The Meaning of Life, the Universe, and Everything.
Join Date:
11/10/2011
Posts:
251
Location:
Drosselmeyer's Workshop
Minecraft:
creeperman999
Member Details
IGN: creeperman999
What you want to help with: Beta-Testing, Texturing, Modeling
Previous experiences: I briefly modeled for the DWCM, but my models weren't used due to certain reasons. I also did some weapon sprites for the Homestuck mod. If you want some images of my work, specifically textures and tablet art, keep on reading. I also create DooM maps, and I'm a graphic artist.
What sets you apart from other modders: I guess, not a lot. I'm an ordinary person, who likes to model and do texturing.
Examples of work:
Do you have a github: No.
Can you debug: Depends on what I'm debugging. I can't do anything TOO complex.
java.lang.NullPointerException
at timeTraveler.pasttravel.PastMechanics.saveTime(PastMechanics.java:116)
at timeTraveler.ticker.TickerClient.onTickInGame(TickerClient.java:154)
at timeTraveler.ticker.TickerClient.tickEnd(TickerClient.java:95)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:367)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1970)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at timeTraveler.pasttravel.PastMechanics.saveTime(PastMechanics.java:116)
at timeTraveler.ticker.TickerClient.onTickInGame(TickerClient.java:154)
at timeTraveler.ticker.TickerClient.tickEnd(TickerClient.java:95)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:367)
Excellent mod! However, do you plan on adding a configuration file, because currently the time temples are spawning in high frequency! And also, whenever I travel to the past, my paradox meter fills within 5 seconds (without provocation) and I get sent to the present.
1.7 and 1.8 compatibility are not currently planned. 1.7 was pushed back because Forge was unstable and the mod wasn't in a good enough state. Eventually I will update, but it's not a high priority.
Testing the mod, I see an issue. I tried time traveling a few times, and for some reason after making a few worlds, more time periods showed up when making a new one. IDK why it happens, but it shouldn't.
I can't wait until you get multiplayer working charsmud, I shall abuse my time travel capabilities to prank my brother when block changes are implemented! Or I can use it to stop him from TNTing my base again... either way im going to use it! XD
Maybe you can add a mob that when it hits you or something like that you are sent to a randomly picked time zone(past or future) where these thing happen:
1. There is no time limit for you in the time period.(your basically stuck...)
2. If it's a past time zone and you cause a bunch of paradoxes, instead of the standard paradox rules being in effect you are hunted by a mob that will kill you and when you respawn you will be back on the overworld(if you die but the mob didn't kill you, you will respawn in the time your currently stuck in. If the changes you make are to the future from the past are undone when the mob kills you is up to the modder).
3. There are 2 ways to get back to the present: A: You get killed by the mob(could be the paradox hunter). B: You find a time machine and click a new button in the GUI labeled "Emergency Temporal Reshift" to realign your self with your original time zone aka the present(the option to use this GUI feature won't be usable unless you have been trapped in whatever time the mob sent you to).
A few more things I think would be pretty cool to have added while giving some more uses to liquid paradox are:
1. A machine that you can set up in a past time zone to 'stabalize' any paradoxes that would occur there. This machine will take a VERY large ammount of liquid paradox(or time flux, your choice really charsmud) and essentially restart the future time zones from the one you 'stabalized'. Also to prevent any issues with this feature your character would 'merge' with their past self(in other words you would replace the past player in what ever location they were at with the inventory you had on you at the time). Any player in a future time zone(one that was after the stabalized one) at the time the player who did this activated the machine with the right criteria reached would return to the positions they were at the stabalized time zone with there inventory of that time due to the effect of the future times essentially being rewritten... of course a feature as big as this would need a option to enable/disable it somehow on some servers for obvious reasons.
Imagine this on hardcore mode... you can essentially bring a dead friend back to life for a very large amount of resources!
2. Another idea I had was an item called the Temporal Stabalizer which would also take a fuel of the modders choice but would be a way to stay in time zones longer(the current time limit can be used as an excuse that the since the player in the past/future is not really "all there" they rubber band back to the time they left if they don't have this item in use to stabalize their current existence in that time).
I think these are some pretty good ideas that would be interesting to possibly see implemented in a future version if possible. Anyways keep up the good work charsmud!
Your first idea sounds a bit too much like the Weeping Angels, so I'll probably stay away from that. I'm not entirely sure I understand the concept behind the second idea: what do you mean by stabilized? At some point I'm going to do a re-write of past travel so the player can stay in the past for as long as they want or until the past actually runs back into the present, so the third idea would be a little bit obsolete. The second idea sounds interesting though, although I would like a little bit more of an explanation about what it exactly is.
I've recently moved over from my laptop to a full desktop, so I've been busy bringing my source over there and setting it all up. I'm currently developing an armor that slows down time around you and an item that enhances the amount of exp the player receives, but neither are working up to my standards. Hopefully I'll have enough content within the next few weeks or so to do an update.
We also recently hit 1000 downloads! Thank you very much for the continued support!
After reading InsanityPie's fourth Idea, I think I understood it to be a way to convert a past time zone into the new present one. This idea is cool, in of itself. I sort of expanded on it, giving my own spin to it.
So I thought that the machine that he/she described would also be a great way to make parallel universes. By turning it on that time zone would essentially become a new world. My "scientific" explanation would be that the machine separates a specific time zone from the rest, therefore canceling any effects on other time zones. The machine could then be used to transport between the two. However what would make it different from just generating a new world with the same seed is that you would still have anything built in that time period. Also your inventory would be shared in those to "universes". There are a lot of small details that would have to be discussed (Ex. what happens to the tracers from that time zone) but I wanted to leave it open rather than dictate exactly how Iwanted it (Aka. I'm lazy)
I wouldn't be surprised if I explained my idea poorly so if you have a question please ask.
