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lightningdragonx5

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About lightningdragonx5

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    Tree Puncher

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  1. lightningdragonx5

    Java can not find the method: net.minecraftforge.client.model.IModel.asVanillaModel()Ljava/util/Optional [Solved]

    lightningdragonx5 replied to Makkusu7's topic in Support & Bug Reports

    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
    • April 1, 2019
    • 5 replies
  2. lightningdragonx5

    [1.12.2] Biome/dimension generation help

    lightningdragonx5 posted a topic in Modder Support

    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?
    • March 31, 2019
  3. lightningdragonx5

    [1.12.2] Get entity ID/mod from entity

    lightningdragonx5 posted a topic in Modder Support

    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.
    • March 24, 2019
    • 1 reply
  4. lightningdragonx5

    [1.12.2] How to use deobf file to make addon

    lightningdragonx5 posted a topic in Modder Support

    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.
    • March 23, 2019
    • 1 reply
  5. lightningdragonx5

    Making a giant sword

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    All right, noted.
    • February 25, 2019
    • 4 replies
  6. lightningdragonx5

    Making a giant sword

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    Thanks. Just curious, why is it in the blockstates folder?
    • February 25, 2019
    • 4 replies
  7. lightningdragonx5

    Making a giant sword

    lightningdragonx5 posted a topic in Modder Support

    How do you make a sword appear giant in third-person view? (e.g. Twilight Forest's Giant Sword)
    • February 25, 2019
    • 4 replies
  8. lightningdragonx5

    Biome gen help #2

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    bump again
    • February 1, 2019
    • 2 replies
  9. lightningdragonx5

    Biome gen help #2

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    bump
    • January 24, 2019
    • 2 replies
  10. lightningdragonx5

    Biome gen help #2

    lightningdragonx5 posted a topic in Modder Support

    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?
    • January 23, 2019
    • 2 replies
  11. lightningdragonx5

    [1.12.2] Get multiple biomes to generate in a dimension

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    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.
    • January 22, 2019
    • 2 replies
  12. lightningdragonx5

    Lava springs

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    Never mind, fixed. Apparently I had to use FLOWING_LAVA instead of LAVA.
    • January 22, 2019
    • 5 replies
  13. lightningdragonx5

    Lava springs

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    Tried it with flags 0, 1, 2, 3, still nothing.
    • January 22, 2019
    • 5 replies
  14. lightningdragonx5

    Lava springs

    lightningdragonx5 replied to lightningdragonx5's topic in Modder Support

    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.
    • January 22, 2019
    • 5 replies
  15. lightningdragonx5

    Lava springs

    lightningdragonx5 posted a topic in Modder Support

    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).
    • January 21, 2019
    • 5 replies
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