Getting a weird, and honestly rather obnoxious crash. The game loads just fine, I can load a world just fine, I can even run around and play in the world without any problems... I can even craft and use any of the items from this mod.
[...]
---EDIT---
I've looked into it more in-depth, the second crash is because of the MapWriter minimap mod, probably a rendering error when trying to figure out how to render illusion blocks. Then I'm willing to bet the first crash is caused when you disable illusion blocks; because the icon for the Torch Lever creative tab is an Illusion Bookcase, which wouldn't even be loaded into the game when disabled.
All errors you mentioned should be fixed in the patch I just put out (Version 1.3.1). I find it sad that you could not use the illusion blocks (they are one of my favorite new blocks), so I fixed the compatibility issue (hopefully), and as long as that's the only reason you had them turned off you should be able to use them now.
The illusion blocks were broken because of the MapWriter world map mod, I'm using Rei's minimap now and it works flawlessly. Thanks for fixing the gui crash, though!
Wow, I like your video a lot, I'm definitely adding that to the first post. It's too bad I don't know any Polish. (Eventually I'd like to add localization to the mod so it's not in English for everyone). I also noticed a graphical glitch on the spike traps, I'm working on that now...
I just finished a massive texture pack support update (It took me two days and more hours then I care to admit), but within 24 hours everyone's texture support files should automatically be updated (if it isn't disabled in the config file) to include support for all the most popular Resource Packs. If the one you use still isn't supported (book/brick/nether brick buttons aren't showing up in the right place), help me out and tell me where you think they should go. (I'll need to know what Resource Pack it is, and if you can, tell me the image hash - it'll show up in the Minecraft console). Don't worry about telling me the wrong thing or not giving me enough information, I'm more than happy to double check and fill in the blanks, but I really could use all the help I can get.
Also if someone can do an updated Youtube spotlight in English, I'd be glad to put it in the first post.
Thanks for the suggestion, and it's a good idea. Unfortunately I probably wont add it anytime soon, and I'll tell you why in two parts:
First...
When I was deciding all the blocks that would go in this mod I picked secret buttons for blocks that had a nice (and small) distinct location in the upper left and lower right. Books, Bricks, and Nether Bricks were all good choices. I wanted to do Stone Bricks but with variants (normal, cracked, chiseled, and mossy) it seemed like it might be a bit strange to only support some, and mostly I decided against it because the stone brick texture only has one full brick on each tile, this would mean there was only one valid position for a button to stick out of.
Once I started adding texture pack support (in version 1.3), I found some texture packs have only one valid position for normal bricks and nether bricks and that is fine. At that point I wished I had added stone bricks to the mod, but remembered I had another plan for them in the future. Because Stone Bricks will soon be used for another secret block, I decided it's okay that they don't support secret buttons.
And second, because of the way I set up resource/texture pack support, it's a lot of work to add support for each block (bookshelf, brick, and nether brick). Since I've added a good number of textures already it would take a lot of work to add stone bricks so far, and even more work maintaining them.
This doesn't mean they wont ever be added though, just that if they do it will be a generic type of camouflage button. Something that you can place on any wall and configure where is starts and stops, but something like that would probably be a better fit for another mod. (I have a potential companion mod for this in mind).
Also sorry for such a long response to a simple question. I just wanted you to know I wrestled with the idea of adding them, but ultimately decided not to.
Hey! Just wanted to let you know that I absolutely love the mod! I love making hidden rooms and stuff and this just fits me perfectly. I also saw that the video in English that you had up was outdated so I decided to do a Mod Showcase on it. I tried to cover everything as best as I could in the video. Just thought I'd let you know.
Thanks! I had broken my websites configuration the other day and didn't even realize it. Thanks again for bringing it to my attention. It should work now.
Will you make this work with Forge Multipart soon? I'd love to has that.
I had planed to look into it as soon as I heard about forge multipart, it's a very cool API. Right now I need a break from my computer, I just finished a 72 hour no sleep coding marathon surviving on hot dogs cake and root beer, in order to finish my teams Ludum Dare 27 game jam entry. (link!)
