Enhancement:
Hello, I am wondering if it is possible to have a config for the secret player pressure plate to remove the clicking noise it makes? This would be awesome and players would think our spawn doors are magic! And it would make them even more secret!
Issue:
I also noticed that when using waila almost all of the blocks say they are the block it is ghosting except for the one-way glass, secret trapdoor, torch, etc. basically any one that doesn't mimic a full block, shows the actual secret name. Kinda makes it a bit less secret. Il mention it to ProfMobius too.
Oh man the loud clicking is killing the cool doors opening on their own! lol let me know if you actually thought that was a good idea! If you didn't then im going to try redesign this stuff..
Liking the new version of the mod, however, the blocks are noticeable for redstone, they "glitch" to show the block then to the texture of the actual block itself, it occurs in like a split second but it's still noticeable. Other than that, glad I can hide my stash again, I mean... (O.O)
I am trying to setup your mod but when loading Minecraft, I get an error generating an ID conflict with the Plant Mega Pack mod.
This is the generated error:
1769: plantmegapack.plantForest1 from plantmegapack - mod_SRM.SecretWoodenDoorBlock from secretroomsmod
Now, thing is your mod doesn't allow me to change the ID of the SecretWoodenDoorBlock (it isn't listed) and the Plant Mega Pack doesn't generate a config file to change the ID (or at least, I can't find it) so I can't change the ID from that mod pack..
What is 1769+256? 2025. That's the ID number you have set for CamoWoodDoor. So actually, that's the config you need to change to prevent the ID conflict.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
So I have found an issue with this mod. I noticed that the ghost blocks (ID: 1276) will allow mobs to spawn inside of them. It seems that it only happens with blocks that light can't go through, like dirt and stone. Glass is not affected by this. I am using SecretRoomsMod version 4.6.0. and I am using with the Big Dig Pack which I am on version 1.3.9 of Big Dig. I know that mobs are spawning inside of ghost blocks because I have the mod called Monster Spawn Highlighter, and it highlights blocks blue if mobs can spawn there. I will post some pictures below.
I'm inside of the ghost block using the Monster Spawn Highlighter, and sorry I don't know how to use spoilers, I tried but they wouldn't work.
I have noticed an issue with the mod in terms of configs and Item id's. I am fairly new to the mod space, however it was my understanding in Forge mods Block IDs did not require conversions (meaning the actual ID equaled what was set in the configuration file), however Item IDs require the additional conversion (meaning the actual ID ended up being what was recorded in the config+256).
Taking my understanding, - I am noticing that the behavior is inconsistent for Secret Rooms Item IDs.
For example, here is my Item IDs:
However, when I check the IDs in game, the only one that was increased by 256 is Secret Wooden Door (has an ID of 31938), however Camoflage Paste is 31680 and Secret Iron Door is 31681.
The Block IDs do not appear to be translated, which I believe is expected. (INCORRECT, SEE EDIT BELOW)
************************* EDIT *******************************
Actually there appears to be an issue with the Block: mod_SRM.SecretWoodenDoorBlock. The Block ID ends up being ==(ID-256). This issue maps to the problem reported by the poster above. I am not sure why it is required to add an additional 256 to this ID, however you do not need to do it for any others.
For example: If I want the ID of the block to be 3571, I had to set it to 3827. However, this adjustment did not need to be made for any of the other block IDs (for example camoTrapDoor or camoIronDoor IDs in the Block section).
***************************************************************
I have noticed an issue with the mod in terms of configs and Item id's. I am fairly new to the mod space, however it was my understanding in Forge mods Block IDs did not require conversions (meaning the actual ID equaled what was set in the configuration file), however Item IDs require the additional conversion (meaning the actual ID ended up being what was recorded in the config+256).
Taking my understanding, - I am noticing that the behavior is inconsistent for Secret Rooms Item IDs.
For example, here is my Item IDs:
However, when I check the IDs in game, the only one that was increased by 256 is Secret Wooden Door (has an ID of 31938), however Camoflage Paste is 31680 and Secret Iron Door is 31681.
The Block IDs do not appear to be translated, which I believe is expected. (INCORRECT, SEE EDIT BELOW)
************************* EDIT *******************************
Actually there appears to be an issue with the Block: mod_SRM.SecretWoodenDoorBlock. The Block ID ends up being ==(ID-256). This issue maps to the problem reported by the poster above. I am not sure why it is required to add an additional 256 to this ID, however you do not need to do it for any others.
For example: If I want the ID of the block to be 3571, I had to set it to 3827. However, this adjustment did not need to be made for any of the other block IDs (for example camoTrapDoor or camoIronDoor IDs in the Block section).
