the problem is though, the transporter needs to specifically target you to teleport you, it is extremely unlikely to happen by accident you just bieng teleported, the portal is a better idea.
whene do they use portals in star trek..... so u power the block and it make a beam and and the beam is the portal + the portal is crapy looking it dont look like a star fleet logo
it doesnt necacarily need to look like the starfleet logo and how do you suggest that the transporter is powered and operated, because if you look at minecraft the most advanced thing is redstone, in star trek, the most advanced thing is the transporter and the warp drive, there is a big difference also a transporter needs someone to operate it, or a computer needs to be programed to transport the person, you are suggesting that in minecraft where around a third of all people cannot use redstone make a transporter and power and operate it what you are suggesting is that the transporter is a portal, and the portal is not in star trek, it is in the minecraft part, not the star trek part, the portal part is to get to the star trek part. have you even read the last several pages of discussion?
Personally, I think the best option to "transport" the player into the Star Trek world, a world that shouldn't take place in any timeline we know, is to have there be a random likelihood of running into some sort of a rip in the fabric of space-time, so that when the player enters, they are transported through both space and time. This is similar to the portal idea, but ties it in to what we know from canon material.
Personally, I think the best option to "transport" the player into the Star Trek world, a world that shouldn't take place in any timeline we know, is to have there be a random likelihood of running into some sort of a rip in the fabric of space-time, so that when the player enters, they are transported through both space and time. This is similar to the portal idea, but ties it in to what we know from canon material.
Excellent! an Star Trek mod that hasn't died miserably. Is this still actually being worked on seriously? And is there actual code on the ground, or is it still hypothetical?
And my two cents: It should be somewhat like Spacecraft, or whatever that mod is; the star trek universe should be in the current universe, and it shouldn't throw you straight into the ship building. Give people the tools (I definitely want to go mining for dilithium with a tricorder) and then the communities will create Starfleet, the Enterprise, and so on. It would be much more awesome that way, and allow for more control by the players and overall flexibility. Start out with inventing the pieces of Star Trek: First earth-bound tech (sensors, advanced AI, touchscreens, transporters, holodecks) and then move on to travel (impulse engines, warp cores), and then start adding races and planets to fill out the Star Trek universe. Heck, make it infinite, and randomly generate new planets and races. No one will blame you for not making it identical to the available media, especially since Star Trek is an Idea as much as a television show.
Also, I want to volunteer as a coder (I have a lot of experience with Java and minecraft), but I cannot commit any time until January this next year due to time constraints.
And forgive me if all I said has already been addressed, I may have missed it.
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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/
Excellent! an Star Trek mod that hasn't died miserably. Is this still actually being worked on seriously? And is there actual code on the ground, or is it still hypothetical?
And my two cents: It should be somewhat like Spacecraft, or whatever that mod is; the star trek universe should be in the current universe, and it shouldn't throw you straight into the ship building. Give people the tools (I definitely want to go mining for dilithium with a tricorder) and then the communities will create Starfleet, the Enterprise, and so on. It would be much more awesome that way, and allow for more control by the players and overall flexibility. Start out with inventing the pieces of Star Trek: First earth-bound tech (sensors, advanced AI, touchscreens, transporters, holodecks) and then move on to travel (impulse engines, warp cores), and then start adding races and planets to fill out the Star Trek universe. Heck, make it infinite, and randomly generate new planets and races. No one will blame you for not making it identical to the available media, especially since Star Trek is an Idea as much as a television show.
Also, I want to volunteer as a coder (I have a lot of experience with Java and minecraft), but I cannot commit any time until January this next year due to time constraints.
And forgive me if all I said has already been addressed, I may have missed it.
Exactly! This is what I want! This is going to be so cool!
Launcher? What for? I assume it is going to be one mod, right? I suppose I could make an install script for you, if you want.
Rollback Post to RevisionRollBack
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/
The Meaning of Life, the Universe, and Everything.
Join Date:
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*Faceplams* Well, the page refreshed and I lost thirty minutes of typing, so I will try and cut it short.
Tribbles! Tribbles could be found in the random worlds. to capture one, right click it with a "Specimen Container". To release, right click it again on the ground. To breed, throw an organic item on the ground when two are present. They could have an extremely short breeding cool-down (True to the series) Breeding would follow Punic squares and include traits such color, pattern, size, ability, and subspecies. However, throwing some wheat into a Tribble pit wouldn't be very exact, so that is where the "Breeding Chamber" would come in (Think of the Apiary from Forestry). In here, you could regulate exactly which tribble mates with another. There could be a massive amount of machines, to DNA splice, enhance, and clone the perfect tribble. (Taking elements from Forestry and Extra Bees mod). As a product of the labor, special abilities could include buffing the player when in the area of the tribble, currency with other players and NPCs (Just not Klingons :P), and excreting substances that could be refined into power or materials.