I think what the second idea was for a machine that uses a past state of the world to rewrite the current reality.
As this would be very abusable on servers (just overwrite that huge build you've been doing for the last 2 days so I can get that diamond I mined last week).
My suggestion would be a machine that can split the timeline into two, possibly retrogradely into separate timelines, which could possibly exist as two seperate dimensions. Of course this should be resource heavy, so you don't get a masive number of dimensions, masively lagging the server. This way people can split the timeline and use one timeline to blow everything up and end up RPing a post-apocaliptic world, while still having a backup.
Another option could be to make branched side-timelines unstabile, so if noone enters them for a while, they eventually dissappear (or maybe just a command to delete a timeline).
I think what the second idea was for a machine that uses a past state of the world to rewrite the current reality.
As this would be very abusable on servers (just overwrite that huge build you've been doing for the last 2 days so I can get that diamond I mined last week).
My suggestion would be a machine that can split the timeline into two, possibly retrogradely into separate timelines, which could possibly exist as two seperate dimensions. Of course this should be resource heavy, so you don't get a masive number of dimensions, masively lagging the server. This way people can split the timeline and use one timeline to blow everything up and end up RPing a post-apocaliptic world, while still having a backup.
Another option could be to make branched side-timelines unstabile, so if noone enters them for a while, they eventually dissappear (or maybe just a command to delete a timeline).
The reason the feature(if it was implemented) has the option to be disabled is for that very reason, abuse on servers/screwing with other players. The main thing I was going for is a sort of 'way to rewrite the past by putting it in a temporary stable state' with the machine so say if you are using ICBM or ic2 and things go nuclear you will have a way to 'redo' or if you accidently destroy a build you were working on or were greifed you can also 'redo' to get your work back.
Another thing is making multiple seperate timelines would make the mod even more resource intensive then it already is so that might not be doable(although I like the sound of it) so what could happen is another requiment to activate the machine is all players on the world have to be present in the time zone the machine is in and have a specific way to activate their agreement to starting it up(or alternativly the players in the present/other times can be pulled to the stabalized time zone with the inventories they had in the future). The other time zones would then be grayed out in the GUI so you can't travel to them and the game stops creating more until the machine is turned off or destroyed which at that point the future time zones would become accesible again. All players who were at least 200 blocks away from the machine die and respawn in the present with their old inventories(before activation) while the ones near the machine will keep their inventories while being sent to the present due to the halted activation of the machine 'rubber banding' the state of the time zone it previously stabalized to it's original state(rewriting the changes players made back to it's original one before the machine started up... better pray it doesn't run out of fuel while your out exploring then :/)... at the peril of those who decided to stray form the 'safe zone' the machine makes in a 200 block radius! XD
Not really sure if this clarifies things on the machanics of the machine but at least im trying to be more specific.
That's an interesting concept, but I might implement it a little differently, probably in the form of zoning (sort of like how the quarries in BuildCraft work), where you would zone an area with special flux torches and then you can activate them using a machine with time essence (a liquid I'm thinking of implementing to power stuff). This would create a forcefield-type area where, when the player walks into it, he/she is sent to a parallel dimension WITH ONLY THOSE CHUNKS LOADED SELECTED. These chunks would be pulled out of the current time stream and essentially be their own static dimension only when the machine holding those chunks in stasis is loaded.
What you want to help with: Beta-Testing, Texturing, Modeling
Previous experiences: I briefly modeled for the DWCM, but my models weren't used due to certain reasons. I also did some weapon sprites for the Homestuck mod. If you want some images of my work, specifically textures and tablet art, keep on reading. I also create DooM maps, and I'm a graphic artist.
