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[Dalek mod Suggestion Compilation] Improvements to the Tardis- Part 5/Unknown: Tardis Panels [Tardis/Panels/Blocks]

Tardis Suggestions Series: Part 5- Tardis Panels


 

Panel 1-  Fabrication Dispenser (Originally by Europa OB)

Name of Block/item/ore: Fabrication Dispenser

 

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

Lore/Brief Background: The Eleventh Hour and Hell Bent

 

Uses [Reformatted and reworded a bit by Arc]:

  • It can repair the Sonic screwdriver (if durability is ever added to it)
  • It can be used to craft Screwdrivers (assuming that the crafting table will no longer be able to be used for this)
  • [Addition by Arc]: The Panel can change the Sonic Screwdriver's Design 
  • [Addition by Arc]: Handles will ask you to put your Screwdriver in this when you wish to add data to his Databanks
  • [Addition By Arc]: Will be where you plug in your screwdriver when you want to upload a path to the Tardis (I will add more information on this feature later)

 

How does the player obtain it: Crafting

[Addition By Arc]: Made with Otherdium

 

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)

 

Original Reply by Europa OB: This link here

 

 

Panel 2-  Tardis Fuel Panel 
 

Tardis Fuel panel( Tardis panel)

Username: 50ap5ud5

Name of Block: Fuel 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)

 

 

 

Panel 3- Door Lever

(Plus a new Mechanic for opening the Tardis door from the inside (originally suggested by Kyron13 and expanded on by Arcphoenix))

Feature: Tardis Door Lever

As seen in: Many stories in which the Tardis has appeared.

Function: Opens and closes the Tardis doors from the inside.

Obtaining: 100% chance of being in the Tardis "starter kit" spawned in a Tardis. It will also be craftable from Otherdium.

Purpose: 

  1. It allows a way for someone to open and close the doors from the inside, something not in the current versions of the Dalek Mod.
  2. Realism. The Tardis Doors have never (at least in what I've seen of the show) been opened in a traditional way from the inside. Even when the Tardis once lost power, a crank hand to be turned to open the Doors.
  3. Adds in an element of danger. In short, if you're being chased, you're going to need to reach the console, pull the lever, and see the doors actually close before feeling safe. Just "walking into the Tardis", will not save you. Instead, you actually have to close the doors before something nasty has the chance to follow you inside.

Notes:

  • Whenever the Door Lever is activated, you will get the message of "Your Tardis Door is Closed" or "your Tardis Door is open" since Bigger on the inside isn't a thing yet.
  • There will be an item that will allow a player to synch the doors to a lever.
  • There will also be a way to lock/unlock the tardis, by using your key on this lever (Autobot332 gave me this idea)

New Gamerule:

  • "/tardisRule cheapDoor <true/false>
    • False is the Default (Like how keepInventory, mobGriefing, PVP, and Firespread are always set to the "less safe" version by default)
    • When true 
      • the doors close behind the people automatically
      • From the inside, the door will only need to be right-clicked to open it
    • When false,
      • the doors, once opened, stay opened until the users close them. No more auto closing
      • From the inside, doors must be opened with the lever, then right-clicked. The Door block will not work unless the player has flipped the door lever. Once bigger on the inside is a thing, the doors will open after the player flips the lever, no need to right-click on the doors.
    •  This gamerule does not affect how Tardis doors open from the outside, from the outside, it only requires right-clicking on the door, like normal.

Opening doors from the inside:

  •  Shift RIght Clicking on a door with an empty hand will open the Tardis door when the gamerule cheapDoor is set to true and will display the message 'Your Tardis Door is Open/Closed"

Note:

 

  • cheapDoor is a filler name at the moment. I plan on changing it, due to the derogatory and critical sound behind the name. I'll take suggestions for a better name

 


Panel 4- The Tardis Scanner

 

Feature: Tardis External environment scanning system.

Suggested by: Arcphoenix and 50ap5ud5

Purpose: Allows any user to view the exterior and a 360view of their surroundings without having to use a Tardis flight panel.

