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[Minecraft] Kidnapper Traps (1.12.2)


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Posted (edited)

[Minecraft] Kidnapper Traps (1.12.2)

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About this files:

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So first of all, this is not a mod. It is files for the modĀ Recurrent ComplexĀ that adds several structures and allows to input and generate your own structures aswell. Using this, i made prepared traps that are getting placed around the map.

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How it works:

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The generation files are set to either replace a tree or a cactus while chunks are getting generated, so only new chunks will have these traps. The traps are ranked into three different tiers. While tier 1 contains weaker binds and spawns more common, tier 3 contains stronger binds, blindfolds, gags and even automatic shock collars. Depending on your gamerule settings this can really spice up your minecraft explorations. If it gets combined with my small ressource pack patch, you might be trapped easily.

Additionally, there is an optional addon, that allows traps to generate out of planted saplings.

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Requirements:

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These mods are Hard Requirements:

- Recurrent Complex
- IvToolkit (Dependency for RC)
- Kidnap Mod 1.3.1

- Minecraft 1.12.2Ā (with Forge installed of course)

Since the kidnap mod has been taken down, you'll have to search for that on google.

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Installing the files:

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Make sure to let Minecraft run with Recurrent Complex installed atleast one time to let the mod properly generate the folders that are needed.

Once you've downloaded the files, open the .zip file

Head to your Minecraft folder.

Open the folder "structures".

Go into "active" and unzip the files you want.

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Installing the ressource pack (Optional):

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There is another file called "Harder Kidnapper Traps". That's a ressource pack for 1.12.2 and changes the block texture of the traps. Instead of the metal frame, you'll only see a single rope laying on the ground, making them harder to spot.

Just put the .zip file into your ressourcepack folder and activate it ingame.

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Updating the files:

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For the most part, updating to a newer version is easy and only requires you to override any files.

To be sure, please always refer to the changelog. Most times, i put any information for updating from a previous version there.
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Tweaking the chances to your liking:

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First of all, and this is really important: If you mess with the generation chances, be sure to test them in a newly generated test world. If you set the chances to high, you can literally destroy your world with entire forests being replaced by traps only. I'm not joking.

With that being said, some of you may find the chance to encounter a trap not high enough, or maybe even to frequent.

Good thing is, you can tweak the generation settings yourself.
Once you installed the files and entered your world, type the following command:

/#edit <generation file>

You have to define a file you want to edit. Let's take the first trap as an example.

/#edit KidnapperTrap01

A GUI should open with a bunch of settings. Click on "Generation", then click the "Edit" Option for "Vanilla Decorations" (Or Sapling, if you edit that file.).

Here you can edit the "Weight" Option. Tweak the setting to your liking, but always keep in mind what I mentioned above.
If you're finished, simply hit "Save", and it should get back to you with a "Saved Structure [...]" message. You're done!
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The Future:

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As of 0.3, we have 15 trap variations that spawn in forest or plain biomes, including (semi working) Biomes O Plenty support. Additional to that, we have 9 trap variations that spawn in deserts.

0.4 brought finally the chance for traps to generate out of saplings, and a very small selection of buildings. The quality is not really good of them. They are very early builds and first designs I was actually able to recover from a backup I just discovered.

Currently it is not planned to expand the generation files further, as RC is simply too complex. I tried to mess around with it some more, but it feels like you have to literally study the wiki to fully understand the settings.

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Anyway, hope you enjoy those traps. And always remember to bring a knife with you while exploring ;)


  • Submitter
  • Submitted
    03/26/23
  • Category
  • Requirements
  • Install Instructions

 

Edited by Elvenlover
Posted (edited)

Thanks for the kind words. Yeah, the kidnap mod was designed with multiplayer beeing the main part. Sadly yuti confirmed, that they won't work on the mod anymore, so i hope to fill the lack of singleplayer content with some structures and traps.

Speaking of traps, i just noticed a small detail, that i've missed. I set the traps to spawn inĀ anyĀ biome. I guess this includes the nether, the end and any modded dimension aswell. Only requirement is the biome does contain trees, as the traps are set to spawn instead of a tree. Haven't really thought about that, i mainly did this to include BOP or BYWG biomes aswell, as i use BOP.

