I'm trying to make a sword that when a player with a certain username (for example, "Notch") holds, it will give them a potion effect (strength), while any other player wouldn't receive an effect. I've looked in many places, but I can't find a way to do this. If anyone could help me, that'd be great!
(I already have the sword coded in, I'm just missing this one feature)
Hi, I'm having some trouble with the LogHelper class, I'm on Tutorial #3: Proxies and Helper Classes.
In the log method, the "FMLLog.log" part doesn't like "log", it says:
"The method log(String, Level, String, Object...) in the type FMLLog is not applicable for the arguments (String, Level, String)"
Also, in the all, fatal, debug, error, etc. methods it doesn't like the "Level.DEBUG", "Level.ERROR", "Level.FATAL", "Level.TRACE", nor the "Level.WARN" bits. It says that DEBUG, ERROR, etc. cannot be resolved or is not a field, and the options it give me to fix this don't show what I need.
Here's my code:
package com.gmail.robobro06.elexamen.helpers;
import java.util.logging.Level;
import com.gmail.robobro06.elexamen.Reference;
import cpw.mods.fml.common.FMLLog;
public class LogHelper {
public static void log(Level logLevel, Object
object){FMLLog.log(Reference.NAME, logLevel, String.valueOf(object));}
public static void all(Object object) {log(Level.ALL, object);}
public static void debug(Object object){log(Level.DEBUG, object);}
public static void error(Object object){log(Level.ERROR, object);}
public static void fatal(Object object){log(Level.FATAL, object);}
public static void info(Object object){log(Level.INFO, object);}
public static void off(Object object){log(Level.OFF, object);}
public static void trace(Object object){log(Level.TRACE, object);}
public static void warn(Object object){log(Level.WARN, object);}
}
I am in desperate need of assistance with one of my mods. I need to add 4 new enchantments to the bow, but I have no idea how to get three of them working. In addition, calling one of them "working" is pretty silly of me, given that the only "working" one only has its primary function working, but the other things it needs to do are well beyond my knowledge
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Current avatar: Ichiyon, Upotte!
GENERATION 19: The first time you see this line, copy it into your signature and add 1 to the generation.
So, question. I'm coding a mod for 1.7.10 that'll add all the new 1.8, 1.9, 1.10, and 1.11 features for those who don't want to update because of the lack of mod support (or the damn combat system changes...) and I'm wondering how I'd go about adding the different fence and door models? I figured I could just open the 1.8.jar file and copy the textures out but from what I've seen there aren't individual textures for each new fence or door. They just tell Java to apply the different planks textures to the original models, and I haven't a clue on how to find the models.
I don't really know what to include here as far as class files as I haven't yet written anything for textures yet, because I don't know where to get the files. I assume I'd tell it to pull minecraft's pre-existing door and fence models and just tell it to apply a different plank texture right? But then doors like dark oak have yellow handles and other accents that the normal oak door doesn't have. Any idea where I can find the textures for the doors?
Hi, I'm having some trouble with the LogHelper class, I'm on Tutorial #3: Proxies and Helper Classes.
In the log method, the "FMLLog.log" part doesn't like "log", it says:
"The method log(String, Level, String, Object...) in the type FMLLog is not applicable for the arguments (String, Level, String)"
Also, in the all, fatal, debug, error, etc. methods it doesn't like the "Level.DEBUG", "Level.ERROR", "Level.FATAL", "Level.TRACE", nor the "Level.WARN" bits. It says that DEBUG, ERROR, etc. cannot be resolved or is not a field, and the options it give me to fix this don't show what I need.
Here's my code:
package com.gmail.robobro06.elexamen.helpers;
import java.util.logging.Level;
import com.gmail.robobro06.elexamen.Reference;
import cpw.mods.fml.common.FMLLog;
public class LogHelper {
public static void log(Level logLevel, Object
object){FMLLog.log(Reference.NAME, logLevel, String.valueOf(object));}
public static void all(Object object) {log(Level.ALL, object);}
public static void debug(Object object){log(Level.DEBUG, object);}
public static void error(Object object){log(Level.ERROR, object);}
public static void fatal(Object object){log(Level.FATAL, object);}
public static void info(Object object){log(Level.INFO, object);}
public static void off(Object object){log(Level.OFF, object);}
public static void trace(Object object){log(Level.TRACE, object);}
public static void warn(Object object){log(Level.WARN, object);}
}
Yes, I am also having this problem at the moment, I wonder if the syntax has changed since the time TheXFactor117 made these tutorials (WARN gets an error, but WARNING is alright, FATAL could be SEVERE I guess, but for the others, I have no ideia).