Why should this be added in the mod:

A) The doctor has one

B) I'm sure most players will be able to relate to the following:

  • Stepping out of the Tardis and Suffocating in blocks (Nearly anywhere)
  • Stepping out of the Tardis and falling to your death (The End and many other places)
  • Stepping out of your Tardis.... Only to die as soon as you step out, also lose your Tardis that you had to spend time grinding Wither Skeletons to get [Not a really fun thing]. (any explosive mob).
  • Stepping out....Into lava...Dying.....And losing  all you had (Forest in a Box)

C) This would allow a player to prepare themselves and take an immediate scope of what's around them before stepping out of the safety of his/her Tardis.

 

D) It allow users to view the outside without obatining a separate Tardis flight panel. It will also be more convenient for Donators/ Admins etc. to view the outside of their Tardis without having to fetch the flight panel from the creative inventory

 

Aesthetic Detail: After dematerializing, but before rematerializing, using the Scanner will show the Tardis. The surroundings will resemble the Time Vortex. Leaving the doors and going into the Vortex kills the player and returns the Tardis to the player's last location before dematerialization. Or as an alternative, the Tardis must be re-summoned via the Tardis key.

 

How do you suggest we implement it (quoted from 50ap5ud5):

It will bring up the same GUI as the Tardis flight panel, with a slightly zoomed-out view of the Tardis exterior, all flight features will be disabled.

 

 Instead of a separate block that will require the Team to model and code, a new button on the existing Tardis monitor GUI will show "Scanner" which when pressed brings the user to the scanner GUI.

 

There can also be a first person perspective as well

 

Any other information:

  • The  border from the usual flight GUI shouldn't show up in the scanner

Panel 5- The Life Form Scanner

 

 Description:  A mechanic similar to the bed that detects nearby hostile mobs. It will tell the player how far the closest mob is, how many mobs are within a spherical region (the Tardis being at the center), and the most common mob showing up in the scan. This mechanic, as well as the one I mentioned before, can be paralleled to the environmental readings the Doctor normally checks before leaving his Tardis.

 

Crafting: Made with Rassilicon

 

How do you suggest this to be implemented into the mod?:

A block, like all the other Tardis panels. 


 Panel 6- Emergency Program 1 (Suggested by BellatorHD)

 

 When the player points his or her Sonic at the Tardis and activates it (after setting some Tardis lever) all the controls and such will lock up, and the Tardis will appear next to the bed of the player who is in the Tardis. The Tardis will then put the player outside and lock itself to where no one but the Tardis owner can reopen it.  if the Tardis owner uses his key on a block, it will undo the Tardis lockdown mode. Using it again summons the Tardis. 

I am working on the format of this atm

 


 Panel 7- Time Vector Generator (Note: this has to be a seperate block from the console)

 

It's really best to just read the thread partly dedicated to the subject.

 


 

Panel 10- (Tardis) Defensive Panel

All of the following are available via GUI

  • Visual Stabiliser Circuit

    Feature: TVisual Stabiliser Circuit 

    Use: Makes the Tardis unable to be seen.

    As seen in: Invasion

    Purpose: Defense

    Toggled by: Not sure yet tbh. Perhaps Clicking the use button with your key in hand when on the right side (not the door side) of the Tardis.

    How would I find my Tardis: Sonic shades, feeling around, or using Time Sensor. 

    Any other information: Invisibility is not originally my idea. The credit for that goes to The Traveler

 

  •  HADS

    As seen in: The Krotons and Witch's Familiar

    Feature: The Hostile Action Dispersal System and the Hostile Displacement System.

    Lore:  HADS is a defense mechanism in the Doctor's Tardis and it has come in two known variants. The two I'm familiar with appeared in The Krotons (Hostile Action Displacement Sytem) and The Witch's Familiar (Hostile Action Dispersal Sytem). 

    Description: This is a toggleable feature of the Tardis. It has 3 modes- Dispersal, Displacement, and HADS off. 


    Use:

    When the Tardis is hit in Displacement mode, it will disappear for seven seconds then reappear somewhere within a set radius and at the same y value. It will avoid generating in any blocks, but sometimes you may find your Tardis sticking out of some blocks and have to mine it out. (The system isn't perfect after all). It should always generate about where the player can find it.

    When the Tardis is hit in Dispersal Mode, it will completely vanish. The player will need to return to the general area the Tardis was in and use a Device. The Tardis will reappear where the player is. 


    Purpose: It adds a form of Defense to the Player's Tardis. 

