Complete timeline of Minecraft's dev, including major inspirations and influences

Complete timeline of Minecraft's dev, including major inspirations and influences

I liked what the other fellow did, and wanted to include both major inspirations and influences.

u/TheRetroWorkshop — 11 hours ago
▲ 13 r/SilverAgeMinecraft+1 crossposts

Cozy series #2: Cozy Moria (16x Texture Pack) (r1.2.5)

r1.2.5 download link here!

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I may or may not create some more LOTR/Hobbit-themed Packs in the future. :)

Netherrack is green stone texture (same as Cobblestone) for gradients/shading/lighting when building pillars/Moria-style mines.

Chicken is brown and Spider is Cave Spider blue colour; and Creeper is dark green. The default Skin is Frodo (I do this for all my Packs, though I know most people use their own). There are some other changes, including some Paintings (though not LOTR-themed), and a LOTR themed (rune symbol) Sandstone variant block. And the Bricks (Clay) are really nice, in my opinion.

Inspired by one of my favourite fictions, one of my favourite places in fictions, one of my favourite Minecraft maps/builds (Godcraft's Mines of Moria), and one of my favourite things to do in Minecraft (build a vast mine). :D

u/TheRetroWorkshop — 1 day ago
▲ 20 r/SilverAgeMinecraft+1 crossposts

Cozy series #1: Cozy Rome (16x Texture Pack) (Alpha, Beta, & r1.2.5 downloads)

Alpha v1.2.2b download link!

Beta 1.6.6 download link!

Beta 1.7.3 download link!

r1.2.5 download link!

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'Ello! That was quick (just a few days). I didn't have to invent too much from the ground up. Just changed a few things from my ValleyCraft and DewyCraft Packs, and added a few custom ideas for the Roman theme, and the template cozy Pack. (Although I'm English, I'm using the American spelling 'cozy' here.)

The idea is to create a cozy, bright, pixel art-like series, with a general Stardew Valley feel to it. If you want to see something in particular, please let me know in the comments. Since I'm really only changing the building blocks for most of the Packs, I can make a Pack pretty much daily (certainly every few days). This has the great advantage of not only creating an entire web of related Packs, just themed differently, but it also means I could easily make dozens of Packs (which would normally be impossible, since each standard Pack takes 40-100 hours).

For the first time, I've added some 'gradient' type blocks for r1.2.5, so you can actually add natural shadows, etc. (for the primary building blocks/limestone texture).

I also created a little house in Creative Mode (r1.2.5) to show the architecture/core Pack for the Rome theme.

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In the works thus far:

- Winter-themed Pack
- Spring-themed Pack
- Summer-themed Pack
- Autumn-themed Pack
- Christmas-themed Pack
- Halloween-themed Pack
- Egypt-themed Pack
- China-themed Pack
- Athens-themed Pack

Thanks, and enjoy! :)

Let me know if you want to see something in particular. It has to either be (a) biome-based (e.g. desert wasteland/snowy); and/or (b) driven by a clearly defined architectural style with the base building blocks (e.g. Cobblestone, Stone Bricks, Sandstone, Bricks, Stone Slab); and (c) fit into the broader Stardew Valley-like, cozy, bright, high-contrast, stylised pixel art style.

u/TheRetroWorkshop — 3 days ago

VALLEYCRAFT (16x16 Stardew Valley-themed Texture Pack)

I pulled a few long nights. Here it is. Very happy with it, after about 60 hours of work. The complete Pack, themed to Stardew Valley, the hugely popular and beloved video game. I really wanted this done today (well, 30 minutes left until midnight, so I guess I made it).

You may not agree with all my choices; more so, if you're looking for Stardew Valley directly in Minecraft. This is not a Stardew Valley project; it's a functional, Minecraft Texture Pack, in the style of Stardew Valley.

There are 3 easter eggs (in the Pack, in-game)... can you find them? ;)

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r1.2.5 download link here!

It ought to be played on Fancy Graphics for the side Grass to work best with all Biomes. But it's fine. I only made minor changes to the grass lighting/png.

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Credit to ConcernedApe for all the amazing pixel art/sprites from Stardew Valley (I borrowed from the game as much as possible, for a faithful adaptation); otherwise, I borrowed from online textures I found, or did my best to match the feel, whilst keeping it coherent and playable within the world of Minecraft.

u/TheRetroWorkshop — 7 days ago
▲ 82 r/SilverAgeMinecraft+1 crossposts

ValleyCraft (faithful 16x16 Beta-r1.2.5 STARDEW VALLEY Texture Pack)... SNEAK preview

Note: The Pack is only about 50% complete. :)

- Version: r1.2.5 (BUT it will be downloadable for Beta, too; both late (b1.7.3) and early (b1.6.6))
- Mode: Creative (for screenshots)
- Style: Stardew Valley (cartoonish 16-bit pixel art)
- Graphics: Fancy (not required but works best)
- Lighting: Smooth (On)
- Brightness Level: 50% (but works fine from Moody to 100%)
- Res: 16x16 (I exclusively make 16x16 Texture Packs)
- Vanilla: Yes (no Mods)
- Colourblind-friendly: Yes (almost entirely)
- Seamless textures: Yes (every terrain and building block has inbuilt connected textures)
- Blurriness: Very little (a few cases that look far better from a distance and have more colours)
- Percentage of Textures and files changed: 99% (only a few elements will be left Default)

Methods:
- Method 1: Direction copy-and-paste of ConcernedApe's sprites: yes (in as many cases as possible for a faithful adaptation).

- Method 2: Artistic licence: yes (various textures exist in Minecraft but not Stardew Valley; I did my best).

- Method 3: 1:1 copy of materials/forms/colours: no (this is true in most cases, but not all, largely due to method 2).

