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[Dalek Mod suggestion] Mondas/Marinus and Mondas/Marinus Time Zones [Time Zones and Planets]

This post was originally part of my overall Cyberman Suggestions (as seen in this link here) but I decided I'll make it its own thread, in a similar format to my Skaro Timezones Suggestion

Anyway, let's get into the good stuff.

 

The Time Eras I will suggest are  Spare Parts Mondas, Marinus (As seen in Keys of Marinus and The World Shapers), The Tenth Planet Mondas.

Now, I'll go into detail on each of these Eras I suggest.

 

 

 


 

 

Spare Parts Mondas

 

Lore:

This Time Zone First Appeared in the Audio Story Spare Parts. This story is one of 4 accounts (Spare Parts,The CybermenGenesis of the Cybermen (Unproduced), and World Shapers) of how Mondasian Cybermen originated. I'll have more Lore once I can find a copy I can listen to. What I do know is that the story involves how Mondas wound up going out of Orbit. The people needed to replace parts of themselves to survive (mentioned in The Tenth Planet)

 

Significant Structures:

  • Mondasian Cities 
  • Limb Replacement Centers
  • Dead Forests

 

World Generation:

  • Mostly Desert other than the Cities   

Mobs:

 Cyberhorse

As seen in: Spare Parts

Planet of Origin: Minecraftia and Spare Parts Mondas

Spawning: Cyberhorses spawn naturally with the Spare Part Cyberman Jockey mob. They also have a low chance of being created when a player throws Cybermites on a horse.

Behavior: 

  • Mondasian Cyberhorses do nothing other than go where their rider tells them to go.
  • Player Created Cyberhorses are wild. They will try to kill the player. BUT if the player manages to tame the horse, they may keep it. This requires attempting to ride it like a normal Minecraft horse, but you must have your Sonic Screwdriver in hand (maybe the shades can work too. Idk). They may turn against you if they meet Cyberman, but there will be a way to reverse this changing sides.

Statistics: Cyberhorses run faster, jump higher, and jump further.

The downsides: Cyberhorses do not breed, they regenerate health at a MUCH slower rate, and Cyberhorses, though they may have quite a bit of health, just don't compare heartwise to breeds of horses that have the highest amounts of health

 

 Spare Parts Cyberman

Spawning: Spare Parts Cybermen spawn in Cities on Spare Parts Mondas

Behavior: 

  • Spare Parts Cyberman are notable for being the only Cyberman that isn't normally hostile. Instead, they are a neutral mob that only attacks when angered
  • Anger triggers
    • Sometimes Spare Parts Cybermen will approach a player and ask him or her to halt.
      • During this period the CYberman will stare at the player for a few moments.
      • Eventually  the Cyberman will lose interest and look away, letting you know the "inspection" has ended
      • If the player moves during this "inspection" the Cyberman will attack the player
    • Attacking the Cyberman or his horse (if he has a horse)
    • Causing excessive Damage to the City
    • Not following order (I'll detail this a bit more soon)

Attacks: At mid range Cybermen will use their whips. At short range they will Melee. If on a horse at short range, the Horse may melee.

Cyberhorse Jockeys: Unlike Spider and Chicken Jockeys, you actually have a relatively 1/10 chance of encountering a Jockey rather than an on foot Cyberman. They aren't TOO common, but they are definitely far from rare and maybe somewhere around uncommon. Not sure if it's closer to common or rare though in that matter.

  

 


 

The Tenth Planet Mondas

 

 

Planet Appearance in Planet Selection:

  • This planet looks like Earth upside down. Of course, SWD may choose to make this look like the Minecraft Overworld Upside down

Lore:

  • This is Mondas as seen in The Tenth Planet. This was before Mondas's destruction 

 

Structures:

 

Cyberman Cities and Tenth Planet Cybercontrol

  •  These places are CRAWLING with Cyberman. You can get some pretty Good Loot though
  • I'll have details on the Layout soon

 

World Generation:

  • The world is a snow desert. You may find Plateaus, high cliffs, Basins, and Ravines in places though.

 

Mobs:

  • Tenth Planet Cybermen are the Only Naturally Spawning Mob.