Loving this mod so far! Couple of suggestions. Book levers to complement the book buttons. I would also like to see a chest with a trap door bottom or something along those lines would be fun.
Thanks again, I have been waiting for this mod for awhile and I am not disappointed. Great work!
This comes so close to being the secret doors / hidden triggers mod I've always wanted. The illusion blocks kill it for me though. Nothing personal, but to me, it's a total cop-out. It takes all the thought out of hiding things, because you can just have a fake block there. Stuff hidden. If not for that, it would be great. Though, it would be awesome to see things like a proper hinged bookshelf or brick wall door, and I think the traps section could do with the classic pitfall...say, alternating vines and grass around a leaf block to create something that looks (at least on top) like grass, but behaves like those collapsing slabs. It's just an iconic trap.
Edit: I notice you mentioned making a companion mod, where you would put generic camouflage buttons. Can I make a suggestion? Have one mod be for the magical "it just blends in" stuff, and one for the gritty realism where specific things have to be used for where they would best fit.
Is it possible to reverse the action of the torches? Ie at the moment when I pull the lever the piston moves outwards. What I want it to do is move inwards. If this is possible, how do I do it? I presume there is something in the config file that can could be changed - if so what?
Loving this mod so far! Couple of suggestions. Book levers to complement the book buttons. I would also like to see a chest with a trap door bottom or something along those lines would be fun.
Thanks again, I have been waiting for this mod for awhile and I am not disappointed. Great work!
For some reason I never really grasped the utility of a lever button. (I made the Redstone Lever to make getting that functionality easy, watch the spotlight video in the OP to see how that works). I am starting to come around to it though. If you had a depressed "Sticky" Book Button, and had to pull it to open the door that would be very, very hard to spot. I'll probably add this in the next version, thanks!
As for the "Trapdoor Chest," I'm not sure what you mean. I have a picture in my mind that makes me laugh, but I doubt it's what you intend. (A chest sits in a room, a player puts items in it and leaves. A redstone signal reaches the chest and the bottom falls out dropping all the items in the chest down. When the player comes back (they never saw it open), they find all their items gone! ^_^) If you want to try and tell me what you had in mind maybe I'll think it's a good compliment for the mod, but for now I'm going to hold off on this idea. Like I said though Sticky Secret Buttons will probably be in the next version, so thanks again!
is this possible to get ported as a bukkit plugin somehow??
Not as far as I know. Last time I looked into Bukkit plugins they could only do server side changes. There were a few mods that allowed client side changes too, but they were fairly limited and harder to work with. Because all the blocks I use render uniquely (TorchLevers pull down, Book Buttons push in, Illusion Blocks can be seen out of) I don't believe it is possible to port this to Bukkit, sorry
This comes so close to being the secret doors / hidden triggers mod I've always wanted. The illusion blocks kill it for me though. Nothing personal, but to me, it's a total cop-out. It takes all the thought out of hiding things, because you can just have a fake block there. Stuff hidden. If not for that, it would be great. Though, it would be awesome to see things like a proper hinged bookshelf or brick wall door, and I think the traps section could do with the classic pitfall...say, alternating vines and grass around a leaf block to create something that looks (at least on top) like grass, but behaves like those collapsing slabs. It's just an iconic trap.
Edit: I notice you mentioned making a companion mod, where you would put generic camouflage buttons. Can I make a suggestion? Have one mod be for the magical "it just blends in" stuff, and one for the gritty realism where specific things have to be used for where they would best fit.
That's sad to hear, but I'd like you to know I had similar concerns and tried to balance the mod accordingly. First off, if you really don't like Illusion Blocks just turn them off in the single player, or server's config file (every block in the mod can be disabled this way, allowing the admin to customize the experience). I'd like to convince you to keep them in if I can though: I put a lot of thought into balancing the blocks. Each Illusion Block costs an Eye of Ender, and can be destroyed by just about anything (water, piston, a single punch from a player). If you suspect Illusion Blocks just punch all the walls, and once one "pops" you've found the spot (this doesn't work for protected regions right now, but I'm thinking even if they aren't broken they will make a special sound and maybe fade out when hit). I also believe they are also an iconic block (think older RPGs, or platformers, where walking through a wall would bring you to a secret treasure room).
