Glimmar's Steampunk Hybrid 64x/32x v.13 for Minecraft 1.6.4
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Fixed top and bottom of hardened_clay_stained_purple (my ctm'd marble freize block). It would randomly use a purple mosaic texture. My fault - I mis-counted the marble frieze textures in my .properties file...sorry!

Also fixed the tone of one marble freize block, which was much darker than the rest.

Added an extra marble freize block.

Added brand new 64x ctm'd cobblestone blocks:

32 new 'side' (or wall) cobblestone for better distinction between walls (for old houses, etc.) and old Victorian cobbled streets.

12 new 64x 'top/bottom' ctm cobblestone textures. These give a much more satisfying and random feel when constructing cobblestone paths, roads or large open public squares.

24 new mossy cobblestone blocks. Started out with the intention of having different side textures to top/bottom textures, but at present there is no distinction as they work acceptable for floor or wall orientation.

7 new cracked stone brick random ctm textures.

7 new mossy stone brick random ctm textures.

Brand new 64x ctm'd vine texture. 4 variations at present give a more believable vertical and horizontal 'creeper' effect. Much better over trees, hanging, and up old walls, etc.

All new 64x ctm'd 'reeds' textures. Same theme of giant horsetails, but the extra detail that the higher res and vertical ctm brings makes for something that looks appropriate for jungle, river or exotic garden.

Spent quite a bit of time re-balancing the color and tone of those hardened clay bricks of mine effected by the new 1.7 'mesa' biome. Also refined some tiling issues. The overall effect is a better range of brick hues to work with on large city building projects.

Refined the iron_block to 64x, which was actually a lot more difficult than I thought it would be. It turns out that my original texture (for me at least) has just the right contrast and level of detail to make it look right when viewed at distance considering it's pixelly design. Managing to keep this effect at 64x with even greater detail took a lot of balancing. Use of low level mipmapping can improve things slightly.

Made a new 64x brass gas lamp torch, loosely based on the original, but with more detail and with a lovely (!) amber lime glow. The 'brief' for this was...keep it simple, as 3-dimensional as possible, able to be used en-masse for large construction lighting effects without it being overwhelming and still more 'gas-lamp-like' when viewed close up.

New 64x ice texture made up of 64 repeating ctm tiles. IMHO I think this is a vast improvement over the old 32x ice texture in respect of realism and tiling.

New single tiling 64x ice texture for none MCPatcher Minecraft play.

Edited the MCPatcher lightmap to compliment the new ambergreen gas lamp.

New Greeny Blue (kind of Cobalt Blue colour) still and flowing water colour.

New colormaps for extra variety and naturalism including:

foliage
grass
birch
pine
fog


New color.properties for water drops, maps and boss text. Water drops are less neon and more realistic (lava drops seem permanently borked at Mojang's end and seem far too transparent using the same particle texture as for water). Map colours are more representative of actual world colours, especially water!

Refined a number of particles including drips, bubbles and smoke. Smoke is now fluffier and more transparent, but still animated in a 'puff, puff' kind of way! :D

New lavadrop.png colour strip. Changes the colour of the lava drip from when it first appears nearly white hot through to it cooling to a red glow, but as this is currently broken in Minecraft (because it shares the same particle as water drips) you won't notice any real change.

Made rain less busy, less colourful and more transparent all for a more naturalistic feel.

All new Glimmar sheep mob with woollier woolly coat and skinnier pink skin when shorn! Hope you like it's woolly leg warmers! I thought leaving it with at least a balaclava and leg warmers after shearing was the only decent thing to do. It seemed cruel to leave it shivering on a snowy mountain side without something on! :D

Edited the zombie villager adding glowing green eyes and an open mouth. Differences will only be noted by those not using MCPatcher or those using my forthcoming GS Optimized resource pack.

New stationary brass flywheel 64x64 painting.

New 'cogs' 64x64 painting.

Toned down and 'aged' the 'Nerve Tonic Pills' poster painting.

New 64x128 'Station' sign painting.

New vertical and horizontal unanimated 'chain' link paintngs.

All new brass 'control board' painting - the one you can attach painted pipes to.

New unanimated 'large flywheel' painting.



Created a new GS 'Lite' 64/32x pack for those with less powerful machines. It is optimized in the sense that nearly all animations have been removed from blocks, items, gui and mobs etc. Water, lava, portal, fire are still animated and diamond tools and railtrack animations are still in there as they are only 'two-frame' anims and one or two other slightly longer strips. All better sky textures are much smaller in scale without spoiling the effect of moving clouds or night sky starfield depth. CTM is still the same, but all extra randomobs have been removed. We will have to see what effect ctm alone, along with better colors and skies, has on game lag.



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Glimmar's Steampunk Hybrid 64x/32x v.12 for Minecraft 1.6.x
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Changed name of my texture pack from 'Glimmar's Steampunk 64x' to 'Glimmar's Steampunk [Hybrid 64x/32x]' following on from a suggestion made by StugAce of RomeCraft fame. Hopefully this will better describe the pack as it stands at the moment, rather than confusing new users into thinking there's something wrong with their version of the pack.

It was my intention to have  'basic' and MC Patcher 'extended' versions of my 'resource' pack available. However, having applied the new MC Patcher for MC 1.6 and using it's built in converter on my pack (you don't need to do this for my v12 update...I have done it for you) it creates two distinctly separate folders called 'textures' (for basic Glimmar's Steampunk Minecraft textures) and 'mc patcher' (containing all the extra ctm, anim, sky, custom color, obs, etc). This arrangement renders making a separate 'basic' pack largely unneccesary.

If Glimmar's Steampunk v12 lags out your set up using MC Patcher, it should be easier to fix  things by looking for memory intensive extras in the 'mc patcher' folder and deleting them (things like Better Skies and extra animations are likely to be the culprits). I will try to help after update as much as I can. Possibly writing some instructions.

My first priority, however, is to update the pack for those who still enjoy using it at max, as it is. :)

Here's a list of things I've been working on to date and I'm currently doing my best with very limited free time to finish things off for public use. Work and family commitments at the moment are more demanding than usual.


Alternative GS Textures
-----------------------
These have been removed from the new resource pack to keep things simple. There will be a large 'GS Alt Collections' download available at the same time I release GS v12. It should contain all old and new alternative textures, including smaller Better Sky textures, alternative clayHardenedStained blocks, redstone blocks, clocks, and much, much more.
 

Daytime Better Skies
--------------------

Spent two weeks hand-painting layers of clouds for my new daytime 'betterskies'  skybox. This was supposed to re-ignite my enthusiasm following the inevitable slump after the 1.5 updates. 

These are large and enormously detailed files that [b]will[/b] require a fairly powerful setup to avoid lag. I have included smaller daytime and nighttime skybox files in the separate 'GS alt collection' download that may help, and you may further improve lag by deleting one or two of the daytime skybox textures and their accompanying '.properties'. You'll lose the realism of swirling and merging clouds by doing so, but it might be a good compromise between a plain blue sky and a dramatic one.  

[b]Special note:[/b] With the new moving daytime sky, I now switch off Minecraft moving clouds under 'Options', because the blocky, pixelated nature of the old clouds, even though high res, spoils the illusion of realism found in my new clouds...and I've always hated how MC clouds morph through buildings. 

I now prefer to use 'normal' distance view in 'options', as it blends the distance with the new animated clouds very effectively with a middle distance fog.


New Horse Mob Textures
----------------------

Spent a further month struggling with Hi-res horse textures. This is without a doubt the most difficult mob I've skinned so far...in addition the variety of horse types, and although I think I've achieved a fair amount of realism, physiologically speaking it might be better to view the horse as being a somewhat evolved equine creature that might exist in a future/alternate retro tech earth-like world. In short, I've used artistic licence to fit my horse textures around Mojang's arrangement of boxes. The range of horse colours and patterns meant it was particularly difficult to make a 'master' horse texture that could easily be edited into the different types. So each horse required a lot of personal attention to get it to look right, especially the donkey and mule.

'horse_black'
'horse_brown'
'horse_chestnut'
'horse_creamy'
'horse_darkbrown'
'horse_white'
'horse_grey'
'donkey'
'mule'

Undead/steampunk horse mob textures:

'skeleton' automaton steampunk horse - this alone represents about 3 days of freetime work. Hopefully you'll think it was worth it. It's a design I can build on to make other steampunk horse designs.

Undead 'Frankenstein' horse + 22 alternative skins (in the separate 'GS Alt Collection' download), representing...a lot of work! Nice and colourful in a yucky sort of way!

Added horse mob markings overlay textures:

'mark_blackdots'
'mark_white'
'mark_whitedots'
'mark_whitefield'

Added horse armor textures:

'armor_metal' + alt
'armor_gold' + alt
'armor_diamond'
(a week of nighttime work!)

All horses have the same saddle, horse tackle and hard box panniers. The skeleton and undead horse versions have personalised leather satchel style side panniers.

Added a new 'knotted' horse rope texture to the 'items' folder for when the horse is hitched to a fence. I believe MC Patcher allows the hard-wired extendable rope to be customised, but I've made my knotted rope texture fit the base Mojang texture, until I've had chance to look at the alternative. Having looked at the MC Patcher version, I'm not so keen on doing something with it as it makes the rope appear flat at certain angles and too thick from others.

Added a 'saddle.png' texture for use when saddling up a pig for riding. This is similar to the horse saddle common to all new horse textures, but with necessary differences as it's a different format of skin for a pig.

Re-worked and refined the 'rain.png' texture to reduce the intensity of rain from 'torential' to 'heavy'.

Tweaked the 'lightmap0.png' again. Just the black pixels at the top to make things a little darker away from the torches (I think I put the old 'lightmap0.png' in the GS Alts Collection download).


