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[Mod] Camouflage [V16.0] [camo_modpack]

Posted: Thu Jul 18, 2013 20:19
by Dan Duncombe
Yes, I know. There are already camouflage mods. But this one is different! It adds much more than the two camo mods I have already seen. It adds walk-throughable versions of most common blocks, as well as ladder counterparts, a couple of devices for killing players, anti-mob turrets, and last of all classic camouflage netting.
Also, for transport, you have the amazing hovercraft.

ABSOLUTELY ALL credits for hovercraft go to stu.

Give thanks to bas080 for really helping the turret work.

Click for Wiki

Known Bugs:
  • Turrets and intruder alarms will shoot their owner.
Screenshots
Spoiler
Spot The Camouflaged secret base (not the cloud on the left)
Image

A (sort of) hidden animal hide
Image


The mines
Image

License: CC-By-SA for camo stuff, GNU GPLv3 for mines stuff
Depends: default, wool,dye

Download: See below.

Changelog:
Spoiler
V1.0 Initial Release

V2.0 Added Green and Yellow camo blocks, stairs, slabs.
Added more classic camo netting (roof, roof edge, roof edge corner

V3.0 Added camo ladders, added landmines.

V4.0 Added camo and netting doors, changed ladders a bit

V5.0 Added one-way glass!

V6.0 Added camo versions of one way glass, added decorative red camo.

V7.0 Changed textures, added automatic mob defense turret and computer.

V8.0 Tweaked doors and camo netting to fit, added camo trapdoors.

V9.0 Turret computers also act as entity warning sirens, range 20 nodes.

V10.0 Player turrets, intruder alarms, hovercraft

V11.0 Made turrets+turret computer look better (better nodeboxes)

V12.0 Added manual alarms, plus crafting recipe

V13.0 Hovercraft can now go up stairs & slabs

V14.0 TNT, code from, and credit to, the map: TheGreatBombingRun!

V15.0 Added blue camo, urban camo, NPC soldiers, cupolas

V16.0 Removed Mob alarm and Turret

Posted: Thu Jul 18, 2013 21:32
by Jordach
Is it that hard to press F12 and upload the said images to http://imgur.com ?

Posted: Thu Jul 18, 2013 21:57
by Dan Duncombe
No... It's just I am no good at taking epic screenshots, and also I haven't really finished the mod yet and am still adding many nodes. I will upload proper screenies when the mod is in at least V2.0
Jordach wrote:Is it that hard to press F12 and upload the said images to http://imgur.com ?

Posted: Thu Jul 18, 2013 23:07
by Jordach
Dan Duncombe wrote:No... It's just I am no good at taking epic screenshots, and also I haven't really finished the mod yet and am still adding many nodes. I will upload proper screenies when the mod is in at least V2.0
Jordach wrote:Is it that hard to press F12 and upload the said images to http://imgur.com ?
Screenshot epicness does not mean your mod will be successful.

Posted: Fri Jul 19, 2013 00:28
by Dan Duncombe
New update (See first post!)

Posted: Fri Jul 19, 2013 09:16
by Aqua
Spikes and dodgy (walk-through) nodes have been in at least 3 mods AFAIK.

Posted: Fri Jul 19, 2013 09:19
by Dan Duncombe
Well, I know, but they are just a basis. BTW do you know the thing I have to add to the node definition to make everything black when you walk through the block? So you can't sneakily go cave-spotting.

Posted: Sat Jul 20, 2013 00:22
by Dan Duncombe
Minor update: V3.0

Posted: Sat Jul 20, 2013 00:33
by TeslaTest
Sounds nice! I'll give it a try after I finish this project I'm doing.

Posted: Sat Jul 20, 2013 13:24
by Dan Duncombe
V4.0 Released!

Posted: Sat Jul 20, 2013 15:18
by Dan Duncombe
V5.0 Released!

Posted: Sat Jul 20, 2013 16:26
by Dan Duncombe
V6.0 Released!

Posted: Sat Jul 20, 2013 18:51
by Dan Duncombe
update

Posted: Sun Jul 21, 2013 03:05
by Inocudom
viewtopic.php?pid=101177#p101177
As the post linked to above indicates, VanessaE's HDX Texture Pack now supports this mod. Looks like you made something pretty impressive here, Dan Duncombe. My only suggestion is to make versions of the camouflage blocks that only let their owners pass through them, but I don't know if that is possible.

Posted: Mon Jul 22, 2013 18:28
by Dan Duncombe
Update, added automatic mob defense turret and computer (see wiki)

Posted: Wed Jul 24, 2013 10:32
by Dan Duncombe
Update- Tweaked doors and camo neting to fit, added camo trapdoors.

Posted: Wed Jul 24, 2013 16:16
by Dan Duncombe
Another update, turret computers also act as entity warning sirens, range 20 nodes.

Posted: Sun Jul 28, 2013 19:33
by Dan Duncombe
BUMP! V10.0 Update.

Posted: Mon Jul 29, 2013 15:21
by Dan Duncombe
ANOTHER BUMP! Update so it works properly with the actual hovercraft mod.

Posted: Tue Jul 30, 2013 18:54
by Dan Duncombe
Minor update-V11.0-See changelog (nothing new, just tweaks)

Posted: Thu Aug 01, 2013 16:37
by Dan Duncombe
BUMP UPDATE! V14.0- see changelog

Posted: Sun Aug 11, 2013 21:10
by Dan Duncombe
BOOM! UPDATE! See changelog, I recommend updating if you haven't already.

Posted: Sun Aug 25, 2013 12:23
by Dan Duncombe
Slight update. Notice: See Known Bugs
Can I make the player turret only shoot other players, not the placer?
Also, I may remove the mob turrets and alarms in the future.

Posted: Sun Aug 25, 2013 13:51
by Dan Duncombe
UPDATE: Removed Mob Turret

Posted: Thu Oct 03, 2013 07:29
by VanessaE
Error in the player radar:

01:12:51: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...vival_World/worldmods/camo_modpack/player_radar/init.lua:25: attempt to index local 'pos' (a nil value)