What sets you apart from other modders: I guess, not a lot. I'm an ordinary person, who likes to model and do texturing.
Examples of work:
Do you have a github: No.
Can you debug: Depends on what I'm debugging. I can't do anything TOO complex.
---- Minecraft Crash Report ----
// I'm sorry, Dave.
Time: 8/31/14 10:12 PM
Description: Unexpected error
java.lang.NullPointerException
at timeTraveler.pasttravel.PastMechanics.saveTime(PastMechanics.java:116)
at timeTraveler.ticker.TickerClient.onTickInGame(TickerClient.java:154)
at timeTraveler.ticker.TickerClient.tickEnd(TickerClient.java:95)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:367)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1970)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at timeTraveler.pasttravel.PastMechanics.saveTime(PastMechanics.java:116)
at timeTraveler.ticker.TickerClient.onTickInGame(TickerClient.java:154)
at timeTraveler.ticker.TickerClient.tickEnd(TickerClient.java:95)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:367)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['MazinManCW'/623, l='MpServer', x=226.50, y=65.62, z=273.50]]
Chunk stats: MultiplayerChunkCache: 145
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (230,64,274), Chunk: (at 6,4,2 in 14,17; contains blocks 224,0,272 to 239,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 77 game time, 77 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 283 total; [EntityFallingSand['Falling Block'/1024, l='MpServer', x=185.50, y=54.50, z=345.50], EntityFallingSand['Falling Block'/1025, l='MpServer', x=184.50, y=54.50, z=344.50], EntityFallingSand['Falling Block'/1026, l='MpServer', x=183.50, y=54.50, z=343.50], EntityFallingSand['Falling Block'/1027, l='MpServer', x=184.50, y=55.50, z=343.50], EntityFallingSand['Falling Block'/1028, l='MpServer', x=182.50, y=54.50, z=342.50], EntityFallingSand['Falling Block'/1029, l='MpServer', x=178.50, y=13.50, z=355.50], EntityFallingSand['Falling Block'/1030, l='MpServer', x=179.50, y=13.50, z=355.50], EntityFallingSand['Falling Block'/1031, l='MpServer', x=179.50, y=37.50, z=353.50], EntityFallingSand['Falling Block'/636, l='MpServer', x=151.50, y=43.38, z=250.50], EntityFallingSand['Falling Block'/678, l='MpServer', x=155.50, y=25.34, z=379.50], EntityFallingSand['Falling Block'/679, l='MpServer', x=158.50, y=24.38, z=380.50], EntityFallingSand['Falling Block'/681, l='MpServer', x=154.50, y=24.38, z=381.50], EntityFallingSand['Falling Block'/728, l='MpServer', x=174.50, y=44.39, z=220.50], EntityFallingSand['Falling Block'/730, l='MpServer', x=174.50, y=44.39, z=221.50], EntityEnderman['Enderman'/220, l='MpServer', x=149.56, y=13.00, z=200.00], EntitySpider['Spider'/221, l='MpServer', x=147.50, y=16.00, z=209.50], EntityFallingSand['Falling Block'/734, l='MpServer', x=173.50, y=45.39, z=220.50], EntityCreeper['Creeper'/222, l='MpServer', x=150.91, y=53.00, z=220.09], EntitySpider['Spider'/223, l='MpServer', x=149.00, y=53.00, z=222.00], EntitySkeleton['Skeleton'/227, l='MpServer', x=159.50, y=52.00, z=225.50], EntitySkeleton['Skeleton'/228, l='MpServer', x=159.50, y=52.00, z=224.50], EntityZombie['Zombie'/229, l='MpServer', x=157.50, y=19.00, z=249.50], EntityBat['Bat'/230, l='MpServer', x=159.88, y=55.22, z=249.56], EntityBat['Bat'/231, l='MpServer', x=155.75, y=51.00, z=241.25], EntityBat['Bat'/232, l='MpServer', x=156.94, y=56.59, z=245.66], EntityCreeper['Creeper'/241, l='MpServer', x=147.50, y=35.00, z=306.50], EntityFallingSand['Falling Block'/757, l='MpServer', x=173.50, y=42.39, z=224.50], EntityFallingSand['Falling Block'/758, l='MpServer', x=174.50, y=49.66, z=224.50], EntityFallingSand['Falling Block'/759, l='MpServer', x=172.50, y=48.66, z=224.50], EntityFallingSand['Falling Block'/761, l='MpServer', x=173.50, y=32.91, z=233.50], EntityFallingSand['Falling Block'/762, l='MpServer', x=174.50, y=32.91, z=233.50], EntityFallingSand['Falling Block'/764, l='MpServer', x=169.50, y=36.91, z=230.50], EntityFallingSand['Falling Block'/765, l='MpServer', x=168.50, y=34.91, z=229.50], EntityFallingSand['Falling Block'/766, l='MpServer', x=168.50, y=34.91, z=228.50], EntityFallingSand['Falling Block'/789, l='MpServer', x=166.50, y=60.91, z=249.50], EntityCreeper['Creeper'/286, l='MpServer', x=162.06, y=52.00, z=222.50], EntityCreeper['Creeper'/287, l='MpServer', x=163.50, y=52.00, z=222.50], EntityBat['Bat'/288, l='MpServer', x=173.78, y=47.69, z=219.53], EntitySkeleton['Skeleton'/289, l='MpServer', x=175.50, y=28.00, z=239.50], EntitySkeleton['Skeleton'/290, l='MpServer', x=173.44, y=60.00, z=235.16], EntityZombie['Zombie'/291, l='MpServer', x=173.50, y=28.00, z=242.50], EntityCreeper['Creeper'/292, l='MpServer', x=172.97, y=54.00, z=243.00], EntityCreeper['Creeper'/293, l='MpServer', x=164.75, y=14.00, z=269.38], EntityBat['Bat'/294, l='MpServer', x=161.63, y=39.00, z=266.47], EntityZombie['Zombie'/295, l='MpServer', x=160.50, y=14.00, z=273.50], EntitySkeleton['Skeleton'/296, l='MpServer', x=165.50, y=21.00, z=302.50], EntityChicken['Chicken'/298, l='MpServer', x=169.50, y=63.00, z=326.50], EntityChicken['Chicken'/299, l='MpServer', x=168.50, y=63.00, z=323.50], EntityChicken['Chicken'/300, l='MpServer', x=172.50, y=63.00, z=324.50], EntityChicken['Chicken'/301, l='MpServer', x=174.50, y=63.00, z=324.50], EntityFallingSand['Falling