I have nothing to contribute except to say that as a Star Trek fan this is awesome, and also, Cjegal, you have a few awkward auto corrects, you REALLY want to edit your first post on March 22nd
You are welcome to help out, though Minecraft modding is a very difficult first step into programming. I see you tried to get it running, however I would recommend moving back down to the recommended forge build for 1.7, which I know works. On principle I don't use dev builds unless absolutely necessary.
As a test, I want you to add a new ore in using the existing MineTrek code, and a new machine with a custom model. You are welcome to use the existing code to figure out how to do it, so just post screenshot when you get it. Good Luck!
You told me to use a existing code. But how do i get this code? And what ore i could add?
You are welcome to help out, though Minecraft modding is a very difficult first step into programming. I see you tried to get it running, however I would recommend moving back down to the recommended forge build for 1.7, which I know works. On principle I don't use dev builds unless absolutely necessary.
As a test, I want you to add a new ore in using the existing MineTrek code, and a new machine with a custom model. You are welcome to use the existing code to figure out how to do it, so just post screenshot when you get it. Good Luck!
Again: he told me to use a existing code I DONT HAVE!
And he is not the only one who has that code.
But i realy want to look inside this code to see what i can do.
A little patience goes a long way. The point is, before I let you on the team, I need you to prove to me
1) You are capable
2) You know how to use Github and git.
The repository is at https://github.com/MineTrek/MineTrekCore, you do not need permissions to clone it. Pull it, get it running, and add your test code to the existing code, and show me that it works. I cannot build up a team of people who have no idea what they are doing and is constantly messing with each other, so im sorry if this seems unreasonable.
Very nice job with the model, now just do the rest of it.
We really need to make a list of what has been done and what needs to be done so we know how much has been done, because it is quite tedious reading 20 pages of forum posts.
Im planning on making a new forum post soon; as much as I dislike moving away from doctor, I cant deal with this.
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One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them. My Plugins: http://dev.bukkit.or...s/Numenorean95/
This may be a big ask, but can we make the Borg be able to infect any mob to make the Borg more like in star trek, for example, a pig Borg, a kilngon Borg, all will attack the player and other mobs to infect them, like zombies and villagers, but not limited to certain target
This is alredy on the To-do list but i wont do it before borg can use their Alkoven.
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Dang! You guys got a lot done in the past week or so I was gone! The new contributed models and textures look great, and I am excited to see some possible new coders. If you would like to do some texture work, let me know. There will always be something that needs textured, even if it is not implemented in code just yet. Thanks a bunch for contributing, this is turning into quite a great project!
Hull polarization was an ill defined aspect of the ship systems. That wiki entry suggests that polarization makes the plating harder or denser, to better withstand attack. Sounds like an early form of inertial stabilizer and structural integrity fields. Another ill defined tech from TNG. I know in TNG those systems actually suppressed or increased, as needed, inertial energy for battle and warp travel.
It's probably important to not get too unhung on things directly from the the shows. Trek-ish is probably good enough. After all the show's technology can be broken up into three categories; Theoretical tech, technology that is being developed by real scientists or supported by real science - Fantasy tech, stuff that would be awesome but is not grounded in any real science other than using fancy real words - and Show Bull tech, stuff made up by writers on the fly to wrap up a plot or situation.
I have a question for the mod authors. How complicated do you want the warp system? I mean there's the warp drive mod that basically you plop down a warpcore, connect a CC computer, and pump a bunch of energy into. Cool, but feels overly simple to me. In this mod are you going to go for a more complicated system? Cause that would feel more genuine. WarpCore fed by special power systems, creating power that only be shunted through special conduits, running on a fuel that needs ridiculous processing, and travel requiring a complicated monitoring system. That kind of thing? Personally, I would be okay with a system so complicated it would make GregoriousT jealous. But that's me.
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If you think something's impossible.
You haven't tried hard enough.
