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lightningdragonx5

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  1. it's an April Fools thing with Industrial Foregoing, apparently they check if it's April 1 in the newest version and if they do they do some stuff that happens to not work on older forge versions
  2. I made a post before but it didn't really get answered well and I didn't really phrase it well enough. So I have two biomes. When testing them with BiomeProviderSingle and no gen layer, they work as I hope they would. One, the mountain, has a ground level around y = 110 but with mountains that can go past y = 200. The other, the lowland, has a ground level around y = 70 and doesn't usually go past y = 95 or so. However, with every open-source dimension-with-multiple-biomes mod I've seen, they have a custom GenLayer. To test I tried out a GenLayer from an open-source mod but that just created an issue where the mountain biome would often generate at a low height, seamlessly with the lowland, and the low biome would generate at a ridiculously high height. The biome borders also looked really messy and "chunk"y. Same happened with another sample gen-layer. I wasn't able to find any tutorials or explanations on GenLayers, so... Basically I want them to generate in neat groups (think mystcraft worlds with three or so selected biomes, arranged naturally) without ugly borders and with the mountain biome always being high and the lowland biome always being low. How would I go about doing something like this?
  3. I need to know how to get a mob ID/name from any given entity. For instance, if Mod A adds a Beetle mob, I'd like to be able to know that the mob is a beetle from mod A, and if Mod B adds a Beetle mob I'd like to be able to know it's from Mod B, despite sharing a display name from Mod A. How would I go about doing this programatically? Couldn't find any info online, and Entity.getName() only tells me the mob's display name and not where it came from. Something like "moda.mobname" is kind of what I'm aiming for, so I can do something based off of the specific mob.
  4. So I want to make an addon for a mod, and the mod has a public deobf file. How would I go about setting up my mod workspace properly given the deobf file to make an addon? There's very little information about what exactly to do with it.
  5. Thanks. Just curious, why is it in the blockstates folder?
  6. How do you make a sword appear giant in third-person view? (e.g. Twilight Forest's Giant Sword)
  7. I made a post before but it didn't really get answered well and I didn't really phrase it well enough. So I have two biomes. When testing them with BiomeProviderSingle and no gen layer, they work as I hope they would. One, the mountain, has a ground level around y = 110 but with mountains that can go past y = 200. The other, the lowland, has a ground level around y = 70 and doesn't usually go past y = 95 or so. However, with every open-source dimension-with-multiple-biomes mod I've seen, they have a custom GenLayer. To test I tried out a GenLayer from an open-source mod but that just created an issue where the mountain biome would often generate at a low height, seamlessly with the lowland, and the low biome would generate at a ridiculously high height. The biome borders also looked really messy and "chunk"y. Same happened with another sample gen-layer. I wasn't able to find any tutorials or explanations on GenLayers, so... Basically I want them to generate in neat groups (think mystcraft worlds with three or so selected biomes, arranged naturally) without ugly borders and with the mountain biome always being high and the lowland biome always being low. How would I go about doing something like this?
  8. What else do I need to do to get it working? I created a BiomeProvider extension and clear allowedBiomes and getBiomesToSpawnIn in my constructor + add in my own two biomes, but it's still generating stuff like ocean and forest (although vanilla biomes are supposed to be absent). EDIT: After another trial I ran into one of my custom biomes near spawn, but the overworld biomes were also still present. Apparently it generates my biomes but generates the overworld ones as well which I still haven't found a way to remove.
  9. Never mind, fixed. Apparently I had to use FLOWING_LAVA instead of LAVA.
  10. Tried it with flags 0, 1, 2, 3, still nothing.
  11. How exactly would I do that? Here is my current code in the biome decorator class: BlockPos spoutTop = new BlockPos(x, y, z); IBlockState lava = Blocks.LAVA.getDefaultState(); world.setBlockState(spoutTop, lava); world.notifyBlockUpdate(spoutTop, lava, lava, 0); System.out.println(spoutTop); I have verified that spoutTop does indeed contain a lava block in-game, but it stands still like in the screenshots above. Would prefer it to have already flown down all the way, but not sure if that's possible.
  12. I'm trying to generate lava springs that flow (e.g. single source blocks of lava that pour down mountainsides) but unfortunately whenever I create such lava springs they just stand still like this: How would I fix it, or cause it to flow by itself (preferably have it finish flowing by the time it comes into view, if that's even possible).
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