• 192

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Secret Rooms mod
    This mod adds a variety of cool blocks that camouflage themselves to the surrounding world. All of these blocks have extremely useful functions that allow you to simply hide your diamonds, or punish all who dare try to get to them. Hidden doors, pressure plates, hidden levers and more! pay special attention to the revolutionary Ghost block. this block is visible in every way, but you can walk right through it. A fearsome trap for anyone who dares try stealing your diamonds with a floor made of this stuff over a pit of lava.

    SecretRoomsMod for 1.7.10 in BETA
    01/23/2015 6:04 PM Central Standard Time USA
    Yeah I kinda gave up on adding new features because im busy and lazy. However thanks to Ordinastie, we now have Malsis Doors compatibility and fancy animations for the camo doors (if Malsis doors is installed). And ownership is now saved, so when permissions become a reality this mod will be nicely compatible. And maybe to help you do other stuff too, wel see. I also have word that someone may be helping me maintain this mod, so we might get some new features sooner rather than later. More details on that later.

    Featured video (outdated) by TheDiamondMinecart

    Error Reporting (where and how to report crashes)

    • I will not read repetitive crashes
    • look here for your problem, if it is not there, add a new issue
    Instructions for making a new issue
    1. create or log into a Github account
    2. Go here: On the upper right side, click 'New Issue';
    3. Put something relevant as the title
    4. include the following information
      • Minecraft version
      • SecretRoomsMod version
      • MinecraftForge version
      • any other mods that may have an impact (not your 64 long mods-list)
      • an explanation of what you did to get your error
      • if applicable, an error report
      • your MinecraftForums username
    5. click submit new issue
    6. wait for me to respond

    ~~ Downloads ~~
    Latest edition is a beta.

    Thanks to LClouds for converting this sectionback from HTML .

    • backslash '\'; -- changes the way the OneWay camo blocks are placed. this can be changed under the controls menu.
    • /srm-show -- toggles the visibility of the secret blocks. They only update in a certain radius though. so going around breaking blocks is a sure way to update the Camo blocks around them. It may be a good idea to toggle this command multiple times.
    Blocks and Items
    1) Torch lever
    BlockID = 2020
    Works like a normal lever, but looks exactly like a torch. It even sheds light.

    2) OneWay Camo
    BlockID = 2021
    One side camo, all the rest glass. Looks like glass in the inventory. When placed, camo side is either towards or away from you. This can be toggled with the BackSlash key, \.

    3) Secret Gate
    BlockID = 2022
    Camoflages to the blocks arround it, and when its powered, it extends up to 10 blocks. Try for your self in an open area.Its orrientation is the same as the OneWayCamo blocks.

    4) CamoDummy (shelfgate extension)
    BlockID = 2023
    -- NO RECIPE --
    Camoflauges to the blocks arround them.

    5) Camo TrapDoor
    BlockID = 2024
    A TrapDoor that camouflages itself to the surrounding blocks. it is open-able with clicking or right-clicking, Be careful not to forget where you put it. It can be placed flush with the floor, and flush with a cieling depending on where you right-click to place it.

    6) ShelfGate Extension
    BlockIDs = 2025 & 2026
    ItemIDs = 4106 & 4107
    Doors that camouflage. AS usual, the iron doors are only openabble by a redstone signal while the wooden doors can be opened with a click.

    7) Camo Paste
    ItemIDs = 4108
    You can see them, but walk right through them.

    9) Secret Lever
    BlockID = 2028
    Camoflages like all the other "camo" blocks, but his one works like a lever.

    10) Secret Redstone
    BlockID = 2029
    Another Camo Block. but this one carries a redstone current just like normal redstone. The redstone works exactly liek vanilla redstone, and is nearly 100% interchangeable with it. Like vanilla redstone, it decays within 15 blocks, and needs to be refreshed with a redstone torch or repeater.

    11) Secret Button
    BlockID = 2030 (metadata is 0 for stone, and 1 for wood)
    Another Camo block, but works like a button.

    12 -15) Secret Pressure-Plates
    BlockIDs = 2031 -- 2034
    These are very special camo blocks. when something passes over them, they emit a redstone signal. The wooden one on the left powers when anything goes over it. The Stone version on the right only provides power when a player passes over it. The Gold and Iron versions are weighted pressure plates and behave like their vanilla counterparts

    16) Secret Stairs
    BlockID = 2035
    Works like stairs. You place them like you would any other, and ofcourse, they are camouflaged.
    ** works best with the Ghost BlocksThe recipe for this block now works with all the different types of wooden stairs that exist.