New Character Armor
-------------------

Edited the cloth armor to match the new 64x armor items.

Added a new chainmail 'chain_1' and 'chain_2' armor texture.

Edited the iron_1' and 'iron_2' armor textures to make them look more cast-iron plate armor and to make it distinct from the chainmail armor.

Edited the existing 'gold_1 and 'gold_2' armor with some new individual features and made the gold aspect more a decoration than a solid gold suit of armor.  This has now become an alternative armor.

Also added a new 'gold_1' and 'gold_2' armor based on my top-hatted gentleman villager, but adding some extra detail and decoration to help it stand out. This is the new standard gold armor.

All new set of 64x armor item icons! Spent a lot of time on these to make them stand out from each other. There are 24 new individual detailed items in all. 


New and Old Gui Work
--------------------

Added an all new 'horseinv.png' gui. This is based loosely on my 'container' gui, but redesigned for use as both a horse and donkey/mule joint gui. When used for horses the hard box pannier closes up with a warning message that this is 'For Beasts of Burden Only' and when opened up for a donkey or mule the 'tack post' horse 'armor fitting box' closes up. Sounds confusing? When you use it, it should be obvious.

Brought the 'inventory.png' gui up to date with new MC 1.6 icon and new 64x armor mannikin frame.

Extensively updated the 'icons.png' gui and added new MC 1.6 icons and horse jumping bar.

Re-edited the targeting reticule to 64x scale and redesigned to show up reasonably well on light or dark backgrounds without being overly obtrusive. I think this needs more work though...might be a bit too small and insignificant for some.

Finally got the pumpkin/diving helm HUD (pumpkinblur.png) to animate after asking for kahr's help (of MC Patcher fame). Will add more detailed animation as and when time permits. Not sure if this will still work in 1.6 though.


New 'item' textures
-------------------

All new animated steampunk clock. An exceedingly complicated affair that took another two weeks off my life. 
Made the original at 128x for those who can cope with the extra detail. Also made a 64x version and two alternative designs without the clutter of a moving hot air balloon and airship. I may make some other rotating disc designs if there's time, as making little gizmos like this is good fun. Alt versions will be in the 'GS Alt Collection' download.

'saddle.png' which is used to represent both horse and pig saddles.

'leash.png' for roping up a horse...and anything else you throw it at, apparently!

'nameTag.png' - used for naming horses and possibly other things I've not had time to test.

Added new horse armor items:
horsearmormetal.png
horsearmorgold.png
horsearmordiamiond.png

Added new 64x 'mannikin' armor placement item textures: head, torso, legs and feet:
slot_empty_boots.png
slot_empty_leggings.png
slot_empty_chestplate.png
slot_empty_helmet.png

Added new 64x armor items:
bootsChain.png
bootsCloth.png
bootsCloth_overlay.png
bootsDiamond.png
bootsGold.png
bootsIron.png
chestplateChain.png
chestplateCloth.png
chestplateCloth_overlay.png
chestplateDiamond.png
chestplateGold.png
chestplateIron.png
helmetChain.png
helmetCloth.png
helmetCloth_overlay.png
helmetDiamond.png
helmetGold.png
helmetIron.png
leggingsChain.png
leggingsCloth.png
leggingsCloth_overlay.png
leggingsDiamond.png
leggingsGold.png
leggingsIron.png

Vondell's iron, gold and diamond swords have been upgraded by asikar to 64x. Vondell/asikar's diamond  sword further animated by Artifex Prime. It is still my intention one day to make a new 64x set of weapons and tools I can call my own. This is not that day!

New 'charcoal.png'. 

New 'coal.png' - New and upgraded to 64x


New Block Textures
------------------

New 'clay.png' - edited to 64x and changed to fit in with 'clayHardened.png' and 'clayHardenedStained'

New 'clayHardened.png'

Still not certain what's going in the 'clayHardenedStained' textures. I may transfer my 'extra' blocks into some of the slots, but this requires a fair amount of testing still, however, for those who place importance on consistency of material and color, I have also been working on the following:

New 'clayHardenedStained_0-15' collection - as I'm finding it more and more difficult to decide what's the most useful texture for most users, I've settled on a range of textures that will be available in the new extras download, these include a range of alternate texture 'sets' in the 'GS Alt Collection' download...9 sets so far! One set is made up of a 6 course block of bricks, based on the new 64x nether brick texture.

New heavily randomised ctm'd gold mosaic for the yellow stained clay position.

New heavily randomised ctm'd purple mosaic for the magenta stained clay position.

New ctm 'rune stone' designs in one of the stained clay slots 

Decided to go with a variety of both ctm'd and non-ctm'd textures for the stained clay to provide the most variety for building for those who haven't been able to use my 'extra' ctm blocks, or haven't wanted to cheat to get them in a survival game these now occupy some stained clay slots. Anyone not wanting this variety can simply take the 'GlimStainedClay' folder out of the MC Patcher 'ctm' folder (or '.properties' files out of the 'GlimStainedClay' folder) and then choose a set they like from my 'GS Alts Collection' download and drop that set into the 'textures/blocks' folder in the resource pack.

My ctm 'stone heads' are included in the GS Alt Collections download in the 'hardened_clay_stained alts sets/hardened_clay_stained_magenta_stone_heads' folder. Drop the contents of this folder (not the folder) into the 'assets/minecraft/mcpatcher/ctm/GlimStainedClay' folder to get random stone heads in the 'hardened_clay_stained_magenta' slot.

As I come up with new alts, I might swap the basic set for something else if it seems more appropriate. I'm still not sure whether to use the 'extra' ctm textures I made like the 'stone heads','rune stones','mosaics', etc. in some of the slots. If I do, I'll try and make it easy to take them out, and if I don't, I'll try to make it easy to drop them in...if that makes sense! 

It's a great bonanza having all these extra coloured blocks, but it makes for a headache trying to decide what to make of them. 

New 64x 'brick.png' as the basis for some ctm variety.

All log tops have been separated now, so it was necessary to make new textures last minute so you can benefit from this feature:
New 64x 'log_birch_top.png'
New 64x 'log_jungle_top.png'
New 64x 'log_oak_top.png'
New 64x 'log_spruce_top.png'

Oak and Birch leaf textures have now been separated. Only noticed last minute, but this meant an entire weekend was spent on creating a new oak leaf set of textures for ctm. Making them varied enough, yet still connect on all four sides without glaring splits between blocks of leaves, is not easy. Yet another reason why my v12 update has been delayed:

Switched 'leaves_oak.png' to fill the  'leaves_birch.png' role. a set of 16  32x transparent and 16 32x opaque ctm designs.

All new 'leaves_oak.png' designs, comprising 16 64x transparent and 16 64x opaque ctm separate textures.

New 'blockCoal.png' - Decided on what I think is a very useful riveted iron box girder texture for bridges, supports,etc, which provides an alternative constructional element to the black cast iron block. This has been randomly ctm'd at 64x.

New 'coal_block.png' - Tried various structural designs for the hay block (of which failed attempts are in the GS Alts Collection). Decided I was wasting too much time on this and went for a simple hay block design and was pleased with the result. Those new horses thanked me for it! If I get the chance I'll have another go at exploiting the unique properties of a vertical and horizontal block that's not wood or quartz.

New 'melon_stem_connected.png' and 'melon_stem_disconnected.png'. Simply copied from old pumpkin/melon 'shared' texture until I have time to make a more distinct version.

New 64x 'noteblock.png' and 'jukebox_side.png' textures, as these have now been separated.

New menu 'options_background' texture based on my favourite 'coal_block.png' girder texture


Fixed enderman_eyes.png...I think!



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Glimmar's Steampunk v.11.1 for Minecraft v1.5.1
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inc. GS v.11.1 fixes and necessary additions:


New potato growth stages

New 64x animated vertical dispenser top.

New 64x animated vertical dropper top.

New 64x furnace top.

New 64x brass trim around top of furnace, dropper, dispenser and anything else which uses the furnace top.


GS v.11:

Updated to the new 1.5 texture pack format. This involved breaking the terrain.png and item.png sheets up into individual 'block and 'item' textures. This process was made much easier by The_Fool76 who intially separated all the terrain and item textures for testing and then kahr of 'MC Patcher' who made this process a feature of the patching process. Grateful thanks are also in order to all those offered to help at a time when I seriously contemplated giving up with the prospect of such tedious work.

Even though Minecraft now supports HD textures and animated blocks and items, the pack is still very much dependent on MC Patcher for animating such things as guis and mobs, etc., for 'connected textures' (ctm), and for all those other wonderful graphical features, such as HD font, custom colours, better skies, etc. Glimmar's Steampunk  would be a much poorer experience without the services of MC Patcher. So don't forget to patch! 

The 'ctm' and 'anim' folders are still in the pack and vitally important if you want the full experience of many extra random and connected textures and extra animated guis and mobs, etc. However, things are named and arranged differently. By comparison with my random way of organising things it feels a lot tidier. Rather than the usual format of texture 'sheets', all ctm textures are now made up of separate individual block textures, thereby following the new format introduced in Minecraft 1.5.

Having separate block, item and ctm textures, means it's a lot easier for anyone to swap textures with preferred alternatives from my vast collection...including...but not supported by me...textures from other sources. Therefore, again with The_Fool76's coding skills, all my alternative textures 'sheets' have been cut-up into separate '.png' files ready for easy swapping with terrain or item textures in the pack. These are in the pack in a separate download entitled 'GS Alt Collection'. 

