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[Dalek mod Suggestion Compilation] Tardis Improvements (Scanners, Relative Coord Travel, Rasilicon, Duplicate Keys, Defenses...)[Improvements/Tardis]

I was thinking, there  was a Tardis landing room/Tardis Workshop on Gallifrey in the Citadel in the 1.7.10/1.6.4 versions. They seem to contain "Innactive Tardises"-UDWF1 which in reality are just iron blocks and iron doors which the player can steal. (Like Reddash did in his DM survival series). Your Innactive Tardis suggestion seems to fit the role of the above perfectly so this is a scenario in which your Time Vector Generator item can be used along with the Innactive Tardis Suggestion.

 

 

Name of Generating Structure: Tardis Workshops with Innactive Tardises

Lore/Brief Background (Or "As seen in" if not from Doctor Who canon):Name of the Doctor (Flashback), Hell Bent. The Tardis workshop contains deactivated Tardises which are in for repairs or for scrapping. There doesn't seem to be anyone around here, workers have probably taken a break. Maybe you can "borrow" one of these Tardises for a spin...

 

Description: There will a Tardis Workshop room in one of the Citadel towers, in a lower level. These workshops will contain Innactive Tardises with "Undisguised Tardis/TT Capsule" exteriors. Players, when using a Time Vector Generator item on it, will cause these Tardises to become active again. These will show a randomised interior. Some interior will have missing parts from the console itself or the console room, as  if the Tardis is still being taken apart/tampered with for repairs etc.

 

How do you suggest we implement it: See description

 

 

Why should this be implemented: Adds a use for Innactive Tardises and Time Vector Generators, and improves the structure than just using iron blocks and doors to represent "Undisguised/TT Capsule" Tardises, like the Team did in 1.7.10/1.6.4.

 

Image(rough sketch/draft acceptable): Old Tardis Workshop in 1.6.4/1.7.10 Gallifrey. The "Innactive Tardises" are just iron blocks and doors, which look inaccurate.

Tardis Workshop old 1.6.4/ 1.7.10

 

Any other information: None

 This was in 1.7.10 version of the mod

It would be nice for it to return but instead of those false tardis's 1WTC could put the TT capital there to make it look more real I don't mean put real tardis's there I mean put them there with the TNC loader it would be a very good idea 

Yeah, I am aware of that. It's just a reference image on how inaccurate the 'Tardises' were back then.

 

I don't think you read my suggestion. Just saying.

Yeah, I am aware of that. It's just a reference image on how inaccurate the 'Tardises' were back then.

 

I don't think you read my suggestion. Just saying.

 I didn't read all of it but I read some of it

Not sure if this is the right way to do this, but he I go:

 

Username: EuropaOB

Name of Block/item/ore: Sonic Panel

 

Description: Its the bit on the TARDIS console that produces the Sonic Screwdriver.

 

Lore/Brief Background: The Eleventh Hour and Hell Bent

 

How do you suggest we implement it: A block (simaler to the flight panel) that can repair the player's sonic screwdriver/make other sonic devices. Can also change the sonic screwdriver to do other things (maybe? To complicated?)

 

How does the player obtain it: Crafting.

 

Why should this be implemented: A) The TARDIS console barely has any functioning things (only the flight panel and monitor, plus some vanilla redstoning stuff)

 

Image(rough sketch/draft acceptable): N/A

 

Any other information: N/A

Awesome! Haven't thought of that yet,  I love how you formatted and didn't underline all the text. Yeah that's the way to go for making suggestions, if ArcPhoenix sees this he may add it to the post.

I am adding both of these posts to the suggestion.
 
By the way, I like the idea for the Sonic Panel. It would really go well with an idea I came up with a few days ago but am still working on.
 
It involves kind of "tracing" a path with the Sonic screwdriver so that the Tardis will Fly along it in flight mode if the Screwdriver's data is loaded to the Tardis.
I'm still working on it though 

 

Quoted From: EuropaOB >>


Not sure if this is the right way to do this, but he I go:

Username: EuropaOB

Name of Block/item/ore: Sonic Panel

Description: Its the bit on the TARDIS console that produces the Sonic Screwdriver.

