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[Feature Suggestion] Hidden tripwire hooks?

Open darthvader45 opened this issue 6 years ago • 7 comments

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.

darthvader45 avatar Apr 13 '18 19:04 darthvader45

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

Wyn-Price avatar Apr 13 '18 19:04 Wyn-Price

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)

darthvader45 avatar Apr 14 '18 00:04 darthvader45

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

Wyn-Price avatar Apr 14 '18 01:04 Wyn-Price

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 [email protected] 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 .

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

darthvader45 avatar Apr 14 '18 02:04 darthvader45

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

Wyn-Price avatar Apr 14 '18 03:04 Wyn-Price

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 [email protected] 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.

darthvader45 avatar Apr 14 '18 04:04 darthvader45

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

Wyn-Price avatar Apr 17 '18 12:04 Wyn-Price