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LogicTechCorp

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  • Content Count

    260
  • Joined

    June 27, 2014
  • Last visited

    October 8, 2020

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About LogicTechCorp

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  1. LogicTechCorp

    [1.12.2] Render Entity Partially Invisible

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    Here is a link to my code for the block: https://github.com/LogicTechCorp/NetherEx/blob/4250bea131f05f57c5eb626f2654978675370f1c/src/main/java/logictechcorp/netherex/block/BlockSoulGlass.java
    • June 11, 2019
    • 3 replies
  2. LogicTechCorp started following [1.12.2] Spreadable Biome Based on Biome Placement in the Nether and [1.12.2] Render Entity Partially Invisible June 10, 2019
  3. LogicTechCorp

    [1.12.2] Render Entity Partially Invisible

    LogicTechCorp posted a topic in Modder Support

    Hello, Is it possible to render entities partially invisible if they are seen behind a glass block? For example, this is what I am trying to achieve: If so, where should I start looking to figure it out?
    • June 10, 2019
    • 3 replies
  4. LogicTechCorp

    [1.12.2] Spreadable Biome Based on Biome Placement in the Nether

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    I have it all working correctly, but would like to know if there is something I am doing incorrectly. I decide to use a world capability that saves the necessary data for each chunk. When generating Nether chunks, I check to see if they contain a certain biome and if they do, I add them to a map which the world capability uses to store data about each chunk. I then tick the chunk data if the corresponding chunk is loaded. Here are the classes: Capability: https://github.com/MineEx/NetherEx/blob/243f2e00389e8b8ac024f80100e1bc2ce9b7b6bb/src/main/java/nex/capability/CapabilityBlightChunkData.java Tick Handler: https://github.com/MineEx/NetherEx/blob/243f2e00389e8b8ac024f80100e1bc2ce9b7b6bb/src/main/java/nex/handler/WorldHandler.java#L65-L76 Chunk Generator: https://github.com/MineEx/NetherEx/blob/243f2e00389e8b8ac024f80100e1bc2ce9b7b6bb/src/main/java/nex/world/gen/ChunkGeneratorNetherEx.java#L386-L409
    • October 12, 2018
    • 2 replies
  5. LogicTechCorp

    [1.12.2] Spreadable Biome Based on Biome Placement in the Nether

    LogicTechCorp posted a topic in Modder Support

    Hello. I want to create a biome that slowly spreads to surrounding biomes. What would be the best way to achieve this? Also, I want its placement based the locations of a biome in the Nether. For example, biome A is at 80 x and 800 z in the Nether and biome B is at 10 x and 100 z in the Overworld. How feasible would this be? I am already overriding the Nether to generate my own biomes and structures. I don't want the biome to generate naturally with other biomes, but I want it to appear as a few blocks that slowly spread out. Any help is appreciated.
    • October 10, 2018
    • 2 replies
  6. LogicTechCorp

    [1.12.2] Config Versioning

    LogicTechCorp posted a topic in Modder Support

    When creating a config using the Configuration class, I can provide a config version, but if I create an annotation based config there is no option to provide a config version. Is there something I am not seeing or do I just have to do it another way?
    • August 8, 2018
  7. Ghoster started following LogicTechCorp September 2, 2017
  8. LogicTechCorp started following [1.11.2] Custom Portal Similar to Nether Portal, [1.12] Custom Nether Village Spawning In Walls, [1.11.2/1.12] [SOLVED] Deserialize Json Config Based On Class and and 1 other August 9, 2017
  9. LogicTechCorp

    [1.12] Custom Nether Village Spawning In Walls

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    Would using Chunk#getBlockStorageArray be a good way to find the part of the chunk that is mostly filled with Air?
    • August 8, 2017
    • 1 reply
  10. LogicTechCorp

    [1.12] Custom Nether Village Spawning In Walls

    LogicTechCorp posted a topic in Modder Support

    I was able to get Villages to spawn in the Nether by copying the original MapGenVillage class and making one adjustment. Everything works fine except for the fact that they have a tendency to spawn in walls. Instead of using World#getTopSolidOrLiquidBlock I created my own modified version. I know this is the reason why the Villages are spawning in walls but I am not sure on how to issue a fix. The only thing I can think of is trying to find a part of the chunk that is mostly air but I am unsure how. Relevant Classes: Modiefied getTopSolidOrLiquidBlock MapGenVillage StructureNetherVillage
    • August 8, 2017
    • 1 reply
  11. LogicTechCorp

