Why am I posting here: I am writing this post partially to guage how much interest/support there is for this type of mod/modpack, and partially to see others' ideas as well. I look forward to your feedback!
About me: I have not previously made a mod for Minecraft, but I have a background in game programming and 3d modeling. My typical tools are Unity3D, Google Sketchup, 3D Studio Max, and Adobe Photoshop. I started game programming when there was still DOS and Windows 3.11. I used QBasic, and ANSI C. But since those days, I've learned C++, C#, Java, Lua, ... well, you get the picture. But I still consider myself a novice compared to professional game developers.
Name: Provectus (Pro-Vect-Us), Latin word meaning "advanced".
Overview: There are a lot of great tech mods out there, almost every one has something I love and something I don't love so much. Mod packs such as Tekkit/Technic, and FTB have brought a lot of great tech mods together into a more or less solid game, but often times I feel like many mods step on each others toes in these mod packs, and I also feel like they don't have a unified theme. It feels messy to me.
I would like to see a mod or group of mods made that have unified theme (aka unified art and gameplay direction), that not only work well together, but create synergy. What I am proposing is extremely ambitious and large scale, thus it is a very good idea to break down into manageable components.
A series of mods perhaps structured something like this:
Materials, Construction, and Architecture
Fuels, Energy Sources, Power Grids
Industry, Robotics, and Factory Equipment
Science, R&D, Medical, and Technology
Warfare, Combat, and Defenses
Logistics, and Transportation
I can't say that the above list is definitive or all-inclusive, but it gives a pretty broad grasp of what I am suggesting. And most importantly is that these pieces would be specifically designed to work together and be in the same theme, to create a better sense of immersion.Now, while the above list of areas are mostly already covered by existing mods (although, again, not under a unified theme), there are some more additions I feel would be beneficial to the whole community that are more along the lines of back-end technology:
Better/scriptable AI, more life-like NPCs, scriptable interactions (Scriptable to the developers and server admins, not the players)
Better combat/movement physics (Smoother and more accurate combat between players, especially involving fast ranged weapons and magic)
An economy integrated with NPC shops and player trades
Again, this is not a complete list, but are a couple things I feel would add a lot to the game for everyone in general.
Materials, Construction, and Architecture: This component would include ores needed by the rest of the components that are shared amongst 2 or more of the components. It would also include any construction related tools (such as scaffolding). And finally, it would include decorative blocks for scifi architecture, possibly including micro-blocks and slopes. This component would be required to use any of the other components.
With scifi, I believe it best to make materials based on real world elements:
Standard Elements:
This list might be simplified, for gameplay reasons, because I know that strictly following reality doesn't present the most fun gameplay challenge.
Fuels, Energy Sources, Power Grids: This component would also be required to run any other component that requires a power source. It would add fuels for generators and reactors, as well as the actual generators and reactors. It would also include the means of transmitting, distributing, and converting said power to other locations/forms. There would also be means of storing the power in both stationary units and portable energy cells.
At the moment, there are several sources of power:
Chemical Reactors/Generators
Fission Reactors
Fusion Reactors
Cold Fusion Reactors (Arc Reactors)
Anti-Matter Reactors
Hyper-Matter Reactors (inspired by Star Wars)
Quantum Singularity Reactors
Omega Particles (inspired by Star Trek)
And I have these for power distribution:
Cables
Copper (useable up to fission)
Gold (useable up to fusion)
Nano-Carbides (eg carbon nano tubes) (useable up to ???)
Superconductors (useable up to ???)
Power Couplings (a means of wireless power transmission, inspired by Star Wars) (useable up to hyper-matter)
Plasma Conduits (maybe constructed like a particle accelerator -- 4 blocks surrounding an empty block, inspired by Star Trek) (useable up to quantum singularity)
There would also be various types of power convertors which are akin to transformers in real life.