P.S. I learnt that ConcernedApe was inspired by Minecraft and Minecraft Texture Packs, among other games, in learning his own style and pixel art talents (over the course of about 3 years, he said, working roughly 10 hours per day across coding, pixel art, writing, and otherwise; and he implied he had no pixel art skill to begin with (though he already has artistic talents)). This was most obvious with the Sword sprite/icon (one of them is identical). He plays Minecraft to this day, I believe (correct me if I'm wrong).

u/TheRetroWorkshop — 10 days ago
▲ 8 r/SilverAgeMinecraft+1 crossposts

GUIDE: How to edit & design CUSTOM TEXTURE PACKS (Alpha-r1.2.5) -- tips & things I wish I knew 2 years ago...

Note: I'm just covering the basics of how to actually edit the files, and an overview on creating your own Pack (or mash-up, or version-specific edition to an official or popular Pack). But it's still a very long post. I don't feel bad about a long post here, because creating Texture Packs requires far more work than reading for a few mins.

PART I: EDITING THE FILES; OR, HOW TO ACCESS TEXTURE PACKS

Step 1: 'Start' (on Desktop Windows; no idea about Mac) -- enter %appdata%, or click the 'Texture Packs Folder' button in Minecraft's menu. Either way, you want the dot Minecraft folder.

Step 2: Open 'Versions' folder (unless you haven't yet loaded up the version you want to edit). You should now see that your version, (say) b1.7.3 is there. If it's not there, you need to go load that version up first, then it'll be there.

Step 3: Open the version folder. Now, you'll see two files: open the JAR file with 7zip or Winrar.

Step 4: Delete all the class files (BE CAREFUL to retain the Font text file, Pack text file, Terrain png file, Particles png, and Pack png; they're annoyingly hidden within the large number of class files), and also delete the META-INF folder.

Step 5: Download Paint dot net (free software; you don't require Photoshop at all, despite popular opinion (likely because Photoshop is easier and widely used for modern, post-r1.5 Packs)). You'll open, edit, and re-save the png files in Paint dot net.

Step 6: Simply drag the png Terrain file into Paint dot net, and edit the block textures. The same is the case with Mobs, Items, and so on.

Step 7: This is very important. DON'T zip the entire folder, from outside the folder; instead, select all the folders/files from within the folder (where you started back in step 4). This will create a zipped folder of all the files, and will create it into said folder, right alongside the terrain png, etc. If you zip the entire folder, it won't work when you try to open it in Minecraft. This is the biggest mistake people make.

It should look something like this; instead of zipping the folder I'm in, called 'ValleyCraft (r1.2.5)', you zip the files and folders inside said folder. The pack file (VALLEY CRAFT) will almost certainly be improved (needs more colouration and greater contrast).

Step 8: Drag the zipped Texture Pack folder into your Minecraft Texture Packs folder.

Step 9: Open the Texture Packs menu in Minecraft, and select the Texture Pack. It should be working. If not, it'll show up as greyscale (little icon) and force you to the Default Texture Pack (or, in some cases, will have missing/broken/weird textures, despite everything else working perfectly). There are a few ways these things happen. Let me know if you run into any problems.

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PART II: MAKING A TEXTURE PACK; OR, FROM VISION TO BLOCKS

Every Pack is different, and starts differently. I tend to start with the GUI, Cobblestone, Grass, or some other particular block. But sometimes I start with an overall tie-in (e.g. Batman Forever (1995)). Whatever it is, you need to start somewhere. That's all that matters. And on that note:

Tip #1: Save everything in a changeable, easily editable state (e.g. as a paint dot net file with a transparent background). You don't want to lose anything or have to redo a lot of work. Assume that everything will change. Nothing is finalised until you publish the Pack; even then, you may find improvements and/or errors.

Here are a few ideas to get you started, and some guidelines to help you work efficiently, quickly, and effectively. Start by making a folder on your computer, dedicated to the Texture Pack. Make sub-folders for texture ideas, and anything else you'll use (e.g. other 16x16 textures) or reference.

Tip #2: You may want to make a Pack for more than one version; ideally, every Pack-centric Golden Age version. That's Alpha v1.2.2 through r1.2.5. This requires some work, but you actually only need to create a few Packs. Packs downport automatically, but they don't up-port. You only need to make a few Alpha Packs, b1.6.6, b1.7.3, and r1.2.5. But if you want to skip Alpha (most of you will), then you only need the latter three, and two of them are almost identical. The only real difference between b1.6.6 and b1.7.3 is the lower Bed texture (it's moved down in b1.7.3 through r1.5, when the terrain png is removed -- this way, it actually sits in its proper place).

Testing items + GUI placement (16x16 Slots) + contrast + quality + Hotbar.

The cyan circles indicate issues. I still make notable mistakes (I'm just not a diligent enough person). But it's fine to make mistakes during early dev. Keep saving and opening the Texture Pack to test. There is a big difference between locking into what you're doing in Paint dot net, and actually experiencing the Pack in-game. Bullet-point list, then.

(1) The bottom of the Shears is at the top of the Melon Slot (one pixel; I was clearly being careless with rapidly copying-and-pasting sprite files from Stardew Valley into the png). Double-check everything is my rule... that I sometimes fail to adhere to!

(2) Some of the items are relatively large (16x16). This is since they're taken directly from Stardew Valley (the theme of this Pack). That's another video game, I believe partly inspired by Minecraft, so it's quite translatable. This means, I want a very clean-edged, large Slot (16x16 for the standard Slots and at least 16x16 for the Hotbar). You want as much contrast as possible, but you also want it to be very readable, which requires negative space between the item and Slot border (1 pixel is enough; sometimes even zero is fine). As you can see, I've accidentally not biased some of the icons enough. Most of the items are too low, and one is far too low (Flint and Steel; not even a 1-pixel gap between the icon and Slot border).

