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[UPDATE 58] - TARDIS Overhaul

The Dalek Mod is constantly updating and evolving throughout its lifetime but I just want to point out a few major features to one of the main aspects of the mod: TARDISes. Loads of people want a TARDIS overhaul so I thought I'd take my turn on the matter. Also, I did borrow most of this from a website, you can see the pattern for the suggestions on other people's posts where they used the same website as me.

 

Okay so, the website is only able to comprehend around 5,000 words before it just becomes really laggy and basically broken beyond compare. So, this is just like a template and I'm going to re-do this in another thread but every category will just be a singular post on its own since that's the only way I'll be physically able to do this.

 

NOTICE: PARTS OF THIS NEED TO BE RE-WRITTEN AND CRAFTING RECIPES NEED TO BE REDESIGNED IN ORDER TO COMPENSATE FOR NEW ITEMS! I WILL MAKE A PASTEBIN OF ALL OF THE CRAFTING RECIPES FOR ALL OF THE COMPONENTS MENTIONED IN THIS POST!

 

If you don't want to read this just read some other peoples TARDIS Overhaul suggestions:

https://swdteam.com/forum?p=thread&tid=4268

https://swdteam.com/forum?p=thread&tid=3002

The Life of a TARDIS

I feel like the construction of a TARDIS is a bit too, vanilla. You get some rare items and you craft it and that's that but. . . that just feels too much like any person could build one. A Human. A Dalek. A Timelord. A TARDIS is supposed to be a cultural aspect of the Timelords. One of the key inventions of them. So a new approach to the creation of a TARDIS is needed, in my opinion.

Block Transfer Mechanics

At the beginning of a TARDIS, a player has to create block transfer mechanics by finding some. Either in a village, temple, or an abandoned mineshaft they'll find a piece of paper with some undecipherable text name. Or you could create one by putting a piece of paper into a blackboard and getting it but this could require items: e.g. diamonds, emeralds, Redstone, or iron in random amounts.

 

Hyper Loom

This step will allow a TARDIS to connect itself to the Eye of Harmony and is done via using a space-time event. To translate this to Minecraft the Block Transfer Mechanics would probably be dropped into a portal of some kind where it would completely destroy it and bring out a Space-Time event. This step is just to add a little more lore to the TARDIS. This is doesn't really do much and most likely isn't needed.

 

Dimensionally Transcendental Cradles

The Final Step: Following the creation of a Space-Time event it's placed into a Dimensionally Transcendental Cradle. The Cradle could be made out of a White Point Star surrounded by grey concrete. A TARDIS will usually take 5 Minecraft days where its growth stages will be shown with a piece of TARDIS Coral. During its first stage, it'd be nothing more than a retextured coral fan, during this stage if any fire or any other objects were thrown at it'd instantly become dead. The Coral will grow into a cylinder shape for 3 more days until day 4. During stage four a TARDIS has enveloped its shape completely and requires a few necessities or else on day 5, it'll die. Block-Transfer AIs can be made by throwing some paper into a chalkboard with some organic sentient thing, so a new item: The Brain! It'll be dropped by Cybermen and can be used for a few things as well as being a simple decorative item. A Protyon Core would be imbedded and would basically be a recolored Heart of the Sea. It would be crafted with another Brain along with 3 circuits on top, 2 ender pearls on either side and 3 steel on the bottom. You'll also need Grey-Prints created with a blackboard with one Enchanted book and an empty Map. Depending on the Enchanted Book there'll be a few different types of TARDISes: Construction TARDIS (this TARDIS is better at constructing an interior, it's wait time is shorter and it has more flexibility), Defense TARDIS (this TARDIS is better at protecting its self, it's chameleon circuit wait time is shorter and it has overall more health), Flight TARDIS (this TARDIS is better at flight, it's materialization is usually shorter and more durable and it has more powerful engines), etc. This is because every TARDIS is different in its own way and these properties won't be substantial they'll just be minor aspects of a player's TARDIS.

Then the final part of a TARDIS, it's gender. If a TARDIS is to be designated female it will receive XX Circuits whilst if it's male it'll need XY Circuits. These can be created by putting a circuit into a crafting table with a ghast tear on a side: if it's on the left it will be male whilst if it's female the ghast tear will be on the right. Now, this is quite a big part of a TARDIS because the Doctor has said multiple times that the TARDIS is a she and there are male TARDISes in the audio episodes. There are no unique properties to this and this is official Doctor Who lore. Congratulations you've made a TARDIS!