Maybe add a Borg type of each mob? It would make it look like star trek, we could also add a new game mode that has a seed that gives the player a readily generated ship, and the Borg will constantly attack planets turning them into Borg world's, the player has to survive/have at least one non Borg planet for as long as possible, or to rid the universe of the Borg.
Also, can we add q as a sort of intergalactic villager, but will do things like the lucky block mod depending on how the player intereacts with q.
I do like the idea of multiple classes of Borg. And for the intergalactic villager, I was thinking Ferangi, which would trade with Latnium.
Hull polarization was an ill defined aspect of the ship systems. That wiki entry suggests that polarization makes the plating harder or denser, to better withstand attack. Sounds like an early form of inertial stabilizer and structural integrity fields. Another ill defined tech from TNG. I know in TNG those systems actually suppressed or increased, as needed, inertial energy for battle and warp travel.
It's probably important to not get too unhung on things directly from the the shows. Trek-ish is probably good enough. After all the show's technology can be broken up into three categories; Theoretical tech, technology that is being developed by real scientists or supported by real science - Fantasy tech, stuff that would be awesome but is not grounded in any real science other than using fancy real words - and Show Bull tech, stuff made up by writers on the fly to wrap up a plot or situation.
I have a question for the mod authors. How complicated do you want the warp system? I mean there's the warp drive mod that basically you plop down a warpcore, connect a CC computer, and pump a bunch of energy into. Cool, but feels overly simple to me. In this mod are you going to go for a more complicated system? Cause that would feel more genuine. WarpCore fed by special power systems, creating power that only be shunted through special conduits, running on a fuel that needs ridiculous processing, and travel requiring a complicated monitoring system. That kind of thing? Personally, I would be okay with a system so complicated it would make GregoriousT jealous. But that's me.
I like where you were going with the warp. So far, we have concluded that high-level reactors (antimatter/matter and fusion) should receive inert plasma to run. The machine will then turn that inert plasma into energized plasma. (with both states of plasma in liquid form) The energized plasma is then piped (via EPS conduits) to wherever you want your power to be. EPS Taps then convert the thermal energy stored in the plasma into Universal Electricity power. However, high level machines will only take plasma directly. Things like replicators, warp coils, transporters, etc. This ensures that you cannot power a warp drive with a bunch of stored energy from a coal generator. This is also good because it was said that warp coils and a few other power monsters use plasma directly. This should stay true to the franchise, and add a few cool mechanics. Here is a link to a wiki article about it if you would like to read on: http://en.memory-alp...o-plasma_system
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I was also thinking of some other energy sources. Variations of solar panels. I think there should be the standard solar panel, which produces very little power and during the day. It should be pretty hard to make.
The second tear could be a residual microwave receiver, which produces energy by collecting the left-over radiation from the Big Bang. Today, we have gotten pretty good at measuring that radiation, but we have not been able to get enough to produce power from it. However, in 350 years, we should be able to turn a profit, albeit a low one. This should operate 24/7 and be even harder to make. They would also output very little power, equal to the standard panel.
The last step could be a subspace microwave receiver, which would operate on the same grounds as the other receiver, but this time, it uses subspace, which would (probably) have more radiation to collect. This should output a good amount more than the standard receiver, and still operate 24/7. The recipe should be super hard, with it costing at least three standard receivers, and a good amount of other things to make it subspace worthy.
But I do not want this to be the preferred source of power. This should only be used in situations where a steady and lowsupply of power needs to be provided. ie, the antimatter pumps.
I also think it may be a good idea to make EPS conduits benefit from a low-voltage power. I was reading an article about how the great oil pipes of the world have a low amount of power applied to prevent corrosion. Since cleaning the plasma conduits probably would not be the best, maybe the plasma flows faster? I just thought the powering-pipes concept was cool, although it may not be the most useful.
Importand question: should i add different types of Borg?
Yes, though not necessarily at this moment, work on the other mechanics first.
