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[Dalek mod Suggestion Compilation] Improvements to the Tardis- Part 7/Unknown: Tardis Keys and Key Locking Suggestions [Improvements/Tardis Key]

Tardis Suggestions Series: Part 7- Tardis Keys and Locking things with them


 

Feature List:

  1. Getting the Tardis Key and Tardis Key Improvements
  2. Mobs getting in the Tardis
  3. Setting a Favorite Tardis Door
  4. Lockable Bessie
  5. Lockable Chests
  6. Lockable Doors
  7. Key Rings
  8. Locks (WIP)

 

Feature Suggestion 1-

Obtaining the Tardis Key and Tardis Key Improvements

 

 

Tardis Key Suggestions

 

 

Obtaining the Tardis Key. 

The key to a Tardis key generates in the starter chest mentioned in feature 9a.

 

(Implemented in U43) Your key to your Tardis and no other. Your Tardis to your key and no other. 

This key is bound to your Tardis.

No other key, except for duplicates made at an anvil (see Key Duplicates), can unlock or summon your Tardis.

This key will not synch to any other Tardis, unlike how, in the current versions, entering a Tardis will desynch the key from your Tardis and Synch to the new one without your choice.

Because the Tardis is synched to the key, it can only be unlocked or summoned by that key. If you misplace the key and someone else finds it, that person can access your Tardis.

 

Duplicate Keys:

Blank keys are made from gold and can be placed in an anvil with a Tardis key to get Two keys to the same Tardis. Great for companions and back ups.

 

 

Purpose: 

Tbh, the current "key synchs to any Tardis you walk into" is extremely annoying and inconvenient.

This will allow a player to have more than one Tardis (Yes, there WILL be players who want more than one Tardis)

Allows for backups of Tardis keys. We're minecrafters. We die, we lose our items. It's good to keep a backup Tardis Key.

Allows for companions more usage of a Tardis 

 

This would allow for the more Cutthroat, dangerous pvp gameplay that some of us players love. You accidently drop your key? Well someone's going to raid your Tardis.

 

As seen in: In Marco Polo as well as The War Machines, the Doctor has a second Tardis Key which he uses in both serials after losing the other key.

 


 

Feature Suggestion 2

Lock your Tardis, make sure the Daleks don't get in, bring your dogs and sheep for the ride 

 

 

 Feature: Tardises being a bit less cheap and being able to travel with animals if you'd like:

 

Description of feature:

 

Did you leave your door unlocked? 

 

Players:

Any player, be they friends or enemies, may enter your Tardis if you leave the doors unlocked or do not close the doors fast enough while being pursued (This has happened loads of times on the show).

 

 

Tardis can be entered by mobs:

Some mobs may also enter the Tardis. Some, like sheep, require the doors to be open.

Some, like Cybermen, only require the doors to be unlocked. Villagers may also enter unlocked Tardises in the same way as a house, but normally only when running and without any other shelter.

 

So many races interested in Time Lord Technology.... Oh, and the Doctor:

Cybermen and Daleks, for whatever reason, seem to like to linger around Tardises if they find one (when they find one in a short radius, otherwise this would get ridiculous with 20 or so crowding around the Tardis). Cybermen and Daleks may also enter your Tardis (They, of course, can't pilot it, but would make a nasty surprise if the player forgot to lock his or her doors).

Maybe Chunks with Tardises can stay loaded, similar to how Chunks with Nether Portals stay Loaded in Vanilla

 

Any Other information:

Mobs That may enter an unlocked Tardis:

(To be added)  

Mobs that may enter an open Tardis

(to be added)

Purposes: Making the game a bit more fun and unpredictable. It also allows a player to bring mobs into his or her Tardis. Thirdly, it adds a few optional things that make the mod a bit more "Who Like"

How Do you suggest we implement this Feature: Like I said above, and have Tardis doors have 4 options