 

Marinus-

 

 Locations/Biomes:

Marinus will be a VERY diverse planet. It will be just like the Keys of Marinus Marinus

Glass Beach

  • As seen in Keys of Marinus: The Sea of Death and Keys of Marinus: Keys of Marinus
  • Stalagmite Like Structures may appear on Glass Beaches
  • The player has a low chance of finding Broken Voord Submarines
  • Blocks
    • Glassy Sand Block
    • Cracked Glassy Sand Block (This hurts when Stepped on)
    • Cracked Glassy Shards (This hurts when Stepped on and has the same dimensions of a pressure plate or carpet)
    • Stone like block (makes up the Stalagmite Structures)
    • Crashed (Broken) Voord Submarine

Utopia Illusion (Based on Morphoton)

  • As seen in Keys of Marinus: The Velvet Web)
  • Being in this City Causes a kind of Status effect. This Status effect will change the player's Perception of things and certain Mobs, blocks, and etc will have different textures when the player looks at them. 
  • (I'll have more details soon. I was interrupted while typing this part)

Icy Wasteland(Based on Morphoton)

  • As seen in Keys of Marinus: The Snows of Terror

Screaming Jungle

  • As seen in Keys of Marinus: The Screaming Jungle)

City (based on Millennius)

  • As seen in  Keys of Marinus: Sentence of Death and Keys of Marinus: Keys of Marinus

Cybervoord base

  • As seen in World Shapers  

Sea of Acid 

  • As seen in Keys of Marinus: The Sea of Death
  • Blocks
    • Acid

Decoy Temple

  • Based on the Temple seen in Keys of Marinus: The Sea of Death and Keys of Marinus: Keys of Marinus 

 Screaming Jungle Temple (Unrelated to the other Temple)

  • Based on the Temple seen in Keys of Marinus: The Screaming Jungle

 Blocks:

Acid

  • This block is a fluid like water and lava
  • It causes a special effect "Acid" when the player walks into it
    • This effect will damage the player until the player properly cleans himself or herself
  • Chemistry
    • When flowing acid touches water, Fire is made around and on the flowing Acid
    • When flowing water touches Acid, this does not happen
  • Protection against Acid
    • Antacid Potion (like a fire resistence potion)
    • Voord Costume
    • Voord Submarine
    • Antacid Enchantment (for Armor)
    • Water Breathing Potion
  • Seeing in Acid
    • Night Vision Potion
    • Voord Helmet

Glassy Sand Block

  • Appears on Glass Beaches Nauturally
  • It takes a Silk Touch pick to properly mine it
  • Trying to mine Glassy Sand without A silk pick turns Glassy Sand Blocks into Cracked Glassy Sand

Cracked Glassy Sand Block

  • Appears naturally on Glass Beaches
  • Is made whenever
    • Glassy sand is walked on by robotic mobs/heavy mobs
    • A player attempts to mine Glassy Sand blocks without a silk touch pick
  • Cracked Glassy Sand blocks hurts the player when walked on

Cracked Glassy Sheet

  • Appears naturally on Glass Beaches
  • Has the same dimensions of Snow Layers or carpets
  • Is made whenever
    • Glassy Sand Sheets are walked on by robotic mobs/heavy mobs
    • A player attempts to mine Glassy Sand Sheets without a silk touch pick

 

  • Cracked Glassy Sand Sheets hurts the player when walked on

Cracked Glassy Sand Shards

  • Appears naturally on Glassy Beaches
  • They hurt the player when walked on
  • Has the same dimensions of Pressure plates, planted seeds, or grass (The plant. Not the dirt block covered in grass)
  • Appears when players use bonemeal on Glassy Sand blocks (Don't question this)

False Conscience/Decoy Conscience

  • Appears naturally in Temples (not the screaming jungle kind)
  • Lorewise, These are an original by me (as far as I know) to reason multiple Temples.
    • Arbitan thought these up as a way to defend the Conscience from Voords. Multiple decoy temples are around Marinus to distract and make finding the real temple difficult.
  • They may be craftable or tradable from Defenders of the Conscience.
  • Trying to mine one naturally spawning in a Temple will upset the Defenders in the Temple

 

Bosses:

  • Morpho

Mobs:

 Slaves of the Morpho (The two girls in the middle. The serial was never in color, but I guess they may have looked like this)

  • Citizens of Millenius
  • Seeker of the Keys (The guy on the very Right)

  • Law Enforcement of Millenius
  • Court members (and Judge) of Millenius
  • Highly advanced Voord (I need to do a bit more research into them before I start giving details

 

The Post decided to cut itself off. You cans see the second half here

Nice ideas! I do like the idea of the Spare Parts Cybermen, they look quite cool!

 

Just wondering, did you insert the images via pasting the link in the "Insert Images" button? I can't seem to get it to display the image...

Nice ideas! Just wondering, did you insert the images via pasting the link in the "Insert Images" button? I can't seem to get it to display the image...

 I'll fix this. And which images?