Chemical Fuels:
Li3N and CO2 (fast exothermic reaction)
H and O
Hydrocarbons
Fission/Fusion Fuels:
Uranium
Neptunium
Plutonium
Anti-Matter Fuels:
Deuterium (Hydrogen isotope) and Anti-Hydrogen
Dilithium (used in anti-matter reactors as a catalyst)
Scifi Fuels:
Palladium (arc reactor)
Omega Particle (most energetic particle in existence, inspired by Star Trek)
Quantum Singularity (google: Kugelblitz)
Hypermatter (faster than light particle that can be annihilated)
Industry, Robotics, and Factory Equipment: This component might add additional materials that are specific to industry, such as new metals. It would also include means of processing and refining raw resources, as well as means of automation, and machines that allow for construction of more advanced machinery and electronics. For robotics, I was thinking something along the lines of using ComputerCraft Turtles with a re-skin to better match the unified theme I mentioned before.
Some of the more advanced materials that would be produced in this component are:
Steel
Transparent Aluminum (10x tensile strength of steel)
Nano-Carbides (50-100x tensile strength of steel)
Titanium
Etc (anything more advanced than copper and iron basically)
Industrial processes are typically necessary for producing useable materials out of raw resources.
Science, R&D, Medical, and Technology: This component is a little less defined in my mind right now, but I think that a scifi mod should include some element of experimentation. Another possibility is a tech tree similar to those you would see in 4X games. Naturally, the science component should also include cool gadgets and things like you would have seen in the Black Mesa Labs of Half Life, because it's cool and fun. Medical stuff might include genetic modifications, cybernetic implants, and drugs that give you an extreme temporary buff (and then a bad longer term debuff).
Many materials can only be produced in a lab, for example:
Unobtainium
Omega Particle
Adamantium
Etc (anything very difficult to make will basically require use of special processes)
Medical possibilities include:
Cloning yourself to avoid loss of levels or skills the mod might include
Cybernetic implants to augment your body (extra hearts, speed, jumping, night vision)
Stimulants for powerful temporary boosts, but they have long bad side effects after use.
Healing of wounds or broken bones
I would like research to feel progressive. I think this mod should be more than just building cool machines and reactors. I think there should be an element of experimentation. If we could include a certain degree of tinkering with components, I would expect that players would come up with creations that even I didn't expect. It might be difficult to code this, but if for example, reactors could be built a million different ways, and each part of a reactor could be configured in a million different ways, it could be very interesting. This would be optional of course, because I don't want to force people to have to try a hundred different reactor builds to get things working.
Warfare, Combat, and Defenses: Mostly self explanatory, this component includes various tiers of weapons, armors, and shields. It would also include sentry turrets, and force fields. It would also include new mobs.
I would like to see many different kinds of weapons and armors, each with specific strengths and weaknesses. I think this would create an element of strategy to the game, and would have a sort of rock-paper-scissor effect.
Some examples of weapon types:
Modern Rifles/Pistols
Gauss Rifles/Rail Guns
Plasma Rifles (think stormtroopers)
Plasma Swords (think lightsaber)
Rocket Launchers
Grenade Launchers
Meson Blasters
Lightning Guns
Flamethrowers
Armors could be based on elemental damage types as follows:
Heat/Fire
Physical/Kinetic
Explosive
Electric/Lightning
Radiation
Etc (what else?)
If each set of armor offered certain strengths and weaknesses to different damage types, that would be cool. Other possible types of protections might be possible, such as personal shield emitters?
Logistics, and Transportation: Think a combination of Applied Energistics, and Thermal Expansion's ducts. It would also include light bridges, elevators, mag-lev trains, and hover craft/bikes.
Personal Accessibility (elevators, ladders, light bridges, etc)
Item and Liquid transportation and storage (like applied energistics and thermal expansion)
TL;DR: How much would you be interested in a mega SciFi mod that includes lots of different elements?
P.S. If people do show interest in this, I will continue to update this thread with new ideas, and a clearer and more detailed specification of what this mod would include.
Why am I posting here: I am writing this post partially to guage how much interest/support there is for this type of mod/modpack, and partially to see others' ideas as well.