Most players read from left to right, and top to bottom. But the primary reason to bias items to the top-left is to keep them away from the stack number, which cannot be edited in Vanilla, to my knowledge. The stack number is large and sits in the bottom-right. (This is only acceptable, in my view, when the icon is 16x16; thus, it won't have negative space on any of the sides, at least not entirely.)

(3) Contrast is very good for almost every item shown, excluding the Flint and Steel; the Steel part has poor contrast with the default Slot background. I have two choices: either make the Steel part near-black (if it's not dark enough, it won't have good contrast with the Flint part), OR make the Slot background relatively dark; but in this case, I need to ensure that every item is relatively light (or at least has a bold outline; in this case, not all items have bold outlines, due to the style/default sprites).

Tip #3: Since we're on the subject, let's talk about style. This is your first Pack (at least, this guide is aimed at players who have never made one before). I suggest that you first copy somebody else's art directly; either a film, another video game, or another Texture Pack. This is the best way to learn, and is likely what you want before trying to invent your own textures from scratch.

Context: I've been making Packs on and off for 2 years, and I have some artistic ability -- yet, I struggle to invent my own textures from scratch. I do much better as a mash-up artist, as it were. So, unless you're profoundly artistic, you won't come up with a good, original design. Side note: ConcernedApe himself (the dev of Stardew Valley), said that he was terrible at pixel art until he studied it for about 3 years, in creating Stardew Valley; and he's far more artistic by training and nature. Nonetheless, it both shows what is possible, and how difficult the possible tends to be!

You're really looking to learn two things:

(1) How to properly edit Texture Packs, and how to learn good habits in being fast, and not making blunders, or at least ensuring that you correct them sooner rather than later.

(2) How to spot good design, and begin to create your own ideas, over time. In particular, I heavily weight style. A style, to me, simply means inner consistency, to borrow Tolkien's term. It's what makes everything feel 'right' and 'lived-in' and 'part of the same world' and 'atmospheric' and 'unified' and 'pleasing' and 'interesting'. And that's exactly what you want. To quote Kubrick: 'Real is good. Interesting is better.'

Question: When do you know you're starting to have 'good ideas'?

Answer: According to QT, he started to write good screenplays when he could no longer tell what was his own writing and what was the original script. Well, the same logic applies here. If you cannot tell or forget what you created and what was already in the Pack (if you're using from a Pack, or downsizing it, or taking it from r1.12, etc. down to b1.7.3) or was taken from the Internet as a texture/segment image, you're likely creating good, original work.

Tip #4: Something else I want to talk about. Look at the 'Twig' (looks like a tree branch); that's a 'Stick' in-game. It's 16x16. It looks good. But it may or may not be too large, and 'not worth it'. What does this mean? Well, since I want everything to be coherent, I may want to use one of the smaller stick/twig-like sprites, instead. Yes, it loses some 'style', but it gains (a) proportionality; and (b) functionality/readability (if not of the icon itself, then the totality of the interaction -- player experience by way of UI design, in other words).

So, we can formulate a few 'rules', now.

Golden rule: Form follows function, as they say (Mies?). Style beats vacuity; function beats style. The player experience always comes first. Second is the style; the actual look of the Pack.

Silver rule: Never have 'blurry' or overly resized textures. This is a common mistake people make. I made this mistake often when I first started out. The way people make this mistake by grabbing a texture, (say) 'stone cliff' from Google or a higher res (32x32 or beyond) Pack, and simply downsizing it to 16x16. This causes the blurriness and business, and often not only a lack of contrast but also a loss in quality; you literally cannot see what it's supposed to be in the worst cases.

Bronze rule: Adhere to a singular style and theme. When in doubt, copy a pre-existing texture in your Pack, and simply recolour it; and when you don't know what to add to a given texture, simply add a pre-existing texture, or some part of it. I already did this with Flint and Steel: I simply kept the original Steel, recoloured it, and overlapped it with the new Flint texture (this, akin to how it's done in both DokuCraft and Sphax, two of my favourite Packs of all time).

This forces a certain degree of consistency, by definition. Some people knock Notch (that's fun to say -- knock Notch). Anyway, some people say that the original Default Texture Pack isn't great or is uninspired and lazy, because he used just 6 (ish; 2 to begin with) textures, and simply changed them around to form dozens of new ones. But I think this decision was not only logical, from a coding/time management standpoint, but meaningful, from an artistic standpoint. I firmly believe in this, unless you actively desire a completely different texture somewhere.

New rule (?): Adhere to associated (real or feigned) and/or Default Texture Pack materials**.** I'm a huge fan of this idea, unless you're really aiming for additional textures for building purposes (e.g. Green Wool becomes runway light fixture or some such unrelated object). If you're working with Cobblestone, don't stray too far from what 'cobblestone' means within the confines of your skull.

Problem children: There are a few 'problem blocks'. You can see them in the Alpha-Beta Default Texture Packs, as well. They tend to be innately 'busy' or 'grainy' materials or textures. They just don't work well at 16x16 if you're trying to make them 'smooth' or 'realistic'; you require either 32x32+ OR a more stylished approach. Such blocks are Cobblestone, Netherrack, and Gravel. They're either blurry or difficult to unreadable, or so busy that they hurt your eyes. (You can solve this, but it's difficult and relatively limits your options/styles; though that's a good thing, according to the aforementioned rules and tips.)

Close-up terrain png (blocks) + testing 16x16 textures in blank/unused Slots.

Just a not-so-quick note on blocks. This may or may not be meaningful, but I tend to start with Stone, Cobblestone, Bedrock, and Obsidian (though not always). Cyan circles highlight changes made thus far. This is very early into the process of creating a new Texture Pack. Notably, there is an alt Torch texture. I'm testing them out. Sometimes, as may be the case here, I switch Stone for Cobblestone, or Cobblestone for Stone. In this case, the Stone texture will go to either Stone Slab or the trash pile; likely the latter since I already have a SV texture in mind for Stone Slab.