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---- Minecraft Crash Report ----
// Would you like a cupcake?
I found that the error is caused by an import. I can't remember the exact import name, but I know for sure it is not the java.util.logging.level import. It is that import that needs to change.
I have been having trouble with the entity from tut 15b,vol 1
Minecraft would run, but give me the (Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release) error and crash
Hello! I don't know if this has already been asked yet (there are a LOT of pages of replies!), but I'm trying to make a tool that functions as a weapon and a pickaxe, while also being a crafting item. I'm trying to find out how to make the tool stay in the crafting grid after it has been used to craft so I don't have to keep putting it back into the grid. I already have it set as a container item, but I can't figure out how to make it stay there. Then there's the whole dual tool thing. I tried making it just extend itemTool, but I guess I didn't do it quite right. I've since left that part out and made it a strictly crafting item. I'd still like to make it a weapon and a pick, though. Any additional help you could provide would be much appreciated!
Good tutorials! sadly some of the code has changed on 1.9.4 but still well written.
Yep a lot of the basics have been tweaked a little bit, but nonetheless this should still set you off on the right foot.
I'm trying to make a sword that when a player with a certain username (for example, "Notch") holds, it will give them a potion effect (strength), while any other player wouldn't receive an effect. I've looked in many places, but I can't find a way to do this. If anyone could help me, that'd be great!
(I already have the sword coded in, I'm just missing this one feature)
How would I set up the workspace using a Linux OS? I can't find anything about it.
Hi, I'm having some trouble with the LogHelper class, I'm on Tutorial #3: Proxies and Helper Classes.
In the log method, the "FMLLog.log" part doesn't like "log", it says:
"The method log(String, Level, String, Object...) in the type FMLLog is not applicable for the arguments (String, Level, String)"
Also, in the all, fatal, debug, error, etc. methods it doesn't like the "Level.DEBUG", "Level.ERROR", "Level.FATAL", "Level.TRACE", nor the "Level.WARN" bits. It says that DEBUG, ERROR, etc. cannot be resolved or is not a field, and the options it give me to fix this don't show what I need.
Here's my code:
I am in desperate need of assistance with one of my mods. I need to add 4 new enchantments to the bow, but I have no idea how to get three of them working. In addition, calling one of them "working" is pretty silly of me, given that the only "working" one only has its primary function working, but the other things it needs to do are well beyond my knowledge
So, question. I'm coding a mod for 1.7.10 that'll add all the new 1.8, 1.9, 1.10, and 1.11 features for those who don't want to update because of the lack of mod support (or the damn combat system changes...) and I'm wondering how I'd go about adding the different fence and door models? I figured I could just open the 1.8.jar file and copy the textures out but from what I've seen there aren't individual textures for each new fence or door. They just tell Java to apply the different planks textures to the original models, and I haven't a clue on how to find the models.
I don't really know what to include here as far as class files as I haven't yet written anything for textures yet, because I don't know where to get the files. I assume I'd tell it to pull minecraft's pre-existing door and fence models and just tell it to apply a different plank texture right? But then doors like dark oak have yellow handles and other accents that the normal oak door doesn't have. Any idea where I can find the textures for the doors?
Yes, I am also having this problem at the moment, I wonder if the syntax has changed since the time TheXFactor117 made these tutorials (WARN gets an error, but WARNING is alright, FATAL could be SEVERE I guess, but for the others, I have no ideia).
---- Minecraft Crash Report ----
// Would you like a cupcake?
In fact, I would.
I found that the error is caused by an import. I can't remember the exact import name, but I know for sure it is not the java.util.logging.level import. It is that import that needs to change.
EDIT: the import needs to be
import org.apache.logging.log4j.Level;
I found it worked when using this import.
The best Pandas are the hand drawn ones
A tutorial for 1.11.2 would be much of a help.
I have been having trouble with the entity from tut 15b,vol 1
Minecraft would run, but give me the (Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release) error and crash
Here is the Code:
https://github.com/Stormtrooper66/FirstEverMod/tree/master/java/strormtrooper/newmods
Hello! I don't know if this has already been asked yet (there are a LOT of pages of replies!), but I'm trying to make a tool that functions as a weapon and a pickaxe, while also being a crafting item. I'm trying to find out how to make the tool stay in the crafting grid after it has been used to craft so I don't have to keep putting it back into the grid. I already have it set as a container item, but I can't figure out how to make it stay there. Then there's the whole dual tool thing. I tried making it just extend itemTool, but I guess I didn't do it quite right. I've since left that part out and made it a strictly crafting item. I'd still like to make it a weapon and a pick, though. Any additional help you could provide would be much appreciated!