 

In order to create a working TARDIS, you'll need to go to an open Roundel and implant a Chameleon Circuit (using the same mechanics as the in-game one) and the Temporal Drive (created the way you'd create a TARDIS except replacing the chameleon circuit with a White Point Star). And then the TARDIS will be slightly operational.

You could just skip this entire process do /game mode c and just spawn one in manually but, you need the trouble to get an insanely powerful machine.

 

Social Life of a TARDIS

Adult TARDISes are sentient, living beings and such will often talk to each other in some basic noises and depending on their tone they could become friends and will heal faster when around each other or could hate each other and do a more terrible job when around each other. A TARDIS needs constant maintenance because the durability of a Circuit or feature could break down and if the pilot takes little care for their vehicle it's going to start to form sentience and do actions on their own like e.g. creating a Sonic Screwdriver, making a random noise when the player comes in or if a TARDIS hates you it could lock the doors, forget to charge your Sonic Screwdriver, make the worst ride possible but if it really hates you it could have a rage fit where it would A. Not do anything, power down and leave the doors wide open before closing them behind you and never ever letting you in or B. It could slam the doors shut, take off without you doing anything before opening the doors to the Nether, End, Skaro, Moon or Vortis, kicking you out and materializing away to a random co-ordinate. All of this can be avoided by simply caring for your TARDIS and making sure it never ever shows any emotions other than talking to other TARDISes. A way you could do this is not doing anything terrible to it or giving it gifts. If your TARDIS is an emotional wreck you could leave flowers outside it's exterior or chuck diamonds and emeralds into its open doors until it decides to like you again. You can read more on this on a Pastebin that I will create.

 

Life On A TARDIS

In order to use a TARDIS, you first need to become a Timelord otherwise you'll be subjected to the Time Winds and be shredded into a million pieces of player meat. This could be done the same way in-game or you could go to Gallifrey, find a Time Lord/Lady, right-click on them and get Gallifreyan Blood (You could use an enchanted version of Dragons Breath for it) then go to a Crafting Table and add in a Z-Nytron Crystal and it will become Simbiotic Nuclei and then you could become a Time Lady/Lord. At first, you'd need to create Symbiotic Relationship Circuits (1 normal circuit with 1 cookie and 1 bucket of Milk which would give you a normal circuit but enchanted) which in return would allow you to socialize with your TARDIS and create a bond which in return would allow you to fly it but also perform the social interactions in the Social Life of a TARDIS. If you don't have a Symbiotic Nuclei you have a 20/100 chance of suffering from Time Sickness, this could form as 10 seconds of weakness or slowness for 15 seconds.

 

When first creating a TARDIS and it's Symbiotic Relationship Circuits a TARDIS might leave a 1x1 chest as a "welcome aboard" gift which can have Sonic Crystals, some Credits, or even some starter supplies like torches, wood, saplings and some wooden weapons. There is only a 50/50 chance of this happening though. Multiple people can have links for one TARDIS but it's unethical for a player to have links for multiple TARDISes as this could create a jealous competition between the two and a Time Ram could occur destroying both the TARDISes and it's inhabitants. 

 

When a Symbiotic Link is formed and a TARDIS has a Telepathic Circuit (1 Circuit and 1 Brain) it has the ability to guide lost crew members back to the Main Control Room by spawning an armour stand near the door with a custom glow effect or if a hostile entity is onboard a TARDIS it could deliver a half-heart damage every minute.

 

A TARDIS has auto-gravity systems (1 circuit and 1 Moon Rock) automatically adjust the gravity of a TARDIS to suit the environment TARDIS land in, so if a TARDIS lands on the Moon it has the Moons gravity but if the TARDIS lands on Earth it has normal gravity but this can be manually controlled. Without this Circuit, a TARDIS has Earth's gravity for much of its life.

 

A new feature of a TARDIS could be its Washing Machine with Laundry Circuits (1 Circuit and any flower) which will slowly repair the durability of armour and shields in the Players inventory. There could be an expansion of this with auto-cleaning systems (1 Circuit, 1 piece of Crystalline and any flower) without these systems blocks may change to coarse dirt and items in item frames may change to Garbage a new item with basically the same texture as Garbage in the Education Edition of Minecraft. The Environmental Systems (1 Circuit, 1 dirt block, 1 Skaro Rock, 1 Moon Rock, 1 Endstone, 1 Netherack, 1 Gallifrey Sand, 1 Vortis Rock, 1 Classic Grass and 1 Mars Sand) allow the Humming noise of a TARDIS to appear as well as the ability to change it and allows for the Day and night cycle of a TARDIS, in the day the TARDIS Dimension will be on full-light whilst the at night it'll have the same light as a night on Earth. This day and night cycle can be modified so daytime and nighttime last a minute each or up to an hour. Along with this you can finally sleep in a TARDIS and set your spawn point in a TARDIS however the night and day cycle doesn't change. You'd have to do that manually. The Environmental Systems can also change TARDIS interior and exterior lighting to suit any moment.