    Any other Information: I suggested something like this a long time ago, but I forgot about it until seeing The 9 Doctor's Suggestion about HADS. Credit for HADS goes to The 9 Doctor 

  • Activate/Deactivate in-Tardis Security System

    As seen in: Colony in Space

    Any other Information: It appears in Colony in Space. I'll add the details after I do a bit more research

  • Echelon Circuit and Security Program 712

    As seen in:
     Blink and Before the Flood

    Lore: "S
    ecurity Protocol 712 was a security feature aboard the Doctor's TARDIS which would cause the ship to dematerialise and re-appear at a predetermined point in space and time without its pilot when activated. It could be programmed to be triggered by different events or objects such as Sally Sparrow's DVDs (TV: Blink) or the activation of the echelon circuit"
    -Tardis Wiki 

    Description of Feature:

    This circuit can be set to automatic or manual.

    In automatic, it will go straight towards a a kind of preset point. Kind of like in Whovian4Ever98Alex's Suggestion here

    Triggers: 
    Can be chosen by the player
    • Manual Only (This overrides all of the following if chosen)
    • Tardis under Attack (Will be activated automatically if the Tardis is under Fire
    • Activated upon Player's Death (Whovian4Ever98Alex's idea)
      • This one can be toggled off in the config in a "Game Difficulty" Section in the Config.

  • Purpose:
    Player Convenience and Defence

    Any Other Information: 
    The Preset Point will be the closest available point to the player's bed or can be set to a specific Landing Pad

 

Panel 11-  (Player) Safety Panel (I may merge it with the Defense Panel, but Idk if it should have that much on it)

 

All of the following are available via GUI.

See this thread for more details regarding these

  • Defence Shield Corridor

  • Force Field

  • Safe Landings only Toggle Switch

 


Panel 12-  Tardis Spawnpoint set Block (This block has to be separate from the Console)

 

Purpose: Sets the user to respawn in his or her Tardis upon death

 

Use: When the block is placed and right clicked on, in the Tardis Dimension, he or she will spawn on the block or the nearest unfilled space within a 5x5x5 area.

 

Crafting: TBA

 

Notes:  When destroyed or right clicked upon again by a user, the user will respawn in the last bed they slept in upon death (or at world spawn if the bed is gone). How? While a player's spawnpoint is set to the block, it will not overwrite the bed spawnpoint. Instead, it overrides the bed spawnpoint, meaning that the bed's respawn data will still be present, but will take the player to the block set spawnpoint instead.

 


Panel 13-  Handles (This has to be separable from the console)

 

 

 

Link to the Handles thread: 

[Dalek Mod Suggestion] The Very Useful Handles [Utilility, Block, and Item Suggestion]

 


 

Panel 14-  Tardis Key Panel

Details coming soon

 


 

Panel 15- Transmat (This will be nothing like the one in DWCM, don't worry. The idea I have is completely original) (This has to be a seperate block from the console)

 

Feature: A Transmat Station inside the Tardis

Description of Feature: 

The Tardis will now have a Transmat station. I'm having a bit of trouble remembering the exact details I originally had, but I'll share what I can remember.

  • When the Player is in his or her Tardis and not in the Vortex, he or she can use his/her Tmat station as a form of travel.
  • It doesn't allow the player to go to other dimensions, but when used a player can enter coordinates into a kind of panel, get on the mat, press a button, and be teleported to whatever coords he or she entered on the planet he or she is currently on.
    • Also, anything that is on the Transmat when the button is pressed will be teleported.
  • There will be a recall function from the panel so that you may recall the last few people teleported, in order of last teleported to first teleported.
  • You may also be able to lock onto specific people you sent and recall them.
  • Maybe the player will be able to enter coordinates and the Transmat will take whatever is at the end and bring it into the Tardis.
  • I'm considering limitations. Like the transmat only works at a certain range for instance.