Some of the texture ideas at the bottom of the file won't be used. That's okay. They're just stepping-stones as I figure out what works, and realise the exact texture, colour, and material I want for each block.

The Obsidian is likely to change, too; maybe it'll go to Bedrock, instead. It's good to reuse textures, as I said, but you may not want too many different materials/blocks to use the same texture (in this case, three blocks have the same smooth stone sort of texture).

The Torch is imperfect: the arm things at the sides also mirror north-south, which means they look weird at angles (four of them show up), but look fine if you're perfectly lined up with them; as a result, I'll likely choose the alt Torch/lamp texture. I would say, I like the primary one more, but if the alt one functions better, then I like it more. Function over form. The alt Torch is also simpler, less busy, and brighter (thus, more charming); and that fits the Pack's theme and philosophy more. When in doubt, simple/less busy is always better for 16x16 Minecraft Packs, I would say. The only reason I'd reject -- or tweak if possible -- the alt Torch is if it looks terrible or fails in some area, in-game (no idea; not tested it yet).

On the topic of Mobs and overall GUI, I suggest sticking close to the Default for your first Pack. Mastering items and blocks is already difficult enough, and is the primary part of any Pack. Likewise, for now, keep the lighting and other files Default. You can make Grass a little darker or lighter by simply changing the top Grass greyscale texture, though (the texture in the top-left), but this will mess with the Biomic map; likewise, you can change the lightness of Leaves and their shapes (greyscale, under the Birch Logs and under the Obsidian; the first is for Fancy/see-through and the second is Fast/opaque).

Don't overly lighten Mobs or other files, by simply adding more lightness; it won't come out well in Minecraft. You can darken it a little without harm, or even lighten things slightly -- but not by much in Paint dot net. Minecraft doesn't like it; it'll look either washed out in the case of lightening, or difficult to see in the case of darkening. This is another huge mistake people make when first creating Packs. I make this mistake all the time. There's a fine line between 'lighter/darker' and 'looks terrible'. You have to keep testing different values.

Title Screen, etc. elements require a bit more work to get right. But certainly aren't difficult once you have a handle on how the pngs work, and understand shadows, contrast, and border design. For now, just keep the Default shapes and sizes, etc., or streamline them all; but you can easily recolour them to fit the rest of the Pack.

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PART III: THE ART OF DESIGNING FOR COLOUR-BLINDEDNESS & POOR EYESIGHT

I'm still trying to get a handle on these topics, myself. But I've decided to start taking them into consideration. Not only do they expand my talents in UI and good design in general, but they capture more and more players.

You need to strike a balance between 'function' and 'style' in this case. You need to work around your style, without losing it. There are two ways to do this: first, take the Mojang approach -- make everything different colours and different shapes. The second approach is a little different. For example, let's look at Dyes.

Close-up Dyes (items png).

As you can see, I think I've found a way to create different colours and shapes, and forms -- all within the same style/world. You simply use different types of bottles/containers, etc. In this case, Coca Beans are 'Pine Cone' (it's the closest sprite to what I wanted; it actually looks a bit like a real-world coca bean, interestingly). Then, we have four bottles/containers: 1 flask/thing (in Stardew Valley, it's also 'Squid Ink'), 2 jars (different types; one 'Pickles', one 'Energy'), and 1 wooden jug ('Large Milk'). And I may add another.

The other notable example is Ore block textures (the raw Ore in Stone ones). The Default textures somewhat solve this: all the original Ores are the same shape but different colours, but aren't the major colour-blind hues; the blue Lapis was added later, and I believe Dinnerbone (an early dev) was colour-blind, so they gave it a different shape; thus, it wouldn't be confused with Redstone. Some Packs go so far -- both for colour-blind purposes and style -- as to create unique Ore shapes for every single Ore block.

The items and blocks also want to be as large as possible (16x16 at most, of course) -- I don't like going under 12x12, regardless. But some of them end up being something like 12x8 (Default Torches, lest we forget, are only 10x2). Coal is an oddity in this Pack: 8x8 (far smaller than Default's 13x12). I may need to hand-craft a new, slightly larger Coal in the same style! I try to force everything to be even (e.g. 12x12) but odd-numbered items and blocks are fine, off-set to the top-left, anyway.

reddit.com
u/TheRetroWorkshop — 12 days ago

Theorycrafting: RPGcraft (a RuneScape and 404 challenge combo for a grindy, long progression RPG experience for Alpha-r1.2.5)

What if Minecraft was a soft RPG? Had a long-term progression system? Was easy to track? Didn't require any mods? Had real weight to your choices? Vital blocks and items were actually expensive and far more valuable?

Note: I suggest using some kind of RPG-themed Texture Pack, such as my Nomad Mash-Up Texture Pack (since the Gold Ingots are replaced with Gold Coins, and it all has a fairly dark, realistic fantasy feel to it).

--

Alpha-Beta (namely, b1.7.3):

Crafting Blocks:

*Throw the unused resources (payment) into Lava or whatsoever.

Rule 1: Bed costs 192 Wood Planks and 192 Wool (3 stacks of Planks, 3 stacks of Wool), per Bed. (Nullified if playing a pre-Bed version.)

Rule 2: Chest costs 512 Planks (8 stacks of Planks), per Single Chest.

Rule 3: Doors cost 384 blocks (6 stacks of Planks or Iron Ingots), per Wooden or Iron Door.

Rule 4: Piston costs 576 blocks (3 stacks of Planks, 1 stack of Iron Ingots, 4 stacks of Cobblestone, and 1 stack of Redstone Dust), per Piston.

Rule 5: Sticky Piston costs 65 blocks (64 Slimeballs and 1 Piston), per Sticky Piston.

Rule 6: Repeater costs 384 blocks (3 stacks of Stone, 2 stacks of Redstone Torches, and 1 stack of Redstone Dust), per Repeater.