    17 & 18) Secret Chests (and trapped chest)
    BlockID = 2036 2037
    Works like a chest, just camouflages like everything else, and doesn't open up like other chests. Camo trapped chests can be crafted the exact same way, simply with the trapped chest in the center rather than a normal chest

    19) Secret Light Detector (and trapped chest)
    BlockID = 2038
    Works like a vanilla light detector, simply camouflaged.

    20) Solid Air
    BlockID = 2038
    Solid air is entirely invisible, yet solid. The other Secret blocks can camouflage to its entirely transparent texture in order to make completely invisible passages and structures.

    Copyright and modpack permissions
    This mod is release under the LGPL v3 also known as the Lesser GNU Public License.
    The full body of the licence can be found here: https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/LICENSE.txt

    • The mod is Open Source on github
    • You may use the code from this mod. However you cannot make money off of it.
    • You may redistribute this mod in modpacks.
    • You may redistribute this mod outside modpacks or repost it in other places ONLY if you retain the original adfly links.

    forge = changes in only the Forge version.
    Modloader = changes in only the ModLoader version.
    both = changes in both versions. (also forge.. since only forge versions now.)

    • 4.7.1 BETA
      • added MalsisDoors (1.3.X and 1.4.X) compat. Camo doors will now have fancy animations.
      • Ownership is now saved. the /srm-show command will only show you the blocks you own.
      • Decent WAILA compatibility, respects ownership.
      • Fixed various crashes placing Secret blocks and with the ownership file
      • Fixed various issues with SecretRedstone
    • 4.7.0
      • updated for MC 1.7.10
      • Never actually released this version apparently..
    • 4.6.3
      • updated for MC 1.7.2
    • 4.6.2
      • updated for MC 1.6.x
      • Blocks now track who owns them.
      • proper WAILA support
      • the '/srm-show' command now only shows the blocks you own.
    • 4.6.0
      • updated for MC 1.5.x (works for 1.5.1 and 1.5.2)
      • added Solid Air
      • added Secret Light Detector
      • added Secret trapped Chest
      • added Secret Weighted pressure-plates
      • added wooden variant of Camo button
      • fixed Secret redstone so that its entirely like vanilla redstone now. (its still ot perfect though)
      • Secret blocks and stuff can now be made out of any color of wool
      • camo paste can now be made out of any dyes, not just the shown ones (no ore dictionary integration yet)
    • 4.5.1
      • finalized for forge #534
      • OneWay blocks are no longer susceptible to fire
      • Crashes when placing a OneWay have been fixed
      • fixed various crashing errors
      • fixed world-corrupting crash
      • fixed crash when using DimensionalDoors, Mystcraft, and SecretRoomsMod together,
    • 4.5.0
      • Updated for Minecraft 1.4.7 and Forge 500+
      • added a tone more mod compatibility
      • the OneWay camo now works with leaves
      • FullCamo blocks no longer crash when the block they were copying from is broken.
      • *maybe* have fixed compatability with IC2 Solar panels
      • *maybe* have fixed that crash when placing a OneWay camo...
    • 4.4.1
      • Updated for Minecraft 1.4.5
    • 4.4.0
      • Updated for Minecraft 1.4.5
      • did most of promised reqrite
      • fixed Camo redstone
      • fixed any camoflaging issues
      • possibly fixed mod-block support.
      • added recipes for CamoChests and CamoStairs in the post
    • 4.3.0
      • Updated for Minecraft 1.4.4
      • added CamoChests
      • added CamoStairs
      • added a CreativeTab for only this mod
      • Lots of bugs exist.. bear with me. this is pending a complete re-write.
    • 4.2.1 FORGE
      • Fixed a bunch of stuff regarding the forge version.
      • no more crashes
      • no more lag
      • some flickering, but no more defaulting textures.. most of the time.
    • 4.2.1 FORGE
      • fixed the majority of crashes.
    • 4.2.1 ModLoader
      • updated for MC 1.3.2
      • fixed the choosing for CamoOneWays
      • added blocks to the creative menu
    • 4.2.0
      • Implement the new Forge system
      • replaced ShelfGates with CamoGates
      • fixed various things
    • 4.1.0
      • Updated for Minecraft 1.3
      • Added command /srm-show
      • removed Shelf blocks except the shelf gate which is to be replaced with camo version in next update.
    • 4.0.3 FORGE
      • Fixed crash with/near camoOneWay blocks
      • fixed lighting when copying Forge blocks
    • 4.0.2 FORGE
      • fixed CamoDoors
      • fixed lots of bugs
      • copying glowstone now makes the camo block glow as well
      • OneWay glass no longer lets light through
      • Lighting bugs with copying Forge added Blocks still exists.
    • 4.0.0
      • added Camo-TrapDoors
      • added Camo-Doors
      • added Secret pressure plates
      • added camo Ghost blocks
      • fixed grass issues with one-Way and camo blocks.
    • 3.6.1
      • Updated for MC 1.2.4
      • Proved compatible with Minecarft 1.2.5
    • 3.6.0
      • Updated for MC 1.2.3
    • 3.5.1
      • Added Forge and ModLoaderMp version downloads.
      • Only ModLoader version removed
      • Fixed most BlockID issues
    • 3.5
      • Now compatible with Forge
      • Added Blocks to creative mode
      • ShelfRedstone now works flawlessly
      • Updated for Bukkit 1.1 R4
    • 3.0
      • Added ShelfGates
    • 2.2
      • Fixed crashes for OneWayCamo block
      • Camo Blocks work on everything but Side-Grass and Leaves
    • 2.1
      • Updated for MC 1.1
      • fixed some crash causes for the OneWayCamo blocks
    • 0.1
      • Initial release

