An idea would be that the chest would "shock" everyone who open it if it was powered. Should it make them lose 4 hearts? Maybe a config for how much damage?
An idea would be that the chest would "shock" everyone who open it if it was powered. Should it make them lose 4 hearts? Maybe a config for how much damage?
yeah but then what about the original owner?? where are they actually gonna put their stuff??
see my dilemma? I want it to be a place to store things, but it should be protected at the same time.
Im thinking that there is a delay from when the chest is activated to when it is actually accessible. So the really staunch robbers, you know.. they guys with full sets of diamond-Armor and stuff can simply survive the traps and get away with the stuff.... I think thats a good case of Risk vs Reward.
I think that delay and the duration of how long the chest powers Redstone should be in a config file. Of course, when in single Player, its up to you.. but when its on SMP, its up to the server owner alone to decide this stuff. I think I might actually add some commands to change that too... hmmm....
SO, I fixed the red Grass issue, and added the Camo-Trap Doors. right now they work exactly like other Trap doors, but are camo. Unlike other camos, they do not take the textures as an average of everything arround them. instead, they only take the texture of the their "hinge Block" if you know what i mean... Its out in a beta release. So I can get some feedback as well as other stuff before I actually release it.
yeah but then what about the original owner?? where are they actually gonna put their stuff??
see my dilemma? I want it to be a place to store things, but it should be protected at the same time.
Im thinking that there is a delay from when the chest is activated to when it is actually accessible. So the really staunch robbers, you know.. they guys with full sets of diamond-Armor and stuff can simply survive the traps and get away with the stuff.... I think thats a good case of Risk vs Reward.
I think that delay and the duration of how long the chest powers Redstone should be in a config file. Of course, when in single Player, its up to you.. but when its on SMP, its up to the server owner alone to decide this stuff. I think I might actually add some commands to change that too... hmmm....
Far from what i meant. I meant that if you supplied a redstone current like this it would shock. It could be a shock to kill instantly
= redstone
= any block that allows redstone current to flow
If the redstone is powered by a secret torch or shelf, opening the chest would shock. If unpowered it would not shock you. Like the xp bank thing.
Heck, I'd be happy with a trapdoor that was flush to the ground, doesn't have to be camo; though, what I'd use it for would be climbing up a ladder to an auxillary room, so I'd want to be able to run a ladder up through the thing ... non-trivial problem. I guess I'll just keep using my ridiculously overcomplicated series of pistons to hide the floor-entrance.
TRANSITION!
Anyway, I'm playing the a bunch of mods up, and I'm not sure where this particular error came from. Hang on a moment, I'll go check if it works off a Fresh Install with just Forge (and its prereqs) installed ...
Okay, I've confirmed that it doesn't, but I don't really have the time to check whatever percentage of the 22 mods installed I'll need to in order to locate the error. Hopefully, this will give you enough information that it'll be findable.
SECRET ROOMS
Mods loaded: 22
ModLoader 1.2.5
mod_BE MC: 1.2.3 ; BE: 1.2.3
mod_MinecraftForge 3.0.1.75
mod_ModLoaderMp 1.2.5v1
mod_SpawnerGUI 1.2.5
mod_ReiMinimap v3.0_04 [1.2.5]
mod_Armor 1.2.5
mod_Backpack 1.2.3_v2-3
mod_Biosphere 1.2.5
mod_floatingRuins 1.2.5.c modified by bspkrs
mod_InvTweaks 1.41 (1.2.4)
mod_tome 1.2.5
mod_RecipeBook 1.2.5
mod_SecretRooms SecretRoomsMod v3.6 + Forge
mod_Shelf 1.2.5
mod_SpawnerGUI 1.2.5
mod_StatusEffectHUD v1.12 (1.2.5)
mod_SwordsPlus v1.4.1 for MC 1.2.5
mod_treecapitator 1.2.5.e updated by bspkrs
mod_TwilightForest 1.8.0
XP Bank 4.8
mod_ThaumCraft 2.1
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 9d03050a --------
Generated 4/14/12 12:15 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family version 3.1.0 - Build 8.15.10.2509, Intel
java.lang.RuntimeException: property shefGateID has no scope
at forge.Configuration.load(Configuration.java:245)
at mod_SecretRooms.load(mod_SecretRooms.java:31)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 530b33eb ----------
SUBJECT CHANGE!