  • Autolock- Whenever a player leaves and enters a Tardis, the door automatically closes and locks after entering exiting
  • Autoclose- The door always closes after players enter or exit but must be locked manually
  • All by hand- The door neither closes or locks on its own and must be done manually by players
  • By Lever- same as All by hand but with one difference. The Tardis door closes by a lever rather than by hand when you are closing the door from inside the Tardis 

 


 

Feature Suggestion 3-

Locking the Tardis doors From the Inside

Feature: Locking the Tardis Doors from the Inside

Description of Feature: There's a way to lock and unlock the Tardis from the outside in the Dalek Mod, but no way to do so from the inside. It could be a very useful feature in some situations

Operation: Shift-Clicking on a Tardis door with a Tardis key in hand will lock/unlock the doors from the inside


 

 

Feature Suggestion 4-

Bessie Lockability (Lockableness? Locking ability? Idk)

 

Description of Feature: The Tardis key will now have a new use. It will be able to lock Bessie, the same way the Tardis key locks the Tardis. Also, driving Bessie will now require having the right key or a duplicate of the key.

 

Purpose of Feature: Theft-Protection for Bessie and a new use for the Tardis key

 

How do you suggest we implement this feature: Have Tardis Keys able to sync with Bessie as well as Tardises.

 

Any other Information: I plan on also suggesting this the iKings Mod Division since they also have a key, a Bessie, and a Tardis.

 


Feature Suggestion 5-

Lockable Chests

 

Description of Feature:

If we're expanding the use of the Key, why Stop at Bessie?  

 

Obtaining:

Using a Lock on a Chest will now make the chest a Locked chest.

 

Mechanics:

  • Using a Key on the Locked chest will lock and unlock it.
  • Clicking on the chest while you have the 9th item slot empty and selected will allow you to remove the lock from the chest, turning the chest into a normal one and putting the lock in your inventory
  • Locked chests can only be broken by admins. With the lock removed, they can be broken by anyone.
  • Perhaps they won't be explosive proof. Explosive proof chests can require being made like an ender chest without an eye of ender. A locked explosive proof chest would be completely protected (unless an admin breaks it)
  • Keys will only open to the right key or a duplicate of that key.
  • Hoppers cannot pull anything out of locked chest (thank you 50ap5ud5 for pointing this out)

Purpose of Feature: Anti-theft and an expanded use for keys

How do you suggest we implement this feature?: See the Description

Any other information: I will add a suggestion for locks soon


Feature Suggestion 6-

Lockable Doors

 

Description of Feature:

If we're expanding the use of the Key, why Stop at Bessie?  

 

Crafting: The recipe for a door, but with a lock included

 

Mechanics:

  • Using a Key on the Lockable Door will lock and unlock it.
  • Keys will only open to the right key or a duplicate of that key.

Purpose of Feature: Security, controlling who can get past doors (if in a protected region or adventure mode), perhaps they can be used in story mode, and it expands the usefulness of keys. 

How do you suggest we implement this feature?: See the Description

Any other information: I will add a suggestion for locks soon

 


Feature Suggestion 6-

Tardis Key Panel

See this post here


Feature Suggestion 7-

Key Ring

Crafting: 

WIP, but I'm thinking...

---------------------------------------------

 |        Air        |Iron Ingot|      Air          |

------------------------------------------------

 | Iron Ingot|     Air          |Iron Ingot |

----------------------------------------------

 |      Air         |Iron Ingot |      Air         |

 ----------------------------------------------

Use:

  • It is an item, but it has it's own inventory. A player can use it to hold multiple keys in one Item slot.
  • The player can open this inventory by shift-right clicking with thee ring in hand. Here the player may drag or remove keys, or pick the "active key"
  • right clicking without crouching will act like the player is using the the active key

 


 

To be added soon: Locks (Sonic proof one made from Gallifreyan Ores and a cheap one), Tardis Key Panel, perhaps a suggestion to have certain locks only react to one specific key instead of having keys react only to specific locks (I'll have to add more detail to this soon).