Guess i have to change that, as i plan seperate things for the nether. While on vanilla no trees do spawn there, i think BOP has a few nether biomes that might include trees. Not sure how the traps spawn in nether then. Also have to test alittle further with RC how structure spawning is done to let them spawn the most natural way into the terrain and not create a crater with the structure in the middle.

Edited by Elvenlover
Posted

Version 0.2 is out. Just a small update:

- Traps now spawn in desert biomes aswell
- Split the traps in 3 different tiers and spawning chances. While the lower tier traps do spawn more often, they "only" tie you up with weaker bonds. The highest tier traps spawn rarely, but give you a full package.

In terms of spawn rates, you can adjust that for yourself aswell. BUT:Ā be careful when messing with the sliders, as one trap replacesĀ a tree during chunk generation. If you set the spawn rates to high, there is a chance that a forest have absolutely zero trees, but traps all over the place (happened to me in a testworld). If you want to change them, i suggest mess with the rates in a seperate testworld first. Command for that should be /#structures tweakĀ and just search for "kidnap". The traps should be listed there all. Traps 1-5 are tier 1, 6-10 are tier 2 and 11-15 are tier 3. The traps with "D1" are the desert traps. They only have 3 variations per tier.

Posted

0.3 is released:

+ BOP support (kinda working)
+ Additional ressource pack file, making the traps harder to spot.

Here's an image of the new trap texture:

Spoiler

image.thumb.png.edcac192f0ddbe5f685109d2b8a90155.png

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  • 2 months later...
  • 4 weeks later...
Posted (edited)

(out of context)

It would be fun if in kidnap mod, slimes could use slime restraints and spiders could use web restraints.

Edited by UN.OVEN
  • 3 weeks later...
Posted

I'm very sorry that this "mod" didn't receive any updates lately. I've actually moved on to 1.20.1 and stopped playing with 1.12.2. I mean, it is technically finished, since it does what it is supposed to do. It's just missing the planned structures you may find around the world. TheyĀ mightĀ come in the future, but no guarantee. Sorry about that.

  • 2 months later...
  • 2 weeks later...
Posted
On 10/12/2023 at 12:57 AM, ozzythecapricoat said:

i would like to download, but before i do i would like to know if theres any screenshots of the stuff included? i'd perfer to know some of the stuff via screenshot instead of blindly downloading a minecraft mod


There isn't really much to show you, as there are no pre-build structures yet. If you'd read the mods description, you'd easily know what this "mod" is about. It just contains generation files for the mod "Recurrent Complex" and uses that to replace trees during map/chunk generation with pre-setup traps with different restraints from the kidnapped mod.

Btw i did some testing a while ago and tried to have trees growing from saplings to be replaced with a trap aswell, but that didn't work out that well due to some reason. That'd have been a nice addition, since it would allow traps to spawn in already generated chunks, but it didn't work unforunately. Might give it another shot, once i work on the mod again in the future.

  • 3 months later...
  • 4 weeks later...
Posted
On 7/19/2023 at 8:53 AM, Elvenlover said:

I'm very sorry that this "mod" didn't receive any updates lately. I've actually moved on to 1.20.1 and stopped playing with 1.12.2. I mean, it is technically finished, since it does what it is supposed to do. It's just missing the planned structures you may find around the world. TheyĀ mightĀ come in the future, but no guarantee. Sorry about that.

Is it maybe, in some theory, just maybe be possible that you make this or something like this on new minecraft versions, since you love them too?

Posted
9 hours ago, Lovegrow said:

Is it maybe, in some theory, just maybe be possible that you make this or something like this on new minecraft versions, since you love them too?


Well, let me say it this way. The kidnap mod itself is not made by me. It was made by a person named Yuti (TheYuti35 is his full name, you can find him on DeviantArt).

I've had many ideas about a similiar, more SFW version of this mod, but i can't code java unfortunately. So yea, meaby, in a far distant theory it could be possible that something similiar could happen. But let me get it straight. Learning java isn't something done in a few weeks time. And i'm not saying i'm going to learn it tomorrow. I've got ideas and concepts, but no knowledge about java, so it may happen or it may not happen. Time will tell.