Rule 7: TNT costs 576 blocks (5 stacks of Gunpowder and 4 stacks of Sand), per TNT.

Rule 8: Dispenser costs 513 blocks (7 stacks of Cobblestone, 1 stack of Redstone Dust, and 1 Bow), per Dispenser.

Crafting Tools:

*Cannot skip an Ore-based Tool tier, and the cost to Craft them is default (rule 10-13).

Rule 9: Stone-Crafting is perma unlocked after you're holding 64 Cobblestone in your Hotbar.

Rule 10: Iron-Crafting is perma unlocked after you're holding 64 Iron Ingots in your Hotbar.

Rule 11: Gold-Crafting is perma unlocked after you're holding 64 Gold Ingots in your Hotbar.

Rule 12: Diamond-Crafting is perma unlocked after you're holding 64 Diamonds in your Hotbar.

Rule 13: Bow costs 384 items (3 stacks of Sticks and 3 stacks of String).

Rule 14: Fishing Rod costs 320 items (3 stacks of Sticks and 2 stacks of String).

Rule 15: Bucket costs 192 Iron Ingots (3 stacks of Iron Ingots).

Other:

Rule 16: Death costs 10 Gold Ingots (not Gold Ore blocks); throw them into Lava, etc. If you don't have 10 Gold Ingots in your Inventory or Chests, you must lose everything in your Inventory if you didn't already lose it all. (This is a nice RPG mechanic and balance between permadeath and free death.)

Rule 17: Can only build a new settlement/build away from your starting base every time you collect 64 Mossy Cobblestone (from Monster Room floors). (This encourages exploration, and gives a more realistic pattern to your construction and movements.)

Rule 18 (EXPLORER EDITION): Cannot strip-mine. Can only gather Stone and Ores, etc. that are exposed (on the Surface or in Caves); vein-length (which includes tripled-up veins, etc.). You can dig any amount of topsoils (Dirt, Sand, Clay, etc.). By default, I'm defining 'Stone' as being a 3-block vein generation, so you can mine 3 blocks into the walls of Caves and the Surface rock, etc. (and this is typically how many blocks of Dirt/Sand you'll find on the surface, before you hit Stone).

Rule 18 (nullified; MINER EDITION): Can strip-mine/mine out large underground areas.

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(r1.0-1.2.5:)

Rule 19: Enchanting costs 10 Lapis (per Enchant); throw them into Lava, etc.

Rule 20: Pumpkin-farming unlocked after you're holding 64 Pumpkins.

Rule 21: Melon-farming unlocked after you're holding 64 Seeds.

Rule 22: End Portal unlocked after you're holding 64 Ender Pearls.

Rule 23: Brewing Stand costs 256 blocks/items (3 stacks of Cobblestone and 1 stack of Blaze Rods).

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u/TheRetroWorkshop — 12 days ago
▲ 30 r/SilverAgeMinecraft+1 crossposts

BARBARIAN PRINCE -- a Hardcore/one-life 404-inspired Monster Room hunter-gatherer role-playing challenge (with custom mash-up Texture Pack; for early Beta through r1.2.5)

Note: Here is a mash-up Texture Pack designed for the challenge, though you can use it in general (you just may want to edit the RuneScape GP back to Gold Ingot).

Nomad Mash-Up (b1.6.6) download (old Bed; also works for early Beta)

Nomad Mash-Up (b1.7.3) download (new Bed)

Nomad Mash-Up (r1.2.5) download (works for b1.8 through r1.0)

I borrowed heavily or directly from MiniDoku, Norse Mythology, and Norsecraft, along with my own textures, and some changes I had to make to the aforementioned.

Note: I'll make an Alpha version at some point, and the corrected version with Gold Ingot instead of GP, in case you just want to use it for normal gameplay. :)

Edit 2: Packs fixed.

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Welcome to Barbarian Prince. (Reference to the 1981 board game by the same name.)

This challenge was inspired by 404, but expanded to the ENTIRE world map. ANY SEED works just fine. And the challenge should work for most versions of Java, but was expressly designed for b1.3 through r1.2.5.

Do you think you can survive the vast plains of Minecraft? The eternal darkness of the underground? The demonic monsters beyond the kingdom's edge? Do you have what it takes to live as a HUNTER-GATHERER?

--

Rule 1: Cannot mine deep into Stone (i.e. in caves, or below Dirt on the Surface) beyond what is already exposed. No strip-mining or related. You can mine one layer deep (ceilings, walls, and floors), or to the end of veins, regardless of depth. Otherwise, you can do anything else (e.g. Swim down, gather Clay, dig out Sand/Dirt, mine into the Nether walls, etc.). This rule only applies to Stone/the underground of the Overworld. [If you're doing a forever world for this challenge, you may get rid of this rule once you've mined all the exposed areas; but that'll take months or even years for a vast area around Spawn, but going too far lags/causes issues for some computers/versions, so it's understandable.]

Rule 2: Cannot build a box around you for eternal Mob protection -- you can build 3 walls at most, never 4. You can make ceilings and floors. You can make large outer walls, but never fully enclosed. One side of your location must always be open to Mobs (even if they'll never come due to other Mob-proofing measures).

Rule 3: Can use Beds if your version has them. But they must always be open to Mobs in terms of walls, etc. Cannot be fully protected when Sleeping. Naturally, for a harder, even more 'survival horror, stuck in the woods' challenge, you can reject Beds, or play a version before Beds (though the b1.6.6 Texture Pack won't work for the early versions of the game).

Rule 4: Must play in Hardcode Mode (preset Hard Difficulty), OR Normal or Hard Difficulty, but delete the world if you die, and start again. Either way, it's one life (i.e. permadeath/Roguelike). I'd suggest making notes about your world as you explore (book, phone, Notepad, etc.), in case you die, and want to make rapid progress again.