    [1.11.2/1.12] [SOLVED] Deserialize Json Config Based On Class

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    I ended up changing the abstract BiomeGenerator class into an interface which mod developers can implement. I also changed the how custom generators are registered. The registry now requires an instance of the custom generator. I use this instance to invoke the deserialize method that the interface provides. Updated classes if anyone is interested: Generator Interface: https://github.com/LogicTechCorp/NetherEx/blob/279a3f40294c5cb347a6ef308babfd2001272231/src/main/java/nex/api/world/gen/feature/IBiomeFeature.java#L27 Generator Registry: https://github.com/LogicTechCorp/NetherEx/blob/279a3f40294c5cb347a6ef308babfd2001272231/src/main/java/nex/world/gen/feature/BiomeFeatureManager.java#L33
    • July 26, 2017
    • 1 reply
  12. LogicTechCorp

    [1.11.2/1.12] [SOLVED] Deserialize Json Config Based On Class

    LogicTechCorp posted a topic in Modder Support

    In my mod, I have a custom world generation system that allows the player to define their own generators per biome via json files. The system works fine, but I am trying to allow other mod developers to define their own custom generator class that the player can use. To define a custom generator, a class must extend my AbstractGenerator class. The AbstractGenerator class is abstract and it provides two abstract methods, one to generate blocks in the world and the other to deserialize a json file into the custom generator. The mod developers have to register their custom generator class and a string to identify the class with my mod. To start the deserialization process, I search the json for the string identifier that the generator class was registered with and then I use it to lookup the class it was registered with. Once the class has been found, I call GeneratorClass.newInstance().deserialize(jsonConfig) to deserialize the json file into a new instance of the generator. I know that this is not the most ideal way of handling it and that it can lead to a crash if the mod developer does not provide a no argument constructor. My question is, how I can improve this system to make it better? Sorry if my post is confusing, hopefully the provided files clear up any questions. Generator Registry: https://github.com/LogicTechCorp/NetherEx/blob/b7375eb2fd89d122ceaa312eb3cb5766a66ec72f/src/main/java/nex/init/NetherExBiomeFeatures.java#L34 Generator Json File: https://github.com/LogicTechCorp/NetherEx/blob/b7375eb2fd89d122ceaa312eb3cb5766a66ec72f/src/main/resources/assets/nex/biome_configs/NetherEx/Hell/feature_scatter_fire_nex_hell.json#L3 Generator Class Lookup: https://github.com/LogicTechCorp/NetherEx/blob/b7375eb2fd89d122ceaa312eb3cb5766a66ec72f/src/main/java/nex/world/gen/BiomeFeatureManager.java#L48 Generator Class: https://github.com/LogicTechCorp/NetherEx/blob/b7375eb2fd89d122ceaa312eb3cb5766a66ec72f/src/main/java/nex/world/gen/feature/BiomeFeatureScatter.java#L35 Abstract Generator Class: https://github.com/LogicTechCorp/NetherEx/blob/b7375eb2fd89d122ceaa312eb3cb5766a66ec72f/src/main/java/nex/world/gen/feature/BiomeFeature.java#L30
    • July 25, 2017
    • 1 reply
  13. LogicTechCorp

    [1.11.2/1.12] Develop For Different Versions

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    I think I figured it out. Do I just checkout the other version and then refresh the project to update the Forge version?
    • July 3, 2017
    • 2 replies
  14. LogicTechCorp

    [1.11.2/1.12] Develop For Different Versions

    LogicTechCorp posted a topic in Modder Support

    I use Intellij IDEA for my IDE and I would like to know how to develop for two different versions of Minecraft. Is it possible to use the same project or would I need to set up another one for the other version? I do use GitHub for my mod and I have different branches for each version.
    • July 3, 2017
    • 2 replies
  15. LogicTechCorp

    [1.11.2] Custom Portal Similar to Nether Portal

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    Does someone have any idea?
    • May 30, 2017
    • 1 reply
  16. LogicTechCorp

    [1.11.2] Custom Portal Similar to Nether Portal

    LogicTechCorp posted a topic in Modder Support

    I am trying to make a portal that works just like the Nether Portal, but I am stuck on implementing my own version of BlockPortal.Size. I would like for my portal to work standing up and laying down, so on all axes, but I am not sure on how I would adapt the class to make this work. What would be the best way to achieve this? All help is appreciated.
    • May 28, 2017
    • 1 reply
  17. LogicTechCorp

    [1.11.2] World Stops Loading with Custom Biomes

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    Does anyone have an idea on what the issue could be? I have been trying to figure this out for a few months now.
    • May 21, 2017
    • 2 replies
  18. LogicTechCorp

    [1.11.2] World Stops Loading with Custom Biomes

    LogicTechCorp replied to LogicTechCorp's topic in Modder Support

    I have figured out that the issue does not have to do with my custom GenLayers but rather my own biomes. I have updated the main post to reflect these findings. All help is appreciated.
    • May 19, 2017
    • 2 replies
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