Block'/821, l='MpServer', x=172.50, y=27.25, z=269.50], EntityFallingSand['Falling Block'/822, l='MpServer', x=171.50, y=28.25, z=268.50], EntitySheep['Sheep'/311, l='MpServer', x=188.78, y=63.00, z=200.22], EntitySheep['Sheep'/312, l='MpServer', x=186.50, y=63.00, z=198.50], EntitySheep['Sheep'/313, l='MpServer', x=191.69, y=64.00, z=197.47], EntitySheep['Sheep'/314, l='MpServer', x=190.06, y=64.00, z=198.94], EntityCreeper['Creeper'/315, l='MpServer', x=180.50, y=29.00, z=223.50], EntityBat['Bat'/316, l='MpServer', x=186.44, y=51.81, z=219.47], EntityZombie['Zombie'/317, l='MpServer', x=176.50, y=25.00, z=236.50], EntityZombie['Zombie'/318, l='MpServer', x=180.50, y=25.00, z=239.50], EntityFallingSand['Falling Block'/830, l='MpServer', x=160.50, y=57.38, z=292.50], EntityCreeper['Creeper'/319, l='MpServer', x=178.50, y=29.00, z=224.50], EntityFallingSand['Falling Block'/831, l='MpServer', x=160.50, y=57.38, z=293.50], EntityZombie['Zombie'/320, l='MpServer', x=180.66, y=30.00, z=254.66], EntityFallingSand['Falling Block'/832, l='MpServer', x=160.50, y=57.38, z=294.50], EntityZombie['Zombie'/321, l='MpServer', x=180.69, y=32.00, z=252.56], EntityFallingSand['Falling Block'/833, l='MpServer', x=160.50, y=57.38, z=295.50], EntitySquid['Squid'/322, l='MpServer', x=189.63, y=60.00, z=319.22], EntityChicken['Chicken'/323, l='MpServer', x=185.50, y=64.00, z=351.50], EntityChicken['Chicken'/324, l='MpServer', x=185.50, y=64.00, z=347.50], EntityChicken['Chicken'/327, l='MpServer', x=188.50, y=70.00, z=353.50], EntityEnderman['Enderman'/332, l='MpServer', x=193.84, y=53.00, z=217.97], EntityFallingSand['Falling Block'/844, l='MpServer', x=162.50, y=57.66, z=360.50], EntitySkeleton['Skeleton'/333, l='MpServer', x=195.50, y=53.00, z=221.50], EntitySkeleton['Skeleton'/334, l='MpServer', x=195.50, y=53.00, z=220.50], EntitySkeleton['Skeleton'/335, l='MpServer', x=197.50, y=53.00, z=225.50], EntitySkeleton['Skeleton'/336, l='MpServer', x=197.50, y=53.00, z=227.50], EntityClientPlayerMP['MazinManCW'/623, l='MpServer', x=226.50, y=65.62, z=273.50], EntityCreeper['Creeper'/337, l='MpServer', x=202.50, y=33.00, z=241.50], EntityCreeper['Creeper'/338, l='MpServer', x=202.50, y=33.00, z=244.50], EntityFallingSand['Falling Block'/850, l='MpServer', x=176.50, y=52.50, z=219.50], EntitySkeleton['Skeleton'/339, l='MpServer', x=201.50, y=53.00, z=243.50], EntityFallingSand['Falling Block'/851, l='MpServer', x=186.50, y=53.50, z=223.50], EntitySkeleton['Skeleton'/340, l='MpServer', x=207.50, y=53.00, z=246.50], EntityFallingSand['Falling Block'/852, l='MpServer', x=184.50, y=53.50, z=223.50], EntitySkeleton['Skeleton'/341, l='MpServer', x=193.50, y=39.00, z=274.50], EntityFallingSand['Falling Block'/853, l='MpServer', x=183.50, y=53.50, z=223.50], EntityBat['Bat'/342, l='MpServer', x=207.09, y=56.22, z=291.16], EntityFallingSand['Falling Block'/854, l='MpServer', x=185.50, y=54.50, z=223.50], EntitySquid['Squid'/343, l='MpServer', x=204.81, y=61.03, z=302.50], EntityFallingSand['Falling Block'/855, l='MpServer', x=182.50, y=54.50, z=223.50], EntitySquid['Squid'/344, l='MpServer', x=199.81, y=60.97, z=310.69], EntitySquid['Squid'/345, l='MpServer', x=205.50, y=60.84, z=304.56], EntityFallingSand['Falling Block'/857, l='MpServer', x=188.50, y=53.50, z=226.50], EntityCreeper['Creeper'/346, l='MpServer', x=199.50, y=19.00, z=331.50], EntityFallingSand['Falling Block'/858, l='MpServer', x=189.50, y=53.50, z=226.50], EntityChicken['Chicken'/347, l='MpServer', x=192.50, y=63.00, z=350.50], EntityFallingSand['Falling Block'/859, l='MpServer', x=190.50, y=52.50, z=226.50], EntityFallingSand['Falling Block'/860, l='MpServer', x=188.50, y=53.50, z=227.50], EntityFallingSand['Falling Block'/861, l='MpServer', x=187.50, y=53.50, z=225.50], EntityFallingSand['Falling Block'/862, l='MpServer', x=187.50, y=53.50, z=226.50], EntityFallingSand['Falling Block'/863, l='MpServer', x=187.50, y=53.50, z=227.50], EntityBat['Bat'/352, l='MpServer', x=211.66, y=53.38, z=243.78], EntityFallingSand['Falling Block'/864, l='MpServer', x=188.50, y=53.50, z=225.50], EntityBat['Bat'/353, l='MpServer', x=212.97, y=54.34, z=243.88], EntitySkeleton['Skeleton'/354, l='MpServer', x=208.50, y=53.00, z=249.50], EntityFallingSand['Falling Block'/866, l='MpServer', x=187.50, y=53.50, z=224.50], EntitySkeleton['Skeleton'/355, l='MpServer', x=209.50, y=53.00, z=245.50], EntityFallingSand['Falling