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One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them. My Plugins: http://dev.bukkit.or...s/Numenorean95/
I was also thinking of some other energy sources. Variations of solar panels. I think there should be the standard solar panel, which produces very little power and during the day. It should be pretty hard to make.
The second tear could be a residual microwave receiver, which produces energy by collecting the left-over radiation from the Big Bang. Today, we have gotten pretty good at measuring that radiation, but we have not been able to get enough to produce power from it. However, in 350 years, we should be able to turn a profit, albeit a low one. This should operate 24/7 and be even harder to make. They would also output very little power, equal to the standard panel.
The last step could be a subspace microwave receiver, which would operate on the same grounds as the other receiver, but this time, it uses subspace, which would (probably) have more radiation to collect. This should output a good amount more than the standard receiver, and still operate 24/7. The recipe should be super hard, with it costing at least three standard receivers, and a good amount of other things to make it subspace worthy.
But I do not want this to be the preferred source of power. This should only be used in situations where a steady and lowsupply of power needs to be provided. ie, the antimatter pumps.
I also think it may be a good idea to make EPS conduits benefit from a low-voltage power. I was reading an article about how the great oil pipes of the world have a low amount of power applied to prevent corrosion. Since cleaning the plasma conduits probably would not be the best, maybe the plasma flows faster? I just thought the powering-pipes concept was cool, although it may not be the most useful.
Sounds like a very good idea to me; we will need to carefully calibrate the power output for all these machines later on, but for now flexibility is a good thing; some planets could have more subspatial or free energy, and other none, and this will require a star fleet officer to be very resourceful.
As for powered pipes, that is actually really cool, I did not know that. When you think about it, energy conduits are tremendous amount of energy via energized plasma; I think its fair to say that some energy could go into maintaining the containment of plasma and structural integrity.
I like where you were going with the warp. So far, we have concluded that high-level reactors (antimatter/matter and fusion) should receive inert plasma to run. The machine will then turn that inert plasma into energized plasma. (with both states of plasma in liquid form) The energized plasma is then piped (via EPS conduits) to wherever you want your power to be. EPS Taps then convert the thermal energy stored in the plasma into Universal Electricity power. However, high level machines will only take plasma directly. Things like replicators, warp coils, transporters, etc. This ensures that you cannot power a warp drive with a bunch of stored energy from a coal generator. This is also good because it was said that warp coils and a few other power monsters use plasma directly. This should stay true to the franchise, and add a few cool mechanics. Here is a link to a wiki article about it if you would like to read on: http://en.memory-alp...o-plasma_system
That all sound right, except for one correction: unless im mistaken, only warpcores create energized plasma, because energized plasma is the product of antimatter-matter reactions. Regular nuclear reactors produce steam, and so electricity.
Frankly, I would be a lot happier entirely nixing hull polarization, but we will probably have to add it to some small degree.
Warp is going to be the most freaking complicated thing you have ever seen if we possibly can
It will be as similar to the star trek method as possible, with energized plasma from the Warpcore going to the nacells, powering warp. There are a lot of things we wil need to improvise, but it should be fairly similar to the shows.
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One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them. My Plugins: http://dev.bukkit.or...s/Numenorean95/
You told me to use a existing code. But how do i get this code? And what ore i could add?
Again: he told me to use a existing code I DONT HAVE!
And he is not the only one who has that code.
But i realy want to look inside this code to see what i can do.
I added it to minecraft and made a screenshot. I hope you like it.
A little patience goes a long way. The point is, before I let you on the team, I need you to prove to me
1) You are capable
2) You know how to use Github and git.
The repository is at https://github.com/MineTrek/MineTrekCore, you do not need permissions to clone it. Pull it, get it running, and add your test code to the existing code, and show me that it works. I cannot build up a team of people who have no idea what they are doing and is constantly messing with each other, so im sorry if this seems unreasonable.
Very nice job with the model, now just do the rest of it.
