Better Visible Ores
# Emesive Textures Of Ores Without Optifine 
# 1.21.2+ works without OptiFine
# Below 1.21.2 requires OptiFine for emissive textures
This texture pack improves the visibility of resource ores in Minecraft. It changes the textures of to make resources easier to spot while mining, without changing gameplay mechanics.
The pack helps players mine more efficiently and saves time by making ores clearer and easier to recognize. It is especially useful for survival players, or anyone who wants a smoother and less frustrating mining experience.
This is a visual-only texture pack and does not affect game balance or give gameplay advantages beyond better visibility.
Better Zombie X Herobrine
Transform your Minecraft experience with Better Zombie X Herobrine A terrifying and unique texture pack that completely reimagines the classic zombies.
Every zombie you encounter is replaced with a haunting Herobrine version
featuring glowing white eyes that pierce through the darkness creating an unsettling atmosphere for your worlds.
Perfect for adventure maps, horror-themed servers
or just adding a creepy twist to vanilla gameplay. This pack focuses on entity and model textures
Altering the visual appearance of zombies while keeping Minecraft’s vanilla feel intact. With a resolution of 16x–32x, it balances clarity and performance
Ensuring smooth gameplay on most systems. Whether you’re exploring dungeons, fighting mobs, or building eerie landscapes Better Zombie X Herobrine adds a chilling and memorable visual
If the menu looks strange or is missing textures, that’s normal, but it won’t affect your gameplay.
Element that will keep players on edge. Experience the horror… if you dare.
Better Weather Sight
# Better Weather Sight

## What it does?
– Makes **rain, snow** doesn’t hide your sight
### Troubleshooting
Weather is still hiding my sight!
Make sure this resource pack is placed above other resource packs in the order.
Better Birch Leaves
# Better Birch Leaves
Birch leaves, but beautiful. This resource pack gives **birch leaves and saplings** a **golden-yellow makeover**, making forests feel warmer and more natural — like autumn year-round.
## Features:
– Birch **leaves and saplings** now appear **yellow/golden**, not bright green
– Inspired by the new leaf color style from modern versions
– Works with all biomes — no code, just cleaner visuals!

## Older Versions Supported:
– In Minecraft **1.6.1 – 1.12.2**, birch leaves and saplings use the **older-style textures**, blending into classic visuals

## Compatibility:
– **Resource Pack**: Minecraft **1.6.1 – 1.21.11**
– No dependencies needed
Bedwars Ultimate
This Resource Pack focuses on Bedwars and PvP Textures, like tiny Swords or some simple Block Textures.
Tools and Weapons:
25
Blocks:
128
Items:
11
Armor and Equipment:
21
Coming soon: Item Textures 🙂
Bedrock GUI

> A gui style for menus based on Bedrock Edition
## About
This pack changes the style of most menu buttons (even some modded ones!) to look more like Bedrock Edition’s gui. It also replaces the vanilla title with the Bedrock one.
Supported mods:
– Mod Menu
– Capes
– Malilib
– Litematica
This pack also supports Respackops! If you have it installed, you’ll be able to disable certain features or even try out alternate styles!
## Install
For loading the pack in-game, check out the official Minecraft wiki page on how to install resourcepacks.
## Usage
You can use these assets however you want and post projects that include them as long as any of the following pages are linked to as credit: Github | Modrinth | Curseforge
Please do not rehost this pack directly. If you want to make releases on other platforms, redirect downloads to any of the above links.
Bat
**OPTIFINE/EMF REQUIRED.**
________________________________________________________________________________________
Quite literally ONLY remodels and retextures the bat to be more like it’s original brown look but pixel consistent.
Said look being from any point before 1.21.3, where they didn’t bother keeping it…
Bare Bones Borders
Bare Bones Borders adds borders to important blonks like ores and powdered snow in the style of Bare Bones.
Also supports emissive textures with the use of Continuity or ~~Optifine~~.
I’m open to suggestions for more blocks or mod support.
Back to the PIT
# Back to the PIT
### formerly known as LRRgh
This resource pack replaces the default Minecraft bell sound with “Back to the PIT”
This can be useful if, for example, you wanted to dig a 16×16 hole down to bedrock, and ring a bell each time you intend to return to that hole.
## CREDITS
“Back to the PIT” sound voiced by the late Wayne June for Darkest Dungeon by Red Hook Studios
— https://www.darkestdungeon.com/darkest-dungeon/
resource pack icon taken from famous youtuber James Turner’s jlrrPit emote
— https://twitch.tv/James_LRR
art made by Taylor “TQ” Quinn
— https://linktr.ee/WitchyTQ
resource pack haphazardly hacked together by MungoDude
— https://kind.social/@mungodude
— https://bsky.app/profile/mungodude.bsky.social
AutoSwitch