Lore/Brief Background: The Eleventh Hour and Hell Bent

How do you suggest we implement it: A block (simaler to the flight panel) that can repair the player's sonic screwdriver/make other sonic devices. Can also change the sonic screwdriver to do other things (maybe? To complicated?)

How does the player obtain it: Crafting.

Why should this be implemented: A) The TARDIS console barely has any functioning things (only the flight panel and monitor, plus some vanilla redstoning stuff)

Image(rough sketch/draft acceptable): N/A

Any other information: N/A

By the way, maybe it can change the screwdriver's design? 

 

Also, may I add a suggestion on a small, but useful change to the Tardis Wall Display.

 

Changes to Tardis Wall Display

 

 

Description: Adding a line of text that shows the coordinates of a player's Tardis interior.( Where the Tardis spawns you when you enter it)

 

Lore/Brief Background (Or "As seen in" if not from Doctor Who canon): None.

 

How do you suggest we implement it: See description.

 

 

Why should this be implemented: When players lose their Tardises on the Public Server, usually it can be solved by having a new exterior and using the /tardis-interior-pos command with their old interior's coordinates. Unfortunately many don't check the coordinates of their interior position so it makes it very hard for them and admins alike to locate the interior and sync it to the exterior.

 

Image(rough sketch/draft acceptable): See description.

 

Any other information: None

 

 

 

Also, may I add a suggestion on a small, but useful change to the Tardis Wall Display.

 

Changes to Tardis Wall Display

 

 

Description: Adding a line of text that shows the coordinates of a player's Tardis interior.( Where the Tardis spawns you when you enter it)

 

Lore/Brief Background (Or "As seen in" if not from Doctor Who canon): None.

 

How do you suggest we implement it: See description.

 

 

Why should this be implemented: When players lose their Tardises on the Public Server, usually it can be solved by having a new exterior and using the /tardis-interior-pos command with their old interior's coordinates. Unfortunately many don't check the coordinates of their interior position so it makes it very hard for them and admins alike to locate the interior and sync it to the exterior.

 

Image(rough sketch/draft acceptable): See description.

 

Any other information: None

 

 

 

 Great idea.

 

Added it

I am adding both of these posts to the suggestion.
 
By the way, I like the idea for the Sonic Panel. It would really go well with an idea I came up with a few days ago but am still working on.
 
It involves kind of "tracing" a path with the Sonic screwdriver so that the Tardis will Fly along it in flight mode if the Screwdriver's data is loaded to the Tardis.
I'm still working on it though 

 

Quoted From: EuropaOB >>


Not sure if this is the right way to do this, but he I go:

Username: EuropaOB

Name of Block/item/ore: Sonic Panel

Description: Its the bit on the TARDIS console that produces the Sonic Screwdriver.

Lore/Brief Background: The Eleventh Hour and Hell Bent

How do you suggest we implement it: A block (simaler to the flight panel) that can repair the player's sonic screwdriver/make other sonic devices. Can also change the sonic screwdriver to do other things (maybe? To complicated?)

How does the player obtain it: Crafting.

Why should this be implemented: A) The TARDIS console barely has any functioning things (only the flight panel and monitor, plus some vanilla redstoning stuff)

Image(rough sketch/draft acceptable): N/A

Any other information: N/A

By the way, maybe it can change the screwdriver's design? 

 

 Yes! I also thought the panel could be used to augment the screwdriver via modules do do specific things (meaning a default screwdriver would only be able to operate redstone or some other nerf), as well as make other things sonic (making tools/weapons sonic, i.e. making a shovel sonic would make a sonic trowel).

 Yes! I also thought the panel could be used to augment the screwdriver via modules do do specific things (meaning a default screwdriver would only be able to operate redstone or some other nerf), as well as make other things sonic (making tools/weapons sonic, i.e. making a shovel sonic would make a sonic trowel).

 You know, if you develop this idea a bit more, I think it could be worth making into its own thread.

Do you have any other details about it? Or other examples of things that can be done with this?

If I may, I would like to add onto this suggestion again about the Tardis forcefields. I might make a seperate thread for this, I have so much planned for this feature.