 

Death of a TARDIS

A TARDIS will eventually die in the game in 100,000 days or 16,666 hours in real-life or 694 days in real-life which is around 99 weeks or 1.8 years in real-life. So it's pretty impressive if it actually dies from age in the game because you'd literally need to spend every minute online for around 2 years in order for it to die. During the last few days of its life, the flow of time will gradually break down where the player will randomly gain the effects of swiftness or slowness for a random time and you're most likely going to have to scrap most of the tardis by deleting rooms, taking items from chests or taking the circuits away until entropy will slowly destroy it creating a dimensional collapse which will kick the player out of the TARDIS before materializing away for the last time and it's interior and exterior will be deleted from the game. If its health is too low then it will stay in the same position forever, not being able to be opened and is in this in-death state forever with its interior being deleted and the exterior being the only thing around. A Time Lady/Lord can however put it to sleep when its beyond repair. This is achieved by creating a Time link (right-clicking the bad TARDIS with the Staten Remote Control of a good TARDIS) travelling into the Time Vortex for a while until the damaged TARDIS materializes away for the last time.

 

A new location could be added in the game: The TARDIS Graveyard. A rare place that can only be found by using the Randomiser and has a constant night cycle along with hundreds of models of TARDISes with the Cloister Sound in the background. If you have any damaged TARDISes you might be able to find its exterior with a small wooden sign with your username on. The new dimension would have rare, randomly generating chests with a small book and quill with heart-felt poems in them. I'd probably go for Pablo Neruda Poems. The Dimension could also offer randomly generating tombs with a small loot chest in them along with flowers spawning near the TARDIS models and graves. I think this would add in a more subtle and sad place of worship and development into the Dalek mod.

The Guidance Systems of a TARDIS

The Daleks mod representation of TARDIS flight and controls has always been a minor feature but TARDISes really are the pinnacle point of the entire mod because, let's face it, who really came to the Dalek Mod for its limited Daleks. I think it'd be better if we had 3D models with sound effects for the appropriate control activation and appropriate movement of switches, buttons and levers for in-flight entertainment and to give it a more prestigious effect of flight rather than randomly picking a planet and right-clicking a static object. Most of this will be copy and pasted mumbo jumbo so you can just skip most of this.

Passenger Adoption Scanning Terminal (PAST)

During a player's travels, aboard their TARDIS, they may encounter a brand new mob: Humans! Because of 1.12's representation of villagers being incredibly dense, speechless, immovable objects with a lack of knowledge on how to actually make money they should be replaced with an upgraded version of Companions. Companions were in existence from 2013 but in the future updates, they have been removed entirely for having no purpose whatsoever. This mob requires its own thread on its own but the feature more or works like the /tardis-perms function on multiplayer and singleplayer servers. Because of the Vortex Winds constantly bombarding a TARDIS any lesser creature that intends to survive a journey in a TARDIS must be added onto PAST (1 circuit, 1 brain and 1 rose), usually when a TARDIS dematerializes any Crew member will be automatically added onto PAST, however, if a TARDIS does not have a bond between a Symbiotic Nuclei PAST will not adopt any crew members during dematerialization they will be subjected to the Time Winds where a 5:00 nausea effect will occur and a 5:00 wither effect. They will die in 10 minutes even if they survive the effects. Any person can be added onto the PAST manually at any time and the automatic adoption sequence can be disabled. The PAST also has the Voice Integrator (1 circuit, 1 crystal microphone and 1 ender pearl), where any Crew Member will be allowed to translate anything. However PAST is not able to stop stowaways who can freely access PAST systems and do as they please.