# AutoSwitch
**AutoSwitch** is a Minecraft mod (for Fabric / NeoForge) that automatically swaps the held item based on what you’re
about to do – mining, attacking, interacting, or when specific stats change and what is available on your hotbar
(i.e. you hit a stone block with your fist, it will switch to a pickaxe).
It’s rule-driven and highly configurable via a HOCON config file `autoswitch.conf`,
located in the `config` folder which is next to the resource pack folder.
A quick way to navigate there is by going to `Options > Resource Packs > navigate up one folder`.
The mod can be toggled on/off dynamically in game by pressing `R`.
—
## Configuration
> This section only applies to AutoSwitch 12+. Earlier versions used a different config format.
There are four sections in the config file – three for defining selectors and targets when various actions occur,
and one for general feature configuration:
* `attack-action` – rules used when **attacking** (entities or blocks).
* `interact-action` – rules used when **interacting** (right-click-like actions).
* `stat-change-action` – rules triggered by stat events (e.g., using a totem of undying).
* `feature-config` – Controls the overall behaviour of the mod.
Each rule contains:
* `priority` – integer; higher values are given precedence what multiple targets match.
* `target` – what this rule matches (types: `BLOCK`, `ENTITY`, `STAT`, or an `EXPRESSION` allowing the combination of other targets).
Targets can reference tags or specific explicit IDs (`minecraft:ender_chest`, `sugar_cane`).
* `tools` – ordered array of candidates to switch to. Each must be an `ITEM` or an `EXPRESSION` of `ITEM`s,
or be an empty list (to disable switching for that target).
`EXPRESSION`s can have as many elements or as much depth as you wish, allowing for a great deal of control.
The default config covers a wide range of cases and should serve as a great basis for expanding.
Tools and targets can have an optional `data` field to control things like enchantments or blockstates that should be matched.
### Live edits
Simply resave the config file when ingame for it to be automatically reloaded.
### The Gritty Details
#### Expressions
Expressions can be nested to any depth you desire.
Expressions support the following operations:
* `OR` – Match any one of its children
* `AND` – Match all of its children
* `NOT` – Match none of its children
* `XOR` – Match only one of its children
#### Data
Currently, the following data types are supported:
* `BlockState` – The block state to match
* `Component` – Currently only supports `POTION_CONTENTS` on items
* `Enchantment` – The enchantments an item has
* `EntityEquipment` – The equipment an entity is wearing, such as a pig with a saddle
#### Selection Priority
**Decision order (first thing that differs wins):**
1. **Target Priority** – rules with higher priority are preferred.
2. **Target Rating (multi-level)** – compare rating level 0 – n up to the configured maximum.
At each level compare, in order:
* `isGroup` (prefer non-groups)
* `hasData` (prefer those with data)
* `typeRating` (higher preferred, e.g. weapon DPS or mining level)
* `dataRating` (higher preferred, e.g. normalized enchantment level)
3. **Tool Priority** – prefer tools that are intrinsically prioritized higher.
4. **Tool Rating (multi-level)** – same multi-level comparison logic as Target Rating (isGroup → hasData → typeRating → dataRating).
5. **Is the slot currently selected?** – prefer the currently held slot if tied so far.
6. **Smallest slot index** – final tie-breaker: lowest (leftmost) inventory slot wins.
##### Text-based Flowchart
“`
START: candidate inventory slots (all slots that matched a selector)
|
v
Compare Target Priority
|– if different –> choose highest Target Priority –> END
|
v (same)
Compare Target Rating (levels 0..N)
For each level:
– compare: isGroup? (non-group preferred)
– compare: hasData? (with data preferred)
– compare: typeRating (higher wins)
– compare: dataRating (higher wins)
|– if difference found –> choose winner –> END
|
v (no difference)
Compare Tool Priority
|– if different –> choose highest Tool Priority –> END
|
v (same)
Compare Tool Rating (levels 0..N)
(same per-level rules as Target Rating)
|– if difference found –> choose winner –> END
|
v (still tied)
Prefer currently selected slot?
|– Yes –> choose currently selected –> END
|– No –> choose smallest (leftmost) slot –> END
“`