Rule 5: Cannot build a platform in the Sky for Mob protection. A good rule of thumb is to never build off the ground other than for farms, or Cobblestone blocks above Saplings to stop larger Trees growing, or whatsoever. But cannot build some kind of safety area in the Air.

Rule 6: Cannot block a cave's entrance, sealing yourself in. Can seal up holes for terraforming purposes, if you're on the outside of them. This ties into rule 2, but for the underground. You cannot build a box underground, and you cannot turn the cave itself into a sealed area. There must always be at least one Mob path to you, from somewhere on the map.

Rule 7: You can build a settlement/permabase. But the goal/high score system dictates that they'll be roaming around a lot, underground, always in danger. I'd suggest a central base for storage (Gold and Mossy Cobble, primarily).

Goal/high score metric 1: Gold Ingots (vector is RuneScape GP). Gold is relatively rare, and always at the bottom of the map; since you cannot simply and safely strip-mine, this becomes a meaningful yardstick. It proves you've gone a lot of exploring -- and surviving.

Goal/high score metric 2: Mossy Cobblestone (i.e. Monster Rooms; it's often ~32 blocks per Room).

An implicit third goal, of course, is to build the most beautiful, semi-safe base, haha. Enjoy. And let me know if you have any feedback/ideas/corrections. :)

u/TheRetroWorkshop — 13 days ago

Quick, before it despawns! (If you know, you know...)

'Nomad Mash-Up' Texture Pack almost complete! Yay.

(It should be compatible back to mid-Alpha, since I'll make r1.2.5 and b1.7.3 versions. Remember: Packs always work with older versions (other than any png or biomic changes, etc.; there have been a few since early Alpha. I'm making ones for early Beta onwards; I'll make an Alpha one later).)

Texture Packs (called Nomad Mush-Up) and the new game mode challenge called BARBARIAN PRINCE, can be found on this post.

u/TheRetroWorkshop — 13 days ago

Chasing wolves...

Got this funny screenshot randomly on a testing world (r1.2.5).

--

Texture Pack: an upcoming mash-up I made, and some original textures. It's supposed to be semi-realistic, dark-ish, Nordic/nomadic fantasy. It's for a new game mode idea I've had. Will talk about it soon. 16x16 Vanilla. Stone looks better from a distance, and has interesting shape; and the Dirt is nice, at least to me.

I cannot take credit for most of the textures, though, or the GUI/Mobs, etc. -- MiniDoku, Norsecraft, and Norse Mythology were used in most cases, or at least were the basis of new blocks. I had to change a few things, or downsize from 32x32; otherwise, I took directly from the png files.

I wasn't happy with the Packs I found online, though I'm certain a few good ones exist. So, I thought -- why not just mash-up what I personally want, from my favourite Packs?

Speak soon. Need sleep.

P.S. Chasing Wolves sounds like a great band name. Or maybe that's just me.

u/TheRetroWorkshop — 13 days ago
▲ 22 r/SilverAgeMinecraft+1 crossposts

In the End (r1.2.5 custom survival map) (download + Default Texture Pack for it)

In the End (Map) (r1.2.5) download.

EndCraft (r1.2.5 Default Texture Pack) (End Stone Ore texture) download.

Note: I've been trying to think of interesting adventure/survival/build map ideas. This is one of the better ideas, I think. It's a form of End-centric Skyblock, of course.

Pun on Linkin Park song, and End Biome (in Overworld). And you cannot actually enter the End, so I guess it has that irony, also.

Reference/joke to the seven deadly sins (1 central island, and 6 rings). The rings get farther and farther apart, so the land area practically doubles after the first ring. They're one chunk/16 blocks wide, made of End Stone, and feature caves. And rare Ores (about half of default WorldPainter settings). Caves don't break surface, but do break the sides. Some rare Stone (holding up Gravel), Gravel, and Dirt exists underground.

Surface level is y=62. Bedrock at bottom of the map under land (otherwise, all Void).

The map is about 2,000x2,000 for land, and Void beyond that.

Starting Chest: 2 Oak Saplings, 2 Sugar Canes, 2 Pumpkin Seeds, 2 Melon Seeds, 1 Melon Slice, 4 Seeds, 2 Buckets of Water, 1 Lava Bucket, 1 Bed, and 1 Iron Pickaxe.

Mobs: Endermen. Pretty sure nothing else can spawn anywhere (other than the Nether, which you can access).

Structures are off.

Be careful: the ground tapers, so it's not strictly vertical 16-block sections.

u/TheRetroWorkshop — 17 days ago
▲ 7 r/SilverAgeMinecraft+1 crossposts

Skyblock Peaceful (Mobless) (Map download) (r1.2+)

Skyblock Peaceful (Mobless) (Map) download link here.

So, I posted about Skyblock not long ago. But I realised that on r1.2.5, Skyblock v2.1 is OP, and very different. You can do far too much.

I decided to stop all that.

Skyblock Peaceful is designed to be played on Peaceful -- in other words, Mob-less -- as to avoid all of the gross benefits. On top of that, you cannot get Snow (the Biome is Mushroom Island). And no Nether. And no Food source.

Chest contains: 2 Oak Saplings, 2 Water Buckets, 1 Lava Bucket, 2 Sugar Cane (as to make Bookshelves), and 1 Bed (in order to skip the Night if you want). Most notably, this means you can get an infinite Water source. No Sand or other islands.

Void for 5,000x5,000 blocks (and bottomless Superflat beyond that). In theory, no Mobs of any kind should ever Spawn.

Since the word 'peace' was in the name, I figured the branding would be amusing as hippie/1970s, so I used 1970s font, and shaped the island into the peace symbol. It has about 3.3 times more Dirt/Grass blocks than Skyblock v2.1.

u/TheRetroWorkshop — 18 days ago

When a SkyBlock tree is so big, you decide to keep it, and build a tree-worshipping settlement around it. It must be known as the Last Oak.