 
Note: a lot of the terrain or item textures in the pack are animated, so when you replace these with a single tile .png file you will obviously lose the original animated version. Some animated block textures may have accompanying '.txt' files, which tell Minecraft how to play longer versions of the fire, lava, water and portal animations. If you swap these around you'll need to make sure you either delete the accompanying .txt file or include the .txt file appropriate to the one your changing to.

If you try replacing a texture that has 'ctm' applied to it, then it won't have any effect unless you also delete the appropriate ctm .properties which controls the ctm textures in the 'ctm' folder which overwrite the standard block textures.
 Perhaps keep a backup 'textures' folder with all the original textures in for swapping back. 

The natural alternative pumpkin texture is now in a separate download 'GS Alt Collections'. I've not been able to use ctm to make the natural pumpkin appear like a helmet when worn, making my Diving Helm HUD make sense, so it's up to you to either keep or delete my 'pumpkinblur.png' file in the 'misc' folder in the pack. If you delete it, Minecraft will default to the vanilla internal blurry pumpkin face.

Added a new ctm cast iron nether brick fence. Thought it was time to put some effort into this as it should also compliment my new netherquartz blocks as well as being a little more practical in many other situations. Great for Victorian lampstands, bollards, stove pipes, etc. Spent some considerable time working out how to get gold decoration on it to work, as vertical parts of the texture are also used for the top and for horizontal stretches on one side, but not the other!

Added a folder of cast iron nether fence alternatives in the in the 'GS Alt Collection' download.

Repositioned 'brewing stand' brass label and 'inventory' brass label on 'achemy' gui. Looks like Mojang have been repositioning titles on some guis.

Repositioned 'Furnace' and 'Inventory' brass labels on the 'furnace' gui. Also added a new slightly more weathered brass gauge and further edited more detail into the brasswork around the recepticle...as if it needed it!

Repositioned 'Dispenser' and 'Inventory' labels on the 'trap' gui. Also added a slight variation on the more weathered brass gauge I made for the furnace.

Edited the 'trading' gui. Reworked the gauges and flipped the inventory boxes around to make the shadows fall in the same direction as the trading contraption on the trading gui. The trading brass label needed repositioning into the centre due to Mojang shifting the title heading...sigh!

Fixed none-animating controller block animation on the 'repair' gui.

Added an all new more 'steampunk' 'diving bell' ghast and moved Gestankfaust's more horror/futuristic version out to use as an alt in a separate downloadable alternate textures pack. It has given much service for which I am very grateful, but I feel it's not as 'steampunk' as I would like to use as a randommob.

Upgraded the original netherack riveted panel (hellrock) to 64x

Added another 31 random ctm nether panels in various states of corrosion, repaired patches, shade and the odd fixture. Nothing too dramatic though, which would spoil large constructions, but enough to make things interesting.

Added 11 random ctm netherquartz blocks. These are in the form of an exposed cast iron framework, enclosing pipes, cogs and other arcane machinary, etc. which would normally be hidden away under the riveted nether panels. Some of these might be animated in due course, but there wasn't sufficient time to do this, believe it or not! They are designed to be rather dark, to give an impression of depth and to interconnect...meaning place one next to another and the internal pipes and mechanisms will appear to have some connection with the components in an adjacent block. As usual I wanted to make something that was more useful than just simple quartz ore. So in creative use these as extra mechanical 'innards'. In survival, they represent a source of extra metal to melt down and produce cast iron (quartz block) pipes, columns and other building blocks in your constructions.

Sorted the problem of missing bits to the wood and nether fence when held or viewed in the inventory.

Upscaled and extensively edited both the small and large chests, with much greater detail, oak wood similar to the oak planking and fixing the ugly black opening part of the lid, including new top handles

Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid and a subtle dusting of redstone around the lock to indicate to the cautious that care must be taken.

Refined the 'lightmap0.png file in the environment folder for more dramatic lighting at night. The old lightmap0 file is in a folder in the same location if you don't like the changes.

Edited the 'fenceIron.png' file again, This was necessary to match the new netherquartz ore 'cast iron machine' block.

All new range of riveted more weather worn minecart skins. The default cart of choice for the pack will be a plain brassy/coppery/steal version. Other simple variations are included as alts, and I've made the design relatively easy to customise for the future.  More detail and work has been put into the wheel and base area. The creation of new traditional Victorian industrial block textures like the 'hopper' block, meant the old 32x minecart and chest textures just weren't going to match up in quality. The railway tracks will need work in future to take advantage of the extra detail that 64x pixels provides.

Similarly the small and large chests have been comprehensively upgraded, along with new 'trap' versions, as these like the railcart would have looked seriously out of place combined with a 64x hopper block and the rest of the new updates.

New riveted 'hopper' texture...one of my favourite 1.5 textures so far. This has many unexpected decorative uses, especially when combined with my new cast-iron nether fence, for things such as lamp holders, column tops, etc.

Added an animated interior to the new hopper block...sliding doors!

New hopper item icon.

Included 15 more variously coloured hopper side skins in the alts folder, if you like the idea of making the things a little more gawdy or to fit in with some subtle colour scheme you have in mind.

New animated Hopper gui. As per usual, spent an inordinate amount of time on this. Crazy that I should, considering I only play in creative. However, having once feared the idea of tackling my first gui, I now actually like doing the things. Well, hope you like this one. The nature of these things to me is that like real gadgets, when the fancy takes me, I can add fancy little upgrades in when I feel like it. :)

New extensively animated 64x comparator texture. Sporting animated valves, signal strength lights, and two separate gauges. Quite a bit of work for such a tiny little square of pixels!

Added a 2nd 'witch' mad professor mob wearing a brass and leather gasmask.

Added 19 new villagers! This should alter the balance of what villagers appear to better fit a bustling city, rather than small village.

Darkened all the 32x railway track, as I felt it was a little too bright and cartoony.

re-edited and re-animated the 'detector' rail track...adding flowing power lines when activated and changing the slightly modern lights to a colour more remeniscent of valve lights. The thing pulses gently until it detects a cart and then springs to life with a gush of redstone energy.

New 32x 'activator' rail track using an old 32x texture. A large bulb valve springs to light when activated.

New 64x horizontal 'ctm' quartzblock based on a traditional muted green cast-iron, so favoured by Victorian engineers. Think 'pumping stations' and check out my v.11 taster vids. It comes with a traditional dull gold leaf border design in-keeping with the period.

New 64x horizontal 'ctm' quartzblock slab in the same style as the green cast iron quartz block. The two green cast-iron block and slab both combine together in many interesting ways, as can be seen in the two v.11 taster videos.

New 64x horizontal 'ctm' chiseled quartz block. Continuing the theme of painted cast iron in the style of a Victorian pumping station. Designed to complement the green quartz block, but in red with extra decoration.

New 64x 'ctm' vertical quartz 'column/pipe' block. Again following the theme of traditional decorative Victorian cast iron work and complimentary in design to the other new cast iron quartz blocks. Made for use as decorative Victorian columns or as large horizontal pipework. This took an age to do to create a believable illusion of roundedness. An illusion that is retained with some success even when the spectator moves around the column/pipe. This is achieved by using smaller bronze coloured pipes with decorative ends to disguise the sharp vertical edges of the block. I went for a traditional Victorian dark green colour that works well with brass or gold decoration and with other black cast iron features, including more industrial things like pipes, cogs and wheels.

New 64x quartz column block 'end' texture designed as a decorative grill to work well as the end of a pipe, and four ends to the vertical bronze looking corner pipes.

Separate 64x 'ctm' quartz block steps designed as cast iron grillwork panels, as an answer to them being used in as many imaginative ways as possible, yet still compliment the rest of the cast iron quartz blocks.

Added a temporary 32x texture from my extensive collection of alts for the daylightDetector block. When I'm ready I'll switch this out for something a little more appropriate and useful at 64x.

New 64x animated Redstone block designed with a copper/brass/iron/brass riveted frame in similar style to the hopper, so both can be combined for decorative effects.

New 64x animated dropper front texture with flickering gauges and rotating flywheels in the base. It has a square opening for blocks and stuff to drop from

As a result of making the 64x dropper front texture I upgraded the following:

Brand new animated 64x dispenser front texture. It now sports a large animated 'Gatling' gun wheel at the top and two rotating flywheel inkeeping with the dispensor. It sports a refined circular brass gun barrel, which along with the Gatling gun wheel at the top is more suggestive of it's deadlier nature by comparison with the dropper.

Edited the trap gui to include an animated cog and my new more worn gauge. Title labels needed re-sizing and repositioning and I probably made other little edits I can't now remember. :)

New 64x brass side supports and top decoration on the furnace_front and furnace _front_lit and included a new furnace animation.

New 64x brass side supports and top decoration on the furnace_side texture.

New 64x brass side supports and top decoration on the command block animated texture.

New 64x brass side supports on the animated enchantment_side texture.

Extensively re-worked my 3 year old redstone dust pipes to somethiing more worthy of a 64x pack, whilst retaining the informative nature of the redstone pulsing glow.

Included 'painting' versions of the redstone dust pipes for vertical placement on walls.

As a result of re-working my old redstone dust pipes, I thought it appropriate to drastically improve my brass thinglass_top  texture to better fit the glass vertical supports as handrails and to also tie in seamlessly with the redstone dust pipe texture. See GS v.11 taster videos 1 and 2 for examples.

Finally fixed my oak fence not palying with ctm since the 1.5 update. Now works as before. :)

Either a new Java, Minecraft or MC Patcher update highlighted a myriad little tranparency problems with my foliage and glass and other transparent textures resulting in little flecks of bright pixels on foliage, glass and some plants when viewed from certain angles. Hundreds of ctm textures neede enlarging and carefully examining against a dark background to spot any semi transparent pixels I hadn't properly removed when first created. Very tedious work!

