What do you think of some kind of energy system? Like, electricity? So you could charge it with ic2 or mekanism, or with redstone? Some kind of charging machine?
Like most other tech mods, I am considering using electricity/power/energy, but kind of as a last resort. I want to see if I can come up with another unique balancing system before then. I have a few ideas in mind and I want to flesh them out before I decide.
What if we combine the ideas of electricity and cooldown? If the modules have solar panels included or something, and that those would charge the cooldown meter? An electrical style energy system.
Hmm, interesting take. I will put it on my list of things to consider
Short answer: check the idea document (link up in the main post). I have written down my thoughts on that subject there.
Long answer: It would be a lot of work to allow more armor slots to accommodate the additional implants. And for the purposes of my design for the mod, an unnecessary amount. So instead my idea is to allow you to upgrade to full body implants. Example: you can upgrade the arm implant to the torso implant, which increases the number of modules that can me installed and renders as full chest armor.
Yeah, I already read the idea document, just thought that would be even more amazing then it already was. Still amazing without that though.
Found a bug: sometimes, if you drop an item, it stays in your inventory, while it also lays on the ground. If you then rightclick the item, it will disappear out of your inventory. If you then pickup the item on the ground, it will disappear. If you relog, the item is back in your inventory.
Any other mods installed? Does this only work with implants or all items? Are there any error logs? Be as specific as you can. It will help me home-in on the problem faster
Also, to help keep this thread clear of the numerous errors I am expecting to see, could you post it on the github issue tracker? It would be much appreciated
Absolutely! It is my highest priority as a matter of fact. I will release the next version (for 1.7.10) when I finish the 'Lexica Cybernetica'. Its very akin to Botania's Lexicon and Tinker's Construct's various informational books.
If you would like to be kept up on the progress of updates you can follow me on Twitter: @AuriluxDev. I often tweet hints of progress, features, and various programmer frustrations XD
First off can you add suggestions to the ideas document? If so I am having trouble adding my idea, so if possible can you please add my idea to the document: a module for your eye implants that scans your environment to help you find your way home and scans your enemies and trlls you if you should run, fight or do some random action. If it tells you to fight it would tell you its weaknesses and best ways to defeat it. And say "terminated". Thanks bye
this is amazing, definetly somethig to keep an eye on.
And somethig to submit ideas to:
1.About Hunger: what about some kind of percentage system. Calculating how much of your body is still biological. So while a normal human would generate hunger normal a 50% technological cyborg would only gain hunger half as fast.
2.About energy: what about making generator implant(possibly one allowing you to eat coal ;)) but serious possibly one using hunger to generate energy from for the implants .
3.About the integration: how about making the integration table some kind of stasis capsule thing usable as a bed, for integration of implants, for charging and for healing like giving you regeneration when liying inside and having you fully healed when sleeping through the night. it could also get an amazing 3d model and a nice opening and closing animation.
Thats all for now, will let you know when i come up with something else
greetings
L
All great ideas! Are you sure you didn't read my idea document? #3 Sounds almost exactly like one of my own XD
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I read the document, my recommendations are the following:
Just as others have mentioned, the more cybernetic you are, the less you need food, and the less food will fill your hunger.
However, require that the implants be charged (similar to RF, but using your own units.) To charge the items you have to stand on a certain block that causes the implants to charge at a slow rate (Think along the lines of Seven-of-Nine from Star Trek: Voyager). Of course the charging stations can either be upgraded or have different tiers of construction that provide faster charging. Implants drain your charge based on what they do. The more powerful the implant the more charge they require (similar to the mod Modular Powersuits). Implants can be turned on or off via gui to conserve your charge. Implants that are constant when turned on drain your charge every tic. Implants that are single use when activated (ie an implant that shoots arrows out of your hand) only use their amount of charge per activation.
If you like what you read, please add it to your document.
Hi Just Had A Look At The Mod And The Suggestions And I Think It Looks Awesome Hopefully it will work with my pack although i wouldnt be suprised it if didnt (the pack has 183 mods so it could crash) however my hopes are high.Could you try and keep this mod 1.7.2 as opposed to1.7.10 as 1.7.2 has many more mods i can use for a pack and i want this mod to stay as one of them
We'll see what happens after I complete the next update. Depending on how much work may be involved (which my first guess is little) will determine if I backport to an earlier version.