About me: I have not previously made a mod for Minecraft, but I have a background in game programming and 3d modeling. My typical tools are Unity3D, Google Sketchup, 3D Studio Max, and Adobe Photoshop. I started game programming when there was still DOS and Windows 3.11. I used QBasic, and ANSI C. But since those days, I've learned C++, C#, Java, Lua, ... well, you get the picture. But I still consider myself a novice compared to professional game developers.
Overview: There are a lot of great tech mods out there, almost every one has something I love and something I don't love so much. Mod packs such as Tekkit/Technic, and FTB have brought a lot of great tech mods together into a more or less solid game, but often times I feel like many mods step on each others toes in these mod packs, and I also feel like they don't have a unified theme. It feels messy to me.
I would like to see a mod or group of mods made that have unified theme (aka unified art and gameplay direction), that not only work well together, but create synergy. What I am proposing is extremely ambitious and large scale, thus it is a very good idea to break down into manageable components. A series of mods perhaps structured something like this:
Materials, Construction, and Architecture
Fuels, Energy Sources, Power Grids
Industry, Robotics, and Factory Equipment
Science, R&D, Medical, and Technology
Warfare, Combat, and Defenses
Logistics, and Transportation
I can't say that the above list is definitive or all-inclusive, but it gives a pretty broad grasp of what I am suggesting. And most importantly is that these pieces would be specifically designed to work together and be in the same theme, to create a better sense of immersion.Now, while the above list of areas are mostly already covered by existing mods (although, again, not under a unified theme), there are some more additions I feel would be beneficial to the whole community that are more along the lines of back-end technology:
Better/scriptable AI, more life-like NPCs, scriptable interactions (Scriptable to the developers and server admins, not the players)
Better combat/movement physics (Smoother and more accurate combat between players, especially involving fast ranged weapons and magic)
An economy integrated with NPC shops and player trades
Again, this is not a complete list, but are a couple things I feel would add a lot to the game for everyone in general.
Materials, Construction, and Architecture: This component would include ores needed by the rest of the components that are shared amongst 2 or more of the components. It would also include any construction related tools (such as scaffolding). And finally, it would include decorative blocks for scifi architecture, possibly including micro-blocks and slopes. This component would be required to use any of the other components.
With scifi, I believe it best to make materials based on real world elements:
Copper
Titanium
Aluminum
Palladium
Etc
Fuels, Energy Sources, Power Grids: This component would also be required to run any other component that requires a power source. It would add fuels for generators and reactors, as well as the actual generators and reactors. It would also include the means of transmitting, distributing, and converting said power to other locations/forms. There would also be means of storing the power in both stationary units and portable energy cells.
At the moment I have a proposal for 6 tiers of power sources:
Chemical Reactors/Generators
Fission Reactors
Fusion Reactors
Anti-Matter Reactors
Hyper-Matter Reactors (inspired by Star Wars)
Quantum Singularity Reactors
And I have these for power distribution:
Cables
Copper (useable up to fission)
Gold (useable up to fusion)
Nano-Carbides (eg carbon nano tubes) (useable up to ???)
Superconductors (useable up to ???)
Power Couplings (a means of wireless power transmission, inspired by Star Wars) (useable up to hyper-matter)
Plasma Conduits (maybe constructed like a particle accelerator -- 4 blocks surrounding an empty block, inspired by Star Trek) (useable up to quantum singularity)
There would also be various types of power convertors which are akin to transformers in real life.
Industry, Robotics, and Factory Equipment: This component might add additional materials that are specific to industry, such as new metals. It would also include means of processing and refining raw resources, as well as means of automation, and machines that allow for construction of more advanced machinery and electronics. For robotics, I was thinking something along the lines of using ComputerCraft Turtles with a re-skin to better match the unified theme I mentioned before.
Some of the more advanced materials that could be produced in this component might include:
Steel
Transparent Aluminum (10x tensile strength of steel)
Nano-Carbides (50-100x tensile strength of steel)
Tritanium (not a typo)
Science, R&D, Medical, and Technology: This component is a little less defined in my mind right now, but I think that a scifi mod should include some element of experimentation. Another possibility is a tech tree similar to those you would see in 4X games. Naturally, the science component should also include cool gadgets and things like you would have seen in the Black Mesa Labs of Half Life, because it's cool and fun. Medical stuff might include genetic modifications, cybernetic implants, and drugs that give you an extreme temporary buff (and then a bad longer term debuff).
