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Mineforgian

D°Uzi Craft: Dessert Port

A better way to play Minecraft!

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Обновлён
24 мая 2026 г.
Лицензия
CC-BY-NC-SA-4.0

Опубликован 24 мая 2026 г.

D°Uzi Craft is a resource pack that aims to make Minecraft visually appealing in a fresh and exciting way, without drastically changing the game's art style.

As the name suggests: this is a port of a resource pack of the same name. You can see it here.

The goal of this project is to ensure that players from both Java and Bedrock can have a near seamless experience, with little to no major changes from either versions.

A few of the changes:

  1. Fixed many texture inconsistencies in blocks such as copper blocks, bricks, ancient debris, and more!
  2. Updated outdated UI and Hotbar elements.
  3. Major texture changes to blocks, weapons, tools, and armor to look more aesthetically pleasing.
  4. New C418 music, replacing 11 and 13.
  5. Updated sounds for many blocks.
  6. A fresh coat of paint to some outdated mobs! (And some variants, some from nametags, others naturally!)
  7. Baby variants for every mobs that has one, look at their adorable faces!!!!!!!! (but not in a weird way)*
  • This only applies to versions before 26.1.
  1. Variations for some blocks.
  2. Unique, and more dense fog for the pale garden.
  3. Double slab textures for most slabs, which creates room for more creativity!*
  • this gif is outdated by 3 years

Mod dependencies:

On its own, D°Uzi Craft: Dessert Port doesn't need any mods in order to run without issues. Just open any vanilla client, and you are ready to go!

However, for the full experience, you will need the following mods:

Mod Needed for:
ETF + EMF/Optifine All mob models and textures
Polytone Pale garden fog, darker roofed forest leaves and block sounds
Continuity/Optifine Lilypad variants (see FAQ as to why)
Respackopts Option to straighten 3D items in third person

FAQ:

  • Q: Why are some features missing?
  • A: The pack can only port what is possible via resource packs, both in vanilla and through active mods. You can look at the changelog in order to have insight on some of my decisions.
  • Q: About the lilypads...
  • A: In order to properly explain, you would have to know that block variations are done through models. This doesn't seem that bad, until you have a case like mine.
    • There are 5 lilypad variants and 9 lilypad flower variants. Multiplying them gives 45 different models. Add onto the fact that each texture has its own weight, and you can see why this was done.
  • Q: Why are the cats broken?
  • A: This seems to be more of an EMF thing than a bug by this pack. Downgrading to any version before 3.2 (if it hasnt been fixed) or disabling compiled animations will prevent this.
  • Q: Interesting pack name... Why is that?
  • A: Why are you- anyway, its mostly a play of words.
    • The port was initially called "Community port", but it doesnt make sense if the community is one guy.
    • "Cake's port" is stagnant, as I used my own name a lot for my packs.
    • And since cake is technically a dessert, it is a way of referencing myself indirectly.
  • Q: Why do all entity textures, including working ones, require ETF and EMF?
  • A: Again, this resource pack works with vanilla clients, so using a texture that is scaled differently could cause issues. Plus, it makes all entity changes consistent if those mods are installed.
  • Q: Isn't there already a java port?
  • A: You mean this one? I know about it, but some of its shortcomings have influenced my decision to make this.
    • For example: Many of the mobs have broken models/missing parts, so this pack fixes that.
    • Another one: Instead of using a stable release, it used a closed, unfinished version, which caused inconsistencies with the original pack.
    • None of its assets have been used to make this port, all of it has been made from scratch, as i figured it would be alot better to do so that way, than to fix it.

License

This resource pack is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. Some things, such as content creation, are excluded from certain parts of this license. For more info, view the license document provided in this Git repo.

Special thanks:

  • Itsme64: Automating resource pack converting for basic features
  • D°Uzi: Original creator of D°Uzi Craft
  • Vanilla Tweaks: Removed Bowl eating and Bedrock piston arm
  • Traben: Creator of EMF and CEM
  • Pepper_Bell: Creator of Continuity
  • MehVahdJukaar: Creator of Polytone
  • Optidocs: documentation for some optifine features
  • Masaki: Original pack porter
  • And YOU: for using this pack!

Ченджлог

1.0.0Релиз26.1, 26.1.1, 26.1.2 · 24 мая 2026 г.