Two new animated 'chain' paintings for vertical and horizontal placement and made in such a way as they can be placed end to end for almost any length. Thought this would be a very useful addition for use with my animated flywheels. See examples of use in GS v.11 taster video 2.

Added a pulsing red light to the 'controller' painting. See GS v.11 taster videos.

New netherbrick item icon.

New Comparator item icon.

New NetherQuartz crystal item icon.

New minecart item icon.

New minecartChest item icon.

New minecartFurnace item icon.

New minecartHopper item icon.

New minecartTnt item icon.

Probably forgot many other little edits and possibly some big things too!

Yep! I did forget bigtime that temporarily I've included some higher res versions of of the diamond, gold and iron swords that asikar kindly edited for himself and offered for use in the pack. Bearing in mind everything else I've been working on, I still haven't got round to upgrading the tools and weapons. Thanks to asikar. :)

The_Fool76's intriguing 'Geiger-Counter' styled compass, has been included too, until I can come up with my own version. Rather than having a needle that appears to point to your origianl spawn point like the magnetic needle on a compass, The_Fool76's shows a kind of original spawn point 'signal strength', therefore so long as the needle is swung way over to the right hand side of the gauge, then you're heading in the direction of your original spawn point. Imagine the sound of a geiger counter while you're using it and you'll get the feel of how it works. Thanks to The_Fool76. :)


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Glimmar's Steampunk v10 for Minecraft v1.4.7:
---------------------------------------------

Added a brand new 64x 'adaptable' pumpkin block. Adaptable in the sense that it should appeal  to those who liked my original 'lamp-like' version (but now 64x, animated and greater detail) and (with easy user modification) those who like a more natural pumpkin for horticultural purposes (with a traditional scary candle lit head). Both versions will still work with my old and treasured (to me at least) 'pumpkinblur.png' diving helm hud when worn. Using a combination of ctm, (at ksheep's suggestion...thanks sheep!) and animation (my own idea!). For those wanting the animated lamp-like pumpkin...then you don't need to do anything. If you want the natural coppery pumpkin with scary face, then you simply delete the animated pumpkin '.png' files and drop in some necessary ctm .properties files (instructions in the readme in the 'alternate natural pumpkin' folder in the 'alternative textures' folder in the pack). Couldn't be simpler...I hope!

Changed the colour of the animated lambent yellow eye of ender on the enderchest to match the ender particle colours, namely purple. Reason being with the new pumpkin/lantern having a glowing yellow 'tungsten' bulb I wanted some contrasting color rather than everything being yellow and green. If you prefered the old enderchest eye animation you'll find the appropriate .png anim strip in the 'alternative textures' folder. Let me know if you think the original was better.

Edited the CTM carved 'Stone Heads' and 'Rune Stone Slabs' back in with help from The_Fool76. Now using a command line instruction '/give <yourname> 5 1 4' you can award yourself a new wood block, which when placed will magically appear as my random ctm 'Head Stone' block with random carved rune top and bottom slabs. Refined all the stone heads to better fit together and blend with other stone blocks.

Added 4 new carved stone head designs.

Following on from this I added another type of carved stone block intended to be used as carved stone freezes, kind of like Mayan stones, but for use in all those secret sect temples you know you want to build! At present it's just 8 slightly edited carved rune stones, but the intention is to replace these with designs more suitable for exotic carved machines and figures. To award yourself one of these Carved symbol blocks, type the command line instruction: '/give <yourname> 5 1 5. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Mayan Stone' and  MC 1.4.6 conveniently labels it in the inventory. Best used in 'creative' mode.

Added 6 new 'marble freize' blocks. These are based on classical carvings such as those found on Trajan's Column, but designed in such a way as to work as larger friezes vertically and horizontally when stacked. Meaning the random designs mesh as well as I can make them when placed side by side or stacked one on top of another. To award yourself one of these marble 'frieze' blocks, type the command line instruction: '/give <yourname> 5 1 6. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Frieze Stone' and again MC 1.4.6 conveniently labels it in the inventory.  As above, best used in 'creative' mode.

All new Half Slab Stone block. I've made it a lot more smoothly marble-like and vertically ctm'd it for use as another column type (see pics on p.492 of my MC Forum page). Works well when combined with the chiseled stone column block or as a decorative border on buildings or capping stone for walls, etc. It also works perfectly well for large domed buildings or as flooring.

Added 10 new random ctm 'mosaic' blocks. Based loosely on a kind of Byzantium style of glittering gold mosaic pieces. These are an early stage attempt and will be changed as I'm not happy with the present design. They are included simply because I can't be bothered to remove them from my working GS pack until I have a replacement. My objective is to create something similar to the marble 'frieze' block. A block that produces pleasing random designs when placed in large arrangements, so the design has to be able to flow naturally together at the edges like the gold mosaic pieces already do to some extent, or be completely individual fragments (poorly represented in my first attempt), connected by some repeating design. So still much work to do here. To award yourself one of these Byzantine 'mosaic' blocks, type the command line instruction: '/give <yourname> 5 1 7. Like above, it will appear as another oak block in the menu, so to avoid confusion with an ordinary oak block, just rename it on the anvil to something meaningful like 'Byzantine Mosaic'. Best used in 'creative' mode.

If you'd rather use all the new extra stone, marble and mosaic textures on other blocks, like wool, then I've left the ctm'd Light Grey Wool 'Head Stone' 'drop in pack' in the 'alternative textures' folder in the pack, called 'CTM Random Carved Stone Heads'. You can use this as an example of how to rename the appropriate .png file and it's accompanying '.properties' file. Alternatively check out the info for using ctm in the MC Patcher thread OP.

Refined the ctm chiseled stone columns and removed the separating lines of shading to make them more solid and continuous both horizontally and vertically. I've found this makes it much more useful as long lintels for bridging openings like windows and doors and as continuous decoration in many situations.

Again, with help from The_Fool76, made my new ctm'd Spruce Plank half block work as intended with iron 'bands' correctly placed along the top and bottom sides.

Added my little 'Glimmar's Machine Co.' tag to the Diving Helm 'pumpkinblur.png' file.

Added another villager 'smith4'. A poor automaton who seems to have lost his head. He's wandering around with his bits and pieces (sounds painfull!) in a brass box, trying to find his way to the repair station!

Added a new 64x terrain glass texture. Allowing me of course to add more detail, whilst being careful not to create more pixelation than necessary. To pre-empt anyone asking, at this stage I am not interested in implementing the 'betterglass' feature of MC Patcher, as I much prefer the wider use to which I can put my glass design for structure and creative architecture, whilst still being perfectly adequate as decoratively framed glass.

Added 8 random oak plank ctm textures. Just very subtle tiny differences.

Fixed the old 'minecart' wheels. Didn't realize that Mojang had vertically swapped one of the wheel sets round, so not sure just how long one side has been upside down. I didn't get chance to upgrade the cart to a 64x version, but I fully intend to do so if given the chance.

Fixed all the zombie mobs to the new larger format, so there shouldn't be a problem with Optifine, etc.

Added a brand new 64x size pig mob. Just one design for now, but I hope to have a good variety based on this one breed. I'm not overly fond of lots of different pig breeds in the same scene. I didn't want to be silly and stick a monocle on a pig and say it's steampunk and neither did I want to stylize it when my pack attempts to be realistic within it's theme. It also had to be an off-fleshy colour, so that I could base my new pigzombiemen off it, so again it will look similar to any other domesticated porker. I spent a lot of time trying to get the limbs and head to flow naturally into each other, rather than just looking like tacked together cuboids.

Added 15 brand new pigzombies, or pigmen, as I like to think of them. These all adhere to the new larger .png format Mojang introduced in 1.4.x. I'm sticking to one breed, based loosely on the new pig mob created for this update, but with many types, expressions and accessories. 15 is a reasonable number to start with I think, but I have a template now from which I can fairly easily add more. Like the new pig mob, I spent a lot of time trying to get the limbs and head to flow naturally into each other, within the constraints of Minecraft cuboid form of course.

Pigzombie 15 is an edited version of Baldurran's armoured pigzombie. I upgraded it to fit my new pigmen design.

Fixed the trading gui. There was no way of knowing, before the fix, if you reached a point in trading where the villager would not trade any more of a particular item. In vanilla this was represented by an 'X'. I've re-edited the gui to allow for two red antique 'no sale' signs to drop down when the villager cannot trade. It was a fiddly job in the end, with various parts needing to be moved around...including the animated flickering valve!

Added new firework particles and re-edited the old arrow trail and damage particles.

Added new antique 'Firework Rocket' item. Might make another more overtly steampunky version out of brass or copper.

Added 'Firework Star' item. A gunpowder ball with glittery coloured star fragments.

Added new 'spellbook' item.

Added 16 random ctm standard foliage textures for those using 'fast' graphics settings. Didn't realise just how bland the standard single textured foliage was until I tried to get rid of the awful new 3d items. Don't know about anyone else, but the 3d items definately don't work for me! In my humble opinion it makes items look 'less' 3d dmages the look and feel of items in picture frames and spoils the illusion of depth completely when dropped on the ground. Who wants to be reminded that items are really just 2-dimensional by sticking a pixelated edge on everything!!

Added 4 random ctm jungle foliage textures for those using 'fast' graphics.

Added flickering blue light animation to sides of furnace and dispenser. Put them in a row and watch the energy surge along. If you find the animation annoying, delete the file 'custom_terrain_45' from the 'anim' folder in the pack.

Added new ball of energy animation to the inside of the beacon block. Feels more like some kind of arcane force is contained within.

