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First major update for 1.17 with more still to come! Would've loved to get more of the new 1.17 stuff done this past cycle, but amethyst was a huge time-hog as complex animations tend to be. On the plus side everything amethyst-related is finished and even prepped for quick shader support in the future! Moss blocks were another one of the new blocks I just had to address as they seem like they could be really useful for builds.  

Next month I'm going to go back and give some more attention to 1.16 stuff, though don't be surprised if a few 1.17 things make their way in there! There's still a bit left to do for both.

Changelog
[1.17a]
-Added animated textures with random and large CTM support for all amethyst-related blocks.
-Added random textures for smooth deepslate.
-Added random textures for moss blocks/carpet.
-Added textures and large CTM support for smooth basalt.
-Added textures and large CTM support for calcite.
-Added texture for cobbled deepslate.
-Added a bunch of properties files to enable vanilla placement of deepslate--it may now be placed at any angle.
-Added new random texture pools for dead bush art with appropriate assignments to specific biomes that they best fit in.
-Added item icon and block art for raw copper.
-Added animated item icon for amethyst shards.
-Added animated item icons and block art for raw iron and gold.
-Changed default held dead bush icon to ne biome-netral dead bush.
-Added item icon and model textures for spyglass.
-Recalibrated and redesigned spyglass reticle for more intuitive rangefinding.**
-Re-added proper potion particle colors.
-Further expanded grass overlay CTM to support some of the newer blocks.
-More behind-the-scenes optimization of CTM to reduce file count/size.
-Expanded stone biome palettes to include some new stone types.
-Fixed mycelium block animation to include a bluish-green frame that was previously not being used.
-Fixed a CTM tile issue with glass blocks.
-Fixed grass texture to show the double leaf pattern much less frequently as originally intended.
-Fixed a previously fixed issue with grass and mismatched palettes. Again...
-Fixed a bug where copper ore was not properly affected by biome palettes.

**to ensure proper functioning of the rangefinder ensure you have these settings in Options:
-Options>FOV:90
-Options>Video Settings>Dynamic FOV:ON

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Comments

Anonymous

Awesome. Thanks for your hard work. I love the look of your amethyst. The crystals look beautiful. My one concern is that its a bit hard to tell the difference between the budding amethyst blocks where they glow and the normal amethyst blocks. They are a tad lighter than the others, but I'm afraid I will accidently destroy them when I think I'm getting normal amethyst blocks. Maybe make them a bit more distinct? Or perhaps I need more time getting use to the difference.

Anonymous

all new stuff looks amazing! Very unique, good animations and it's rare to find a pack that is not in comic/children style with such special feeling.