I couldn't find download that unzipped for v1, but I did find a download that converted to r1.2.5 for v2.1 (I think the most popular version, and practically the default version, despite coming later).

We'll see how far I get, and what I can build around this tree. Wish me luck. :P

u/TheRetroWorkshop — 18 days ago
▲ 88 r/SilverAgeMinecraft+1 crossposts

Cave Game II (custom r1.2.5 map + Cave Game/Classic-style Texture Pack downloads) -- what if Notch kept Minecraft as Cave Game?

Cave Game II (Map) (world download).

CaveCraft (r1.2.5; Cave Game II Texture Pack) (download).

Default Texture Pack (r1.2.5) (Ore blocks changed from Stone to Cobblestone to match up) (download).

Please let me know if you think I've made a terrible mistake somewhere; certainly, improvements can be made in a few places!

Note: No idea if this has already been done, but I had the idea, and just had to give it a try.

Details:

1: Underground material: Cobblestone (NOT Stone, though some Stone spawn, supporting Gravel).

2: Default height limit is y=256; however, Cave Game II is intended for y=128 (a balance between the original y=64, Indev deep levels of y=256, and the Infdev through early Release of y=127).

3: Lowest standard ground level is y=62 (it's actually a bit lower due to the offset caused by the cave openings).

4: Spawn is exactly 0,0.

5: A Texture Pack exists, called CaveCraft, and is a mixture of early Minecraft and later Minecraft. But is actually limited due to lack of access to various blocks in Cave Game II.

6: World Type set to Superflat in order to remove Void Fog; this means, the default Minecraft world beyond the map is Superflat.

7: Void border around the edge of the map, 512 blocks thick.

8: Start with Starter Chest: contains 4 Oak Saplings and 4 Sugar Cane (which can be played on Grass in r1.2.5, so it's a non-issue that Sand doesn't exist.)

9: Default Game Mode: Survival.

10: Default Difficulty Mode: Peaceful. (No Hardcore Mode; most people don't play this, and if you want to, you can simply self-enforce the one life/no death rule on Hard Mode.)

11: Map format: Anvil r1.2-r1.12.

12: Map size: 5,120x5,120. (Unlikely anybody needs more space than this, even as a forever world.)

13: Dimensions: Overworld and Nether.

14: Nether terrain generation and features, etc.: default r1.2.

15: Structures (e.g. Mineshafts, Strongholds, Villages): Off.

16: Underground pockets of Lava and Water (Resources Layer used everywhere at 50% Intensity); default settings in WorldPainter export for Water (1% occurrence, and to below the Surface, but to a maximum of y=61). For Lava, I increased Occurrence from 2% to 10% (since, I believe, a fair amount of Lava/danger is more in keeping with both Notch's vision for Cave Game and its primary inspirations); this, from the WorldPainter default of y=15 to y=19.

17: Cave generation (size and shape, etc.) (I'm calling this generation 'large Swiss cheese'):

- 86% Intensity Chasms layer.
- 65% Intensity Caverns layer.

Note: This was the hardest part, and possibly the most important. I tried to balance Classic cave generation with the cave game test cave generation, and taking into account what is possible with WorldPainter (not much, sadly, in terms of default world generation). I don't love it, but it's the best I could do (unless somebody knows of better settings).

18: Ore generation, types, and rarity:

- Coal: from 10% Occurrence in WorldPainter (50% Intensity for all) to 20%; to y=128.
- Iron: from 6% Occurrence in WorldPainter to 15%; to y=68.
- Gold: from 1% Occurrence in WorldPainter to 2%; to y=38.
- Diamond: from 1% Occurrence in WorldPainter to 2%; to y=20.
- Redstone: N/A (removed)
- Lapis: N/A (removed)

Note: These figures aren't perfect, but it's what felt right when I was testing the options.

19: No Surface Water/Lava Lakes.

20: Grass top layer is populated with Flowers and Short Grass. Some of you likely didn't want this, but I thought it was reasonable to offer Flowers + Dyes, along with Seeds/Wheat. You can simply remove/discard these if you don't want to use them.

21: Biome(s): Plains.

22: Flat, single layer of Bedrock at bottom of the map.

23: Dirt and Gravel DO generate as underground deposits/Ore features; however, they're not as common (from 57% occurrence to 30% for Dirt, and 28% to 20% for Gravel); both to y=61.

24: I didn't know what to do about the Surface terrain generation, so I adhered more to cave game test than Classic: completely flat, single-layer Grass, with caves (only Chasms layer, not Caverns) exposed to the Surface. Some of you may have enjoyed a Classic world generation instead -- but I cannot recreate this very well, anyway, in WorldPainter. (If you want the Surface to be covered in Oceans, of course, you'll have to build them by hand.)

25: Top layer min and max is 3 and 7, respectively.

26: Keep steep terrain covered: On.

27: Ore blocks Stone texture changed to Cobblestone (among the other Default Texture Pack changes).

28: No vast Lava Lake level (y=10); instead, the lower part of the map is populated by Lava Source block streams, akin to Water.

29: I darkened Coal Ore block texture (the ore part) since the default wasn't very visible against the Cobblestone texture.

30: The Grass texture isn't exactly the same as the original due to certain differences in light generation, etc., which I cannot properly adjust (but maybe it's possible by hand-adjusting the greyscale Grass, or I'm just missing something).

31: Leaves aren't the same as Classic, etc., but a mixture between Classic and Beta.

32: The only changes made to r1.2.5's Items png are Coal and Flint and Steel, which use the originals.

33: In theory, you ought to be playing on Moody/the lowest Brightness (though by default, the r1.2.5 slider allows from Moody to Bright).

