Clarity gives you minecraft in a clear, no-nonsense way. Very low noise, very high visibility.
Playing with Clarity is a much calmer experience than vanilla, or even many simplified packs.
When there is less noise, there are fewer things calling for your attention.
When differences are clear, information you need is easily in your grasp.
The visual world demands less of you, and you play with less distraction and more confidence.
The design guidelines are:
What is different looks different, what is related looks related.
Cleanliness balanced with elegance.
Fidelity with vanilla: If you use blocks to create a certain feel in vanilla, the feel
should be similar in Clarity.
Recognizability: You should be able to naturally know what's what.
The pack is quite complete, with all blocks, all mobs, most items, all UI, and all paintings. Almost all
are 16x16, but a few are larger where it reduced noise a lot (for example, curved rail).
There are several things which the default textures hide, and Clarity makes clear:
There are actually two stages of sapling, eight stages of carrots and potatoes, four stages of nether wart,
and five stages of growing chorus flower.
How wet is the farmland? There are eight levels.
How much power the light and heavy pressure plates are generating is indicated by border pixels.
Similarly, how much power the daylight detectors are generating is shown by lighting up cells.
The compass changes depending on where you are pointed. (It can be inaccurate, but at least Clarity tries to show you.)
The Clarity Family
Clarity is actually a small family of packs:
Clarity has edges around most blocks to make it easy to count them, and see where blocks
begin and end.
Continuity has almost no edges, giving a continuous experience of the world.
Connectivity adds dozens of connected textures that work with both Clarity and Continuity.
Changes adds seasons to the trees with both Clarity and Continuity (must be above them in
options). The seasons stretch over a year of minecraft time, so don't expect quick changes!
Beguile is just the UI elements, so you can have the clean UI with any pack you like!
If you want to know more about Clarity and its design, you have come to the right place. (I don't know
what's wrong with you, but this is the right place.)
Version numbering will be the same as the Minecraft version they are built for (e.g., version 1.11.2 is
for Minecraft 1.11.2). If I need some way to distinguish between multiple versions of Clarity for the
version of Minecraft, I'll come up with something.
All mobs are modified, but for many of them, the primary goal is simply noise reduction. Chickens,
polar bears, endermen, etc., are often only changed to simpler swaths of color.
Fire, water, lava, and most particles are untouched on purpose. There was little change that improved
them, and they are by nature rather noisy so it made sense to leave them as such. Animated connected
textures to match animated bordered ones.
Rain and snow are vanilla textures with reduced numbers of drops/flakes. This makes them a lot less
annoying, but still quite visible.
Continuity doesn't make everything continuous. Things that are independent at the block level, such as
furnaces and pistons, are still edged.
Doing the seasons was constrained by the fact that animation interpolation ignores transparency. I also
to have different kinds of trees change to different colors, and change at different times from each
This made animating foliage.png not work (in any way I could figure out) so I had to animate the leaf
Items are about 95% done. As with mobs, many look good just with noise reduced. Others, such as the
tools, redstone dust, and sugar are less noisy if you use art that is displayed at 45º,
making lines that are pixelated at 45º actually straight. I still expect to do more items, when I can
figure out ways to reduce their noise without increasing the resolution. Or maybe I will just give in to
more higher-resolution items.
And I may find a good hi-res font to integrate. For now, pick your
The way to get art that wasn't pixelated was to find artwork that was entirely rectilinear.
Luckily there are abstract painters who worked in this style.
Piet Mondrian, 1872-1944, a Dutch painter who
was part of the De Stijl movement. He termed his rectilinear work neoplasticism. (These
are paintings or details from paintings.)
Josef Albers, 1888-1976, a German-born American
designer and painter, some of whose rectilinear art also functions as color studies for designers.
Ilya Bolotowsky, 1907-1981, a Russian-born
American painter whose geometric abstraction includes much rectilinear work.
Burgoyne Diller, 1906-1965, an American
painter whose geometric abstraction was strongly influenced by De Stijl and Mondrian.
Of course, at 16x16 pixels (and multiples thereof), portraying these works requires
approximations, especially to avoid aliasing issues. You should see the originals or
good photographs to get a better experience.
In doing this pack, I was originally inspired by the oCd pack by FVDisco. I liked it at
first, but eventually its rigid blockiness
turned me off. I started by modifying how far down the side of the block grass spilled, and eventually
replaced most everything. But I would not have started if oCd wasn't almost but not quite the way I
liked it, and my choices were influenced by it.
I also took some inspiration from the Paper
Cut Out resource pack by SuperAlgae. Which I really like.