***************************************************************
Thanks for a great mod!
ok thats really wierd... however I dont care because IDs arnt an issue in 1.7
I understand that some mods adds 256 to the id's (not many thought and why I don't know) but these ID's are all the same except Wooden Door that removes 256 for the block and adds 256 for the item. Why is that? Getting ID conflicts and figuring out that I have to add/remove 256 from the ID is one thing, but when it only applies to one item and one block it makes less sense and makes it harder to figure out.
And why do I get these names when everything else shows up with nice names?
tile.mod_SRM.SecretWoodenDoorBlock.name
tile.mod_SRM.SecretIronDoorBlock.name
I just don't get why it is a difference between the wooden door and the iron door when it come to the handling of the id's, and why one adds and the other removes 256 from the id.
I love the mod and I like to use it, but with all other mods I'm running I just felt the search for what was conflicting was made harder than it should have to be.
Not complaining really, just curious to why it is like this.
It would be awesome if you learned to download Forge
Also, to OP, the 'spoiler tabs' are badly glitched (example- look in Content)
the 1.6.4 one is backwards compatible
Hello, I am wondering if it is possible to have a config for the secret player pressure plate to remove the clicking noise it makes? This would be awesome and players would think our spawn doors are magic! And it would make them even more secret!
Issue:
I also noticed that when using waila almost all of the blocks say they are the block it is ghosting except for the one-way glass, secret trapdoor, torch, etc. basically any one that doesn't mimic a full block, shows the actual secret name. Kinda makes it a bit less secret. Il mention it to ProfMobius too.
Join us at our website: AIM Gaming
Join us at our website: AIM Gaming
I am trying to setup your mod but when loading Minecraft, I get an error generating an ID conflict with the Plant Mega Pack mod.
This is the generated error:
Now, thing is your mod doesn't allow me to change the ID of the SecretWoodenDoorBlock (it isn't listed) and the Plant Mega Pack doesn't generate a config file to change the ID (or at least, I can't find it) so I can't change the ID from that mod pack..
So would you know how to fix the problem?
her eis the proof: https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/src/main/java/com/github/AbrarSyed/secretroomsmod/common/SecretRooms.java#L163
This is what my secretroomsmod.cfg fille looks like:
Nowhere in it is there a block called SecretWoodenDoorBlock and there definitely is nothing there with ID 1769.
I'm inside of the ghost block using the Monster Spawn Highlighter, and sorry I don't know how to use spoilers, I tried but they wouldn't work.
Taking my understanding, - I am noticing that the behavior is inconsistent for Secret Rooms Item IDs.
For example, here is my Item IDs:
camoitems {
I:camoIronDoor=31681
I:camoPasteID=31680
I:camoWoodDoor=31682
}
However, when I check the IDs in game, the only one that was increased by 256 is Secret Wooden Door (has an ID of 31938), however Camoflage Paste is 31680 and Secret Iron Door is 31681.
The Block IDs do not appear to be translated, which I believe is expected. (INCORRECT, SEE EDIT BELOW)
************************* EDIT *******************************
Actually there appears to be an issue with the Block: mod_SRM.SecretWoodenDoorBlock. The Block ID ends up being ==(ID-256). This issue maps to the problem reported by the poster above. I am not sure why it is required to add an additional 256 to this ID, however you do not need to do it for any others.
For example: If I want the ID of the block to be 3571, I had to set it to 3827. However, this adjustment did not need to be made for any of the other block IDs (for example camoTrapDoor or camoIronDoor IDs in the Block section).
***************************************************************
Thanks for a great mod!
ok thats really wierd... however I dont care because IDs arnt an issue in 1.7
If I check the mods names and Id's in NEI I get:
When I check the congfig it says:
I understand that some mods adds 256 to the id's (not many thought and why I don't know) but these ID's are all the same except Wooden Door that removes 256 for the block and adds 256 for the item. Why is that? Getting ID conflicts and figuring out that I have to add/remove 256 from the ID is one thing, but when it only applies to one item and one block it makes less sense and makes it harder to figure out.
And why do I get these names when everything else shows up with nice names?
tile.mod_SRM.SecretWoodenDoorBlock.name
tile.mod_SRM.SecretIronDoorBlock.name
I just don't get why it is a difference between the wooden door and the iron door when it come to the handling of the id's, and why one adds and the other removes 256 from the id.
I love the mod and I like to use it, but with all other mods I'm running I just felt the search for what was conflicting was made harder than it should have to be.
Not complaining really, just curious to why it is like this.
Love your mod, hope you can answer my questions.