Block'/867, l='MpServer', x=185.50, y=44.50, z=234.50], EntityBat['Bat'/356, l='MpServer', x=211.03, y=53.94, z=250.75], EntityFallingSand['Falling Block'/868, l='MpServer', x=185.50, y=44.50, z=233.50], EntitySkeleton['Skeleton'/357, l='MpServer', x=220.50, y=17.00, z=260.50], EntityFallingSand['Falling Block'/869, l='MpServer', x=185.50, y=44.50, z=235.50], EntityCreeper['Creeper'/358, l='MpServer', x=220.50, y=32.00, z=267.50], EntityFallingSand['Falling Block'/870, l='MpServer', x=184.50, y=44.50, z=232.50], EntitySquid['Squid'/359, l='MpServer', x=209.78, y=61.00, z=303.50], EntityFallingSand['Falling Block'/871, l='MpServer', x=184.50, y=45.50, z=233.50], EntitySkeleton['Skeleton'/360, l='MpServer', x=233.50, y=14.00, z=255.50], EntityFallingSand['Falling Block'/872, l='MpServer', x=183.50, y=45.50, z=233.50], EntityZombie['Zombie'/361, l='MpServer', x=238.50, y=47.00, z=251.50], EntityFallingSand['Falling Block'/873, l='MpServer', x=182.50, y=45.50, z=232.50], EntityCreeper['Creeper'/362, l='MpServer', x=231.50, y=14.00, z=259.50], EntityFallingSand['Falling Block'/874, l='MpServer', x=182.50, y=46.50, z=230.50], EntityCreeper['Creeper'/363, l='MpServer', x=229.50, y=14.00, z=258.50], EntityFallingSand['Falling Block'/875, l='MpServer', x=181.50, y=45.50, z=231.50], EntitySkeleton['Skeleton'/364, l='MpServer', x=233.50, y=14.00, z=256.50], EntityFallingSand['Falling Block'/876, l='MpServer', x=183.50, y=45.50, z=229.50], EntityCreeper['Creeper'/365, l='MpServer', x=236.88, y=11.00, z=262.94], EntityFallingSand['Falling Block'/877, l='MpServer', x=181.50, y=45.50, z=232.50], EntityCreeper['Creeper'/366, l='MpServer', x=238.50, y=11.00
, z=263.50], EntityFallingSand['Falling Block'/878, l='MpServer', x=181.50, y=46.50, z=229.50], EntityCreeper['Creeper'/367, l='MpServer', x=235.97, y=11.00, z=263.66], EntityFallingSand['Falling Block'/879, l='MpServer', x=181.50, y=46.50, z=230.50], EntitySpider['Spider'/368, l='MpServer', x=235.50, y=11.00, z=267.50], EntityFallingSand['Falling Block'/880, l='MpServer', x=182.50, y=45.50, z=229.50], EntityChicken['Chicken'/369, l='MpServer', x=239.50, y=63.00, z=269.50], EntityFallingSand['Falling Block'/881, l='MpServer', x=180.50, y=45.50, z=229.50], EntityFallingSand['Falling Block'/882, l='MpServer', x=181.50, y=45.50, z=228.50], EntityChicken['Chicken'/371, l='MpServer', x=244.50, y=63.00, z=270.50], EntityFallingSand['Falling Block'/883, l='MpServer', x=176.50, y=60.50, z=249.50], EntityChicken['Chicken'/372, l='MpServer', x=242.50, y=63.00, z=268.50], EntityFallingSand['Falling Block'/884, l='MpServer', x=176.50, y=60.50, z=252.50], EntityChicken['Chicken'/373, l='MpServer', x=243.50, y=63.00, z=269.50], EntityFallingSand['Falling Block'/885, l='MpServer', x=181.50, y=60.50, z=255.50], EntityChicken['Chicken'/374, l='MpServer', x=249.50, y=63.00, z=308.50], EntityFallingSand['Falling Block'/886, l='MpServer', x=182.50, y=60.50, z=252.50], EntityChicken['Chicken'/375, l='MpServer', x=252.50, y=63.00, z=310.50], EntityFallingSand['Falling Block'/887, l='MpServer', x=182.50, y=60.50, z=253.50], EntityChicken['Chicken'/376, l='MpServer', x=253.50, y=67.00, z=310.50], EntityFallingSand['Falling Block'/888, l='MpServer', x=182.50, y=60.50, z=254.50], EntityChicken['Chicken'/377, l='MpServer', x=246.03, y=64.00, z=307.53], EntityFallingSand['Falling Block'/889, l='MpServer', x=182.50, y=60.50, z=255.50], EntityFallingSand['Falling Block'/890, l='MpServer', x=183.50, y=60.50, z=251.50], EntityFallingSand['Falling Block'/891, l='MpServer', x=183.50, y=60.50, z=252.50], EntityFallingSand['Falling Block'/892, l='MpServer', x=183.50, y=60.50, z=253.50], EntityFallingSand['Falling Block'/893, l='MpServer', x=183.50, y=60.50, z=254.50], EntityFallingSand['Falling Block'/894, l='MpServer', x=183.50, y=60.50, z=255.50], EntityFallingSand['Falling Block'/895, l='MpServer', x=184.50, y=60.50, z=251.50], EntityFallingSand['Falling Block'/896, l='MpServer', x=184.50, y=60.50, z=252.50], EntityFallingSand['Falling Block'/897, l='MpServer', x=184.50, y=60.50, z=253.50], EntityFallingSand['Falling Block'/898, l='MpServer', x=184.50, y=60.50, z=254.50], EntityFallingSand['Falling Block'/899, l='MpServer', x=184.50, y=60.50, z=255.50], EntityFallingSand['Falling Block'/900, l='MpServer', x=185.50, y=60.50, z=251.50], EntityFallingSand['Falling Block'/901, l='MpServer', x=185.50, y=60.50, z=252.50], EntityFallingSand['Falling Block'/902, l='MpServer', x=185.50, y=60.50, z=253.50], EntityFallingSand['Falling Block'/903, l='MpServer', x=185.50, y=60.50, z=254.50], EntityFallingSand['Falling Block'/904, l='MpServer', x=185.50, y=60.50, z=255.50], EntityFallingSand['Falling Block'/905, l='MpServer', x=186.50, y=60.50, z=250.50], EntityFallingSand['Falling Block'/906, l='MpServer', x=186.50, y=60.50, z=254.50], EntityFallingSand['Falling Block'/907, l='MpServer', x=186.50, y=60.50, z=255.50], EntityFallingSand['Falling