Balancing (WIP):

  • The transmat requires fuel to operate
  • It only works in the dimension the Tardis is in
  • There will be a cooldown between sending and recalling
  • I'm debating whether or not there should be a way to reverse a Transmat remotely. It could be a bit of a cheap getaway. Plus the Player can just summon his/her Tardis instead 

Purposes/Uses:

  • I'll get back to this a bit later

How do you suggest we implement this?:

  • Pretty much most of what I said in the description and stuff. I'll come back to this subheader and add more details later.
  • A Mat, a button, and a panel that allows for entering coordinates, recalling the last thing in the registry (only recalls whatever it was if it did not move), and choosing to lock onto companions (the companion must be at least still for 7 seconds to be teleported)

 

Any other information: Maybe there can be a few variants.  Like the Remembrance of the Daleks transmat, the Evil of the Daleks Transmat, and the Ark in Space Transmat

 

 

 

(I'm having trouble finding an official image for the Evil of the Daleks Transmat, but it looked a bit like this image below


 

 Post cut. See next part here

 

I just noticed there's an error in my Tardis Fuel panel suggestion where the name of the suggestion says "Extrapolator Fuel panel" and I also forgot to get rid of the underline there. Is it possible to correct it to " Tardis Fuel Panel"?

  Panel 16-  Randomiser Circuit

 

Description of Feature: 

The randomiser was made by the Fourth Doctor as a way to keep the Black Guardian from predicting where he was. It scrambled the Tardis's coordinate system, making the times and places he landed in unpredictable.

I suggest having this as a feature in the Dalek Mod activated from a Tardis Panel.

 

Aesthetics/Interaction: 

When active, the planet selection will always show up as a dark sillouette with a white blocky question mark. The coordinates and planet name will appear as obfuscated text and the selection arrows will not work. The player can try to delete or add characters into the coordinates, but they will still appear obfuscated and not really make much difference. when the player clicks outside of the coordinate spot, it will snap back full again, still obfuscated. The player will not know where he or she is until he or she gets there and either opens the doors or checks the scanner. The Tardis will always pick dimension, time, and coordinates at random after the remat lever is flipped. In short, the meddling with the obfuscated coordinates typing space will never make a difference. 

 

Any other information:

Atm, no


Panel 17-  Tardis Console (This is the console)

Crafting: To be added soon (It's in the Gallifrey Ores Suggestion, but I need to make updates to the recipe)

Description of Gui: To be added soon

Contains the features of: To be added soon

Ability to travel on it's own: To be added soon (It's in the main thread atm)

More Details: Will be added soon

 

 


Panel 18-  Multi-lever

 

 Crafting: Door Lever, Demat Lever, and Emergency Program 1 Lever

Operation: 

  • When right clicked on, the GUI will be of a lever with 3 selectable (and labled) options on its immediate left).
    • The selections are "door," "demat," and "emergency program 1"
  • There is also a "back" button in the bottom right hand corner of the screen
  • When either "door," "demat," or "emergency program 1" is selected, and the Lever is then pulled on in the gui, whatever option you chose will happen.

Purpose of the Multi-Lever: Saving space

 

How Do you suggest we implement this: As a GUI , like the one I mentioned

 


Panel 19-  Tardis Key Panel

 Crafting: Undecided 

More Details: Coming a bit later


Panel 20-  Tardis Shell Pad (this  is separate from the console)

Lore:

The Tardis Shell Pad is inspired by the Tardis Shell Room which appeared in Little Things and The Suns of Caresh. The Shell Room is basically a storage room for the Tardis's Outerplasmic Shells, or Tardis Exteriors as many of us call them. When the Chameleon Circuit chooses a Tardis exterior, it picks a shell from the Outerplasmic Storage Room and uses it as it's exterior.

 

In the Mod:

The Team can add special pads into the mod. The player may put Tardis Shells on these pads and have as many pads as he or she wants.

 

Putting these Tardises on pads will add them to a "Shells Available" list, and removing them will remove them from the list. 

 

When the player uses the Chameleon Circuit, the Circuit will "read" this list of Shells and then open the GUI like it does in the current version.

 

HOWEVER, the Chameleon Circuit will only have Exteriors from the "Shells Available List" and the default TT Capsule Exterior. All other Exteriors will be blacked out in the GUI with a question mark over them.

 

How do you suggest we implement this in game:

Just like in the description. Crafting recipes would be made for Exteriors, and ones waiting for crafting recipes to be made will still be available through Dungeon chests, the Creative Menu, and the SWD shop.

