This looks like a mod i'll keep my eye on. it seems interesting. If you want, I have a couple ideas for you. And since my own modpack is 1.7.2, i might add it in to see how it works!
This looks like a mod i'll keep my eye on. it seems interesting. If you want, I have a couple ideas for you. And since my own modpack is 1.7.2, i might add it in to see how it works!
Of course! I am always open to suggestions/ideas! Regarding adding it to your modpack: go for it!
This could be awesome, as long as it's a set of small tweaks rather than OP. Scaring off creepers or regen for a few seconds in emergencies with a long cooldown would be amazing, but not into the realms of creative flight and invinciblity. Cooldowns might balance a lot of effects you considered OP before.
Hey Crumbology! Thanks for the suggestions! My main objective with this mod aside from making it fun is making it balanced, and I am certainly keeping your 'cooldowns' idea in mind
The easiest thing to do is ensure only Cybernetica (plus perhaps NEI) are the only active mods. If that doesn't work or isn't the case, put the crashlog up on the github issue tracker and I'll get it fixed as soon as I can
Okay, so here is one idea. maybe make like wings for an attachment? make it cost like 2 diamonds , 3 iron, and 4 reinforced feathers per wing.
z= diamond, x=iron, c= reinforced feather
zxz
xcx = 1 wing
ccc
the reinforced feather (to make wings stable, the things that keep you afloat must be harder to give out)=
z= feather x= gold 0=blank
0x0
xzx = 1 reinforced feather
0x0
craft two wings in a shapless recipe gets you a set of wings.
those wings are installed into chest armor, allowing you to glide for a limited amount of time until you run out of stamina, or you can flap your wings to gain air- until you yet again run out of stamina.
stamina is represented by a bar and regenerated slowly by consuming hunger or energy drinks.
the stamina system could help balance some things, maybe?
The idea is rough, but what do you think?
Okay, so here is one idea. maybe make like wings for an attachment? make it cost like 2 diamonds , 3 iron, and 4 reinforced feathers per wing.
z= diamond, x=iron, c= reinforced feather
zxz
xcx = 1 wing
ccc
the reinforced feather (to make wings stable, the things that keep you afloat must be harder to give out)=
z= feather x= gold 0=blank
0x0
xzx = 1 reinforced feather
0x0
craft two wings in a shapless recipe gets you a set of wings.
those wings are installed into chest armor, allowing you to glide for a limited amount of time until you run out of stamina, or you can flap your wings to gain air- until you yet again run out of stamina.
stamina is represented by a bar and regenerated slowly by consuming hunger or energy drinks.
the stamina system could help balance some things, maybe?
The idea is rough, but what do you think?
Originally the idea was to add jetpacks, but you just gave me the idea of adding changeable skins for certain modules So jetpacks can look like the traditional interpretation, or look like you wing idea (added to idea document :D)
span>Originally the idea was to add jetpacks, but you just gave me the idea of adding changeable skins for certain modules So jetpacks can look like the traditional interpretation, or look like you wing idea (added to idea document :D)
What about the stamina idea? and asides from that, i may be able to contribute some models if you want.
Eye implants that allow for toggle-able Nightvision (that's not OP by itself, right?), arm-mounted bow/tools/other weapons (clears some inventory space, still needs arrows and/or durability), augments that can increase strength/speed/jump/water-breathing/mining/et al temporarily (going with the cooldown idea; or at least make them expensive), stuff that adds inventory space, cybernetically-enhanced pets, EMP weapons to deal more damage to cybered mobs/players, augments to protect against same, wear traditional armor over the implants, compatibility with mods such as SecureCraft (hacking,) or Modular Power Suits (another energy source/battery location?), and other tech mods (or even stuff like Thaumcraft or Tinker's Construct), a "recharge" mechanic similar to Modular Power Suits (in lieu of cooldowns, or in addition to), cosmetic changes to player skins as you add more chrome or perhaps the option to hide the cybernetics, some sort of mob-scanning/tracking tool THE POSSIBILITIES
What about the stamina idea? and asides from that, i may be able to contribute some models if you want.