Nice ideas! Just wondering, did you insert the images via pasting the link in the "Insert Images" button? I can't seem to get it to display the image...

 I'll fix this. And which images?

 Inserting images into a post in general.

Nice ideas! Just wondering, did you insert the images via pasting the link in the "Insert Images" button? I can't seem to get it to display the image...

 I'll fix this. And which images?

 Inserting images into a post in general.

 At the moment, there are only 3. Is it fixed?

Nice ideas! Just wondering, did you insert the images via pasting the link in the "Insert Images" button? I can't seem to get it to display the image...

 I'll fix this. And which images?

 Inserting images into a post in general.

 At the moment, there are only 2. Is it fixed?

Yeah. Now it is. Just the internet response time on my end is a tad slow atm.

Second half of post


Ice Soldiers

Spawning: 

  • Ice soldiers generate naturally as part of small dungeons in the Icy Wastelands, first as statues but they become flesh and blood once the player gets to the loot room
  • They will also spawn very rarely in the empty expanses of snow and sometimes in mountains (this last one is being thought about)

Behavior: 

  • Hostile.
  • I will have more details soon

Attacks:

  • Ice Soldiers carry swords

Special Traits:

  • Statue State (Details coming soon)
  • After they first "wake up" it takes a while before they start moving. Also, they will each have slowness when first "waking up", but this starts to go away.

 

 

Wild Wolves  

Spawning: Wild Wolves Spawn Randomly around the Icy Wastelands. They're especially active at Night or during Snowstorms

Behavior: 

  • Wild Wolves are Hostile and will attack the player
  • They can smell meat, especially the uncooked kind. Their ability to sense players extends the more meat a player has in his or her inventory. 
  • They will also prioritize attacking players with the most meat in their inventories.
  • Wild Wolves hunt in Packs

Any Other Information: Wild Wolves Cannot be tamed like Vanilla wolves, and their stats are overall higher than vanilla wolves

 

 

Voords 

Spawning: Marinus (I still need to decide where) and Cybervoord Bases in Desert Marinus

Behavior:

  • Cybervoords are Hostile and will attack the player
  • They will invade Decoy Temples in an attempt to take the Conscience.
  • They will fight fiercely against Defenders
  • They will attempt to steal the Conscience

Attacks behavior:  

  • At Short Range they will attack with knives
  • At Mid Range they will chase the player and swap to the short range attack pattern if they catch up
  • At Long range they may throw the knife, but they only have a limited amount, and their accuracy is not too well
  • After running out of knives they will try to attack my pummeling (like a Zombie)
  • They deal more damage when striking a player from behind 
  • They attempt to sneak up on their foes

Protectors of the Conscience

Spawning: Decoy Temples

Behavior:

  • Defenders are a Neutral Mob
    • Triggers that cause anger towards players:
      • Being attacked
      • Seeing a player attempting to mine the Decoy Conscience
      • Seeing a player harm another Defender
      • Hearing "the call" (see the next bullet)
    • When Angered they will shout a call
      • This call is meant to be the player's name
  • When the Conscience is mined:
    • They will not react at first
    • If a defender notices the Concience is missing, all Defenders will go on "Alert"
  • Alert mode
    • Defenders will search the temple looking for the thief
    • Scanning Players
  • They will attack hostile Mobs inside their Temple.
  • They notice Voords far faster than they will any other Hostile mob. They will attempt to defend the Conscience with their lives if any Voords enter the Temple and will guard passageways leading towards the Conscience
  • They Target Mobs/Players with the Conscience as a priority
  • When not angered or on alert, Defenders will patrol the halls of the Temple, frequently passing through the Central Chamber (Which has the Decoy Conscience)

When a lost Conscience is reobtained: The Defender will put the Conscience back where it originally was 

Scanning Behavior: 

  1. When defenders see players, they will ask them to halt.
    1. If the player does halt, go to 2
    2. If the player does not halt, go to 5a
  2. They will then scan the player's Inventory
    1.  If the Player has the Conscience, the defender will ask the Player to Hand it over
      • go to 3a
    2. If the Player does not have the Conscience
      • go to 3b

    1. 3a
      • If the player does not hand it over, go to 4a
      • If the player does hand over the conscience go to 4b.
    2. The Defender will walk away, there will then be a cooldown before the Defender can ask the player again
      • This is it for this behavior

    1. Go to 5a
    2. The Defender will thank the player then ask him or her to leave
      1. If the player does not leave, go to Filler
      2. If the player does leave go to 5b

    1. The defender will be angered
    2. The Defenders will go into a Forgiveness timer. It will take some number of days and resets if the player enters the Temple again.