 

Any other information: If the player has no Outerplasmic Shells, the Tardis will (by default) be the TT-Capsule shell


Panel 20-  Tardis Siege Mode Lever

As Seen in: Flatline

 

Originally Suggested by: I haven't the least clue tbh

 

Crafting: Will take a few Gallifreyan Ores. I haven't decided which yet though

 

Function:

Shrinks the Tardis and turns it into the "Siege Mode Exterior."

 

Purpose:

It's used in the show as a last option defensive Measure in case the shields have been compromised, and it prevents anything from getting in or out of the Tardis.

Perhaps it can have a similar feature in the mod.

 

Any other information:

There will also be a regular non-siege mode shell so that you can fly around with the design whenever you want


 

 Panel 21-  Tardis Physics Lock


Function:

Toggles Physics for the Tardis on and off

 

Deactivated:

  • Holds in place will not be moved by anything
  • The Tardis will hold in its exact place and nothing can move it. Even if it is in mid-air or if the block below it is mined.  

 

Activated:

  • The Tardis will fall if there are no blocks below it and if the player is not using the flight panel.
  • The The Tardis will not move in flight mode unless the brake is turned off. It can still dematerialize though.

Activation:

  • When using the Flight Panel, it's a keybind.
  • When not using the flight panel, it's also a lever.

Also, check out:


 Panel 22-  Tardis Fault Locator (WIP)

 

Description: Every now and then a few Tardis Parts may need a bit of repairing. Whether it's because your hull took too much damage, you had a rough time in the Vortex, or the part is just old and blew a fuse.

 

GUI:

When clicked on, the player will have a GUI with two options. 

  1. The player can view vital Tardis Parts that he or she does not currently have (I'll decide a bit later on how it checks this)
  2. View faukts

Faults so far:

  • Travel
    • Lateral Balance Cones 
      • Landing in the Right place at the wrong time
      • Fixed from the Tardis Monitor
    • Helmic Regulator 
      • Makes flight in the Time Vortex less controlled
      • There will be some margin of error upon landing for the coords you entered
      • Fixed from the Fault Locator
    • Directional Unit 
      • The Player will Frequently land on the wrong planet
      • Fixed from the Tardis Monitor
  • Comparator or Dematerialization Circuit
    • Tardis cannot  take off
    • Fixed from the Demat Lever
  • Chameleon Circuit
    • It can get stuck and need to be fixed
    • It can wind up faulty (like in Attack of the Cybermen) (more details a bit later)
    • Fixed from the Tardis Monitor

Any other information:

  • The player will be able to repair these faults with some tools and some resources
  • I'm considering Drax as a possible companion who can help make repairs faster. Likewise I'm also considering just having him sell tools or repair parts.

More Details: Coming soon

 

 


 

To myself: Read this later


 

 

  The Tardis Suggestions Series

  • Table of Contents- link

Also, these are my thoughts for the Tardis scanner, instead of a block it's a GUI system, from my Server suggestions compliation thread. I wonder if it could be merged with your idea somehow?

 

 

 

 

V: Tardis scanner ( separate from Tardis flight panel) [GUI not block]

 

 A lot of users have been asking for a Tardis scanner block that can view that outside without having to use the Tardis flight panel. This is my version of the idea:

 

 Username: 50ap5ud5

 Name of system: Tardis-scanner

Purpose: Allows any user to view the exterior and a 3600 view of their surroundings without having to use a Tardis flight panel.

 How do you suggest we implement it: It will bring up the same GUI as the Tardis flight panel, with a slightly zoomed-out view of the Tardis exterior, all flight features will be disabled.

 

Instead of a separate block that will require the Team to model and code, a new button on the existing Tardis monitor GUI will show "Scanner" which when pressed brings the user to the scanner GUI.

 

Why should this be implemented: To allow users to view the outside without obatining a separate Tardis flight panel. It will also be more convenient for Donators/ Admins etc. to view the outside of their Tardis without having to fetch the flight panel from the creative inventory.

Also, these are my thoughts for the Tardis scanner, instead of a block it's a GUI system, from my Server suggestions compliation thread. I wonder if it could be merged with your idea somehow?

 

 

 

 

V: Tardis scanner ( separate from Tardis flight panel) [GUI not block]

 

 A lot of users have been asking for a Tardis scanner block that can view that outside without having to use the Tardis flight panel. This is my version of the idea:

 

 Username: 50ap5ud5

 Name of system: Tardis-scanner

Purpose: Allows any user to view the exterior and a 3600 view of their surroundings without having to use a Tardis flight panel.