As for a hinged wall, that's not a bad idea, but I feel that role is more or less handled by Sticky Pistons already. A block that can be walked through is a unique thing that Minecraft doesn't offer. The companion mod (in my mind) was for Adventure Map makers, it would allow raw generic types of items, and some cool detector type blocks. If I was really ambitious I'd add "Adventure Script" to allow a scripting like system for map makers (I didn't want to say too much because getting people hopes up and caning the project isn't very nice). I'll say right here I'm not sure if I'll ever make that mod, it's just an idea.
I like the idea for leaf/vine pit falls. They probably wont fool a player (I'd probably use the leaf texture, but maybe adjust the colors to match grass), but I can have AI's walk over them, and if cleverly placed a player could fall for it. I originally wanted "Collapsing Blocks" but do to Minecraft limitations, without a core mod (potentially causing conflicts) I couldn't get a block I was happy with, only the bottom half of a slab would work for what I had in mind (I think I can pull off a leaf trap though, it probably wont work like you're thinking, but look for it in the next version).
Lastly I'll probably be introducing a creative mode only (by default) item in the next version that will severely "Nerf" Illusion Blocks, if you enable that one in the config you might find they aren't so bad.
Hello, I'm making a legal modpack, distributed in the FTB launcher as private pack.
I'm really interested in you mod and read that I can add it but I always write to modders to make them know that I'm using their work.
Please let me add your great mod to my modpack.
Obviously the pack is totally free and, as just said, approved by FTB.
You will be properly credited in the official site, that I'll send you via pm.
Thanks for your awesome work !
Awesome and thanks, I enjoy hearing about my mod getting used. Best of luck with your mod pack too!
Is it possible to reverse the action of the torches? Ie at the moment when I pull the lever the piston moves outwards. What I want it to do is move inwards. If this is possible, how do I do it? I presume there is something in the config file that can could be changed - if so what?
The config file doesn't have a way to invert the signal. I probably could add something but I'm not sure if it's really necessary. Inverting a signal (NOT Gate) is a fairly basic redstone logic gate. Maybe you are a seasoned redstone veteran and were looking for a more dense solution, but if you've just never seen an inverted then check these out: - wiki link
Basically you put a Redstone Torch on the same block (the backside) of the block with the Torch Lever on it, then take the signal out of the Redstone Torch and you'll be using an inverted signal. Once you've mastered that try to make a combination lock, then try to improve it, and then improve it more. In my experience that's the best way to learn new Redstone. Hopefully that helps.
Thanks everyone for the continued support! I'm going to try doing a few small changes in the coming weeks, and hope to have a little bit of content for a 1.3.2 release sometime this September. (If you want more up to date updates you could check out my new blog, if you're into that sort of thing).
Just wanted to drop by and say thank you very much for such an excellent mod! This is my new must have mod for my server.
I appeciate how this mod doesn't include textures making it compatible with texture packs...a major plus! Furthermore, you took the time to make sure the button placements coincide with the textures from various texture packs...Bravo!
Just to add: Working great with Misa's texture pack and mcpc+ server build 56 w/ Forge 836.
One question: Does the server need the TorchLevers_TextureSupport file in the config folder or is it only for the clients?
One question: Does the server need the TorchLevers_TextureSupport file in the config folder or is it only for the clients?
The texture support file is only needed for the clients. The file does not have to be included if you're making a mod pack though, since it will be downloaded by the client if they don't have it. (It will also be automatically updated if there is a newer version). Hope that helps.
It seems to be a conflict with Mapwriter that isn't able to properly render the Illusion blocks. No clue how to fix it though. Check the Mapwriter config, I'd say.
Shouldn't be happening on a fresh world though? Or do illusion blocks spawn in the world. Similarity that I referring to icbm was that its happening at the origin of the world.