I have another idea about Ship v Ship combat, but I am out of time today. I shall type it tomorrow!
but aren`t tribbles supposed to be trouble? and dont they breed uncontrollably? so, should it be made that if you simply breed 2 of them together, they keep multiplying unless you kill them all?
I like that version even more! They breed uncontrollably unless in the breeding chamber, and in the breeding chamber, it is a controlled process where 2-3 offspring are produced.
The Meaning of Life, the Universe, and Everything.
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My idea for Ship V Ship combat: Pokemon style turn-based attacks and defenses. You could have 5 elements of a fight. Phaser damage, which is an attack that does damage to the ship and it's shields, but most of the attack is shield-based. Torpedo damage, which would do a small amount of shield damage, but a ton of ship damage. Evasiveness, which increases your opponent's chance of missing and/or doing less damage to you. Shields (defense), which decreases the damage done to you when hit. However, shields have a durability in the fight. And accuracy, which overrides your opponent's evasiveness score. When engaged in combat, you would be given a list of possible actions to continue with. Actions could include: Attack pattern Alpha, Beta, Charlie, etc... These could be all-around good damaging attacks that deal multiple types of damage and have a small amount of evasive points. Evasive maneuvers Alpha, Beta, Charlie, etc... would be moves that increase your evasiveness for that turn drastically, and a very small amount for the rest of the fight. Torpedo spread Alpha, Beta, etc... would be moves that only do torpedo damage. Phaser attack Alpha, Beta, etc... could do only phaser damage. Also moves like reroute auxiliary power to shields, engines, weapons, sensors could buff your ship's points in each of the respective fields. The Alpha, Beta, Charlie variations would change the accuracy for power of your move. for example, if Beta does an accuracy multiplier of 1x, and a damage multiplier of 1x, then Alpha has an an accuracy multiplier of 1.5x, and a damage multiplier of 0.5x. Attack Charlie would have an accuracy of 0.5, and a damage of 1.5x.
Hope you guys like this idea, and please add any of your own suggestions of mechanics!
things that have been added are 2 new ores and tools to go with them and a few new blocks
I just started recently but I plan on adding new dimensions/planets with people(NPCS) on them
do you know how to do entities?Sorry about my inactivity (technical difficulties/exams)
Personally, I think the best option to "transport" the player into the Star Trek world, a world that shouldn't take place in any timeline we know, is to have there be a random likelihood of running into some sort of a rip in the fabric of space-time, so that when the player enters, they are transported through both space and time. This is similar to the portal idea, but ties it in to what we know from canon material.
I'm thinking just start in the Star Trek universe
Going for the story element of just throwing them into the plot? That works too!
That is good, although it would make existing worlds impossible to use with, but it may be easier to code.
And my two cents: It should be somewhat like Spacecraft, or whatever that mod is; the star trek universe should be in the current universe, and it shouldn't throw you straight into the ship building. Give people the tools (I definitely want to go mining for dilithium with a tricorder) and then the communities will create Starfleet, the Enterprise, and so on. It would be much more awesome that way, and allow for more control by the players and overall flexibility. Start out with inventing the pieces of Star Trek: First earth-bound tech (sensors, advanced AI, touchscreens, transporters, holodecks) and then move on to travel (impulse engines, warp cores), and then start adding races and planets to fill out the Star Trek universe. Heck, make it infinite, and randomly generate new planets and races. No one will blame you for not making it identical to the available media, especially since Star Trek is an Idea as much as a television show.
Also, I want to volunteer as a coder (I have a lot of experience with Java and minecraft), but I cannot commit any time until January this next year due to time constraints.
And forgive me if all I said has already been addressed, I may have missed it.
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/
Wouldn't it be a good idea to wait until Mod API is released? Modding has become a lot harder with the new launcher
Exactly! This is what I want! This is going to be so cool!
Launcher? What for? I assume it is going to be one mod, right? I suppose I could make an install script for you, if you want.
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/
Tribbles! Tribbles could be found in the random worlds. to capture one, right click it with a "Specimen Container". To release, right click it again on the ground. To breed, throw an organic item on the ground when two are present. They could have an extremely short breeding cool-down (True to the series) Breeding would follow Punic squares and include traits such color, pattern, size, ability, and subspecies. However, throwing some wheat into a Tribble pit wouldn't be very exact, so that is where the "Breeding Chamber" would come in (Think of the Apiary from Forestry). In here, you could regulate exactly which tribble mates with another. There could be a massive amount of machines, to DNA splice, enhance, and clone the perfect tribble. (Taking elements from Forestry and Extra Bees mod). As a product of the labor, special abilities could include buffing the player when in the area of the tribble, currency with other players and NPCs (Just not Klingons :P), and excreting substances that could be refined into power or materials.
I have another idea about Ship v Ship combat, but I am out of time today. I shall type it tomorrow!
Hope you guys like this idea, and please add any of your own suggestions of mechanics!