Attack behavior:  

  • At Short Range they will attack with knives
  • At Mid Range they will chase and swap to the short range attack pattern if they catch up
  • At Long range (and only if there is one foe at low health, and if the foe has his or her back turned) they may throw the knife
    • They will recover knives after killing foes by running to where the foe fell (If there are no other mobs around the spot)
  • They deal more damage when striking from behind 
  • They will sneak up on foes who have their backs turned

 

 

Items:

Voord Costume

  • Reduces the "Recognization" Range of Voords (Like Mob heads in Vanilla)
  • Allows the player to swim freely in Acid without having to worry about having his or her skin melted off (So to say)
  • It will lose durability if the player is damaged by mobs (after all, the Voord Doctor and co. found in Keys of Marinus died because of a tear in his suit)
  • Can be found Uncommonly Cybervoord Bases in Desert Mondas and are rare drops from Voords

Vehicles:

Voord Submarine:

  • The Voord submarine is a very useful vehicle. It allows the player to move across the sea of acid (like a boat) as well as in it (like a submarine).
  • It can also be used in the Water.
  • Like Dalek Travel Machines, Voord Submarines are not designed to be easily transportable. If you break it because you want to carry it around in your inventory, it breaks like a boat in vanilla and only gives back a fraction of the crafting materials. Yeah this is a bit against the player, but where would the fun be if everything was easy? Especially with something as OP as a submarine. 
  • To craft a Voord submarine, you'll need to craft a Submarine Engine (Vanilla Stuff + Things you can find in CyberVoord Bases), Shell Parts (Door 1 and 2 and Cockpit. From Scrap metal that may or may not drop from Broken Voord Subs), and maybe a few other things (found in Voord Bases ad dropped from Voords)

      


 

Desert Marinus:

 

As seen in: World Shapers

 

 World Generation:

  • Endless Deserts
  • Crags
  • Cliffs
  • Ravines
  • Pretty much it's like 1.7.10 Skaro as it is at the moment

Randomly Generating Structures:

  • Cybervoord Bases

Mobs:

Voords

(Same as above)

World Shapers "Full" Cybervoords

(Exactly like Gun wielding "Partial Cybervoords." The only difference is appearance.)  

World Shapers "Partial" Cybervoords

Spawning: World Shapers CyberVoors spawn in Cybervoord Bases in Desert Marinus

Behavior:

  • Cybervoords are Hostile and will attack the player

Attacks:  

  • Some Cybervoords carry knives, some carry Guns, some carry both
  • The Cybervoords with guns
    • They will Attack with the Gun
  • The Cybervoords with knives 
    • At Short Range they will attack with their knives
    • At Mid Range they will chase the player and swap to the short range attack pattern if they catch up
    • At Long range they may throw the knife, but they only have a limited amount, and their accuracy is not as well as the voords who have guns
    • After running out of knives they will try to attack my pummeling (like a Zombie)
    • They deal more damage when striking a player from behind
    • Knives deal more damage than guns
  • Cybervoords with guns and knives
    • They act like Gun wielding Cybervoords at Long and Mid range
    • They Act Like Knife Wielding Cybervoords at short range

 

I'll have the details soon. I really need to look into Keys of Marinus again. 

Also, a suggestion for the Spare parts Cyberhorse, would you say you can also tame it with the sonic shades equipped? (As the shades are technically not a screwdriver but perform similar tasks)

Also, a suggestion for the Spare parts Cyberhorse, would you say you can also tame it with the sonic shades equipped? (As the shades are technically not a screwdriver but perform similar tasks)

 That's a good question. I've never really seen them in action. They operate on machinery too right?

Machinery? I'm pretty sure he used it to project the image from Ashildr's head into the Mire helmet in the 'Girl who died'

 

So yes, technically. He modified machinery functions.

 

Machinery? I'm pretty sure he used it to project the image from Ashildr's head into the Mire helmet in the 'Girl who died'

 

So yes, technically. He modified machinery functions.

 

 I'm still at 6th and haven't really read about that on Tardis wiki, so I did not understand most of that, but ok

Machinery? I'm pretty sure he used it to project the image from Ashildr's head into the Mire helmet in the 'Girl who died'

 

So yes, technically. He modified machinery functions.

 

 I'm still at 6th so I did not understand most of that, but ok

 It was in Series 9, with the 12th Doctor

Information has been added on the Voord Submarine and Costumes

 

Also I added the Ice Soldiers and wolves from Keys of Marinus: Snows of Terror

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