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  • The position of the legs is set wrong. Your position is probably in the knee, or somewhere high. I'd suggest you set the position to the location of hip and hope for the best. I've never created a mech myself.

    EDIT: Yes, now I checked the linked screenshots. Your leg position is at 0,0,0 which makes them move around that position. The yellow ball, that indicates the position, should be located at the point where you want to make the leg move. For example, to make that correct, the yellow ball should be located at the top of the leg.
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  • A tutorial for manual Build.Gradle editing

    1. Open your Toolbox 2.0, enter Forge Gradle (Package > Forge Gradle)


    2. Open Build.Gradlew (In the Forge Gradle window press Build > Edit Build.Gradlew/Gradlew.Build)


    3. Take a long look at the Build-file, since there is a lot to understand, but I am going to make you do this easily, since you don't need to understand anything, when I tell you what you need to do.

    4. Now, let's find the first task we need, Package tasks. There is a LOT of them.


    5. Copy one of them. Select piece of code and press CTRL + C (Select by holding left mouse-button while you scroll over the text)


    6. Paste at the end of other tasks
    (New one is over the contentPacks task and under the Fun task (That's for my own content pack)


    7. Now you need to edit it to be Your task (PACKNAME means the place where you must write your pack's name or folder's name)

    There you must change the taskname (It's the part after task, I prefer using your own packname, but don't add spaces) It will be reading in the console when you build your contentpack.


    That is your model folder path, but add your folder in the end, it's usually the name of your pack. I prefer checking it.


    That is your Flan's folder path, just add your pack's folder in the end. (You have set the paths in manually when you have done a manual installation, you know where those paths are.)


    That's the name that reads first in your .jar (Built Content Pack), then comes Appendix (Content Pack) and then minecraft version and then Flan's mod version

    (By the names that reads in that Task it would come out as PACKNAME-Content Pack-1.7.10-4.10) I am using 1.7.10, which should not matter in the outcome.

    8. Setting your pack in task contentPacks.
    Scroll in the end of task contentPacks and add dependsOn and then your taskname (The name
    you set after the task.
    Warning: Spoiler! [ Click to expand ]



    9. Adding your pack in task outputJar.
    Scroll in the end of task outputJar and add exclude '**/Your pack's name/' in the end


    This should be all you need to do.

    Remember to save changes!

    10. Build your pack.

    You can find your content pack in Toolbox 2.0\Forge\build\output\Flan

    I have made this tutorial but forgot to post it, I chose to post it here for your help. I will probably repost this same tutorial on its own thread later, removing it from here, but for now you can look at this here. I hope this helps even a bit :D This is quite old. I think I created this for someone and then there was problems with the forum.
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  • You have used ' wrongly, either you have added 2 of them or something similar. When you edit your build.gradle manually, or automatically, there can't be '. For example if your pack is "Beau's Pack" that ' will probably make a mess. I don't know if it automatically changes those to -, but you should check your build.gradle and scroll to the line 119 and 38th character
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  • I don't know what's the problem then :/ I think the part amount shouldn't be a problem. You should ask from the Discord server, if someone could help.
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  • I think you should export your texture file again, and check from your vehicles .txt file that there is the correct texture name

    But oh yes, if it had no texture it would black and purple.

    Hmm... Now I know!
    You lack your model name from the config! That is very common thing. If you update your config from model, it doesn't add the correct model name in the "Drivables //Visual" to fix that, you must open the .txt file manually and find "Driveables", then "//Visuals" and add there "Model Your.Model" you can find the model name from //Visuals above. There should be three parts named //Visuals but only the one under Driveables is the one you change.

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  • Right now I'm helping Zacky with the same issue, he didn't have hitboxes nor collision points. Vehicle required 4 wheels, a hitbox, collision points and a seat
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  • Does your vehicle have hitbox, wheels and collision boxes?
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  • Funnis
    Funnis thanked the user ABigGreenTractor in the forum post, Question about a few flans mod features
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  • Funnis
    Funnis thanked the user [W4E]MrLoneWolf in the forum post, Wulfs Random Models
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  • If I remember right, I had the same issue with my Ford T-model, but I am sorry, I can't remember the fix right now. I'll look into this and seek for an answer.
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  • Funnis
    Funnis replied to the topic Some of my models in Pictures
    I think it looks slightly like this S&W


    I thought it to be Triple Lock, but then I realized that it's not .44, so it can't be Triple Lock. I'm not really good with revolvers.
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  • Funnis
    Sorry, for taking so long to answer. It's 11AM here now.
    I don't remember is there 32-64-bit requirement, but with my 64-bit pc it's working nicely.

    I am guessing that you lack Microsoft Frameworks ?

    You can download the newest version from Microsoft's website.
    www.microsoft.com/en-US/download/details.aspx?id=48130

    If it keeps crashing after installing frameworks, I need to come up with something else.
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