Why do the blocks not show up in the creative menu? I have to build them once, first, in order to get access to them. It's not really a problem, but I was wondering why.
P.S. It appears that on a fresh install of the mod, they do appear. I find this odd, as I've never been able to find them before.
P.S.S. Also, I can't get the shelfgate to turn off when they face down.
1) trap doors and ladders can never be placed in the same place like that. They agree both blocks . dame tradition easter doesn't flow through doors. I can however try to make a "ladder trapdoor".. wel See here that world's out.
2). Your error. Delete the config file, it will regenerate. The forge version has a different format.
3) the creative menu only works on the forge. I'll see if there are an problems with that.
That seems like it would be really hard to program, to me. Not being a particularly proficient programmer myself, I'm not sure, but it is certainly not something I'd like to do for my first task. If you do it, though, you will have all of my admiration. Well, okay, not all of it. A significantly large portion, though. I need some of it.
Okay, thank you. That did work. I just deleted both the .cfg and the .prop labled SecretRooms in my /config and it worked like a charm. Well, a charm I haven't used to place any blocks in the world yet, but...
That seems odd. Any idea why that happens?
Rollback Post to RevisionRollBack
GENERATION 26: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That seems like it would be really hard to program, to me. Not being a particularly proficient programmer myself, I'm not sure, but it is certainly not something I'd like to do for my first task. If you do it, though, you will have all of my admiration. Well, okay, not all of it. A significantly large portion, though. I need some of it.
Okay, thank you. That did work. I just deleted both the .cfg and the .prop labled SecretRooms in my /config and it worked like a charm. Well, a charm I haven't used to place any blocks in the world yet, but...
That seems odd. Any idea why that happens?
with what? the Bocks or the config file??
for teh Config file, if you look at the config file for the forge version, and then the config file for the ML and MLMP versions.. you will see instantly why it has issues reading stuff.
# SecretROomsMod... etc...
# date and time saved etc...
sldfjhsldjf=234234
adiusdf=213234
sdkfgsiugf=2346237
shfgsjf=78638756
For Blocks.. well, its the way minecraft is made. 1 Block per given coords. Entities have other rules. Doors and beds are stories of their own, taking up more than one block. But mostly, only 1 Block per coordinate. Notice paintings are not blocks, so they can be placed regardless of blocks. whether they break when water comes or not is another story all together. Also, notice that torches break when water comes. If they didn't, the water would treat it as if it was a solid full blocks, and flow arround if possible.
ALSO, COMING UPDATE
what ive done so far...
1) perfected Camo doors.
2) perfected Camo trapDoors
3) overrided the side-grass texture with straight-up dirt. never again will messed up side-grass textures offend your sense.
4) changed names a bit and made everything "secret" instead of Shelf or camo.
things I think I should add before I release.
1) Full camo Redstone stuff.
2) alternate recipes using a Camo-Paste item.
3) Ghost blocks...
4) Camo special blocks: Chests, et. NOT ENCHANTERS AND BREWERIES, I feel they need to stay the way they are...
5) powering chests? I still got issues with this.. not sure how to implement..
6) camo/shelf pistons.. I think ill take another try at this...
This mod.........I want it in the server I play in so much, only problem is: its a bukkit server; I really hope a bukkit version of this mod is made someday, because I know that this mod will definitely be in the server I play in when it gets its bukkit version
Also, I've always wondered, what in the eff is minecraft forge?
I see versions for modloader, modloadermp, and forge; what is forge (in minecraft), some mod?
This mod.........I want it in the server I play in so much, only problem is: its a bukkit server; I really hope a bukkit version of this mod is made someday, because I know that this mod will definitely be in the server I play in when it gets its bukkit version
Also, I've always wondered, what in the eff is minecraft forge?
I see versions for modloader, modloadermp, and forge; what is forge (in minecraft), some mod?
lol yeah.. I needed something for the bukkit version that hasn't been updated. that or I just can't find the updated version...
Once I finish this epic InProgress update, im gonna update all the version.. And then im gonna make a normal Bukkit plugin for the shelf versions. its gonna have commands to convert normal bookshelves into the special redstone stuffs.. I can't add new Blocsk directly to it with Bukkit.. so thats the best I can do till the API in 1.3 comes out.
What is the minecraft forge.. uhh, well. Its kind of like an extension of ModLaoder. It adds a bunch of little things that allow Modders like me to do things to minecraft. It allows you to...