    Todo list
    striked red - Fixed/Added
    green - working on for next update
    blue - coming, kinda down the line though
    • Camouflaged dispensers
    • re-enforced OneWay glass (explosion proof)
    • Revealing dust
    • AntiCamoCannon
    • Goggles of Tru Sight
    • configureable sounds

    Idea and more ideas from iampeppino
    1.6.4 updated by CaptainShadows

    Stay up to date!
    Follow me on twitter for updates @AbrarSyed101!
    Use #SecretRoomsMod in tweets!

    Support Banners

    thanks KeKoSlayer29


    thanks Btrpo
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    SO I have actually been working on this mod lately.. And have fixed a majority of the issues you guys have brought to my attention.

    This includes issues with the SecretRedstone and placing camo blocks as well as quirks in the ownership system.
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Stacktraces inside spoiler tags guys.. please

    as for the Malsis Doors compatability issues. They have now been fixed, grab build #380 from the download page.
    Posted in: Minecraft Mods
  • 2

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Ok so here.. status report.

    I am a member of the MinecraftForge team. Between helping with the Forge update, helping with sponge, and IRL school and stuff, I haven't had time to work on this mod, either to add features or fix bugs. The mod is OpenSource, so if anyone feels they can help in any way, feel free to make a pull request.

    As far as a 1.7.10 recommended edition. I really wanted to get through my anti-camo stuff features before releasing the recommended. Thats unlikely to happen with my current schedule. That being said.. the current beta for 1.7.10 is working mostly fine except for the odd error. So you can use that.

    As far as 1.8 goes... This mod depends on the MinecraftForge, and cannot update until a a version of Forge is available for 1.8. As a member of the MinecraftForge team, I can say that the rumors of a MinecraftForge beta release are not true. Forge is still being worked on for 1.8, an will not be ready for at least a week yet.

    As for pictures and screenshots.. This mod is camouflage. A picture wont tell you much. Thats why there is an embedded video.
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    moved the console spam to debug for you guys....
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Current latest uses the WAILA API to do some nice things. You as the owner will be abe to see and get info about blocks you have placed, but no one else can.
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Quote from MrCafecito1212

    Hey, your mod's cool! If I made a Spanish Review would you add it to the OP? If not, I will still do it :)

    if its a good review, I will :)
    I dont mean that if it makes my mod look good, I mean if its well done.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.x] Modding with Forge #1 - JDK, Eclipse, Forge and Gradle
    Before I say anything.. Id like to establish my credibility here. I am the guy who designed and wrote ForgeGradle, so take that and what I say in this post however you want knowing that.

    Quote from MrrGingerNinja

    The very first thing that we're going to want to do is download three files; Eclipse (http://eclipse.org/downloads), Minecraft Forge src (http://files.minecraftforge.net) and Gradle (http://www.gradle.org).

    This is not required, nor strictly even recommended. It is also a general stumbling block for new users. The Forge S package comes with the gradle wrapper. This allows you to use the gradlew (in linux/mac) and gradlew.bat (in windows) commands instead of using the gradle command that you would use if you had installed gradle. If you install gradle, use the gradle command and completely ignore the gradle wrapper stuff. If you choose to use the gradle wrapper, then there is no point in going through the hassle of installing gradle. That being said.. this isn't really an issue with the tutorial, just something worth mentioning.

    Quote from MrrGingerNinja

    We are then going to tell the program to refresh Forge's dependencies; this is because, occasionally, not all of the required libraries are download during this process and we run into problems later on. Please note that this can still happen even with the '--refresh-dependencies' condition.