 

Control Rooms

The first room a Crew member or Player will see is the Control Room. Dominating the center of every Control Room is a free-standing Master Control Console. All Control Rooms are designed to be operated by six pilots. A Control Console is lackered with numerous controls, read-out displays and variating screens. Some Consoles are equipped with a central Time Column that provides continual power from the Dynamorphic Generators (1 Eye of Ender, 1 Engine(2 Gunpowder,1 Blaze Cream, 6 Steel), 1 Circuit, 1 Blaze Powder, 1 Clock and 1 Ghast Tear). Inside their biomechanical and Tri-Gamma Circuity (1 Circuit, 1 Zeiton 7 Crystal and 1 unrefined steel) all held together with Mergin Nuts (1 Steel and 3 Iron). The Heisenberg Circuits (1 Circuit, 1 TARDIS Shell, 2 Ender Pearls and 1 Plastic) control a Consoles form and structure and are beneficial for bicentennial refits (?). So it basically controls a Console which is different from an Exterior and Interior. A TARDIS requires Fibre Optic Cabling (2 plastic, 1 steel) in order to transmit light into Laser Operated relays (1 Crystalline Crystal, 1 Silicone and 1 Daylight sensor). Each of the six panels or "stations" on a console is assigned a number. However, these numbers can be assigned clockwise or counter-clockwise depending on the Mark number of the Console. Each of these six panels has a standard designation that is independent of the number, which varies from refit to refit. The following list outlines the controls found on each type of panel. You can find the list here. Normally the Panel with the Main Door Control is the one closest to the Main Doors, but the Console can be set to rotate if the operator would prefer a different orientation. Normally, for more complex or lengthy programming a larger and easier to use the data-bank keyboard (N/A) can be placed or extended out of a Control Panel. If the Isomorphic Security System has been set then only the Pilot may use any of the controls. Parts of the Console can become electrified via the Immobilizer Switch located on somewhere on a Console. Also at this point, I've given up at making crafting recipes, I'll just make a paste bin list of all the new items, mobs and worlds and make all their recipes, properties and descriptions there. I'll probably remove the old crafting recipes later. When a player comes into contact with lower-technology they can use their TARDISes to interface with them (Radios, TVs, Cellular Phones, etc) and most lower-technology can be charged via sockets located under a panel in the Console Unit. If a Sonic Device is dropped onto a Console it will be able to go into pre-determined spaces for its size and space and sit there comfortably acting as a form of Sonic charger as well as an aesthetic enhancement to the bleak colour design of a TARDIS. The Master Control Console has the ability to rotate 360 degrees in any direction from it's stand in order to allow an easier and simple sense of controlling a TARDISes already complex system of controls. There are various different types of Control Rooms having the ability to be pre-built inside a TARDIS. These include:

 

• Primary Control Room

The first Control Room that any player will notice is the familiar Primary Control Room. This control room is intended to serve for "standard flights" on board a player's TARDIS. This Control Room's Console Unit is more automatic than the rest of them and is more geared towards aesthetics than functionality as the player's precedence over the Desktop Theme can completely change this Control Room's enhancements. It is however far more difficult to control secondary systems with this Control Room. The overall décor of this Control Room would be under the whims of the player.

• Secondary Control Room

The second Control Room that a player will be familiar with is the Secondary Control Room. Unlike the Primary Control Room, this control room is intended to serve as a "Safe mode" if a TARDIS comes under any minor situations. Since it's designed to be a "Safe Mode" this control room lacks any functionality over the aesthetics and designs over it and is only capable of minor modifications that can be made to its décor. The Control Console can only be changed via the Mark of the Master Control Console and it includes a far more broad, manual, range of controls over secondary and primary systems. 

• Tertiary Control Room

The third Control Room that a player will use is also it's most unfamiliar, and that is the Tertiary Control Room. Unlike any of the previous control rooms, this control room is intended to serve as an "Escape Pod" if a TARDIS comes under any major situations. Since it's designed to be an "Escape Pod" the Control Room lacks any functionality over the aesthetics and control over secondary and primary TARDIS systems and no modifications can be made to it at all. The Control Console is a four-sided smaller version of the Secondary Console except with a miniaturized version of a Time Rotor. This control room has the unique ability to form it's own Exo-Plasmic shell and split off from the Main TARDIS. However, it only functions as a short term "Escape Pod" and will have to lock back onto the main TARDIS at some point. When launched it would find the most habitable planet and land there, as a 2-way transport.

• Control Relay Rooms

The fourth Control Rooms that a player most likely won't use is an unfamiliar control room, known as the Control Relay Rooms. Unlike any of the previous control rooms, these control rooms are intended to be used in an absolute emergency. In the case of a severe situation, e.g the Eye of Harmony suffers an Emergency Shutdown, one of these rooms will replace a Storage Room until the situation or damage can be regrown. These control rooms offer far simpler basic control consoles that are far smaller versions found on the Secondary Control Rooms.