Create your very own Terrain.png and add textures from there
Has its own Client-Server communication system, AKA: packet handling system.
Allows you to add custom-made blocks to Creative mode.
Allows custom Rail types without modifying the MineCart files
Allows you to make Custom tools without having to make your very own ToolMaterial stuff.
and thats jus the beginning.. it has a tone of stuff in it... it really makes life easier for modders like me.
lol actually, proting them to different versions isn't that hard usually.
The ModLoaderMP version only has to be changed a bit on the server side of it.
The Forge, well, I just add a few things to a few files, and BOOM. its done.
Is a block ID conflict. You want to go into config/secretRoomsMod.prop.
There, you want to modify the block IDs so that both mod no longer take the same IDs.
I just thought of something. I tried making a lift from a bookcase that extends upwards when you pull a lever. However, it just shoved me off. Am I being stupid or is this a possible improvement? If it is the latter, it would be very appreciated if this could be made to work
hmmm. that sounds pretty cool...
but i heard for redPower, eloraam is adding some kind of moving platform with motors and stuff. So Im not sure I want to add it...
This was when i placed camo block, everytime i tried to place a camo block the server chrashes.
so.. when placing it on the server huh...
hmm well. The Forge is currently updated farther than my mod is for it.. and i hear it has completely dropped ModLoaderMP. So If you are currently using the forge version, it probably doesn't work with the latest version of the Forge. The ModLaoderMP versions should be perfectly fine atm. Otherwise, does your client just disconnect from the server?? or does the server itself crash and kick everyone who is on out??
wait... no.. im stupid.. I just reread the previous post you made like 3 pages back...
That error has already been fixed with the latest update. Iether way, I was unable to re-create the error.. so Im not sure if its 100% fixed yet..
Hey AbrarSyed,
Where are the skins of bookshelf items located? (that i can edit them to cstone or wplanks, just that it looks better)
Currently, they take the default Shelf texture. So it changes from texture pack to texture pack. I believe the texture index is number 68. Also, don't bother putting the effort to change the textures. In the next update, preferable in the next 2 weeks, there will be FULL CAMO blocks. Just like the camo-one-ways, but on all sides. I might be replacing the current shelf-blocks with those.. im not 100% sure though...
One thing if or sure. There will be Full Camo redstone type blocks. that means levers, buttons, gates and the hidden redstone and stuff. if they replace the shelf-stuff, and the shelf-stuff will be completely taken out?? idk about that...
yeah but then what about the original owner?? where are they actually gonna put their stuff??
see my dilemma? I want it to be a place to store things, but it should be protected at the same time.
Im thinking that there is a delay from when the chest is activated to when it is actually accessible. So the really staunch robbers, you know.. they guys with full sets of diamond-Armor and stuff can simply survive the traps and get away with the stuff.... I think thats a good case of Risk vs Reward.
I think that delay and the duration of how long the chest powers Redstone should be in a config file. Of course, when in single Player, its up to you.. but when its on SMP, its up to the server owner alone to decide this stuff. I think I might actually add some commands to change that too... hmmm....
Help save magnet balls! Sign this petition
ON grass? the other guy was saying if you put it on grass with the texture pointing down I think... right?
EDIT: nvm.. don't asnwer that. I found the error. Appernatly my coloring code was outdated, and was giving it the wrong color... red obviously...
Oh yeah, recipe for it is 1 dirt Block.
well, beta isnt out just yet... gimme a sec.
EDIT: ok, its up now...
Far from what i meant. I meant that if you supplied a redstone current like this it would shock. It could be a shock to kill instantly
= redstone
= any block that allows redstone current to flow
If the redstone is powered by a secret torch or shelf, opening the chest would shock. If unpowered it would not shock you. Like the xp bank thing.
TRANSITION!
Anyway, I'm playing the a bunch of mods up, and I'm not sure where this particular error came from. Hang on a moment, I'll go check if it works off a Fresh Install with just Forge (and its prereqs) installed ...
Okay, I've confirmed that it doesn't, but I don't really have the time to check whatever percentage of the 22 mods installed I'll need to in order to locate the error. Hopefully, this will give you enough information that it'll be findable.
SUBJECT CHANGE!
Why do the blocks not show up in the creative menu? I have to build them once, first, in order to get access to them. It's not really a problem, but I was wondering why.