    That section about --refresh-dependencies is simply not true. The reason for --refresh-dependencies is just so that you can ensure that you have the very latest version of ForgeGradle. If you are running this for the first time on your computer, then this is unnecessary because you will get the latest. This only matters if you have run gradle commands in the forge workspace before,

    Quote from MrrGingerNinja

    We are also going to type the condition 'eclipse' since we are using Eclipse as our Integrated Development Environment (or IDE). This is just the software that we use to write code. Alternatively, if you have and prefer using IntelliJ IDEA, type 'idea' here, instead of 'eclipse'. So, the command line that I am running looks like the following:
    C:\Users\MrrGingerNinja\Documents\Minecraft\Forge>gradlew setupDecompWorkspace --refresh-dependencies eclipse


    Now, you may recieve an error on the Forge folder. The error will most likely read 'Project 'Forge' is missing required library: 'C:\Users\MrrGingerNinja\Desktop\Minecraft\Forge\unresolved dependency - forgeBin 1.7.2-10.12.0.####'. I'm not sure what the cause for this is, but according to posts that I uncovered through the Forums and through personal testing, the best method to fix this issue is to go into the 'Forge' folder and rerun the command we typed earlier starting 'gradlew'. Be sure to include the '--refresh-dependencies' condition and this should fix your problems! Sorry if this happens to you, I don't know what the reason for it is!

    The information about running the 'eclipse' and 'idea' tasks is mostly correct. To begin with, this issue no longer exists, ive fixed it. ALso, your explanation of the issue is not that the gradlew command is used instead of the gradle command. It was because you cannot run 'setupDecompWorkspace' and 'eclipse'/'idea' in the same command as you have in your code snippet. Doing that is what caused the error. To fix it, one must simply run the following 2 commands.
    gradlew setupDecompWorkspace

    gradlew eclipse

    Again.. this has already been fixed.. so its not really an issue anymore.

    Quote from MrrGingerNinja

    If we now open the Forge project, you'll see that there are two source folders: 'src/main/java' and 'src/main/resources'. If you open the 'src/main/java' folder, you will see an already existing package called 'com.example.examplemod'. Select this package and delete it, since we are going to be writing our own code. Similarly, inside the 'src/main/resources' folder, there is a file called 'mcmod.info'. Delete this file too.


    So, the final thing to cover in this tutorial is how to actually create a mod that Forge will run. Well, as I said previously, Minecraft Forge now recompiles code a little bit different, so we've set up our workspace accordingly. The way that we have set our workspace up allows us to have as many mods as we want with no conflicts. It is very simple to create a new mod for Forge with the workspace in its current state. Simply go to the 'File' tab, select 'New' and click 'New Java Project'. Name the project whatever you want (I'm going to call mine 'Tutorial'). Click 'Next' at the bottom of the window. On the next page, we will see that Eclipse automatically creates a 'src' folder for us inside of our project. We are going to right-click this 'src' folder and select 'Remove from Build Path'. Next, we're going to right-click on the 'Tutorial' project and select 'New Source Folder...'. We are going to create two source folders; one called 'java' and one called 'resources'. Once you have created these two source folders, select the 'Projects' tab at the top of the window. In here, select 'Add...' on the right-hand side and then choose 'Forge'. Now press 'Finish'. Eclipse will now create our project for us. The first thing we want to do is delete the 'src' folder that is left inside of our project; simply right-click and select 'Delete'.

    From here on you are making life harder for yourself and your readers. From here on, I mean this quoted section, and your entire second tutorial. Gradle was not meant to be used this way. There was never meant to be a forge project, and other projects that link against it only in eclipse. No. The ForgeSrc package is nothing but a 100% example project. Thats what every project should look like (minus all the license crap). Like so: https://github.com/A...tRoomsMod-forge . You understand what im saying?
    Each mod you have should be its very own project. There should not be a central forge project with multiple other eclipse projects linking to it in eclipse. Instead each project should be setup separate with the setupDecompWorkspace command run separately for each one. You may think this is stupid and duplicates forge everywhere. Dont worry, its not. Gradle caches the things that will be used between projects.. so subsequent setups will run 100x faster than the first time.

    If you have any questions or stuff... reply here, il get it. or catch me on IRC in #ForgGradle on esper.net or even PM me on the forums.
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Yeah I blame the forums.. I have now fixed most of the links. As for the content.. none of it has changed from the older versions.. and I havent yet worked up the patience to go fix that mess....
    Posted in: Minecraft Mods
  • 1

    posted a message on [v4.7.1-BETA] SecretRoomsMod - Malsis Doors Compat!
    Quote from marthy_assassin

    thnks found it !

    Again Great mod !

    uhm i know 1,7,2 is beta but when i try to place on of the camouflaged block (doesnd matter witch one) i get an error message


    Ive already found and fixed that issue, go ahead and grab the latest version again.. Last thing I need to do now is fix the localizations....
    Posted in: Minecraft Mods
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