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maralnor's Avatar maralnor
Level 35 : Artisan Engineer
6
  • This resource pack is still under development. 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.

It's history
This is a resource pack that I started on a few 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 really 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. This pack is 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 visualzse more of the blockstates. So both the pack and this page thou are reading will be in constant change.


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. Optifine is not required, it will only add to the standard base version of this pack.
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.

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 1.20. I started making it some versions ago, so I think all things works with those too. But I would normally try to fix things right away if things would not anyway, so let me know if thou finds some faults. We will anyway in the near future be able to 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 call from the game for some assets.)


Inspired and based of



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.

  • Cake: The strength of Redstone signal will be shown on the inside of the dough 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.

  • The trapdoors will do the same. I have changed the template so all the trapdoors uses instead of changing each model by itself like I did with the doors. I will see which solution is best in the long run. I have also had to change the orientation of the model of the iron, dark oak, and oak trapdoor to have the right edge being the hinge. Mojang have probably just not remembered to make the rest of the trapdoor the same when they added them.

  • Lever: This will have some indicators if it is on. Vanilla textures has been used, so they can be changed with a another pack.

  • Composter: This will show level after level 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 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. Still wondering how I could do the bottom better.

    • Sweet berries: I have animated the crops when they are at their last stage, so I did it to this too.

    • 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.

    • A more visual lever where the activation of the lever is visible from every direction, even from the back. The tip of the lever will get the tip of the Redstone torch and a piece of the Redstone block when activated.

    • 3D chain and the chain of the lanterns. I discovered Blockbench about three years ago, and wanted to change me to make something.

    • Scaffolding will now have horizontal reinforcement along the sides. They will indicate how far out that each scaffolding is hanging. They will also indicate when it has reached maximum distance using red wool, meaning 7 blocks.

    • The amethyst cluster, which is when the amethyst is 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 temporary powered texture for a powered noteblock. I have iused the redstone block for that. I will later make something to all of the states of the noteblock.
    Things I found, but 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
    • Repeater and comparator: Have unique textures for every setting they have, and easily tell what setting they are on from the side and bottom.

    • Target: 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 strenght a comparator would read from them.

    • Tripwire: The tripwire will have different colour for each state it has.ille dalle

    • Banner patterns will be different in item-form corresponding with what they are.

    • Interface of reading and writing books now shows number of lines and the colums of the books.

    Blocks having immersive textures (requires Optifine, don't know what more programs supports what Optifine supports)
    • Observer will glow from its eyes and mouth. Alle 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 uses simply the redstone block for the redston 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 tha back and from the metall 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 a 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 anf bars, and they are immersive.
    • Droppers and Dispensers will glow at their mouth and their indicators.
    • Crafter will have its indicator being emmisive.



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



    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
    • That all blocks with an inventory show their what Redstone strength different fill levels will create
    • Create textures for every state of beenests and beehives
    • Create an animation for the jukebox
    • Make the levels of moistures in the farmland more visible
    • Make the Redstone glow in repeaters and comparators
    • Visualises the statues of the crafter more around the block model.
    • Add glowing indicators for the new crafter and the copper bulb.
    • Make all the waxed block have a little shiny animation just to differentiate them.
    • Make strength indicators for Redstone dust and fix the simple, but repetitive flaws of the dust.
    • Make the map show North, south, east, and west
    • Making so the infested blocks looks a little different, animated?
    • correcting the orientation of the open trapdoors I made. Does not use the vanilla textures correctly.
    • Leaves will show their distance to a treelog and if they are persistent
    • Maybe a more distinct difference between the damagestates of the armour for dogs
    • Showing the age of the chorus plant somehow
    Progress75% complete
    Game VersionMinecraft 1.20.4
    Resolution16x
    Tags

    2 Update Logs

    Update #2 : by maralnor 08/29/2023 4:58:54 pmAug 29th, 2023

    I have now made a few more tweaks, changes and additions. I have reuploaded an updated pack each time I have done something, but now it is an announcement of everything done since last time.
    One big thing is that I now better understood how Optifine works, so now more things will glow when activated as intended. It has meant that several models have been rebuilt to work and that more PNG's have been made, without there being a visual difference in bright environments. This affects the observer, the hopper, doors and trapdoors, the detector rail, the daylight detector, the dispenser and the dropper. All those would now be listed.


    • The composter now has a separate texture on the underside for each level of compost, I might make better ones in the future.
    • The pistons now have indicators on their front if they are activated, in case thou can only see them from the front. Even in the dark, as the metal buckles now glow with Redstone when the piston is activated.
      • My indicators on the hopper are now separated from the hopper itself. The texture and model of the vanilla hopper can now be modified by other resource packs as long as the model has the same name. If thou have Optifine, then the powered indicators will glow in the dark.
      • Scaffolding will now have horizontal reinforcement along the sides. They will indicate how far out that each scaffolding is hanging. They will also indicate when it has reached maximum distance using red wool, meaning 7 blocks.
      • The amethyst cluster, which is when the amethyst is 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. 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.
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