Re-sized some of the item animations from 32x to 64x which might solve some problems with bleeding pixels in Optifine.

I should have mentioned that most of the above 1.4.7 edits I've made have been to both 32x and 64x packs, including the above random ctm foliage for 'fast' video settings. However the extra ctm terrain textures, like the new stone columns, heads, marble, mosaic, etc. and new 64x animated pumpkin/lantern are not as yet in the 32x pack (the 64x animated pumpkin for obvious reasons). I only had time to work on the 64x and only ported such textures as items, gui changes, mobs, etc to the x32 pack because they required no extra work. I will of course try to downscale all the extra ctm textures, but as I only play with my 64x pack and my time and energy is so limited, that scale is where my 'blurred' focus currently lies. The 32x pack is still up-to-date and perfectly compatible with MC 1.4.7.

Will be editing out a lot of pics and text from my OP to try and speed the page loading up. A lot of the pics are old and the recent vids I've made more than adequately give a flavour of the pack as a whole.

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Glimmar's Steampunk v9 for Minecraft v1.4.x
-------------------------------------------

If your machine will stand it, there is definitely even more reason to choose the x64 pack. Most of the new terrain textures included in this update have been made first at x64 scale and do look much finer in the x64 pack, than the scaled down x32 versions. I'm still intending adding more x64 terrain blocks and items in the future, as time permits...so keep checking in!

Edited out the CTM carved 'Stone Heads' which replaced the riveted/stitched Grey Wool block, and included it as an alternative 'drop-in' CTM texture, that with a little editing, could also be used on any other block of your choice. This little pack is located in the 'alternative textures' folder in the pack and is called 'CTM Random Carved Stone Heads'.

Updated the x32 pack to 1.4.x with the following:

New 32x CTM Chiseled Stone Column textures. This replaces the normal 'hole in the stone' texture.

Added the 32x CTM Carved Stone Head pack in the 'alternative textures' folder.

Added 32x random CTM Stone Bricks.

Added 32x random CTM Cracked Stone Bricks.

Added 32x random CTM Mossy Stone Bricks.

Everything else has been added to the 32x pack that was included in the Glimmar's Steampunk v8 64x WIP

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Glimmar's Steampunk v8 for Minecraft v1.4.2
-------------------------------------------

Most of the changes needed for the MC 1.4 Update have first been made at 64x scale. When they're all finished I will go back and where necessary downscale to 32x versions. This is only necessary for the 32x terrain.png sheet (but adds a lot of work to scale down all the ctm blocks to 32x ) as mostly everything else I'm adding to both versions of the pack will be at 64x scale (eg. gui's mobs, villagers, paintings, particles and items, etc):

All new 'pack.png' file for the MC texture pack selection menu.

Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated.

Have decided for the sake of my sanity to upscale all new item textures to x64 in both my 32 and x64 pack. As time allows I will go back over the rest of the items and upscale. This also means all new custom_item animations will now only be at 64x scale. However, 32x custom_terrain animations will stay at that scale to better fit the rest of the terrain textures and existing x32 item animations will stay until upgraded. I'm truly sorry if this impacts adversely on your particular setup, but it's taking far too long to scale everything down satisfactorily and it's hampering my completing and upgrading other areas of the pack. 

Whilst slowly upgrading all items to x64, I am also considering changing a number of items from an isometric angle to a more horizontal or vertical position. After playing around with the new picture frames, I've found isometric items to be less useful when used as decorative wall mounted jewellry and gold, etc. Whereas if items are more vertically/horizontally placed, they look more like inset precious stones, buttons, etc. useful as wall decorations for palaces and such, or as fake buttons and gadgets for labs and factories, etc.

Scaled the kz.png art file up to 1024x1024 in both the 64 and 32x packs to increase the resolution and detail of all the paintings over time. Like the items sheet this is to preserve my sanity. As far as I know, this should not adversely effect 32x users.

Added a new 64x64 animated painting of a rotating brass (or rusted iron) flywheel,  fixed on a riveted cast iron plate.

Added a new 128x128 animated painting of a large flywheel assembly/steam engine. Quite a complicated little machine, which I might not get chance to completely finish. This occupies the new MC 1.4 painting slot.

Upscaled some of the existing paintings. Removed the banner and added a few new paintings. See if you can spot which ones. :) 

Darkened the current x32 Iron Bar texture and upgraded to x64 version with more detailed rivets, etc.

Edited the 64x and 32x Emerald Block to remove some patterning.

Painstakingly edited the 32x animated emerald ore to remove two rows of pixels which created unwanted patterning. The result of simple scaling down from the 64x version. I'm seriously considering taking animation out of the ores and replacing with ctm variety instead. I'm interested to hear your opinions on this.

Painstakingly edited the 32x animated emerald ore to remove five pixels which created unwanted patterning. Again the result of simple scaling down from the 64x version. 

All new basic Stone Bricks (normal, cracked and mossy). Lightened and brought more in line with Stone. First created at 64x scale then painstakingly reduced to 32x with careful editing.

Added many new random CTM Stone Brick textures:

## Stone Bricks
## Cracked Stone Bricks
## Mossy Stone Bricks

## as many variations as I can do before I update.

Added a new vertical CTM Chiseled Stone Brick (consisting of top middle and base sections ) which can be used for making classical stone columns of varying height and thickness. The 'slab' top part of the Chiseled Stone is made up of a randomly generated single stone slab.
Consisting of:
 4 unique textures for the sides.
32 random stone slab textures for greater variety on the top and bottom of the column, which can also be used as floor slabs for greater variety when used with the Stone Bricks.

Using one of the grey wool blocks I've added a new Random CTM Carved 'Head' Stone consisting of:
5 Stone Heads (so far)
 for greater variety on the top and bottom of the head design,  16 random stone slab textures with faded arcane designs have been carved into the surface. These can also be used as floor slabs for greater variety when used with the Stone Bricks. 
The Stone Heads are completely random, as are the designs on top and bottom and they represent the now vanished race of 'Inventors' who built the civilisation which resulted in all the rogue and benign mechanical wizardry in the texture pack. Although you can't determine what 'head' stone designs you will get when placed, they still provide a powerful tool for creating mysterious carvings in the landscape, central features on buildings or strange floor and ceiling designs. Using these and a little imagination, it will enable you to create many atmospheric ancient arcane mysteries in your builds, but you have to work within the limits of randomness. I'll add more if given the chance. And if they prove popular will continue thereafter to increase the range.

Added new official (meaning made by me) zombie (the old zombie kindly created by Vondell way back at the beginning, is now zombie10 and activated by MC Patcher's Randommobs option). The new zombie is based on a broken, 'turned rogue' villager automaton, just to make life more difficult once again. I made need to change it though as I persued this idea for the zombie villager mob slot. See below.

Added a new Villager Golem (no.5). Similar to Golem4, but with the addition of a large animated flywheel on his back. Couldn't let the animated painting of the small flywheel go to waste, could I?

Added 2 new villagers. An 'Eastern European' farmer6 and a 'top hat and suited upper class gent' librarian4. Please remember the basis for my villagers is to create as many different types as might be found going about their business in a large steampunk metropolis. As there are only 5 basic types of villager mob, I slot each new villager I create into the most fitting category, also taking into account if a category has fewer villager designs, so that a good mix of villagers appear. I prefer it this way, than rigorously sticking to the Minecraft norm. It should also make it easier to design some intriguing adventures using the 'character' villagers I've created.

Added a new animated 'zombie villager'. This takes the form of an infected or 'turned' automaton villager, which has been 'infected' by a wild 'zombie' machine from the nether regions. You know when one of your servile automaton villagers has been infected...their pulsating brains glow green, their mechanical brass bodies tarnish with lack of care and maintainence, eyes also  glow green and their mouths tend to hang open vainly attempting some form of communication. Then like the dangerous 'wild' machines, rogue automaton villagers seek to destroy their human masters. Only automaton villagers turn rogue and of course the human population dwindles through death or by flight to safety. When a rogue infected automaton is cured, then the human population increases again.

Added the new animated 'Mad Professor' (the new Witch mob). Based on an evil version of Dr. Brown from 'Back to the Future' with a crazy sprinkle of essence of Einstein. You now have a sinister Marsh dwelling Doctor Moreau, who is looking for anything on legs (even blocky legs) to experiment on. Watch out for his expertly thrown bottles of chloroform and other more obnoxious potions! 

Changed the resolution of the Pumpkin Diving Helm pumpkinblur.png from 512x512 to 1024x1024 partly so that it matched my attempts at a 64x pack, but also so that I could squeeze some animation onto it. However, my attempts at animation failed, as MC patcher doesn't seem to animate things on that particular .png file. So unless MC Patcher makes it possible by the time of the offical MC 1.4 update, you're only going to see a new 'stationary' counter on the inside of the Diving Helm. :( No point in adding further detail  until it becomes possible to animate this texture.

Added new cloth armor layers for dye purposes, which required more editing than I initially thought necessary. Took the opportunity to improve on the awful goggles I'd left in there. Not entirely sure how my 'blacksmith/adventurer' cloth armour will actually look in various colors...haven't had chance to try that out. With all the extensive MC and MC Patcher changes this time around, there really hasn't been time to work on improving the rest of the armor side of things either... sorry! It takes me a long time to remember where everything fits together in things like armor and mobs, especially when editing so many different parts of the pack in one go!

Edited the particles.png sheet in the following way:
- added a broken heart texture.
- added a postive sign texture in the form of a glowing riveted brass disc.
- added a Mr Angry Man face. Though I don't think this is currently being used.
- reduced the size of the water drops to a more realistic scale.
- reduced the size and thickness of the 'magic/potion' effect spirals. I was finding them too large and annoying when under the influence!