 

The majority of the next suggestions will be on a Pastebin or another thread since they don't really fit in with this thread. This thread is about the interior and features of a TARDIS, not how the new controls and such will work. Also, I'm limited to how much I can say on a thread until the website will start to break.

 

 Woah.... There's not really anything to say about this other than you've clearly spent A LOT of time thinking about that, let alone writing it.... I really like these ideas, even if the TARDIS is already really hard to craft! I particularly like the idea of the TARDIS growing over 5 days from some coral. I think this would really build up the anticipation for finally getting a TARDIS (while you're in survival mode)! Really nice!

The Dalek Mod is constantly updating and evolving throughout its lifetime but I just want to point out a few major features to one of the main aspects of the mod: TARDISes. Loads of people want a TARDIS overhaul so I thought I'd take my turn on the matter. Also, I did borrow most of this from a website, you can see the pattern for the suggestions on other people's posts where they used the same website as me.

 

Okay so, the website is only able to comprehend around 5,000 words before it just becomes really laggy and basically broken beyond compare. So, this is just like a template and I'm going to re-do this in another thread but every category will just be a singular post on its own since that's the only way I'll be physically able to do this.

 

NOTICE: PARTS OF THIS NEED TO BE RE-WRITTEN AND CRAFTING RECIPES NEED TO BE REDESIGNED IN ORDER TO COMPENSATE FOR NEW ITEMS! I WILL MAKE A PASTEBIN OF ALL OF THE CRAFTING RECIPES FOR ALL OF THE COMPONENTS MENTIONED IN THIS POST!

 

If you don't want to read this just read some other peoples TARDIS Overhaul suggestions:

https://swdteam.com/forum?p=thread&tid=4268

https://swdteam.com/forum?p=thread&tid=3002

 

The Life of a TARDIS

I feel like the construction of a TARDIS is a bit too, vanilla. You get some rare items and you craft it and that's that but. . . that just feels too much like any person could build one. A Human. A Dalek. A Timelord. A TARDIS is supposed to be a cultural aspect of the Timelords. One of the key inventions of them. So a new approach to the creation of a TARDIS is needed, in my opinion.

 

Block Transfer Mechanics

At the beginning of a TARDIS, a player has to create block transfer mechanics by finding some. Either in a village, temple, or an abandoned mineshaft they'll find a piece of paper with some undecipherable text name. Or you could create one by putting a piece of paper into a blackboard and getting it but this could require items: e.g. diamonds, emeralds, Redstone, or iron in random amounts.

 

Hyper Loom

This step will allow a TARDIS to connect itself to the Eye of Harmony and is done via using a space-time event. To translate this to Minecraft the Block Transfer Mechanics would probably be dropped into a portal of some kind where it would completely destroy it and bring out a Space-Time event. This step is just to add a little more lore to the TARDIS. This is doesn't really do much and most likely isn't needed.

 

Dimensionally Transcendental Cradles

The Final Step: Following the creation of a Space-Time event it's placed into a Dimensionally Transcendental Cradle. The Cradle could be made out of a White Point Star surrounded by grey concrete. A TARDIS will usually take 5 Minecraft days where its growth stages will be shown with a piece of TARDIS Coral. During its first stage, it'd be nothing more than a retextured coral fan, during this stage if any fire or any other objects were thrown at it'd instantly become dead. The Coral will grow into a cylinder shape for 3 more days until day 4. During stage four a TARDIS has enveloped its shape completely and requires a few necessities or else on day 5, it'll die. Block-Transfer AIs can be made by throwing some paper into a chalkboard with some organic sentient thing, so a new item: The Brain! It'll be dropped by Cybermen and can be used for a few things as well as being a simple decorative item. A Protyon Core would be imbedded and would basically be a recolored Heart of the Sea. You'll also need Grey-Prints created with a blackboard with one Enchanted book and an empty Map. Depending on the Enchanted Book there'll be a few different types of TARDISes: Construction TARDIS (this TARDIS is better at constructing an interior, it's wait time is shorter and it has more flexibility), Defense TARDIS (this TARDIS is better at protecting its self, it's chameleon circuit wait time is shorter and it has overall more health), Flight TARDIS (this TARDIS is better at flight, it's materialization is usually shorter and more durable and it has more powerful engines), etc. This is because every TARDIS is different in its own way and these properties won't be substantial they'll just be minor aspects of a player's TARDIS.