NOTICE: MAKE SURE TO DISABLE COMPILED ANIMATIONS IN EMF TO AVOID ANIMATION ISSUE UNTIL ITS FIXED!!!

After almost 2 months of working on this (March 21-Now), i present my second longest work ever made! And its not even fully mine.

Don't want to make the same very long story that i did for my passion project, so ill make a summary this time:

-- Cakeofcraft finds the initial port made by Masaki on May 2025, tried it in July of the same year, realized how... average it was, got annoyed of the few VERY major issues, and decided to port it on his own, from scratch.

Usually, there would have features written, but instead, ill just skip straight to the notes, which goes over some design choices and quirks.

NOTES:

• All 3D items ported over will try to replicate their bedrock counterpart.

-- While i tried to create a formula to make it automatic, it didnt really work, so for now, recreations will do.

• The torch implementation (which boils down to no core shaders) has the torches shaded due to this. You really notice it on the restone torch.

• Hearts were reverted to the previous version of the bedrock resource pack due to issues trying to make it animated. The works are still there in the "heart_animated.json" file if you want to see it.

• While i'm aware of the lack of the wither's second phase particles, there is no way to change it, i assume.

• A few of the HUD textures were provided by my own resource pack Cake's D°Uzi Tweaks, with some of them being changed in order to be faithful will the original pack, as my own work goes for a different style in some cases.

• The lack of a unique pale oak pressure plate texture is NOT a mistake, but a conscious decision, as stupid as it might be. -- This is because SOMEONE forgot to make one when updating it for Chase The Skies...

• Don't ask me why iron blocks sounds like heavy cores, i dont know either.

• The dragon fireball is the only projectile to not have a 3D model. This is because it's model is not changeable through any normal means.

• Speaking of projectiles, they appear 3D on the ground, as Java uses that model for rendering the projectile. They have been tweaked to fit in their hitbox.

-- This limitation has the side effect that there is no way to animate the model without created a mod exclusively for that.

• The arrow model is an optimized version of the one that i made for my resource pack "Dont have to plug again", due to the orginal literally being "1 pixel=1 cube".

-- The spectral arrow can be more optimized though, its outline is built on top of the model instead of being remade for it.

• It is unclear how or why Snow Golems defaults to the slime face. -- It is also impossible to add the hidden snow golem head due to the fact that the pumpkin is an actual pumpkin, not a fake one.

• I Adjusted Reuben's wings when he wears a saddle in order to avoid z-fighting found in the original, that is if i can get saddled name pig variants to work.

• Floating spiders begone

• I added the Stray's emmisive eyes, in order to have a uniform look for all skeletons (besides the parched, as the orginal pack hasn't been properly updated to 1.21.11, which is why spears look odd form the other tools)

• Yet another plug for my work, but this is to make baby villagers more 1:1 with their adult counterpart.

• There... isn't really a way to detect a sleeping villager. Not even i truly know how Fresh_LX has done it...

• The Baby Ashen Wolf texture has the top of it's head consistent, as you would notice it otherwise.

• I enlarged the Raven Parrot's beak because CEM doesn't support decimals in their cube sizes.

• Skipped cat and dog renames, for now.

• Outlined mobs will sadly not be included in this port for the time being, due to EMF not including a native way of adding backface culling, which is needed for the effect to work.

-- While i am aware of a method to fake it, it is pretty buggy, sadly.

• No Tiny Takeover, as the pack hasnt received support for it yet. -- Due to this, baby mob models are disabled in 26.1 and beyond. They will remain on previous version (currently mainly 1.21.11) for the forseeable future.

• Guess who made the spectral arrow texture. Hint: not me

• Some mods uses the 3D person item position in first person, which cause odd looks, so an option was added to straighten all of these items in third person for these mods.

• The book and quill's texture is skipped due to the book's colour palette following that texture.

• While the port was intially licensed under MIT, it can cause issues when it comes to resource pack ownership.

-- Generally, im not overly against an MIT license, but in this case, CC NY-NC-SA 4.0 with some tweaks fells more applicable.

• For a TL;DR of the license, it boils down to this:

-- You are prohibited from stealing this work, monetised (with some exclusion from videos and modpacks), and change or remove the license. Remixes or public tweaks are allowed, so long as we're creditted. The pack can be share online.

-- I, however, hold no rights for anything not made by me.

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