Added new 'picture frame' background to terrain.png sheet. This new feature of Minecraft 1.4 meant that my old Birch Wood Planks were not compatible as a Picture Frame texture, so decided to take the opportunity to make the following sweeping changes to all the wood plank blocks including higher res 64x versions:
Changed the Oak Wood Planks to a more natural lighter colour (still darker than most other texture packs to stay in keeping with the theme). Not a perfect job of upscaling, but a start none-the-less.
Changed the Spruce Wood Plank from square panels to dark rough-cut verticle boards  based on the old birch wood plank texture. Then further changed inumerable times until I acheived true insanity and thus created what I think should be a very useful texture that works well with the oak wood block.
Changed the Birch Wood Plank from those weathered grey verticle boards closer to a birch color and made it into a square panel, making it ideal for the new picture frame texture and making it ambiguous enough that it can pass for a brass panel look or even a sandstone variant when used with sandstone blocks. Also introduced CTM features to make it possible to create many creative combinations.
Upscaled to 64x and changed the colour and detail of the Jungle Wood Planks.

Due to the change of Oak Wood Planks I edited the following:
Upscaled the detail somewhat and edited the tone and shading on my 'chemist drawer' bookshelves. I'm intending adding 'random' CTM features to this block at some stage, but work like that can be pretty time consuming to get right.

Replaced oak planks on the piston blocks and increased the detail of the brass 'suction' rings on the sticky pistons. Still needs more work upgrading things like the iron frames and rivets.

Added CTM 64x and 32x fence textures.

Added a new 64x and separate 32x plant pot texture. Another of those annoyingly difficult textures to get just right, because of the way Mojang uses the texture both inside and outside the pot, in particular how it wraps around the rim. If there's time, I may make some random ctm variations of the pot (not variations of color though, or you won't be able to use 'em for chimneys or other constructions which use multiple pots as part of their design), just simple emblems or decorations on the side.

Added the new Beacon block texture. Using an old alternative texture as semi-permanent stand-in for now for the x32. . I'm not liking the current rotating 'jerking' block inside the beacon, so I've opted for a solid design that can aslo be used as an alternative ornate 'lamp' light source. The colour and design also work perfectly well for the beam it emits, even though the texture I made is over a year old now! Then Mojang came and changed the design again! Have made a separate 64x version as I didn't like the change again, but it's growing on me now.

Added the all new Glimmar Beacon gui. Suitably animated too... as one would expect. :D Spent an inordinate amount of time on this, which curtailed my efforts to add more random ctm textures to plants, stone, cobble, etc. Hope I can get this properly finished in time. A great deal of testing back and forth to get glowing lights and animations to work well together. Hope you like. It lies somewhere on the fringes of true Steampunk and I like it that as a genre it can be so all encompassing. It allows for steam and clockwork at one end and arcane electrical apparatus at the other!

Added the new Beacon 'Beam' texture that matches the look and colour of my Beacon block. Currently not animated (if that's even possible, but Mojangs built in rotation works ok for now, though a little choppy. Mojang changed it a few times and I've had to redo the texture each time!

Added the new Nether Star as an animated globe containing an ever burning arcane star. Hopefully you will find it, like I have, of great use around your constructions when combined with the new picture frame.

Edited the 'Inventory' gui. Adding a smaller darker version of the potion effect symbols to better work with the new Beacon gui. Added one of the glowing lights from the Beacon gui to the 'potion effects' box.

Added all new Repair/Anvil gui. Gave me a good excuse to show off the controller block for those who only play on survival. having spent so much time on that animated block, it seemed a shame that it would be hidden away and only seen by those who play creative. I added the animated redstone crystal as a hint that something other than just basic materials are need to make intricate repairs, and also because it compliments the animated controller and the red-glowing renaming box. Again spent a fair bit of time on this and was mightily pleased to discover that Mojang had added a cool sound effect.

Added all new 'arrow' textures to the 'items' folder.

slightly altered the 32x 'arrow' item to match, but a 64x arrow item is on the way.

Added all new 32x 'Controller' block. Spent a ridiculous amount of time on animating this... which is amusing, considering that it won't be seen in survival. However, you'll get more use out of it as another brass 'gizmo' in creative mode. If/when Mojang sort the placement orientation out, then I will probably make sides different from front and back using CTM. Wasted even more time making a 64x Controller block which was taking even longer and not fitting in at all well with the existing style of the furnace, craftbench, etc. I might return to that again sometime, but trying to update two packs now with unique animations and ctm with everything that Mojang and MC Patcher is throwing into the mix, is nigh on impossible.

New Potato and Carrot Plant growth stage textures. Separate textures for both 32 and 64x. Sadly downscaling doesn't work and so a lot of time went into making individual plant stages work right for both scales. These things always take me ages to do.

Edited the Ploughed Dirt Block.

Edited the wheat growth stages a fair bit, but still intend to upgrade to 64x and add CTM random variation. Blends much better with the new ploughed dirt texture.

Edited the pumpkin and watermelon stems, but still only 32x.

All new 'Bat' mob. 
I like bats ...we have them residing in our loft/attic/belfry and they sometimes get lost in the house. Incredibly acrobatic in flight and totally silent...well ours are only the size of your little finger) so my first variation is definately furry and cute. Best little mob so far  in my opinion (I say that every time!) due to the fantastic behaviour Mojang have programmed in and because outside in the open air they even look like birds! And that adds a whole lot of life to a Minecraft scene.

Added the dye'able collar to the wolves. This is a temporary measure as I have another style of wolf design in mind which is less totally steam driven, but still allows for lots of variation.

Changed the chest area on 'wolf2', as that texture is now used for the new 32x Beacon block.

Due to lack of space on the terrain.png sheet, I've at last been forced to make new smaller 'Glimmar' signatures. End of an era ...Mojang finally cornered me! :D

New 'potato' item.

New 'baked potato'.

New 'poisonous potato'.

New 'carrot'.

New 'golden carrot'.

New 'carrot on a stick' item.

All new 64x 'fishing rod' textures.

New 'pumpkin pie' item. 

New head decoration items: steve, new skeleton and new wither skeleton (see below), creeper and zombie.

New 'blank map' item.

New 'filled in' map item.

New animated 'nether star' item.

New picture frame item.

CTM Chiseled Stone column bases added at last minute, but needed re-editing due to heavy pixelation of single pixel lines.

Re-fixed the font again, but decided to stretch the menu label on the 'creative-inv' guis as far to the right to fit any future changes to the font caused by updates, especially on the 'decorative items' tab which pushes the spacing on my font to the limit. I need to rethink the flip-up 'search' lid design for the future. :(

Very last minute... created a new 'skeleton_wither' mob.

Very last second... created a new 'skeleton' mob from the wither_skeleton. 

Both above mobs are quick stand-ins so that you are not faced with a vanilla mob standing out like a sore thumb. I will be returning to work on these sometime.

There's probably a lot of other stuff I've forgotten to jot down here, and a lot of other stuff I'd do if I had more time... improving, animating, ctm'ing, building and vid'ing.

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Glimmar's Steampunk v7 for Minecraft v1.3.x
-------------------------------------------

Added new, very detailed hi-res MC Patcher compatable 'Better Skies' Starfield texture. The work is original to me, but inspired by many excellent panoramic photographs and artwork. All the stars were randomly generated by my own random brushes in Gimp and a painstaking amount of work adding stellar and atmospheric gaseousness. A goodly number of stars and various colour effects were added individually, hence why this took so long to make. However, the most difficult thing for me was trying to figure out how the MC Patcher 'box' template had to be filled with my work to make it wrap believable around the world.

Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated. 

Edited the stome bricks. Flipped the stone brick horizontally and re-introduced the original highlights for a bit more depth. Added a little more shadow to the mossy foliage on the mossy stone brick. These are still stop gap edits, until I find the time and inclination to tackle some new random CTM stone bricks.

For those who like their lava a dangerously acidic shade of green, etc. I still haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack). So those specific Item and Terrain sheets will still need updating for use with MC 1.3.x...sorry about that.

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Glimmar's Steampunk v6.1 for Minecraft v1.3.1
---------------------------------------------

As discovered by ksheep, I missed out the second state texture of the tripwire when it's attached to the tripswitch...hence it's unintentional disappearance. 

The old 'extras' download is now back in the main pack again. I had a little time to prune the extras'  down to textures that were still relevant and to update with some new alts. I decided it would be simpler to maintain  if everything was together again. Sadly, I tended to ignore it as a seperate download.

For those who like their lava a dangerously acidic shade of green, etc. I simply haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack). So those specific Item and Terrain sheets will still need updating for use with MC 1.3...sorry about that.

If your machine will stand it, there is definately more reason to choose the x64 pack. Most of the new animations included in this update have been made at x64 scale and do look much finer in the x64 pack, then scaled down to x32 which is not so ideal. Also I may be adding more x64 terrain blocks and items in the future, as the fancy takes me...so keep a look-out!

All particles in particles.png have now been made hi-rez in both x32 and x64 packs. Drips and bubbles, etc.

New animated paddle-less steampunk boat. Until I get round to animating some type of paddle wheel, I have removed the unsatisfactory stationary wheel texture and designed things to be a little more ambiguous as to the method of propulsion. The boat is still powered by steam which drives something, but that 'something' is hidden from view under the water... though you see animated spinning cogs in the boat.

The old paddle boat and some new alts are in the new 'alternative textures' folder in the pack. However, please note, alternative boat designs will not match the new boat animations, so it may be necessary to put up with moving parts not quite matching, or remove the 'boat ....... properties' files from the 'anim' folder in the pack. 