At best I want to find a way to balance the mod without adding another resource, however stamina is still on my list of considerations should the need arise. Similar things I am trying to avoid is energy (RF, MJ, etc), time consumption (like Steve's Carts), and just making things ludicrously expensive XD
We'll see about the models. I am not at that point yet but I will keep you in mind for when I do
Eye implants that allow for toggle-able Nightvision (that's not OP by itself, right?), arm-mounted bow/tools/other weapons (clears some inventory space, still needs arrows and/or durability), augments that can increase strength/speed/jump/water-breathing/mining/et al temporarily (going with the cooldown idea; or at least make them expensive), stuff that adds inventory space, cybernetically-enhanced pets, EMP weapons to deal more damage to cybered mobs/players, augments to protect against same, wear traditional armor over the implants, compatibility with mods such as SecureCraft (hacking,) or Modular Power Suits (another energy source/battery location?), and other tech mods (or even stuff like Thaumcraft or Tinker's Construct), a "recharge" mechanic similar to Modular Power Suits (in lieu of cooldowns, or in addition to), cosmetic changes to player skins as you add more chrome or perhaps the option to hide the cybernetics, some sort of mob-scanning/tracking tool THE POSSIBILITIES
I think I should stop before something explodes.
So. Much. STUFF. XD You and I are on a very similar wavelength! You should head over to the mod idea document (up in the main post) and add some of the stuff you don't see there. It will allow me to better manage the ideas XD
If you want to get further updates to Cybernetica, head to the conglomerated thread.
There has to be an advantage for every disadvantage.
Good luck on the rendering!
That is certainly one of the objectives I hope to achieve And thanks! I am going to need it... :/
Haha! Much appreciated!
Of course! I am always open to suggestions/ideas! Regarding adding it to your modpack: go for it!
@Veggetossj, ColdFuseon, I_Own_Mermaids: Thanks guys!
Hey Crumbology! Thanks for the suggestions! My main objective with this mod aside from making it fun is making it balanced, and I am certainly keeping your 'cooldowns' idea in mind
Absolutely! Go for it!
The easiest thing to do is ensure only Cybernetica (plus perhaps NEI) are the only active mods. If that doesn't work or isn't the case, put the crashlog up on the github issue tracker and I'll get it fixed as soon as I can
z= diamond, x=iron, c= reinforced feather
zxz
xcx = 1 wing
ccc
the reinforced feather (to make wings stable, the things that keep you afloat must be harder to give out)=
z= feather x= gold 0=blank
0x0
xzx = 1 reinforced feather
0x0
craft two wings in a shapless recipe gets you a set of wings.
those wings are installed into chest armor, allowing you to glide for a limited amount of time until you run out of stamina, or you can flap your wings to gain air- until you yet again run out of stamina.
stamina is represented by a bar and regenerated slowly by consuming hunger or energy drinks.
the stamina system could help balance some things, maybe?
The idea is rough, but what do you think?
Originally the idea was to add jetpacks, but you just gave me the idea of adding changeable skins for certain modules So jetpacks can look like the traditional interpretation, or look like you wing idea (added to idea document :D)
What about the stamina idea? and asides from that, i may be able to contribute some models if you want.
Oohhhhhh, them ideas tho…
Eye implants that allow for toggle-able Nightvision (that's not OP by itself, right?), arm-mounted bow/tools/other weapons (clears some inventory space, still needs arrows and/or durability), augments that can increase strength/speed/jump/water-breathing/mining/et al temporarily (going with the cooldown idea; or at least make them expensive), stuff that adds inventory space, cybernetically-enhanced pets, EMP weapons to deal more damage to cybered mobs/players, augments to protect against same, wear traditional armor over the implants, compatibility with mods such as SecureCraft (hacking,) or Modular Power Suits (another energy source/battery location?), and other tech mods (or even stuff like Thaumcraft or Tinker's Construct), a "recharge" mechanic similar to Modular Power Suits (in lieu of cooldowns, or in addition to), cosmetic changes to player skins as you add more chrome or perhaps the option to hide the cybernetics, some sort of mob-scanning/tracking tool THE POSSIBILITIES
I think I should stop before something explodes.
At best I want to find a way to balance the mod without adding another resource, however stamina is still on my list of considerations should the need arise. Similar things I am trying to avoid is energy (RF, MJ, etc), time consumption (like Steve's Carts), and just making things ludicrously expensive XD
We'll see about the models. I am not at that point yet but I will keep you in mind for when I do
So. Much. STUFF. XD You and I are on a very similar wavelength! You should head over to the mod idea document (up in the main post) and add some of the stuff you don't see there. It will allow me to better manage the ideas XD
There will be an informational book in the next update. Until then, NEI is a great substitute
NEI doesn't really tell me what everything does, does it?