P.S. It appears that on a fresh install of the mod, they do appear. I find this odd, as I've never been able to find them before.
P.S.S. Also, I can't get the shelfgate to turn off when they face down.
Thanks
1) trap doors and ladders can never be placed in the same place like that. They agree both blocks . dame tradition easter doesn't flow through doors. I can however try to make a "ladder trapdoor".. wel See here that world's out.
2). Your error. Delete the config file, it will regenerate. The forge version has a different format.
3) the creative menu only works on the forge. I'll see if there are an problems with that.
with what? the Bocks or the config file??
for teh Config file, if you look at the config file for the forge version, and then the config file for the ML and MLMP versions.. you will see instantly why it has issues reading stuff.
the Forge config looks like:
the Ml and MLMP ones look normal... like this.
For Blocks.. well, its the way minecraft is made. 1 Block per given coords. Entities have other rules. Doors and beds are stories of their own, taking up more than one block. But mostly, only 1 Block per coordinate. Notice paintings are not blocks, so they can be placed regardless of blocks. whether they break when water comes or not is another story all together. Also, notice that torches break when water comes. If they didn't, the water would treat it as if it was a solid full blocks, and flow arround if possible.
ALSO, COMING UPDATE
what ive done so far...
1) perfected Camo doors.
2) perfected Camo trapDoors
3) overrided the side-grass texture with straight-up dirt. never again will messed up side-grass textures offend your sense.
4) changed names a bit and made everything "secret" instead of Shelf or camo.
things I think I should add before I release.
1) Full camo Redstone stuff.
2) alternate recipes using a Camo-Paste item.
3) Ghost blocks...
4) Camo special blocks: Chests, et. NOT ENCHANTERS AND BREWERIES, I feel they need to stay the way they are...
5) powering chests? I still got issues with this.. not sure how to implement..
6) camo/shelf pistons.. I think ill take another try at this...
Wait what?
Please give error report if there is one.
Otherwise tell me what you did, and what happened.
Also, I've always wondered, what in the eff is minecraft forge?
I see versions for modloader, modloadermp, and forge; what is forge (in minecraft), some mod?
lol yeah.. I needed something for the bukkit version that hasn't been updated. that or I just can't find the updated version...
Once I finish this epic InProgress update, im gonna update all the version.. And then im gonna make a normal Bukkit plugin for the shelf versions. its gonna have commands to convert normal bookshelves into the special redstone stuffs.. I can't add new Blocsk directly to it with Bukkit.. so thats the best I can do till the API in 1.3 comes out.
What is the minecraft forge.. uhh, well. Its kind of like an extension of ModLaoder. It adds a bunch of little things that allow Modders like me to do things to minecraft. It allows you to...
lol actually, proting them to different versions isn't that hard usually.
The ModLoaderMP version only has to be changed a bit on the server side of it.
The Forge, well, I just add a few things to a few files, and BOOM. its done.
Bukkit, its a whole other story...
There, you want to modify the block IDs so that both mod no longer take the same IDs.
hmmm. that sounds pretty cool...
but i heard for redPower, eloraam is adding some kind of moving platform with motors and stuff. So Im not sure I want to add it...
AGREED!!!!!!!
if anyone has a server with this mod, or needs a custom version for it to work.... LET ME KNOW PLEASE
so.. when placing it on the server huh...
hmm well. The Forge is currently updated farther than my mod is for it.. and i hear it has completely dropped ModLoaderMP. So If you are currently using the forge version, it probably doesn't work with the latest version of the Forge. The ModLaoderMP versions should be perfectly fine atm. Otherwise, does your client just disconnect from the server?? or does the server itself crash and kick everyone who is on out??
wait... no.. im stupid.. I just reread the previous post you made like 3 pages back...
That error has already been fixed with the latest update. Iether way, I was unable to re-create the error.. so Im not sure if its 100% fixed yet..
Currently, they take the default Shelf texture. So it changes from texture pack to texture pack. I believe the texture index is number 68. Also, don't bother putting the effort to change the textures. In the next update, preferable in the next 2 weeks, there will be FULL CAMO blocks. Just like the camo-one-ways, but on all sides. I might be replacing the current shelf-blocks with those.. im not 100% sure though...
One thing if or sure. There will be Full Camo redstone type blocks. that means levers, buttons, gates and the hidden redstone and stuff. if they replace the shelf-stuff, and the shelf-stuff will be completely taken out?? idk about that...