 How do you suggest we implement it: It will bring up the same GUI as the Tardis flight panel, with a slightly zoomed-out view of the Tardis exterior, all flight features will be disabled.

 

Instead of a separate block that will require the Team to model and code, a new button on the existing Tardis monitor GUI will show "Scanner" which when pressed brings the user to the scanner GUI.

 

Why should this be implemented: To allow users to view the outside without obatining a separate Tardis flight panel. It will also be more convenient for Donators/ Admins etc. to view the outside of their Tardis without having to fetch the flight panel from the creative inventory.

 I like it, although IMO, the border of the usual flight GUI shouldn't show.

 

Also, these are my thoughts for the Tardis scanner, instead of a block it's a GUI system, from my Server suggestions compliation thread. I wonder if it could be merged with your idea somehow?

 

 

 

 

V: Tardis scanner ( separate from Tardis flight panel) [GUI not block]

 

 A lot of users have been asking for a Tardis scanner block that can view that outside without having to use the Tardis flight panel. This is my version of the idea:

 

 Username: 50ap5ud5

 Name of system: Tardis-scanner

Purpose: Allows any user to view the exterior and a 3600 view of their surroundings without having to use a Tardis flight panel.

 How do you suggest we implement it: It will bring up the same GUI as the Tardis flight panel, with a slightly zoomed-out view of the Tardis exterior, all flight features will be disabled.

 

Instead of a separate block that will require the Team to model and code, a new button on the existing Tardis monitor GUI will show "Scanner" which when pressed brings the user to the scanner GUI.

 

Why should this be implemented: To allow users to view the outside without obatining a separate Tardis flight panel. It will also be more convenient for Donators/ Admins etc. to view the outside of their Tardis without having to fetch the flight panel from the creative inventory.

 I like it, although IMO, the border of the usual flight GUI shouldn't show.

 

 Yeah, I agree.I'll add that in. 

I have a site where it says what different console and other things do so just click Here

I have a site where it says what different console and other things do so just click Here

 That's quite a lot, lol.

 

I'll read it though anyway. I've never seen that category on Tardis wiki, and I love learning more about the Tardis

I have a site where it says what different console and other things do so just click Here

 That's quite a lot, lol.

 

I'll read it though anyway. I've never seen that category on Tardis wiki, and I love learning more about the Tardis

 Your welcome ill do what i can to make a bette future for the Dalek mod :P

Update:

New Panel Suggestions!

Tardis Shell Pads, some changes to the Chameleon Circuit, and the Tardis Siege Mode Lever

(siege mode)Actually in the Show it doesn't take Loads of power to activate the Siege mode, The "BoneLess"(The 2D monsters) were sucking all the Tardis energy faster than it can recharge, which left the doctor with no other choice than to activate the Siege mode to prevent the tardis to be Smacked by a train, so The Siege mode doesn't take much energy, the tardis was in lack of energy at the time

(siege mode)Actually in the Show it doesn't take Loads of power to activate the Siege mode, The "BoneLess"(The 2D monsters) were sucking all the Tardis energy faster than it can recharge, which left the doctor with no other choice than to activate the Siege mode to prevent the tardis to be Smacked by a train, so The Siege mode doesn't take much energy, the tardis was in lack of energy at the time

 Thank you.

 

I'll update the information on the post

(siege mode)Actually in the Show it doesn't take Loads of power to activate the Siege mode, The "BoneLess"(The 2D monsters) were sucking all the Tardis energy faster than it can recharge, which left the doctor with no other choice than to activate the Siege mode to prevent the tardis to be Smacked by a train, so The Siege mode doesn't take much energy, the tardis was in lack of energy at the time

 Thank you.

 

I'll update the information on the post

 No Problem XD

I've added the Tardis Fault Locator, although it's WIP atm

I found an image for the Fabricator panel [produces sonic devices] ( also can be used fro sonic panel) Do you need it for reference?

 

 

 

I found an image for the Fabricator panel [produces sonic devices] ( also can be used fro sonic panel) Do you need it for reference?

 

 

 

 Yep. Thank you

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