New boat icon on the item sheet to reflect changes to the boat texture.

New cog animations to all three Iron Golem designs. Have fun finding them!

New Iron Golem4 with animated cogs, counter and arcane electrical eye.

Fixed a line of missing pixels on the top of the Iron Golem heads.

New animated Eye of Ender item (x64 version worth checking out in the x64 pack).

New animated Eye of Ender on the End Portal Frame (again better x64 version).

A new...new animated Redstone Dust. Got tired of the spinning red disco ball gif animation and changed to something of my own creation which is still animated, but is easier on the eyes, looks crystal shard-like  and appears to be powered from within. Notice the lines of energy sailing through the fissures in the stone.

New clouds.png texture.

Tweaked the sky colour to fit the new clouds.

New animated Redstone Ore (courtesy of Lady Eternity and Proudfoot).

New animated Gold Ore (courtesy of Lady Eternity and Proudfoot).

New Book item.

New Pen and Book item.

New Book gui.

The new 'book' gui required a whole new font designing. Letter size and spacing for the old Berylium font meant that the book pages only looked half filled by the time you'd used up your quota of letters for each page. 

New font - put together by my own fair hand and dullard brain! Much kudos to Nuin for his excel spreadsheet that takes the grind out of calculating letter spacing. Even so, this took up a couple of spare days to find an appropriate font and squeeze it into a 1024x1024 grid...and I thought animation was tedious! Works perfectly with Minecraft v1.2.5, but spacing has been broken in all subsequent weekly snapshots, even though MC Patcher has been updated. I really hope this doesn't mean I have to tackle letter spacing all over again! :(

Since making the font, weekly snapshot updates broke the spacing and I've had to realign everything again by hand as Nuin's excel spreadsheet doesn't seem to be compatible with how MC Patcher and Minecraft currently hang together. This may need changing again last minute if things settle back to normal after the 1.3 update is finalised.

New font now adds support for letters ñ á é í ó ú, etc.

As the new font is more spacious, the labels on all my new guis needed reworking...wasting yet more time that I'd hoped to spend on animation. And re-doing again everytime I have to re-space the font!

Sign text now has a shiny brass coloured look to it. Text is generally bolder and coupled with 'brass lettering' is much more noticeable. I intend to add slight shadow to text so that sign lettering looks even more brass-like.

Edited the sign item to reflect the change of sign letter colouring.

New container.png gui. Otherwise known as the chest interior. I designed a system of pull-out brass specimen drawers, with a flip-up active menu. The idea was to have something in-keeping with my own recent guis, that would clearly display items, along with a greater 3-dimensional feel. Animation will be added to this in future, but more pressing work on the new guis pushed this work back.

Edited the achievement 'bg.png' gui. Upped the resolution to x1024 for editing in the future and added a brass label in-keeping with new gui style.

Edited the 'alchemy.png' gui. Increased length and changed position of brass labels to accomodate new font size.

Extensively edited the 'crafting.png' gui with new longer brass labels, new grungy brass inventory to better show items and tidied up placement and shading of textures throughout. reworked the crafting box and added green animated fog to the centre. Also increased resolution to 1024x1024.

Extensively edited the 'furnace.png' gui with new brass labels, new brass inventory, new gauge including repositioning various elements (the original has been out of line in many areas since it was first created). Improved shading, tidied things up and increased resolution to x1024 for further editing in future. Added new brass machine elements, plus: animated valve, animated fuel spark ignition, counter, centrefuge and will no doubt add more animated Steampunk features in the future.

Edited the 'enchant.png' gui - increased length and changed position of brass labels to accomodate new font size. Included a new animated valve/tungsten bulb and an animated counter (both at the top of the gui).

All new 'trap.png' gui - added standard brass labels, new grid store, new cogs and gauge and added the standard brass inventory. Will add some animation to this in the future.

All new 'trade.png' gui. Went along the lines of a portable clockwork antique 'till'. Limited the animation to the same elements seen in other gui's...this adds some movement, but doesn't waste more time I don't have on time intensive animation and cuts down on the number of files MC Patcher has to juggle.

Brand new 'allitems.png' gui in the style of a handheld device with old working typewriter keys, in-keeping with general style of new brass guis and new font size x64 scale at 1024x1024 pixels. A few little twists and animations to compliment the multi-tool aspect of this exciting new gui. I spent over a week of spare time and late nights on this 4xgui gizmo. Hope you like what I made for the waste disposal unit and it's animated too!

All new animated 'inventory.png' gui, which I humorously call 'The Gentleman's (or lady's) Portable Workshop'. Designed in the style of a portable carry case that opens out to provide storage, workshop and 'suiting up' facilities.

Added a new dark cast iron enderchest with a pulsating 'eye of ender' animated socketed on the front. Further animated elements will be added to this in the future.

New 64x alt terrain textures in the 'alt' folder, courtesy of Lady Eternity and Proudfoot.

Connected Textures* support for Optifine, courtesy of Demi Person. This is only to prevent Optifine reverting to default Minecraft textures for glass, etc., it does not give true Connected Textures, as I feel these are not necessary for my glass, sandstone and bookshelves. My sandstone is already connected, glass is supposed to be structural (so I don't want great gaps) and my 'chemist drawer' bookshelves would look silly as wide drawers. I don't personally use Optifine and so cannot testify to it's effects.

New MC Patcher CTM support - random grass features, random plant and foliage types, limited random stone texture:

Edited the stone again. Added a subtle random element using CTM made up of four rotated stone textures. Further experimentation will take place when I have the time.

32 new random CTM grass textures - plus edited the base grass texture.

10 random tall grass types in CTM. The naturalising effect is very satisfying, coupled with the all new base grass texture.

16 new random CTM standard foliage textures.

4 randomised CTM jungle foliage textures.

7 new random CTM rose red bushes.

7 new random CTM rose yellow bushes.

11  new random CTM fern plants.

5 new random CTM poisonous mushrooms.

11 new random CTM edible mushrooms and edited the base version.

11 new random CTM lilypad textures.

12 new random CTM desert plants.

Added new cocoa pod stages - only x32 (x64 is just upscaled).

New coal ore. It tiles better, so can be used as a building material in creative.

New iron ore. Now possible to use the iron ore for building purposes in 'creative', subsequently added a little more glitter. Best viewed at middle distance. Up close looks slightly less defined. Will work on something else eventually.

All new animated emerald ore. x32 and a far better x64 variety.

New alternative 'emerald' cast/wrought iron decorative texture to replace the old sponge block. Separate x64 and x32 versions. Great for decorative wrought ironwork gates or cast iron decorations on iron bridges.

New emerald block. I thought Victorian emerald green tiles would be the most useful texture to fullfill this new role. Complimentary to the blue Lapis tiled block. Works well for walls [i]and [/i] floors. Separate x64 and x32 versions.

New animated emerald 'currency' item.

New ruby item. Not sure if this will be used yet, but as it is still on the latest snapshot update I thought it wise to have a ruby jewel texture ready.

New trip switch and tripwire textures in the style of high conducter lugs for the switch and copper cable for the wire. The wire is thick enough to pass for rope for rigging and other purposes - separate x32 and x64 versions.

edited the string/rope item to a more coppery hue.

New x64 and x32 steampunk bed. Still gadgety, but a lot more comfortable and very 'chaise lounge' too. Still tried to make it useful for other situations than just sleep.

New bed icons x32 and x64.

New 'xpbar text' color.

New animated diamond item - both x32 and x64. Originally had a spinning diamond, but spinning animations can get annoying pretty quickly!

New x64 brass egg icon. Would be nice to add some kind of mechanical animation to this at some stage.

New animated Lapis item... Spinny and rock-like. What more can one say? x32 and x64 versions. Not sure spinny things work so well, in that they are far to distracting in your inventory! :D

Darkened the bamboo and touched up the shading for a more natural appearance, doesn't look quite so neon now.

Toned down wheat. Will probably add random elements in the future using CTM.

Edited diamond ore to reflect that we now have emerald ore (took out the emerald like stones amongst other things).

Edited shading and colour of TNT to feel slightly more grungy steampunk than squeaky clean dieselpunk, but I still intend making something else.

Edited glass with decorative elements from pre-1.9 pack again for a more fantasy than pure industrial look. Tone and everything else is still the same as in v5. With CTM switched on in MCPatcher the old texture is active on solid glass blocks with decorative variety only seen on glass panes. Though not intentional, I like this because glass panes make excellent alternative decorative barriers.

New human villagers - it's my intention to add alsorts of human nationality and costume varieties, but will group them as closely as possible into the limited range of Minecraft types. I'm more interested in setting loose hordes of villagers in my city build, therefore want to have as much variety as possible, including automaton servants. Anyways, here's what I got through so far as a start:

Added all new human 'butcher' - male. Kind of Victorian/Edwardian fantasy costume. Fairly plain as yet from which to build off a variety of types with different faces and gizmo props! 

New 'butcher2' - female.

New  'butcher3' - brass automaton appropriately garbed carrying hunk of meat and cleaver hand attachment.

Added all new human 'farmer' - male. Victorian west country 'smock' and flat cap style. This is my homage to my love of hobbits. 

New 'farmer2' - male Middle Eastern style, which given the cosmopolitan nature of most Steampunk worlds and the presence of villages in deserts, should work quite well.

New 'farmer3' - brass automaton appropriately garbed with open straw hat, leather belt and knife and sickle hand attachment.

New 'farmer4' - sort of male Eastern European in style, but ambiguous country worker or eastern gentleman.

New 'farmer5' - sort of Northern English 'land girl' a little quirky in dress sense, but ready to get stuck in around the farm!

