Sign Entity Render Distance fix + Better Iron Bars

This pack has 2 purposes as it stands:

Fixing signs derendering from long distances, and fixing iron bars to look great!

Features:
  • New Iron Bar texture
  • (Debugged buttons) Signs can be placed on the ceiling and flat on the floor
  • Stone Signs + Blackstone Signs (without replacing any existing signs)
  • Extrudes the rail and ladder model to be 3-dimensional
  • Removes the gold handle from dark oak doors.
  • Gets rid of Beetroot and adds corn instead (Idea from Better Vanilla Building!)
Cons:

(All the "new" signs can only be used in creative mode + debug stick or worldedit to change the blockstates, and will make using buttons for functional purposes very annoying)


For those interested in realism and architecture in Minecraft, I recommend using Krista's Better Walls with this pack! It fixes the debugged wall block model so it's not invisible which is absolutely insane for building.


TO BE CLEAR, THE "SIGNS" ARE REMODELED POWERED BUTTONS AND BEST UTILIZED FOR DEBUG STICK USERS FOR REALISM/ORGANIC BUILDERS THAT NEED TO SEE THINGS FROM HIGH DISTANCES. DEBUG STICK IS OBTAINED WITH </give @p debug_stick>



I have a lot more content up my sleeve, but I wanted to release this as quickly as possible to all the people out there that have wanted my pack!
Please give me feedback or join my discord to let me know of any potential fixes, additions, or changes you would like to see!
Also check out my other social media if you want :)


Finished/Unreleased Content:
  • Optifine Biome Dependent Textures to make Dripstone into icicles in Snow Biomes
  • Emissive Textures--100% vanilla using ShockMicro's vanilla dynamic emissives (https://github.com/ShockMicro/VanillaDynamicEmissives/releases) For Sculk, Ore, Enchanting Tables, and other decor!
  • Flower variants and varied grass heights
  • Custom Gear using CustomModelData and/or optifine CIT textures for RPG/Adventure Maps
  • Animated shiny textures for items (ingots, diamonds, emerads, etc.)
  • My personal fixes to dark oak
  • Trapdoor varieties using powered=true blockstate
  • Iron Door redo
  • Cartography Table and fletching table rotational consistency
  • Shifting the color of red bricks to have a more varied arrangement.
  • (Not sure if it's against TOS, but programmer art versions of raw andesite, diorite and granite are better suited for terrain and realism builds and allows gradient skipping)

Planned Content:

  • Sandstone and Quartz Anvils (damaged and chipped versions)
  • Loom top face > dirt planter (I use looms as planters a lot)
  • Cartography Table and fletching table rotational consistency
  • Bookshelf Variety
  • Droppers > Crates
  • Slightly Better Lantern model
  • Sconced Torches
  • Biome Dependent Flower Variants
  • Better Lilypad texture
  • Fixing debugged doors' invisible strip on their block model.
  • Giving tinted glass a frame and window bar + connected textures.

Sign Entity Render Distance fix + Better Iron Bars Screenshots

Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars

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Sign Entity Render Distance fix + Better Iron Bars
Sign Entity Render Distance fix + Better Iron Bars

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