 

Then the final part of a TARDIS, it's gender. If a TARDIS is to be designated female it will receive XX Circuits whilst if it's male it'll need XY Circuits.  Now, this is quite a big part of a TARDIS because the Doctor has said multiple times that the TARDIS is a she and there are male TARDISes in the audio episodes. There are no unique properties to this and this is official Doctor Who lore. Congratulations you've made a TARDIS!

In order to create a working TARDIS, you'll need to go to an open Roundel and implant a Chameleon Circuit and the Temporal Drive. And then the TARDIS will be slightly operational.

 

You could just skip this entire process do /game mode c and just spawn one in manually but, you need the trouble to get an insanely powerful machine.

 

Social Life of a TARDIS

Adult TARDISes are sentient, living beings and such will often talk to each other in some basic noises and depending on their tone they could become friends and will heal faster when around each other or could hate each other and do a more terrible job when around each other. A TARDIS needs constant maintenance because the durability of a Circuit or feature could break down and if the pilot takes little care for their vehicle it's going to start to form sentience and do actions on their own like e.g. creating a Sonic Screwdriver, making a random noise when the player comes in or if a TARDIS hates you it could lock the doors, forget to charge your Sonic Screwdriver, make the worst ride possible but if it really hates you it could have a rage fit where it would A. Not do anything, power down and leave the doors wide open before closing them behind you and never ever letting you in or B. It could slam the doors shut, take off without you doing anything before opening the doors to the Nether, End, Skaro, Moon or Vortis, kicking you out and materializing away to a random co-ordinate. All of this can be avoided by simply caring for your TARDIS and making sure it never ever shows any emotions other than talking to other TARDISes. A way you could do this is not doing anything terrible to it or giving it gifts. If your TARDIS is an emotional wreck you could leave flowers outside it's exterior or chuck diamonds and emeralds into its open doors until it decides to like you again. You can read more on this on a Pastebin that I will create.

 

Life On A TARDIS

In order to use a TARDIS, you first need to become a Timelord otherwise you'll be subjected to the Time Winds and be shredded into a million pieces of player meat. This could be done the same way in-game or you could go to Gallifrey, find a Time Lord/Lady, right-click on them and get Gallifreyan Blood then go to a Crafting Table and add in a Z-Nytron Crystal and it will become Simbiotic Nuclei and then you could become a Time Lady/Lord. At first, you'd need to create Symbiotic Relationship Circuits which in return would allow you to socialize with your TARDIS and create a bond which in return would allow you to fly it but also perform the social interactions in the Social Life of a TARDIS. If you don't have a Symbiotic Nuclei you have a 20/100 chance of suffering from Time Sickness, this could form as 10 seconds of weakness or slowness for 15 seconds.

 

When first creating a TARDIS and it's Symbiotic Relationship Circuits a TARDIS might leave a 1x1 chest as a "welcome aboard" gift which can have Sonic Crystals, some Credits, or even some starter supplies like torches, wood, saplings and some wooden weapons. There is only a 50/50 chance of this happening though. Multiple people can have links for one TARDIS but it's unethical for a player to have links for multiple TARDISes as this could create a jealous competition between the two and a Time Ram could occur destroying both the TARDISes and it's inhabitants. 

 

When a Symbiotic Link is formed and a TARDIS has a Telepathic Circuit it has the ability to guide lost crew members back to the Main Control Room by spawning an armour stand near the door with a custom glow effect or if a hostile entity is onboard a TARDIS it could deliver a half-heart damage every minute.

 

A TARDIS has auto-gravity systems automatically adjust the gravity of a TARDIS to suit the environment TARDIS land in, so if a TARDIS lands on the Moon it has the Moons gravity but if the TARDIS lands on Earth it has normal gravity but this can be manually controlled. Without this Circuit, a TARDIS has Earth's gravity for much of its life.

 

A new feature of a TARDIS could be its Washing Machine with Laundry Circuits which will slowly repair the durability of armour and shields in the Players inventory. There could be an expansion of this with auto-cleaning systems without these systems blocks may change to coarse dirt and items in item frames may change to Garbage a new item with basically the same texture as Garbage in the Education Edition of Minecraft. The Environmental Systems allow the Humming noise of a TARDIS to appear as well as the ability to change it and allows for the Day and night cycle of a TARDIS, in the day the TARDIS Dimension will be on full-light whilst the at night it'll have the same light as a night on Earth. This day and night cycle can be modified so daytime and nighttime last a minute each or up to an hour. Along with this you can finally sleep in a TARDIS and set your spawn point in a TARDIS however the night and day cycle doesn't change. You'd have to do that manually. Environmental Systems can also change TARDIS interior and exterior lighting to suit any moment.