Added all new 'librarian' - brass automaton library assistant, who fetches and carries books from the archives - sporting a handy brass/bronze writing quill behind his left ear.

New 'librarian2' - female Oxford graduate style for that essential studious look. Has a slightly religious feel about the finished costume.

New 'librarian3' - male Oxford graduate style.

Added all new 'priest' - a medical brass automaton complete with white gown, hat, stethoscope and ominous looking retro syringe. I affectionately called him 'Jabber the Nut'. I will still add more typical 'priest' style of villagers in the future, but couldn't resist starting from a retro sci-fi angle for some chilling, yet humorous scenarios.

New 'priest2' - male cap and gowned surgeon/dentist or scientist with retro goggles that should look appropriate for any Victorian/Edwardian industrial complex.

New 'priest3' - variation of male cap and gowned surgeon/ scientist.

New 'priest4' - another surgeon/scientist variation.

New 'priest5' - not wishing to raise issues of steriotypical roles, but this one's a blue robed nurse/surgeon/scientist type with face mask. I must also point out that my feelings towards medical personal is fairly ambivalent, despite numerous family medical emergencies this past year. It's just that Dr Death and the Mad Scientist theme's seem very much a part of Steampunk and retro-science fiction and I couldn't resist making something along those lines available for my theme-texture pack.

Added all new 'smith' - brass automaton with hammer hand attachment and leather utility belt complete with hacksaw and screwdriver.

New 'smith2' - A blacksmith/engineer type with  a thriving sky pirate business on the side!

New 'smith3' - a female variation of 'smith2'.

Added a new basic 'villager' brass automaton.

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Glimmar's Steampunk v5 for Minecraft v1.2.4/5
---------------------------------------------

3 new plank textures. I am continuing to experiment with new plank types to get the right balance.

2 new sandstone textures

Edited sand slightly to match new sandstone blocks.

Edited old sandstone textures to match the new.

New alternative textures - sandstone and wooden planks (on new alt sheet 5). If I get the chance, expect more alternative wooden plank textures in the future.

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Glimmar's Steampunk v4 for Minecraft v1.2.3.
--------------------------------------------

Changed version no.  to a simple numbering system that will now increase by one digit every update, eg. this update is version 4 and not v3.8

3 New Iron Golem villager mob.

Toned down the rivets on the copper panelled netherrack to dampen excessive moire in large builds and reworked the copper sheet.

New lapis lazuli block.

Edited the green gaslamp (torch) to give a black rim when seen from above.Necessary now there are no flames coming from the top.

New amber coloured particle flame for normal lava.

New hi-res clouds. Will continue to edit these in the future for more variation.

New round hole stonebrick texture for those like me who like to build in creative. This may change considerably when I find out what the purpose of this new block is.

Two new temporary sandstone blocks which will be edited when they become functional and when I know for sure where in the Minecraft world they are found.

3 new randommob slimes by _Greanleaf_ - slime2*, slime3*, slime4* and slime5*which is a simple brass colour variation of _Greanleaf_'s slime3* I couldn't resist making.

New alternative textures (on alt sheet 5). Should be a lot more to follow for you mod enthusiasts to get to work.

Edited cobble and mossy cobble for better tiling.

Darkened sand slightly.

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Glimmar's Steampunk v3.7.1
--------------------------

Fixed the issue with 'zombie8' and 'zombie9' not displaying correctly in game.

The 64x version should correctly display animated terrain blocks when using Optifine. All my animated blocks have been upscaled to 64x to match the upscaled resolution of the terrain.png file.

Both 32x and 64x versions of the pack have had the 'fast' version of the jungle tree leaf texture edited for greater depth, with a darker background to the leaves.

Both 32x and 64x versions have had the alternate 'green' world folder updated with some extra instructions and a 'no lava drip' particles.png file to remove the odd red drips from the green acid lava.

The 'readme' document has been edited to reflect the current pack and Minecraft version number. I forgot to change it previously.

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Glimmar's Steampunk v3.7
------------------------

Now only offering a 32x and 64x pack. We are still only talking about 64x water, lava, fire and portal animations in the 64x pack. Both packs have a variety of 64x mobs and other textures.

Both packs now have an updated 'alt' folder for those wanting 'green' lava and fire.

Increased resolution of terrain animations to 64x64 frames to solve Optifine problem with upscaling terrain animations.

New steampunk 'ozelot' (ocelot) mob.

New 'black cat' mob.

New 'red cat' mob.

New 'siamese cat' mob.

Added my own 'zombie8' and 'zombie9' based on PATR101's zombie robot*.

Edited the robot slave villagers created by PATR101's edit of my textures.
 Temporarily added scaled up tabard/aprons from the default villagers to better distinguish between the professions. Also added some shading to cogs and wires and changed the facial features. These are still temporary 'stand-ins'.

Two new pigs, and added a snout and a new bottom to randommob pig2.

New cavespider* edit by Deepblue686 using my own and Gestankfaust's randommob 'squid3.png' textures.

Added new randommob skeleton2* by _Greenleaf_.

New HD gaslamp and lava particle.

New jungle leaf terrain texture, then swapped position with the old leaf texture for better effect. So birch and standard trees and the new jungle undergrowth have bigger leaves and the new jungle tree tops have smaller leaves.

New jungle log.

Four new sapling textures. One of which is the new jungle tree sapling.

New iron bars terrain texture. Much less 'moire' in the distance and more versatile as a structural building material.

New redstone lantern textures.

New biome underwatercolor.

New biome fogcolor.

New biome skycolor.

New biome grasscolor.

New biome foliagecolor.

New biome swampcolor.

New biome pinecolor.

Edited the terrain red and yellow flowers, removing some pixels and toning down.
Edited the vine.

More compatability with Optifine by way of upscaled animation resolution for 64x pack.

New 'bottle'o'enchanting'

New tall grass.

New obsidian - actually the old bedrock slightly edited.

New bedrock.

Tweaked grass top to remove a bit of the pixelation and changed tone slightly.

Edited the snow top to tile better...smoother with a hint of sparkle.

Edited the melon.

Edited the grass sides to add a little more shading and highlight.

Toned down the mushrooms.

Edited the desert bush.

Edited the birch log.

Changed the tone of the bookcase drawers to better match the wood plank.

Wasted lots of time trying out new textures only to scrap 'em.

UptoDate Alt Textures Sheet 5 added to pack.

Still working on the Iron Golem villager mob.

Lots of tiny little pixel changes to things that would only matter to me - basically not worth mentioning.

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Glimmar's Steampunk v3.6  Changelog
-----------------------------------

Moved all animated textures to the new 'anim' folder, as per new MC Patcher.

Fixed the cow and the zombiepig bottoms...tch! The jobs you've gotta do round here!

Fixed the chicken feet (back to front) and added 3 new chicken edits to RandomMobs.

Adjusted position of animated diamond pickaxe to sit a little better in the guis. This is a compromise, as you do miss some of the animated lights when holding the tool, however, it looked a little peculiar sitting up in the top left corner of an inventory box.

Added 3  new 'fire' mobs

Added 2 'lava' mobs

Added 3 New silverfish mobs

Temporary mooshroom mob. Just a recolour of the existing cow.

New HD 'mojang' loading screen...still a work in progress

Grateful thanks to 'Nuin' for use of his HD font 'Berylium'. This was imported from  'Typodermic Fonts' to Minecraft by Nuin and I am using it in my texture pack with his kind  permission. 

New HD main menu 'gui' with a little 'language' gizmo that I hope you feel is appropriate for the theme.

All menu selection bars now have an illuminated valve when hovered over.

New game screen HD fold-out brass inventory gui

All new HD 'enchant' gui. Spent the better part of a week on this screen alone

inactive enchantment machine

activated enchantment machine

New bookcase 'chemist cabinet' block to fit in with the animated 'enchantment' scheme of things. Various machine parts now come flying out.

Work in progress 'alchemy' gui'.
I will continue work on this and other gui's to work towards a common style of my own for all the gui's. I'll make any menu's I decide to drop, available in the 'extras' download.

Higher res particle smoke, including some top secret steampunk enchantment symbols to match my idea for the new enchant gui. Still to finish other particle icons off.

New waterspeck particle taken from the high res smoke.

New potion 'effect' particle (the spirally thing you see while under the influence of a potion).

New 'slimeball' item  for better particle effects when the slime mob bounces on the ground...was too bright before.

New mobspawner ball/egg/thingy.  I settled on a simple metallic ball with shiney discs on. I haven't tinkered with the customisable MC Patcher colors for this or the potion bottles yet

Edited the magma cream item.

Edited the blaze powder item.

Special 'alternate' font of illuminated brass letters used in the enchant gui. Again, fiddly to get it all to work properly with the idea I had for the 'enchant' gui.

New fogcolor0.png for some smoggy/gloomy steampunk conditions. 

New stronger watercolorX.png ...now Minecraft seems to be smoothing transitions in the biomes a lot better.

A new iron door.

New textured sand. I've also darkened both the sand and the sandstone for better architectural combos and to make the sand look less luminous in the landscape.

New nether brick...based on the 'normal' brick texture, just darker and redder (like what we call 'Accrington' brick here in the UK or Industrial brick elsewhere)...and with a more damp green mortar.
  
For those wanting an 'all metal' nether factory look, I will try to work on a new metal texture for all those giant constructions down below.

Changed the netherwort to better match the new netherbrick.

Darkened the clay and reworked the texture to better match the tone of the sand  and look less luminous in the landscape, but can still be used as a 'marble' block look-a-like, etc.

Edited the stonebrick to tone down the shadow and highlights at the edge, as they were proving a little hard on the eyes when used as steps and in large constructions, ie. not tiling as well as I would have liked.

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