All errors you mentioned should be fixed in the patch I just put out (Version 1.3.1). I find it sad that you could not use the illusion blocks (they are one of my favorite new blocks), so I fixed the compatibility issue (hopefully), and as long as that's the only reason you had them turned off you should be able to use them now.
Wow, I like your video a lot, I'm definitely adding that to the first post. It's too bad I don't know any Polish. (Eventually I'd like to add localization to the mod so it's not in English for everyone). I also noticed a graphical glitch on the spike traps, I'm working on that now...
I just finished a massive texture pack support update (It took me two days and more hours then I care to admit), but within 24 hours everyone's texture support files should automatically be updated (if it isn't disabled in the config file) to include support for all the most popular Resource Packs. If the one you use still isn't supported (book/brick/nether brick buttons aren't showing up in the right place), help me out and tell me where you think they should go. (I'll need to know what Resource Pack it is, and if you can, tell me the image hash - it'll show up in the Minecraft console). Don't worry about telling me the wrong thing or not giving me enough information, I'm more than happy to double check and fill in the blanks, but I really could use all the help I can get.
Also if someone can do an updated Youtube spotlight in English, I'd be glad to put it in the first post.
Thanks for the suggestion, and it's a good idea. Unfortunately I probably wont add it anytime soon, and I'll tell you why in two parts:
First...
Once I started adding texture pack support (in version 1.3), I found some texture packs have only one valid position for normal bricks and nether bricks and that is fine. At that point I wished I had added stone bricks to the mod, but remembered I had another plan for them in the future. Because Stone Bricks will soon be used for another secret block, I decided it's okay that they don't support secret buttons.
And second, because of the way I set up resource/texture pack support, it's a lot of work to add support for each block (bookshelf, brick, and nether brick). Since I've added a good number of textures already it would take a lot of work to add stone bricks so far, and even more work maintaining them.
This doesn't mean they wont ever be added though, just that if they do it will be a generic type of camouflage button. Something that you can place on any wall and configure where is starts and stops, but something like that would probably be a better fit for another mod. (I have a potential companion mod for this in mind).
Also sorry for such a long response to a simple question. I just wanted you to know I wrestled with the idea of adding them, but ultimately decided not to.
Edit: 4 Pages! Woot, Woot!
Thanks! I had broken my websites configuration the other day and didn't even realize it. Thanks again for bringing it to my attention. It should work now.
I had planed to look into it as soon as I heard about forge multipart, it's a very cool API. Right now I need a break from my computer, I just finished a 72 hour no sleep coding marathon surviving on hot dogs cake and root beer, in order to finish my teams Ludum Dare 27 game jam entry. (link!)
Thanks again, I have been waiting for this mod for awhile and I am not disappointed. Great work!
Edit: I notice you mentioned making a companion mod, where you would put generic camouflage buttons. Can I make a suggestion? Have one mod be for the magical "it just blends in" stuff, and one for the gritty realism where specific things have to be used for where they would best fit.
"If the mind is the enemy's greatest weapon, it's all the more reason to shoot 'em in the head!" -(Mickey Cantor)
For some reason I never really grasped the utility of a lever button. (I made the Redstone Lever to make getting that functionality easy, watch the spotlight video in the OP to see how that works). I am starting to come around to it though. If you had a depressed "Sticky" Book Button, and had to pull it to open the door that would be very, very hard to spot. I'll probably add this in the next version, thanks!
As for the "Trapdoor Chest," I'm not sure what you mean. I have a picture in my mind that makes me laugh, but I doubt it's what you intend. (A chest sits in a room, a player puts items in it and leaves. A redstone signal reaches the chest and the bottom falls out dropping all the items in the chest down. When the player comes back (they never saw it open), they find all their items gone! ^_^) If you want to try and tell me what you had in mind maybe I'll think it's a good compliment for the mod, but for now I'm going to hold off on this idea. Like I said though Sticky Secret Buttons will probably be in the next version, so thanks again!