 

Post continued here

Normal old fashioned locked doors are no match for my Sonic [Insert Name Here]. Now deadlocked doors are a different story. Just a thought.

Bessies shouldn't be able to be moved by a player/entity while locked. I mean, the player can still (but slowly) push another's car away while the owner is offline.

 

That and Bessie really needs to be indestructible again; it's too easy to have a Dalek spawn next to your Bessie and have it destroyed. That and players can destroy your car if you are escaping etc. and since Bessie is uncontainable in survival( unless you find one) the fact that Bessie only has about 8 hearts makes her vulnerable. Since players can also destroy Bessie with a sword maybe Bessie's can only be broken by admins.

Feature List:

  1. Lockable Bessie
  2. Lockable Chests
  3. Lockable Doors
  4. Locks (WIP)

 Feature 1- Bessie Lockability (Lockableness? Locking-ability? Idk)

 

Description of Feature: The Tardis key will now have a new use. It will be able to lock Bessie, the same way the Tardis key locks the Tardis. Also, driving Bessie will now require having the right key or a duplicate of the key.

 

Purpose of Feature: Theft-Protection for Bessie and a new use for the Tardis key

 

How do you suggest we implement this feature: Have Tardis Keys able to sync with Bessie as well as Tardises.

 

Any other Information: I plan on also suggesting this the iKings Mod Division since they also have a key, a Bessie, and a Tardis.

 


Feature 2- Lockable Chests

 

Description of Feature:

If we're expanding the use of the Key, why Stop at Bessie?  

 

Obtaining:

Using a Lock on a Chest will now make the chest a Locked chest.

 

Mechanics:

  • Using a Key on the Locked chest will lock and unlock it.
  • Clicking on the chest while you have the 9th item slot empty and selected will allow you to remove the lock from the chest, turning the chest into a normal one and putting the lock in your inventory
  • Locked chests can only be broken by admins. With the lock removed, they can be broken by anyone.
  • Perhaps they won't be explosive proof. Explosive proof chests can require being made like an ender chest without an eye of ender. A locked explosive proof chest would be completely protected (unless an admin breaks it)
  • Keys will only open to the right key or a duplicate of that key.

Purpose of Feature: Anti-theft and an expanded use for keys

How do you suggest we implement this feature?: See the Description

Any other information: I will add a suggestion for locks soon


Feature 3- Lockable Doors

 

Description of Feature:

If we're expanding the use of the Key, why Stop at Bessie?  

 

Crafting: The recipe for a door, but with a lock included

 

Mechanics:

  • Using a Key on the Lockable Door will lock and unlock it.
  • Keys will only open to the right key or a duplicate of that key.

Purpose of Feature: Security, controlling who can get past doors (if in a protected region or adventure mode), perhaps they can be used in story mode, and it expands the usefulness of keys. 

How do you suggest we implement this feature?: See the Description

Any other information: I will add a suggestion for locks soon

 


 

To be added soon: Locks (Sonic proof one made from Gallifreyan Ores and a cheap one), Tardis Key Panel, perhaps a suggestion to have certain locks only react to one specific key instead of having keys react only to specific locks (I'll have to add more detail to this soon).

 What if we get a bessie key and when u right click it Bessie will try and find a way it can drive to you or spawn close and drive to you

 What if we get a bessie key and when u right click it Bessie will try and find a way it can drive to you or spawn close and drive to you

 Bessie can't actually do that, but I was tossing around in my head a related idea yesterday

Bessies shouldn't be able to be moved by a player/entity while locked. I mean, the player can still (but slowly) push another's car away while the owner is offline.

 

That and Bessie really needs to be indestructible again; it's too easy to have a Dalek spawn next to your Bessie and have it destroyed. That and players can destroy your car if you are escaping etc. and since Bessie is uncontainable in survival( unless you find one) the fact that Bessie only has about 8 hearts makes her vulnerable. Since players can also destroy Bessie with a sword maybe Bessie's can only be broken by admins.