That fantastic! Thank you
Im planning on making a new forum post soon; as much as I dislike moving away from doctor, I cant deal with this.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
My Plugins: http://dev.bukkit.or...s/Numenorean95/
Edit: I also made Bronze:
Another edit: Made bronze dust:
This is alredy on the To-do list but i wont do it before borg can use their Alkoven.
Hull polarization was an ill defined aspect of the ship systems. That wiki entry suggests that polarization makes the plating harder or denser, to better withstand attack. Sounds like an early form of inertial stabilizer and structural integrity fields. Another ill defined tech from TNG. I know in TNG those systems actually suppressed or increased, as needed, inertial energy for battle and warp travel.
It's probably important to not get too unhung on things directly from the the shows. Trek-ish is probably good enough. After all the show's technology can be broken up into three categories; Theoretical tech, technology that is being developed by real scientists or supported by real science - Fantasy tech, stuff that would be awesome but is not grounded in any real science other than using fancy real words - and Show Bull tech, stuff made up by writers on the fly to wrap up a plot or situation.
I have a question for the mod authors. How complicated do you want the warp system? I mean there's the warp drive mod that basically you plop down a warpcore, connect a CC computer, and pump a bunch of energy into. Cool, but feels overly simple to me. In this mod are you going to go for a more complicated system? Cause that would feel more genuine. WarpCore fed by special power systems, creating power that only be shunted through special conduits, running on a fuel that needs ridiculous processing, and travel requiring a complicated monitoring system. That kind of thing? Personally, I would be okay with a system so complicated it would make GregoriousT jealous. But that's me.
You haven't tried hard enough.
The second tear could be a residual microwave receiver, which produces energy by collecting the left-over radiation from the Big Bang. Today, we have gotten pretty good at measuring that radiation, but we have not been able to get enough to produce power from it. However, in 350 years, we should be able to turn a profit, albeit a low one. This should operate 24/7 and be even harder to make. They would also output very little power, equal to the standard panel.
The last step could be a subspace microwave receiver, which would operate on the same grounds as the other receiver, but this time, it uses subspace, which would (probably) have more radiation to collect. This should output a good amount more than the standard receiver, and still operate 24/7. The recipe should be super hard, with it costing at least three standard receivers, and a good amount of other things to make it subspace worthy.
But I do not want this to be the preferred source of power. This should only be used in situations where a steady and lowsupply of power needs to be provided. ie, the antimatter pumps.
I also think it may be a good idea to make EPS conduits benefit from a low-voltage power. I was reading an article about how the great oil pipes of the world have a low amount of power applied to prevent corrosion. Since cleaning the plasma conduits probably would not be the best, maybe the plasma flows faster? I just thought the powering-pipes concept was cool, although it may not be the most useful.
Very nice, looks good!
Yes, though not necessarily at this moment, work on the other mechanics first.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
My Plugins: http://dev.bukkit.or...s/Numenorean95/
Sounds like a very good idea to me; we will need to carefully calibrate the power output for all these machines later on, but for now flexibility is a good thing; some planets could have more subspatial or free energy, and other none, and this will require a star fleet officer to be very resourceful.
As for powered pipes, that is actually really cool, I did not know that. When you think about it, energy conduits are tremendous amount of energy via energized plasma; I think its fair to say that some energy could go into maintaining the containment of plasma and structural integrity.
That all sound right, except for one correction: unless im mistaken, only warpcores create energized plasma, because energized plasma is the product of antimatter-matter reactions. Regular nuclear reactors produce steam, and so electricity.
Frankly, I would be a lot happier entirely nixing hull polarization, but we will probably have to add it to some small degree.
Warp is going to be the most freaking complicated thing you have ever seen if we possibly can
It will be as similar to the star trek method as possible, with energized plasma from the Warpcore going to the nacells, powering warp. There are a lot of things we wil need to improvise, but it should be fairly similar to the shows.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
My Plugins: http://dev.bukkit.or...s/Numenorean95/