 

Death of a TARDIS

A TARDIS will eventually die in the game in 100,000 days or 16,666 hours in real-life or 694 days in real-life which is around 99 weeks or 1.8 years in real-life. So it's pretty impressive if it actually dies from age in the game because you'd literally need to spend every minute online for around 2 years in order for it to die. During the last few days of its life, the flow of time will gradually break down where the player will randomly gain the effects of swiftness or slowness for a random time and you're most likely going to have to scrap most of the tardis by deleting rooms, taking items from chests or taking the circuits away until entropy will slowly destroy it creating a dimensional collapse which will kick the player out of the TARDIS before materializing away for the last time and it's interior and exterior will be deleted from the game. If its health is too low then it will stay in the same position forever, not being able to be opened and is in this in-death state forever with its interior being deleted and the exterior being the only thing around. A Time Lady/Lord can however put it to sleep when its beyond repair. This is achieved by creating a Time link (right-clicking the bad TARDIS with the Staten Remote Control of a good TARDIS) travelling into the Time Vortex for a while until the damaged TARDIS materializes away for the last time.

 

A new location could be added in the game: The TARDIS Graveyard. A rare place that can only be found by using the Randomiser and has a constant night cycle along with hundreds of models of TARDISes with the Cloister Sound in the background. If you have any damaged TARDISes you might be able to find its exterior with a small wooden sign with your username on. The new dimension would have rare, randomly generating chests with a small book and quill with heart-felt poems in them. I'd probably go for Pablo Neruda Poems. The Dimension could also offer randomly generating tombs with a small loot chest in them along with flowers spawning near the TARDIS models and graves. I think this would add in a more subtle and sad place of worship and development into the Dalek mod.

The Guidance Systems of a TARDIS

The Daleks mod representation of TARDIS flight and controls has always been a minor feature but TARDISes really are the pinnacle point of the entire mod because, let's face it, who really came to the Dalek Mod for its limited Daleks. I think it'd be better if we had 3D models with sound effects for the appropriate control activation and appropriate movement of switches, buttons and levers for in-flight entertainment and to give it a more prestigious effect of flight rather than randomly picking a planet and right-clicking a static object. Most of this will be copy and pasted mumbo jumbo so you can just skip most of this.

 

Passenger Adoption Scanning Terminal (PAST)

During a player's travels, aboard their TARDIS, they may encounter a brand new mob: Humans! Because of 1.12's representation of villagers being incredibly dense, speechless, immovable objects with a lack of knowledge on how to actually make money they should be replaced with an upgraded version of Companions. Companions were in existence from 2013 but in the future updates, they have been removed entirely for having no purpose whatsoever. This mob requires its own thread on its own but the feature more or works like the /tardis-perms function on multiplayer and singleplayer servers. Because of the Vortex Winds constantly bombarding a TARDIS any lesser creature that intends to survive a journey in a TARDIS must be added onto PAST, usually when a TARDIS dematerializes any Crew member will be automatically added onto PAST, however, if a TARDIS does not have a bond between a Symbiotic Nuclei PAST will not adopt any crew members during dematerialization they will be subjected to the Time Winds where a 5:00 nausea effect will occur and a 5:00 wither effect. They will die in 10 minutes even if they survive the effects. Any person can be added onto the PAST manually at any time and the automatic adoption sequence can be disabled. The PAST also has the Voice Integrator, where any Crew Member will be allowed to translate anything. However PAST is not able to stop stowaways who can freely access PAST systems and do as they please.

 