 

Bringing back the Tardis Forcefields and Improvements

 

 

 

Username: 50ap5ud5

 Feature Name: Improvements to Tardis Forcefields

 Lore/Brief Background (Or "As seen in" if not from Doctor Who canon): Bad Wolf, Dalek Mod Update 39

 Description of Feature: Many players have been asking to bring back the Tardis Forcefields, which was a great feature. There are some improvements that could be made to this feature. The Forcefield's adds a "world-guard" property to the blocks that it covers. (As the forcefield is circular, any blocks that are only covered partially will also have this property) This property makes any block (even dirt) immune to explosions and is active as long as the forcefield is enabled.

 

The forcefield will also be toggable like before, but will now require a Tardis panel item called the Tardis Fuel panel which has slots for Zeiton-7 crystals. The forcefield require 8 crystals for each use( each time  the "Toggle "Forcefield" button is clicked)

 

Any liquid that is in the coverage of the forcefield is dispersed around the forcefield, like old sponges. A few exceptions are:

  • Blocks with smaller hitboxes like ladders/vines
  • Torches
  • Redstone

Additionally the "sections" that make the Forcefield could be made smaller so the forcefield won't have weak points which eager Daleks can penetrate as shown below.

As for multiplayer situations, the forcefield also protects the player from any sword strikes, unless they are close to the edge of the Forcefield, like there was in Update 39. ( The white outer film of the Forcefield in Figure 3 below is an area where mobs/players could attack the owner of the Tardis

Any player other than the owner of the Tardis/companions also can't enter the Forcefield.  There are cases where intruders are able to enter another's Tardis while the owner is still opening the door and hasn't entered.

 

What is the purpose of this: In Update 39 for 1.7.10, if a Special Weapons Dalek/mob happened to destroy the ground beneath the forcefield, the player would fall right through and be killed by the fall/explosion. This means the player has a better chance of surviving such powerful mobs. If the Tardis happened to land on some lava, the player would at least be safe inside the Forcefield

 

How do you suggest we implement it in game: The Forcefield will be able to respond to Tardis permissions, so any player other than the owner of the Tardis/companions can't enter the Forcefield.

Why this should be implemented: This solves the downfalls of the said feature and the permissions feature prevents intruders from entering the Tardis when the door is opening and the owner still hasn't entered yet.

Any other information: As the improvement brings many potenetially overpowered features to the Dalek Mod Tardis, this feature requires extra Zeiton-7 Ore.( 10 crystals per use)

Images:

 

"Weak Point in Forcefield"-Figure 1

"Liquid Disperal effect"-Figure 2

"White Film Vulnerable area"-Figure 3

 

Tardis Fuel panel( Tardis panel)

Username: 50ap5ud5

 

Name of Block: Extrapolator Shielding panel

 

Description: A panel used to store Zeiton-7 crystals which powers the Tardis and it's Defence Systems.

 

Lore/Brief Background (Or "As seen in" if not from Doctor Who canon):

 

How do you suggest we implement it: Upon right-clicking the panel it will bring up a GUI similar to the Hopper GUI which has multiple slots for Zeiton-7 crystals, with an outline of the crystal's texture in the slots. There will be the Following slots, each with a header above the slot:

  • Tardis Flight ( 2 slots that allows for a full 64 stack of crystals per slot)  (includes Hover flight[flying], coordinate travel, time zone/planetary travel)
    Requires 1 crystal per trip. ( each time the Tardis dematerialises/rematerialises or the Tardis Flight panel is activated) For Tardis flight panel usage, the crystal will power the Tardis for however long the player wishes, as long as they are in flight mode.
  • Extrapolator Shielding (2 slots that allows for a full 64 stack of crystals per slot) ( just "Tardis Forcefield" as an alternative title) Requires 5 crystals per use (Each time the button is toggled)

The block will send a chat message to the player when the Tardis is running low on fuel. ( Less than 5 for Tardis Flight, less than 10 for Extrapolatar Shielding)

[Username]'s Tardis is running low on Zeiton-7 crystals. There are [X] crystals for Tardis Flight and [X] for Shielding

 

If the player doesn't have enough crystals for any function, the following message will be displayed:

 

You don't have enough fuel to power [Tardis Flight/Shielding/Both Tardis Flight and Shielding]

 

 

 

How does the player obtain it: As a block, which is generated in any Tardis console room ( either in a chest, like ArcPhoenix suggested or on the console itself).