Block'/908, l='MpServer', x=187.50, y=60.50, z=251.50], EntityFallingSand['Falling Block'/909, l='MpServer', x=187.50, y=60.50, z=254.50], EntityFallingSand['Falling Block'/910, l='MpServer', x=187.50, y=60.50, z=255.50], EntitySheep['Sheep'/399, l='MpServer', x=270.78, y=63.00, z=232.50], EntityFallingSand['Falling Block'/911, l='MpServer', x=188.50, y=60.50, z=251.50], EntitySheep['Sheep'/400, l='MpServer', x=268.63, y=63.00, z=231.91], EntityFallingSand['Falling Block'/912, l='MpServer', x=188.50, y=60.50, z=255.50], EntitySheep['Sheep'/401, l='MpServer', x=270.50, y=63.00, z=236.50], EntityFallingSand['Falling Block'/913, l='MpServer', x=189.50, y=60.50, z=251.50], EntityCow['Cow'/402, l='MpServer', x=257.81, y=63.00, z=302.81], EntityFallingSand['Falling Block'/914, l='MpServer', x=189.50, y=60.50, z=253.50], EntityCow['Cow'/403, l='MpServer', x=260.19, y=63.00, z=302.78], EntityFallingSand['Falling Block'/915, l='MpServer', x=189.50, y=60.50, z=254.50], EntityCow['Cow'/404, l='MpServer', x=260.81, y=63.00, z=300.50], EntityFallingSand['Falling Block'/916, l='MpServer', x=190.50, y=60.50, z=253.50], EntityCow['Cow'/405, l='MpServer', x=256.22, y=64.00, z=301.22], EntityFallingSand['Falling Block'/917, l='MpServer', x=190.50, y=60.50, z=254.50], EntityParadoxHunter['entity.charsmud_timetraveler.ParadoxHunter.name'/406, l='MpServer', x=257.50, y=63.00, z=315.50], EntityFallingSand['Falling Block'/918, l='MpServer', x=190.50, y=60.50, z=255.50], EntityParadoxHunter['entity.charsmud_timetraveler.ParadoxHunter.name'/407, l='MpServer', x=258.50, y=63.00, z=312.50], EntityFallingSand['Falling Block'/919, l='MpServer', x=176.50, y=31.50, z=257.50], EntityFallingSand['Falling Block'/920, l='MpServer', x=177.50, y=31.50, z=257.50], EntityFallingSand['Falling Block'/921, l='MpServer', x=177.50, y=33.50, z=257.50], EntityFallingSand['Falling Block'/922, l='MpServer', x=179.50, y=15.50, z=271.50], EntityFallingSand['Falling Block'/923, l='MpServer', x=177.50, y=15.50, z=267.50], EntityFallingSand['Falling Block'/924, l='MpServer', x=191.50, y=9.50, z=260.50], EntityFallingSand['Falling Block'/925, l='MpServer', x=190.50, y=9.50, z=261.50], EntityFallingSand['Falling Block'/926, l='MpServer', x=190.50, y=10.50, z=260.50], EntityFallingSand['Falling Block'/927, l='MpServer', x=189.50, y=10.50, z=261.50], EntityChicken['Chicken'/415, l='MpServer', x=277.81, y=65.00, z=207.31], EntityChicken['Chicken'/416, l='MpServer', x=273.50, y=64.00, z=212.50], EntityFallingSand['Falling Block'/928, l='MpServer', x=191.50, y=10.50, z=259.50], EntityChicken['Chicken'/417, l='MpServer', x=274.50, y=64.00, z=212.50], EntityFallingSand['Falling Block'/929, l='MpServer', x=187.50, y=11.50, z=259.50], EntityChicken['Chicken'/418, l='MpServer', x=279.03, y=64.00, z=208.16], EntityFallingSand['Falling Block'/930, l='MpServer', x=187.50, y=11.50, z=260.50], EntitySheep['Sheep'/419, l='MpServer', x=272.50, y=63.00, z=237.50], EntityFallingSand['Falling Block'/931, l='MpServer', x=188.50, y=11.50, z=259.50], EntityFallingSand['Falling Block'/932, l='MpServer', x=186.50, y=11.50, z=260.50], EntityFallingSand['Falling Block'/933, l='MpServer', x=186.50, y=11.50, z=259.50], EntityFallingSand['Falling Block'/934, l='MpServer', x=185.50, y=60.50, z=256.50], EntityFallingSand['Falling Block'/935, l='MpServer', x=186.50, y=60.50, z=256.50], EntityFallingSand['Falling Block'/936, l='MpServer', x=187.50, y=60.50, z=256.50], EntityFallingSand['Falling Block'/937, l='MpServer', x=187.50, y=60.50, z=257.50], EntityFallingSand['Falling Block'/938, l='MpServer', x=187.50, y=60.50, z=258.50], EntityFallingSand['Falling Block'/939, l='MpServer', x=188.50, y=60.50, z=256.50], EntityFallingSand['Falling Block'/940, l='MpServer', x=188.50, y=60.50, z=257.50], EntityFallingSand['Falling Block'/941, l='MpServer', x=188.50, y=60.50, z=258.50], EntityFallingSand['Falling Block'/942, l='MpServer', x=188.50, y=60.50, z=259.50], EntityFallingSand['Falling Block'/943, l='MpServer', x=189.50, y=60.50, z=256.50], EntityFallingSand['Falling Block'/944, l='MpServer', x=189.50, y=60.50, z=257.50], EntityFallingSand['Falling Block'/945, l='MpServer', x=189.50, y=60.50, z=258.50], EntityFallingSand['Falling Block'/946, l='MpServer', x=189.50, y=60.50, z=259.50], EntityFallingSand['Falling Block'/947, l='MpServer', x=190.50, y=60.50, z=257.50], EntityFallingSand['Falling Block'/948, l='MpServer', x=190.50, y=60.50, z=258.50], EntityBat['Bat'/437, l='MpServer', x=301.78, y=18.91, z=275.47], EntityFallingSand['Falling Block'/949, l='MpServer', x=177.50, y=39.50, z=272.50], EntityBat['Bat'/438, l='MpServer', x=299.06, y=18.53, z=277.75], EntityFallingSand['Falling Block'/950, l='MpServer', x=177.50, y=40.50, z=274.50], EntityBat['Bat'/439, l='MpServer', x=293.09, y=19.47, z=276.72], EntityFallingSand['Falling Block'/951, l='MpServer', x=191.50, y=51.50, z=273.50], EntityBat['Bat'/440, l='MpServer', x=294.34, y=35.03, z=334.84], EntityFallingSand['Falling