34: Notably, no Sand in Cave Game II. Some of you may disagree with this choice. The simple reason was, if I added Beaches/Sand, it would be much closer to what already exists with Classic. This means the Sand-based blocks cannot be made, including Glass.

On the last point: let me know if you want a more Classic-y version of Cave Game II (I'll dub it Cave Game III, I guess). It would have some terrain/elevation, along with Oceans and Beaches (and, therefore, Sand). And let me know what other changes you'd want for Cave Game III (I assume, Redstone? -- Anything else?)

P.S. I forgot to mention two important things (proof that I was inspired, and rushed this project all night and when I woke up):

(1) Bookshelf border has been changed in order to match the (old) Planks texture. This can be seen in the screenshot of the blocks.

(2) Wool blocks exist, though only some can be obtained in Survival in Cave Game II. And the textures are the slightly brighter full-set ones from b1.2 (not the oldest (different hues/colours), and not the slightly different ones from r1.2.4). This, not only missing from the details list, but also the screenshot of the blocks! Sorry about that.

Edit 2: Okay, pretty sure Nether Fortresses also don't exist since Structures is Off, and the bug that allowed them to spawn was fixed years ago (?). In this case, the Nether Brick blocks in the screenshot are to be ignored.

u/TheRetroWorkshop — 18 days ago

How to build NEB (narrow, expandable, bungalow) -- my ultimate Beta-friendly starter house

I'm humorously calling this the NEB house: narrow, expandable, bungalow.

NEB is inspired by my Red House, itself inspired by all kinds of things -- including my own gameplay needs (very limited r1.2.5; closer to b1.7.3), and Frank Lloyd Wright's homes.

Frank Lloyd Wright pioneered a few things:

(1) Organic -- underground, inset, earthwork -- architecture (or relatively low, narrow, and long)
(2) Open floor plan
(3) Modern room flow
(4) Side main doors and inset, separated double front doors (often elevated)
(5) Floor-to-ceiling windows (often equal width and spacing)
(6) Coherent interior and exterior design
(7) Ribbon windows
(8) Horizontal lines
(9) Minimalist approach to Art Deco
(10) Holistic approach to function, material, location, and form
(11) Mixed-usage middle class family home
(12) Japanese, Mayan, and Egyptian elements, blended into a wholly American style
(13) Symmetry (in various ways)
(14) Overhanging eaves (though he didn't invent this, of course)
(15) Centralised kitchen
(16) Various levels/internal elevations

Frederick C. Robie House is an archetypal Wright house. Designed in 1908, built in 1909-1910. Many of his earlier houses are similar to the Robie House. It tells you almost everything you need to know about Wright, at least pre-1925 (he radically changes his style later in life; once in the 1920s and again in the 1950s, with the bridge being his most famous house, Fallingwater, from 1939).

Random graphic I found online; Wright's Robie House.

Drawing floor plans I found of Robie House. Beautiful room flow.

NEB house walls/interior. It's about 72 blocks long. Nether + sand garden + library area; Nether/other storage + Smelting area; front and back halls; Bedroom; SPARE room (Enchanting Room, Stairs to roof, etc.); main storage + Smelting area; 3x3 area down to strip-mine; 3x3 area down to Tree farm/otherwise; kitchen + food/other storage; wood storage area OR car if modern; front entrance (with inset twin doors on both sides); back porch area (directly open to outdoors -- if you need to avoid Mobs, add doors, etc.). 4 blocks tall; 6 in total with ceiling + roof.

Underground/blank version, with vertical, thinner windows (can change style if you want); hidden lighting everywhere; no other windows. If underground, can add Water behind windows, giving effect of being underwater; or directly into a Cave. As you can see, 6 blocks tall.

Surface-based, skylight/garden-roof version (any Biome, but more Desert/Plains-centric). It's a very large, blocky Desert Village type structure, but with only Sandstone. Add details to the exterior as you see fit. This can be modified to various styles; more so, if you go a bit bigger. I suggest not going longer than 128 blocks. And a slightly wider one can allow for a dining table/area where the wine storage is located. I'd struggle to make it any smaller than this, without losing something. Now, 6.5 blocks tall around the edge (Sandstone Slab).

Back hall + central skylight. Costly Clay ceiling; use whatever you want. And fairly annoying to get all that Wool on b1.7.3, too. Do it over time, or use a different interior wall block! Change skylight design as you see fit, or remove them; instead, you may want to cover the entire roof with farms, etc.

Nether sand garden area, with skylight. Stone blocks as standing rocks. Very costly library, so use fewer Bookshelves if you want, or add to it over time; or do something else around the edge (e.g. water feature wall).

Kitchen. Off the screen, there are Wood Planks with 'drawers' on the front using the yellow and white border 1x1 Paintings. And compare the counter tops of Wood Plank island with image below. With and without Stone Pressure Plates.

Wine? Or other shelves/storage/details -- can see kitchen + main storage; library at far end. As you can see, Kitchen as different floor material and is on a lower level. Adding levels to certain areas/rooms adds more depth and realism. Dining table here if you make the house a little wider.

Central hall of storage + Smelting. You can see Sandstone behind Furnaces; this wall area is only 2 blocks thick, so you must do something up there, such as adding even more Furnaces (that's what I did).

Front hall (looking to wood storage entrance); floor to ceiling windows, inset; double thickness everywhere (in case you want wallpaper/otherwise material + limestone (Sandstone) or otherwise external wall material). It's quite empty, so feel free to detail it as you see fit with Paintings, chairs, and flowers/bushes/saplings/plants (depending on version/block choice).

Bedroom + music area + desk + rare storage/temp storage + Paintings.

Wood storage area (identical to front entrance, other than the fact you can only enter one way here); Lever as 'axe in Wood'. See Glowstone in corner, cover it with a Trap Door. For more modern direction, add a car here. Gravel used for all the outdoor areas.

reddit.com
u/TheRetroWorkshop — 28 days ago