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    posted a message on How to use multiple texture packs?

    Using the resource packs menu, put "Grace and Fortune" on top of "Chromahills". Any block Grace and Fortune doesn't have will be supplied by Chromahills.

    Posted in: Resource Pack Help
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    posted a message on [Solved] Resource Pack Lang File Not Loading

    Hello, everyone. I'm having a bit of an issue with lang files. I modified "MarioCraft AllStars 1.7"'s lang file to work with 1.12.2. (Basically just replaced all the text from the 1.7 original file to 1.12, without making or deleting keys) And I noticed that no matter what I do, the language always defaults to English. The pack.mcmeta file describes a new language and the setting sticks, but normal English is used instead. I'd do anything to make this work! Here are some files that I'm working with.

    Pack.mcmeta link to pastebin.com (Note: The "pack" key has not been changed from the original creator's resource pack. This file is public, so I hope it's not an issue.)

    assets/minecraft/lang/mki_MK.lang link to pastebin.com (Note: None of this file is owned by me. It includes default Minecraft text and some text from the original creator's resource pack. This file was just ported to 1.12.2. Nothing was tampered with.)

    So anyway, I load up the game with the resource pack selected, select "Mushroom Kingdom (MK)" from the language list, and it remains unchanged. Please help if you can!

    Original resource pack link

    ---

    Oh yeah, I should mention that I'm running Minecraft Forge version 1.12.2-14.23.1.2561. I don't think this changes anything, but it might.

    Edit: Alright, so I was browsing the forums for a little while and saw that 1.11 and onward needs all lowercase filenames. :3 I'll leave this here just as a reminder for people.

    Pack.mcmeta: Changed the "mki_MK" key name to "mki_mk"
    assets/minecraft/lang/mki_MK.lang was renamed to mki_mk.lang
    ../mki_mk.lang: Changed language.code string to "mki_mk" instead of "mki_MK"

    Hope this helps people in the future.

    Posted in: Resource Pack Help
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    posted a message on Minecraft 1.12-pre4 functions

    Okay. Thanks anyway.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Minecraft 1.12-pre4 functions

    Hello, everyone. I was wondering how I can run one command if another finishes correctly. (Like conditional chain command blocks, if you will.) First I made a contraption with command blocks to detect a crafting recipie in a dispenser, and then give a piece of redstone dust afterwards.

    Commands:


    execute @p ~ ~ ~ testforblock ~ ~-1 ~ minecraft:dispenser 1 {Items:[{Slot:0b,id:"minecraft:stone",Count:1b},{Slot:2b,id:"minecraft:stone",Count:1b},{Slot:4b,id:"minecraft:stone",Count:1b}]}


    execute @p ~ ~ ~ blockdata ~ ~-1 ~ {Items:[{Slot:4b,id:"minecraft:redstone",Count:1b}]}

    This is fine and all, but I made a function loop that will run the first execute statement and then got stuck. I'm not so sure how I can run the second command if the first succeeds. Can you help? c:


    Edit: Formatting is hard. '-_-

    Posted in: Commands, Command Blocks and Functions
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