Block'/952, l='MpServer', x=191.50, y=51.50, z=274.50], EntityFallingSand['Falling Block'/953, l='MpServer', x=190.50, y=50.50, z=274.50], EntityFallingSand['Falling Block'/954, l='MpServer', x=191.50, y=51.50, z=275.50], EntityFallingSand['Falling Block'/955, l='MpServer', x=189.50, y=50.50, z=274.50], EntityFallingSand['Falling Block'/956, l='MpServer', x=190.50, y=51.50, z=273.50], EntityFallingSand['Falling Block'/957, l='MpServer', x=190.50, y=51.50, z=275.50], EntityFallingSand['Falling Block'/958, l='MpServer', x=189.50, y=51.50, z=275.50], EntityFallingSand['Falling Block'/959, l='MpServer', x=188.50, y=50.50, z=275.50], EntityFallingSand['Falling Block'/960, l='MpServer', x=182.50, y=20.50, z=289.50], EntityFallingSand['Falling Block'/961, l='MpServer', x=182.50, y=20.50, z=290.50], EntityFallingSand['Falling Block'/962, l='MpServer', x=181.50, y=21.50, z=291.50], EntityFallingSand['Falling Block'/963, l='MpServer', x=185.50, y=41.50, z=303.50], EntityFallingSand['Falling Block'/964, l='MpServer', x=185.50, y=41.50, z=302.50], EntityFallingSand['Falling Block'/965, l='MpServer', x=184.50, y=50.50, z=303.50], EntityFallingSand['Falling Block'/966, l='MpServer', x=185.50, y=51.50, z=303.50], EntityFallingSand['Falling Block'/967, l='MpServer', x=185.50, y=51.50, z=302.50], EntityBat['Bat'/456, l='MpServer', x=305.78, y=58.00, z=282.59], EntityFallingSand['Falling Block'/968, l='MpServer', x=186.50, y=50.50, z=303.50], EntityFallingSand['Falling Block'/969, l='MpServer', x=183.50, y=49.50, z=303.50], EntityCreeper['Creeper'/458, l='MpServer', x=305.50, y=39.00, z=342.50], EntityFallingSand['Falling Block'/970, l='MpServer', x=185.50, y=51.50, z=301.50], EntityCreeper['Creeper'/459, l='MpServer', x=304.50, y=39.00, z=343.50], Entit
yFallingSand['Falling Block'/971, l='MpServer', x=186.50, y=51.50, z=302.50], EntityFallingSand['Falling Block'/972, l='MpServer', x=186.50, y=51.50, z=301.50], EntityFallingSand['Falling Block'/974, l='MpServer', x=184.50, y=40.50, z=306.50], EntityFallingSand['Falling Block'/975, l='MpServer', x=184.50, y=40.50, z=307.50], EntityFallingSand['Falling Block'/976, l='MpServer', x=185.50, y=41.50, z=305.50], EntityFallingSand['Falling Block'/977, l='MpServer', x=184.50, y=40.50, z=305.50], EntityFallingSand['Falling Block'/978, l='MpServer', x=185.50, y=41.50, z=304.50], EntityFallingSand['Falling Block'/979, l='MpServer', x=184.50, y=40.50, z=304.50], EntityFallingSand['Falling Block'/980, l='MpServer', x=184.50, y=50.50, z=306.50], EntityFallingSand['Falling Block'/981, l='MpServer', x=184.50, y=50.50, z=305.50], EntityFallingSand['Falling Block'/982, l='MpServer', x=185.50, y=49.50, z=306.50], EntityFallingSand['Falling Block'/983, l='MpServer', x=185.50, y=50.50, z=305.50], EntityFallingSand['Falling Block'/984, l='MpServer', x=184.50, y=50.50, z=304.50], EntityFallingSand['Falling Block'/985, l='MpServer', x=185.50, y=50.50, z=304.50], EntityFallingSand['Falling Block'/986, l='MpServer', x=186.50, y=50.50, z=304.50], EntityFallingSand['Falling Block'/987, l='MpServer', x=183.50, y=50.50, z=304.50], EntityFallingSand['Falling Block'/988, l='MpServer', x=189.50, y=37.50, z=312.50], EntityFallingSand['Falling Block'/989, l='MpServer', x=190.50, y=37.50, z=312.50], EntityFallingSand['Falling Block'/990, l='MpServer', x=191.50, y=37.50, z=312.50], EntityFallingSand['Falling Block'/991, l='MpServer', x=189.50, y=37.50, z=311.50], EntityFallingSand['Falling Block'/992, l='MpServer', x=190.50, y=38.50, z=311.50], EntityFallingSand['Falling Block'/993, l='MpServer', x=185.50, y=38.50, z=311.50], EntityFallingSand['Falling Block'/994, l='MpServer', x=185.50, y=9.50, z=333.50], EntityFallingSand['Falling Block'/995, l='MpServer', x=184.50, y=9.50, z=332.50], EntityFallingSand['Falling Block'/996, l='MpServer', x=184.50, y=11.50, z=333.50], EntityFallingSand['Falling Block'/997, l='MpServer', x=184.50, y=11.50, z=334.50], EntityFallingSand['Falling Block'/998, l='MpServer', x=185.50, y=11.50, z=334.50], EntityFallingSand['Falling Block'/999, l='MpServer', x=183.50, y=10.50, z=332.50], EntityFallingSand['Falling Block'/1023, l='MpServer', x=187.50, y=54.50, z=346.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:863)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 202957368 bytes (193 MB) / 376086528 bytes (358 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 10826 (606256 bytes; 0 MB) allocated, 10826 (606256 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
charsmud_timetraveler{0.1} [Time Traveler] (TimeTraveler-1.6.4-1.0-client.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.6.4-Forge9.11.1.953
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 8570D GL version 4.2.12422 Compatibility Profile Context 13.152.1.1000, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Help me please..?