 

Why should this be implemented: Implements the use of Zeiton-7 crystals to power the Tardis' system, to imitate the show. This would also suggest the need for Zeiton-7 to generate naturally again.

 

Image(rough sketch/draft acceptable):

 

Any other information:

 

 As for naturally generating Zeiton-7, it could generate in threads, which are as common as coal, but slightly less crystals per thread. ( About 5-8 per thread)

 

 I got curious and looked up stuff about how the Tardis is powered. 

This is what I found.

  • The Time Vector Generator allows transdimensionality
  • Artron Energy (from Artron Cells and the Eye of Harmony) is apparently vital for most things in the Tardis.
    I couldn't find many specifics, but apparently the scanner and dematerialization functions require it
  • Zeiton 7 can generate orbital energy, which allows the Tardis to move
  • Mercury is in the Fluid Link, which takes a vital role in powering the Tardis

 

Idk if a player should have to keep up with all that though, lol

 

The force field thing, maybe it could go with this https://swdteam.co.uk/forum?p=thread&tid=209 (I really need to add a link to that suggestion here at some point)

 

As for Tardis flight mode, why not have it work like a furnace and have it consume the crystals over time while in flight?

Additionally for  demat/remat based, Crystal cost could perhaps increase if you 1) Planet travel, 2) Time Travel, 3) Coord Travel.

 

As for fuel storage, Imo maybe it could deplenish slowly and have a different cap. The Doctor's Tardis, it seems, is able to make a lot of trips without needing to refuel.

It can be something that will take time to get but isn't a problem so often to where that's much of a problem.

Perhaps the fuel can be converted into a sort of percentage or number value, with a max cap.

Perhaps there can also be a few "overflow" reserve tanks for emergencies. I imagine 1-4 tanks

 I got curious and looked up stuff about how the Tardis is powered. 

This is what I found.

  • The Time Vector Generator allows transdimensionality
  • Artron Energy (from Artron Cells and the Eye of Harmony) is apparently vital for most things in the Tardis.
    I couldn't find many specifics, but apparently the scanner and dematerialization functions require it
  • Zeiton 7 can generate orbital energy, which allows the Tardis to move
  • Mercury is in the Fluid Link, which takes a vital role in powering the Tardis

 

Idk if a player should have to keep up with all that though, lol

 

The force field thing, maybe it could go with this https://swdteam.co.uk/forum?p=thread&tid=209 (I really need to add a link to that suggestion here at some point)

 

As for Tardis flight mode, why not have it work like a furnace and have it consume the crystals over time while in flight?

Additionally for  demat/remat based, Crystal cost could perhaps increase if you 1) Planet travel, 2) Time Travel, 3) Coord Travel.

 

As for fuel storage, Imo maybe it could deplenish slowly and have a different cap. The Doctor's Tardis, it seems, is able to make a lot of trips without needing to refuel.

It can be something that will take time to get but isn't a problem so often to where that's much of a problem.

Perhaps the fuel can be converted into a sort of percentage or number value, with a max cap.

Perhaps there can also be a few "overflow" reserve tanks for emergencies. I imagine 1-4 tanks

 Sure, I'll post it there if you don't mind.

 

Ooh, that's some interesting research! Nice, I didn't know about that!

 

Yeah, maybe the fuel deplenishing rate could be a config option, so it isn't too hard for players to fly the Tardis. ( Which I mean in practical terms, in-game)

I'll have a think about your suggestions, they seem pretty good, it would work well for a DWCM system, as their system are generally more complex than the Dalek Mod. But sure., I 'll consider that. :)

I think I may divide this thread into a few others. Not too many, but just a few.

 

I hope SWD fixes the editor bug. I really need to update the table of contents at some point as well as remove the Gallifrey Ores 

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