 Bessie was never "indestructible", but she did spawn with her full 500 health. now she spawns with 12/500 health which equates to 6 hearts. I have mixed feelings on her health system. previously people could spam bessie and nobody could kill them because of the 500 health but at the other end I do know that the daleks killing bessie so easily is not fun. I will work on thinking up a midpoint between the 2 extremes. For know I will suggest an expensive "anti-bessie weapon" that only works on bessie if full HP is reinstated or Daleks not attacking bessie if the 12 HP is kept.

Bessies shouldn't be able to be moved by a player/entity while locked. I mean, the player can still (but slowly) push another's car away while the owner is offline.

 

That and Bessie really needs to be indestructible again; it's too easy to have a Dalek spawn next to your Bessie and have it destroyed. That and players can destroy your car if you are escaping etc. and since Bessie is uncontainable in survival( unless you find one) the fact that Bessie only has about 8 hearts makes her vulnerable. Since players can also destroy Bessie with a sword maybe Bessie's can only be broken by admins.

 Bessie was never "indestructible", but she did spawn with her full 500 health. now she spawns with 12/500 health which equates to 6 hearts. I have mixed feelings on her health system. previously people could spam bessie and nobody could kill them because of the 500 health but at the other end I do know that the daleks killing bessie so easily is not fun. I will work on thinking up a midpoint between the 2 extremes. For know I will suggest an expensive "anti-bessie weapon" that only works on bessie if full HP is reinstated or Daleks not attacking bessie if the 12 HP is kept.

 Maybe Bessie can "break down" when destroyed by certain mobs and become some kind of scrap that can be repairable with other parts when seriously damaged

Ok, that's an idea. I think a never despawning "Scrap" mob would be better. Just because it might be annoying if it broke down into item entities which despawned because then you would physically have no start to rebuild. Now if you can think up a way to turn the mob into inventory items. 

I updated this thread to include the Key related suggestions from the main post. I'll add this into the "Tardis Series" a bit later and perhaps move the "table of contents thing" in all parts to the end for each suggestion.

 

I'll work on the Key panel a bit later today. If you have any ideas, feel free to leave them here, and I'll read them when I return

So I'm thinking the Tardis Key Panel can have these functions:

  1. Duplicating Keys
  2. Desynching things from a Tardis key
  3. Combining Tardis Keys (It works like Enchantments)
  4. Nicknaming Synched things
  5. Resetting a Key's "Signature"
    • This will require special/rare/hard to get materials

Also:

  1. A gui that can be activated if you have more than one Tardis synched to one key to where you can choose which Tardis will be summoned with the key.
  2. Maybe a limit to how many things can be synched to a key. 
  3. The ability to set a key to only operate with chosen "trusted" key panels
    • This is good for security reasons
    • It can also be set to "off" or be locked to "off" in a server config for those preffering to play in or those who want a server with a more cutthroat and dangerous gameplay style

I think it's a great idea but the programming would be harder to keep it from breaking the other key when you get a new duplicated one that could interurpt the system

I think it's a great idea but the programming would be harder to keep it from breaking the other key when you get a new duplicated one that could interurpt the system

 It's just like copying a written book or a map. It's a thing present in Vanilla Minecraft, so they could just take the code from that and alter it

(I can't find an image for the books atm)

I think it's a great idea but the programming would be harder to keep it from breaking the other key when you get a new duplicated one that could interurpt the system

 By the way, 'breaking the key" do you mean like actually breaking the key or some kind of game glitch?

Sorry not actually BREAKING the key if that did happen I would be like •_• cause you could easily lose your Tardis. And about he key you gotta remember the key actually does something not like a book that has its written message trust me out of all the times I've tried to duplicate a modded object. But ya everything's pretty good I support these Ideas.

I thought of something.

Keys shouldn't be combinable.

Instead of having a key work for specific locks, locks should only work for specific keys. (I think I thought of this once, but just forgot XD)

A key ring would be pretty cool though 

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