Hi I Have Found A Bug With The Mod although i think it is only caaused in my pack. the bug is where stuff you pick up doesnt always show till you click on it
I am unable to reproduce this bug. Try reproducing it on your own with just my mod active. If it still occurs, give me a more detailed decription (or an error log if one is available) and I will fix it asap
This looks really cool. I like a lot of the ideas in the idea document, especially having to worry about your cybernetics breaking.
Would you consider adding an optional system where, if you're sufficiently cyborged, you can use RF/EU/mJs/kumquats in place of food?
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This looks really cool. I like a lot of the ideas in the idea document, especially having to worry about your cybernetics breaking.
Would you consider adding an optional system where, if you're sufficiently cyborged, you can use RF/EU/mJs/kumquats in place of food?
I was going to suggest this and maybe a humanity bar that lowers over time... the more cybernetic you become the less human you would be and eventually it would be impossible to pull the implants off without killing yourself cause you rely on them too much. but as your not human.. creatures will start to ignore you, maybe not all of them.
if you run out of food(or energy depending on which way you go) you'd either die immediately or be unable to move til someone comes and rescues you.( or move very slowly)
possibly in the future have galacticraft connection where people can visit a planet of cybernetic people.
Good to see your alive tho, Aurilux. are you still working on Xth'uoth mod that i saw on stream once?
Thanks! Wait 'til you see what coming up in the next update
Like most other tech mods, I am considering using electricity/power/energy, but kind of as a last resort. I want to see if I can come up with another unique balancing system before then. I have a few ideas in mind and I want to flesh them out before I decide.
I definitely want to add an API so other people can add their own modules, but that is a little further down the road.
Hmm, interesting take. I will put it on my list of things to consider
Long answer: It would be a lot of work to allow more armor slots to accommodate the additional implants. And for the purposes of my design for the mod, an unnecessary amount. So instead my idea is to allow you to upgrade to full body implants. Example: you can upgrade the arm implant to the torso implant, which increases the number of modules that can me installed and renders as full chest armor.
Any other mods installed? Does this only work with implants or all items? Are there any error logs? Be as specific as you can. It will help me home-in on the problem faster
Also, to help keep this thread clear of the numerous errors I am expecting to see, could you post it on the github issue tracker? It would be much appreciated
If you would like to be kept up on the progress of updates you can follow me on Twitter: @AuriluxDev. I often tweet hints of progress, features, and various programmer frustrations XD
All great ideas! Are you sure you didn't read my idea document? #3 Sounds almost exactly like one of my own XD
Just as others have mentioned, the more cybernetic you are, the less you need food, and the less food will fill your hunger.
However, require that the implants be charged (similar to RF, but using your own units.) To charge the items you have to stand on a certain block that causes the implants to charge at a slow rate (Think along the lines of Seven-of-Nine from Star Trek: Voyager). Of course the charging stations can either be upgraded or have different tiers of construction that provide faster charging. Implants drain your charge based on what they do. The more powerful the implant the more charge they require (similar to the mod Modular Powersuits). Implants can be turned on or off via gui to conserve your charge. Implants that are constant when turned on drain your charge every tic. Implants that are single use when activated (ie an implant that shoots arrows out of your hand) only use their amount of charge per activation.
If you like what you read, please add it to your document.
We'll see what happens after I complete the next update. Depending on how much work may be involved (which my first guess is little) will determine if I backport to an earlier version.
I am unable to reproduce this bug. Try reproducing it on your own with just my mod active. If it still occurs, give me a more detailed decription (or an error log if one is available) and I will fix it asap
There is a problem with the arm implant:
Whenever you hold or aim something,the ''implant'' goes off your arm :/ .
Is it a bug or it is supposed to do that?
Could you give me a picture?
Thanks!
Woah! Alright, I'll see if I can get that fixed by the next release
Would you consider adding an optional system where, if you're sufficiently cyborged, you can use RF/EU/mJs/kumquats in place of food?
I was going to suggest this and maybe a humanity bar that lowers over time... the more cybernetic you become the less human you would be and eventually it would be impossible to pull the implants off without killing yourself cause you rely on them too much. but as your not human.. creatures will start to ignore you, maybe not all of them.
if you run out of food(or energy depending on which way you go) you'd either die immediately or be unable to move til someone comes and rescues you.( or move very slowly)
possibly in the future have galacticraft connection where people can visit a planet of cybernetic people.
Good to see your alive tho, Aurilux. are you still working on Xth'uoth mod that i saw on stream once?
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