Not as far as I know. Last time I looked into Bukkit plugins they could only do server side changes. There were a few mods that allowed client side changes too, but they were fairly limited and harder to work with. Because all the blocks I use render uniquely (TorchLevers pull down, Book Buttons push in, Illusion Blocks can be seen out of) I don't believe it is possible to port this to Bukkit, sorry
That's sad to hear, but I'd like you to know I had similar concerns and tried to balance the mod accordingly. First off, if you really don't like Illusion Blocks just turn them off in the single player, or server's config file (every block in the mod can be disabled this way, allowing the admin to customize the experience). I'd like to convince you to keep them in if I can though: I put a lot of thought into balancing the blocks. Each Illusion Block costs an Eye of Ender, and can be destroyed by just about anything (water, piston, a single punch from a player). If you suspect Illusion Blocks just punch all the walls, and once one "pops" you've found the spot (this doesn't work for protected regions right now, but I'm thinking even if they aren't broken they will make a special sound and maybe fade out when hit). I also believe they are also an iconic block (think older RPGs, or platformers, where walking through a wall would bring you to a secret treasure room).
As for a hinged wall, that's not a bad idea, but I feel that role is more or less handled by Sticky Pistons already. A block that can be walked through is a unique thing that Minecraft doesn't offer. The companion mod (in my mind) was for Adventure Map makers, it would allow raw generic types of items, and some cool detector type blocks. If I was really ambitious I'd add "Adventure Script" to allow a scripting like system for map makers (I didn't want to say too much because getting people hopes up and caning the project isn't very nice). I'll say right here I'm not sure if I'll ever make that mod, it's just an idea.
I like the idea for leaf/vine pit falls. They probably wont fool a player (I'd probably use the leaf texture, but maybe adjust the colors to match grass), but I can have AI's walk over them, and if cleverly placed a player could fall for it. I originally wanted "Collapsing Blocks" but do to Minecraft limitations, without a core mod (potentially causing conflicts) I couldn't get a block I was happy with, only the bottom half of a slab would work for what I had in mind (I think I can pull off a leaf trap though, it probably wont work like you're thinking, but look for it in the next version).
Lastly I'll probably be introducing a creative mode only (by default) item in the next version that will severely "Nerf" Illusion Blocks, if you enable that one in the config you might find they aren't so bad.
Thanks!
Awesome and thanks, I enjoy hearing about my mod getting used. Best of luck with your mod pack too!
The config file doesn't have a way to invert the signal. I probably could add something but I'm not sure if it's really necessary. Inverting a signal (NOT Gate) is a fairly basic redstone logic gate. Maybe you are a seasoned redstone veteran and were looking for a more dense solution, but if you've just never seen an inverted then check these out: - wiki link
Basically you put a Redstone Torch on the same block (the backside) of the block with the Torch Lever on it, then take the signal out of the Redstone Torch and you'll be using an inverted signal. Once you've mastered that try to make a combination lock, then try to improve it, and then improve it more. In my experience that's the best way to learn new Redstone. Hopefully that helps.
Thanks everyone for the continued support! I'm going to try doing a few small changes in the coming weeks, and hope to have a little bit of content for a 1.3.2 release sometime this September. (If you want more up to date updates you could check out my new blog, if you're into that sort of thing).
I appeciate how this mod doesn't include textures making it compatible with texture packs...a major plus! Furthermore, you took the time to make sure the button placements coincide with the textures from various texture packs...Bravo!
Just to add: Working great with Misa's texture pack and mcpc+ server build 56 w/ Forge 836.
One question: Does the server need the TorchLevers_TextureSupport file in the config folder or is it only for the clients?
Thanks again!
The texture support file is only needed for the clients. The file does not have to be included if you're making a mod pack though, since it will be downloaded by the client if they don't have it. (It will also be automatically updated if there is a newer version). Hope that helps.
http://pastebin.com/CBFBRCat
Shouldn't be happening on a fresh world though? Or do illusion blocks spawn in the world. Similarity that I referring to icbm was that its happening at the origin of the world.