AbrarSyed / SecretRoomsMod-forge

The official SecretRoomsMod repo
GNU Lesser General Public License v3.0
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[Feature Suggestion] Hidden tripwire hooks? #246

Open darthvader45 opened 6 years ago

darthvader45 commented 6 years ago

Started wondering about new hidden blocks, and thought: why not tripwire hooks? Smart players can find them and start thinking there's a trap hidden nearby (especially with jungle temples). Since you can't just stick a painting over top of them or hide them any other way that I know of, having a secret one would be pretty cool.

Wyn-Price commented 6 years ago

Instead of tripwires you could use secret pressure plates or stuff like that. I am thinking of adding this, along with a few more blocks though

darthvader45 commented 6 years ago

Thanks for the consideration. The thing is, secret pressure plates are good, but can't be placed on top of a trap without breaking, and I'd prefer the tripwire hook, as I can then run string over the trap itself, and the victim is guaranteed to be on top when it goes off. (I'm currently using a drowning trap built by MrCubey, which he made to be activated by a button, but I switched it with a tripwire to be a bit more hidden and not as obvious, even though a button next to an iron door can fool some people)

Wyn-Price commented 6 years ago

What ill probally do, is add the new things when 1.13 comes out. I dont want to have to write somthing up, just to redo it a few weeks later

darthvader45 commented 6 years ago

1.13 doesn't seem to change anything with blocks, besides removing the block id limit and requiring block variations to have their own unique name instead of using metadata, which apparently got removed.

On Fri, Apr 13, 2018 at 9:21 PM, Wyn Price notifications@github.com wrote:

What ill probally do, is add the new things when 1.13 comes out. I dont want to have to write somthing up, just to redo it a few weeks later

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/AbrarSyed/SecretRoomsMod-forge/issues/246#issuecomment-381293709, or mute the thread https://github.com/notifications/unsubscribe-auth/ACr5pKcww63kZucGwaoR-iW7PNOpZi6uks5toU8TgaJpZM4TT7Pe .

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Wyn-Price commented 6 years ago

It's not just that, I also have exams coming up, and really have time to add anything. By the time they're over, 1.13 would have been released. I don't want to have to maintain more than one version, so my plan is to get 1.12 to a fully working state, then I can focus on adding more stuff to 1.13, meaning if that new stuff breaks (which it mist likely will) I won't have to backport

darthvader45 commented 6 years ago

Kk, take your time, I'll deal with building my zombie apocalypse base for now.

On Fri, Apr 13, 2018 at 11:51 PM, Wyn Price notifications@github.com wrote:

It's not just that, I also have exams coming up, and really have time to add anything. By the time they're over, 1.13 would have been released. I don't want to have to maintain more than one version, so my plan is to get 1.12 to a fully working state, then I can focus on adding more stuff to 1.13.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/AbrarSyed/SecretRoomsMod-forge/issues/246#issuecomment-381301011, or mute the thread https://github.com/notifications/unsubscribe-auth/ACr5pI75L3sQ21NTQTcZMOzyl7yO_Tq5ks5toXIygaJpZM4TT7Pe .

-- Golden rule in Minecraft: Never dig straight down.

Wyn-Price commented 6 years ago

https://gist.github.com/Wyn-Price/94a16f64a561a39f4444a9a6cc21ed1b