  • 2 weeks later...
Posted
On 2/18/2024 at 4:53 AM, Elvenlover said:


Well, let me say it this way. The kidnap mod itself is not made by me. It was made by a person named Yuti (TheYuti35 is his full name, you can find him on DeviantArt).

I've had many ideas about a similiar, more SFW version of this mod, but i can't code java unfortunately. So yea, meaby, in a far distant theory it could be possible that something similiar could happen. But let me get it straight. Learning java isn't something done in a few weeks time. And i'm not saying i'm going to learn it tomorrow. I've got ideas and concepts, but no knowledge about java, so it may happen or it may not happen. Time will tell.

Hmm, maybe trying to find a person who codes java is the way? I'm no one, just a dude, but i try to do what i can: encourage people for horny content. :)

  • 1 month later...
Posted (edited)

if anyone is asking for what it could look like this is what this mod does. It place the trap throughout the map. So then unexpectadly you fell into it (or are looking for them)

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SZt7F.gif

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Edited by alexsl
  • 4 months later...
Posted
On 2/17/2024 at 7:53 PM, Elvenlover said:


Well, let me say it this way. The kidnap mod itself is not made by me. It was made by a person named Yuti (TheYuti35 is his full name, you can find him on DeviantArt).

I've had many ideas about a similiar, more SFW version of this mod, but i can't code java unfortunately. So yea, meaby, in a far distant theory it could be possible that something similiar could happen. But let me get it straight. Learning java isn't something done in a few weeks time. And i'm not saying i'm going to learn it tomorrow. I've got ideas and concepts, but no knowledge about java, so it may happen or it may not happen. Time will tell.

Id actually likeĀ  to know how making structures for recurrent complex works, since this isnt getting updates id love to make my versions of the planned structures.

  • 3 weeks later...
Posted
On 9/12/2024 at 10:54 AM, Autumn_tr said:

Id actually likeĀ  to know how making structures for recurrent complex works, since this isnt getting updates id love to make my versions of the planned structures.


It's been a while since i worked with RC. It'd be the best bet to work with the official wiki for that. And not everything worked for me right out the box. It's not like i didn't do any structures. I made like 2 or 3, but they didn't quite worked like they were supposed to be. Not in a technical way, but the generation is kinda weird with defining what is empty space and what is solid or can be "replaced" with grass, to make it look naturally generated and not just a cube.

I did have a few ready, completely setup and ready. I'll look through my files and meaby upload them just as a small patch. Have to find them first though, since i moved to a new pc, i might actually lost them.

Posted

As some may have noticed, I released a small update for the "mod", finally bringing the saplings update to the generation files.

Initially, I thought my work has been lost with the new pc and recent malware infestation, but somehow, I actually backed up relevant files in a random .zip file I just recently found on my google drive.

Luckily enough, the build world and a safe copy of the kidnap mod has been secured there, so I actually could access it again. Out of boredom, I messed with RC again, and randomly discovered a solution for the long-lasting problem of RC not wanting to generate traps out of saplings. It's a bit too much to describe, but the solution was rather simple. Doesn't matter either way.

I also included three buildings I had already finished and prepared in the building world. They are nothing special, but I just released them either way. Unfortunately, two buildings are indeed lost. I remember, I created another world as the flat world made underground building rather hard. I had a house prepared with a secret underground prison / dungeon. It was completed and ready, but yeah, that world is definitely gone. And I also had a big dungeon prepared. It was being build and not finished, but it included traps, and loot rooms.

Either way, I don't know if I get myself to resume work on a few more buildings. I don't want to straight out say no, since it may happen. But just to lower the expectation really, let's just say, it won't happen. Just a big maybe, if I find the motivation.

I think the problem is with the kidnap mod being on 1.12.2 really. Lately, I've been playing with 1.21.1 and have a lot of fun with it. Modded of course. Anyway, hope you enjoy the small update. Having saplings turn into traps can be fun.

Oh, I also included how you can tweak the generation chance for yourself on the main post. Just uh... make sure to test them in a seperate world. You can really mess up your main world, if you mess with the chances too much and set them way too high.

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