I'm surprised that there isn't a separate wiki/database of advanced scripts that were already written by previous people with descriptions of what the script does. (Just copy & Past)
For Example:
Creator: Agt_Montag
Description: Welcome script - Automatically welcomes new players to a server
Script: JHJDSFD@3((Welcome [Newperson name])) +jfu&85@ud8n3j (Made up script, of course)
Notes: Make sure you add the dubba wubba to the floopti flap or the welcome will come out like a bag of soggy potatoes
This may have been asked a million times but is there a way to convert the whole in-game map (That you've already rendered, of course) into a large image file?
correct. I created two models just as you said and placed them both in the ~/models/block/ folder as shown on the left side of the picture. I still have this error using the blockstate method. Is there any additional information I need to write in the block state file? Or am I supposed to add the .json to the end of jukebox_has_record ("jukebox_has_record.json")
Update:
I changed the "multipart" to "variant" - didn't work (redo)
Checked caps - everything matches
Added "normal" after "multipart" - didn't work (redo)
Changed different spacing between words and brackets - No effect (redo)
[Further research is needed... doesn't look like a lot of pack use this feature]
If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
And then the model jukebox_has_record.json would have different textures, simple as that!
I am trying to use blockstates instead of CTM and THIS is exactly what Im trying to do. (But with no luck.)
I've just begun learning learning about models and block states so I may have just done a rookie move and that's all but..
The Juke box is supposed to look something like this:
So I input the code just as you said using notepad++:
But now this happens :/
Not sure if I messed up on the spacing of the coding or if I've missed something entirely...
My GUI is set to Large and I am having the same issue. Setting it to AUTO does no good either.
My screen resolution is 1600 X 900.
I am using 64-bit Java Vers8 Update45.
As you can see, The letters on the sign are almost completely unreadable despite standing right in front of it. The Numbers of the items AND the items themselves in the menu are super small as well. I have also tried changing the screen resolution of my computer.
I have searched for answers for this before to no avail. Nothing seems to solve this.
I must be missing something - but I no idea what its is...
what do you mean with "convert"?
Just like copy-paste every script to a newer version or do ya mean replace item ID with item names?
If a command get changed, just replace every old command with the newer one (becareful if you got variables which contains the command).
Well, I have the old "macros" folder from my previous version of Mac/KeyB.
I just downloaded the 1.7.2 version of the VoxelModPack which comes with this mod.
I dragged the old folder...
From:.minecraft/mods
To: .minecraft/modpacks/voxelmodpack/mods
Thinking that the new version on Mac/KeyB would pick it up and I would have my old scripts back without having to manually input them again while in minecraft... No Dice
In hindsight, this might come to me as a "Gee wiz Question" but...
Does anyone know, or have a [link] explaining:
How to transfer your scripts from older versions to the newest version?
This happened to me and a couple of members on the server. After I restarted the server, It worked again. Not sure what that means, but it that worked for me.
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Ok, I was thinking of creating a few different boat models.
I'm researching to see if you can create variations of an entity based on their type:
So an Oak Boat would have a different model from a Spruce boat...Acacia, Dark Oak, Brich... ect....
Is that possible or maybe something we could implement in the future?
0
Avast flags this as an IDP.Generic virus threat
1
I'm surprised that there isn't a separate wiki/database of advanced scripts that were already written by previous people with descriptions of what the script does. (Just copy & Past)
For Example:
Creator: Agt_Montag
Description: Welcome script - Automatically welcomes new players to a server
Script: JHJDSFD@3((Welcome [Newperson name])) +jfu&85@ud8n3j (Made up script, of course)
Notes: Make sure you add the dubba wubba to the floopti flap or the welcome will come out like a bag of soggy potatoes
0
Using Liteloader say the mod is LOADED but not active...
0
Ok, Ive downloaded liteloader, AmbientSounds, and Matmos, I have a few issues.
1) I have no idea where to put these
Have placed them in the following locations:
.mc/mods/1.11.2
.mc/mods
.mc/resourcepacks
2. None of these produced any sound that was not already native to minecraft.
3. Where's the mods menu you speak of? Or is that in reference to forge?
0
This may have been asked a million times but is there a way to convert the whole in-game map (That you've already rendered, of course) into a large image file?
0
correct. I created two models just as you said and placed them both in the ~/models/block/ folder as shown on the left side of the picture. I still have this error using the blockstate method. Is there any additional information I need to write in the block state file? Or am I supposed to add the .json to the end of jukebox_has_record ("jukebox_has_record.json")
Update:
I changed the "multipart" to "variant" - didn't work (redo)
Checked caps - everything matches
Added "normal" after "multipart" - didn't work (redo)
Changed different spacing between words and brackets - No effect (redo)
[Further research is needed... doesn't look like a lot of pack use this feature]
0
If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
0
I am trying to use blockstates instead of CTM and THIS is exactly what Im trying to do. (But with no luck.)
I've just begun learning learning about models and block states so I may have just done a rookie move and that's all but..
The Juke box is supposed to look something like this:
So I input the code just as you said using notepad++:
But now this happens :/
Not sure if I messed up on the spacing of the coding or if I've missed something entirely...
0
There must be an easy way to do this but I simply can't find where its referenced
I just want a single key to toggle between two different game modes - Is that possible?
For example
[Press K] /gamemode 2 [Player]
[Press K] /gamemode 3 [player]
and back-n-forth
0
My GUI is set to Large and I am having the same issue. Setting it to AUTO does no good either.
My screen resolution is 1600 X 900.
I am using 64-bit Java Vers8 Update45.
As you can see, The letters on the sign are almost completely unreadable despite standing right in front of it. The Numbers of the items AND the items themselves in the menu are super small as well. I have also tried changing the screen resolution of my computer.
I have searched for answers for this before to no avail. Nothing seems to solve this.
I must be missing something - but I no idea what its is...
0
0
Well, I have the old "macros" folder from my previous version of Mac/KeyB.
I just downloaded the 1.7.2 version of the VoxelModPack which comes with this mod.
I dragged the old folder...
From:.minecraft/mods
To: .minecraft/modpacks/voxelmodpack/mods
Thinking that the new version on Mac/KeyB would pick it up and I would have my old scripts back without having to manually input them again while in minecraft... No Dice
Thoughts?
0
Does anyone know, or have a [link] explaining:
How to transfer your scripts from older versions to the newest version?
0