I can't wait until you get multiplayer working charsmud, I shall abuse my time travel capabilities to prank my brother when block changes are implemented! Or I can use it to stop him from TNTing my base again... either way im going to use it! XD
Maybe you can add a mob that when it hits you or something like that you are sent to a randomly picked time zone(past or future) where these thing happen:
1. There is no time limit for you in the time period.(your basically stuck...)
2. If it's a past time zone and you cause a bunch of paradoxes, instead of the standard paradox rules being in effect you are hunted by a mob that will kill you and when you respawn you will be back on the overworld(if you die but the mob didn't kill you, you will respawn in the time your currently stuck in. If the changes you make are to the future from the past are undone when the mob kills you is up to the modder).
3. There are 2 ways to get back to the present: A: You get killed by the mob(could be the paradox hunter). B: You find a time machine and click a new button in the GUI labeled "Emergency Temporal Reshift" to realign your self with your original time zone aka the present(the option to use this GUI feature won't be usable unless you have been trapped in whatever time the mob sent you to).
A few more things I think would be pretty cool to have added while giving some more uses to liquid paradox are:
1. A machine that you can set up in a past time zone to 'stabalize' any paradoxes that would occur there. This machine will take a VERY large ammount of liquid paradox(or time flux, your choice really charsmud) and essentially restart the future time zones from the one you 'stabalized'. Also to prevent any issues with this feature your character would 'merge' with their past self(in other words you would replace the past player in what ever location they were at with the inventory you had on you at the time). Any player in a future time zone(one that was after the stabalized one) at the time the player who did this activated the machine with the right criteria reached would return to the positions they were at the stabalized time zone with there inventory of that time due to the effect of the future times essentially being rewritten... of course a feature as big as this would need a option to enable/disable it somehow on some servers for obvious reasons.
Imagine this on hardcore mode... you can essentially bring a dead friend back to life for a very large amount of resources!
2. Another idea I had was an item called the Temporal Stabalizer which would also take a fuel of the modders choice but would be a way to stay in time zones longer(the current time limit can be used as an excuse that the since the player in the past/future is not really "all there" they rubber band back to the time they left if they don't have this item in use to stabalize their current existence in that time).
I think these are some pretty good ideas that would be interesting to possibly see implemented in a future version if possible. Anyways keep up the good work charsmud!
I've recently moved over from my laptop to a full desktop, so I've been busy bringing my source over there and setting it all up. I'm currently developing an armor that slows down time around you and an item that enhances the amount of exp the player receives, but neither are working up to my standards. Hopefully I'll have enough content within the next few weeks or so to do an update.
We also recently hit 1000 downloads! Thank you very much for the continued support!
So I thought that the machine that he/she described would also be a great way to make parallel universes. By turning it on that time zone would essentially become a new world. My "scientific" explanation would be that the machine separates a specific time zone from the rest, therefore canceling any effects on other time zones. The machine could then be used to transport between the two. However what would make it different from just generating a new world with the same seed is that you would still have anything built in that time period. Also your inventory would be shared in those to "universes". There are a lot of small details that would have to be discussed (Ex. what happens to the tracers from that time zone) but I wanted to leave it open rather than dictate exactly how I wanted it (Aka. I'm lazy)
I wouldn't be surprised if I explained my idea poorly so if you have a question please ask.
As this would be very abusable on servers (just overwrite that huge build you've been doing for the last 2 days so I can get that diamond I mined last week).
My suggestion would be a machine that can split the timeline into two, possibly retrogradely into separate timelines, which could possibly exist as two seperate dimensions. Of course this should be resource heavy, so you don't get a masive number of dimensions, masively lagging the server. This way people can split the timeline and use one timeline to blow everything up and end up RPing a post-apocaliptic world, while still having a backup.
Another option could be to make branched side-timelines unstabile, so if noone enters them for a while, they eventually dissappear (or maybe just a command to delete a timeline).
The reason the feature(if it was implemented) has the option to be disabled is for that very reason, abuse on servers/screwing with other players. The main thing I was going for is a sort of 'way to rewrite the past by putting it in a temporary stable state' with the machine so say if you are using ICBM or ic2 and things go nuclear you will have a way to 'redo' or if you accidently destroy a build you were working on or were greifed you can also 'redo' to get your work back.
Another thing is making multiple seperate timelines would make the mod even more resource intensive then it already is so that might not be doable(although I like the sound of it) so what could happen is another requiment to activate the machine is all players on the world have to be present in the time zone the machine is in and have a specific way to activate their agreement to starting it up(or alternativly the players in the present/other times can be pulled to the stabalized time zone with the inventories they had in the future). The other time zones would then be grayed out in the GUI so you can't travel to them and the game stops creating more until the machine is turned off or destroyed which at that point the future time zones would become accesible again. All players who were at least 200 blocks away from the machine die and respawn in the present with their old inventories(before activation) while the ones near the machine will keep their inventories while being sent to the present due to the halted activation of the machine 'rubber banding' the state of the time zone it previously stabalized to it's original state(rewriting the changes players made back to it's original one before the machine started up... better pray it doesn't run out of fuel while your out exploring then :/)... at the peril of those who decided to stray form the 'safe zone' the machine makes in a 200 block radius! XD
Not really sure if this clarifies things on the machanics of the machine but at least im trying to be more specific.