for the first snapshots contains the creaking heart. In later versions, that dormant state was discontinued. But natural versus unnatural was introduced. My pack will then distinguish between natural and unnatural hearts. You could say that you didn't manage to get as much "resin" back into the block as when you found it. My pack supports both development states.
        • The tripwire hook is now connected better to the tripwire.
        • The observer model has been remade from scratch, but thou shouldn't see any difference. This is to be able to use textures from other packs at the same time as this one.
        • I made the numbers baked into cakes are a little clearer.
        • Fully changed the indicators for the droppers and dispensers. It is now also somewhat compatible with changes made by Mojang or other packages.
        • The repeater and comparator may look the same as before, but they have been completely remade how I personally like them with vanilla textures instead.
        • Probably finished the cauldrons, which means that the bottom is probably finished. The textures for the particles when mined are the same as the contents of the pots.
        • After a lot of effort, the items of blocks represents how I have changed their block shape.
        • Tried to make this pack compatible with versions from 1.13 to now. My goal is to have this pack compatible very far back in time.
        • To everyone who downloaded this pack between 08/31/2024 to 09/09/2024, the version of the pack you downloaded contains a bug with the hopper. That bug is now fixed after 09/08/2024.
        • The scaffolding now has notches on top that get narrower between them the further out the scaffolding sticks out. When they are about to be right next to each other, thou have reached the limit. But I have of course also included a visualization of when scaffolding has gone past the limit of 7 blocks of overhang, even if thou only see it for just a second before it falls away from thee.
        • After a lot of effort, the items of blocks represents how I have changed their block shape and appearance.
        • The chorus plant now shows the stages before it fully withers to age 5.
        • The hinges on doors and latches do not glow/are emissive. They never should have.
        • Beehives and bee nests will now show how full of honey they are from all sides, also in object form. The fuller they are of honey, the more of the holes and cracks the honey will seep through, also in item form.
        • I updated calibrated sculk sensor to be able to rotate according to which direction it is. Forgot to think about it when I first set up the block model. I did this today.
        • The completion rate of this pack is still the same, but that is because I have found new goals just as fast as I have completed earlier goals.
        • Interfaces that use maps have been updated for newer versions, where the parts in the textures have been split in these previous game updates.
        • Added sections in the submission post of what and how the content in this pack is compatible with other packs.

        The content of this update post may change a bit to come up with better wording or things I have forgotten or missed.
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