Control Rooms

The first room a Crew member or Player will see is the Control Room. Dominating the center of every Control Room is a free-standing Master Control Console. All Control Rooms are designed to be operated by six pilots. A Control Console is lackered with numerous controls, read-out displays and variating screens. Some Consoles are equipped with a central Time Column that provides continual power from the Dynamorphic Generators. Inside their biomechanical and Tri-Gamma Circuity all held together with Mergin Nuts. The Heisenberg Circuits control a Consoles form and structure and are beneficial for bicentennial refits (?). So it basically controls a Console which is different from an Exterior and Interior. A TARDIS requires Fibre Optic Cabling in order to transmit light into Laser Operated relays. Each of the six panels or "stations" on a console is assigned a number. However, these numbers can be assigned clockwise or counter-clockwise depending on the Mark number of the Console. Each of these six panels has a standard designation that is independent of the number, which varies from refit to refit. The following list outlines the controls found on each type of panel. You can find the list here. Normally the Panel with the Main Door Control is the one closest to the Main Doors, but the Console can be set to rotate if the operator would prefer a different orientation. Normally, for more complex or lengthy programming a larger and easier to use the data-bank keyboard can be placed or extended out of a Control Panel. If the Isomorphic Security System has been set then only the Pilot may use any of the controls. Parts of the Console can become electrified via the Immobilizer Switch located on somewhere on a Console. When a player comes into contact with lower-technology they can use their TARDISes to interface with them (Radios, TVs, Cellular Phones, etc) and most lower-technology can be charged via sockets located under a panel in the Console Unit. If a Sonic Device is dropped onto a Console it will be able to go into pre-determined spaces for its size and space and sit there comfortably acting as a form of Sonic charger as well as an aesthetic enhancement to the bleak colour design of a TARDIS. The Master Control Console has the ability to rotate 360 degrees in any direction from it's stand in order to allow an easier and simple sense of controlling a TARDISes already complex system of controls. There are various different types of Control Rooms having the ability to be pre-built inside a TARDIS. These include:

 

• Primary Control Room

The first Control Room that any player will notice is the familiar Primary Control Room. This control room is intended to serve for "standard flights" on board a player's TARDIS. This Control Room's Console Unit is more automatic than the rest of them and is more geared towards aesthetics than functionality as the player's precedence over the Desktop Theme can completely change this Control Room's enhancements. It is however far more difficult to control secondary systems with this Control Room. The overall décor of this Control Room would be under the whims of the player.

• Secondary Control Room

The second Control Room that a player will be familiar with is the Secondary Control Room. Unlike the Primary Control Room, this control room is intended to serve as a "Safe mode" if a TARDIS comes under any minor situations. Since it's designed to be a "Safe Mode" this control room lacks any functionality over the aesthetics and designs over it and is only capable of minor modifications that can be made to its décor. The Control Console can only be changed via the Mark of the Master Control Console and it includes a far more broad, manual, range of controls over secondary and primary systems. 

• Tertiary Control Room

The third Control Room that a player will use is also it's most unfamiliar, and that is the Tertiary Control Room. Unlike any of the previous control rooms, this control room is intended to serve as an "Escape Pod" if a TARDIS comes under any major situations. Since it's designed to be an "Escape Pod" the Control Room lacks any functionality over the aesthetics and control over secondary and primary TARDIS systems and no modifications can be made to it at all. The Control Console is a four-sided smaller version of the Secondary Console except with a miniaturized version of a Time Rotor. This control room has the unique ability to form it's own Exo-Plasmic shell and split off from the Main TARDIS. However, it only functions as a short term "Escape Pod" and will have to lock back onto the main TARDIS at some point. When launched it would find the most habitable planet and land there, as a 2-way transport.

• Control Relay Rooms

The fourth Control Rooms that a player most likely won't use is an unfamiliar control room, known as the Control Relay Rooms. Unlike any of the previous control rooms, these control rooms are intended to be used in an absolute emergency. In the case of a severe situation, e.g the Eye of Harmony suffers an Emergency Shutdown, one of these rooms will replace a Storage Room until the situation or damage can be regrown. These control rooms offer far simpler basic control consoles that are far smaller versions found on the Secondary Control Rooms.

Hey man, just wanted to say your thread has been noticed by many community members, including our main developer  Doesn't 'mean we're promising it'll be in the mod, but just to let you know it isn't ignored ;)

i love these ideas, and would really like to see them in the mod. It would make the player have a more interment connection to his/her tardis.

Yeah, this is incredibly through! Quite like the idea of a TARDIS being grown. 

Maybe you could also add a way to extend a TARDIS lifespan in-game by being able to do check-ups and overhauling it, this would provide a need to maintain your TARDIS, with you being able to repair faults that can happen in the TARDIS over time.

 

a complete overhauling would be expensive with maybe using an eye of ender, nether star, end crystal, white point star, and a list of other materials as this could last for an in-game month, where you be unable to use it until your TARDIS is overhauled.

 

There could be a feature where an older TARDIS would be more 'experience'  than a newer one, like having it land in safer areas and things like that which would add incentive to do this. 

 

 

Here the link for the TARDIS services page where I got the information.

http://whoniverse.net/tardis/services

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