Warfare, Combat, and Defenses: Mostly self explanatory, this component includes various tiers of weapons, armors, and shields. It would also include sentry turrets, and force fields. It would also include new mobs. For now I'll leave the rest to your imagination.
Logistics, and Transportation: Think a combination of Applied Energistics, and Thermal Expansion's ducts. It would also include light bridges, elevators, mag-lev trains, and hover craft/bikes.
TL;DR: How much would you be interested in a mega SciFi mod that includes lots of different elements?
P.S. If people do show interest in this, I will continue to update this thread with new ideas, and a clearer and more detailed specification of what this mod would include.
WOW! I love how you divided up your mod/s very neat and very easy to understand.
Rollback Post to RevisionRollBack
I am not a coder or texture maker. I am just your average minecrafter with my own ideas on how to improve my own minecraft experience and maybe others (if they like them) as well.
Um, how is this going to be the ultimate Scifi Mod? There is no mention of what sereis you want to put in it.
I was thinking more along the lines of mostly original content, while drawing inspiration from existing series such as Star Wars and Star Trek. I don't want to mix and match different scifi worlds; I want to create a unique scifi world that is its own original world.
For example, here is a gatling particle cannon I modeled (not yet textured):And here is a small spacecraft or starfighter I modeled (again not textured):(Although I don't have any plans to include any space-type content in this at the moment.)
Hi Steel_Arm, I actualy had a pretty much the same idea. And further more, I also know a lot of ProgLangs, but I'm not so good at Java. I had a simmilar idea, but with much more contents, like HyperChem Reactors which can dissasemble a mollecule to atoms, and than reassemble it (with giant energy consumption of course). Actualy I wanted to create a collection of mods, something like Universal Electricity. But as I said, I'm not very good at Java, but I know to code in C# (witch is mostly the same thing), and other C-like PLs. Maybe Probably Definetly something will work out from this thread. I'm in.
Hi Steel_Arm, I actualy had a pretty much the same idea. And further more, I also know a lot of ProgLangs, but I'm not so good at Java. I had a simmilar idea, but with much more contents, like HyperChem Reactors which can dissasemble a mollecule to atoms, and than reassemble it (with giant energy consumption of course). Actualy I wanted to create a collection of mods, something like Universal Electricity. But as I said, I'm not very good at Java, but I know to code in C# (witch is mostly the same thing), and other C-like PLs. Maybe Probably Definetly something will work out from this thread. I'm in.
Hey StarGateTABC,
That's awesome that you're also familiar with programming languages. I think one you know one or two languages, it becomes easy to pick up additional languages. Do you have any experience modding Minecraft? I am currently familiarizing myself with Minecraft modding following the Forge tutorials and what not, and I feel it is pretty straight forward using Forge.
Welcome aboard! With 2 programmers, this should go very well. I look forward to hearing more about your ideas. Let me know here or in PM (whatever you prefer) how best to communicate with you.
Hey did not say much last time but just wanted to say that even though a SciFi mod dose not really interest me I still find your idea rather cool. I also wanted to ask if you would mind if I "steal" your mod request format to help me organize my own mod requests. So, cool idea and good luck.
Rollback Post to RevisionRollBack
I am not a coder or texture maker. I am just your average minecrafter with my own ideas on how to improve my own minecraft experience and maybe others (if they like them) as well.
Hey did not say much last time but just wanted to say that even though a SciFi mod dose not really interest me I still find your idea rather cool. I also wanted to ask if you would mind if I "steal" your mod request format to help me organize my own mod requests. So, cool idea and good luck.
Absolutely, be my guest! Thanks, and good luck to you as well.
After reading your edit I kinda like your strategy: JUST ADD MOAR STUFF! I like the medical stuff, and unobtainium. I was thinking of making a mod befire with "One mod to rule them all" logic, and I think you have the same idea. Have everyhing, and basicly be a replacement for smaller tech modpack. I don't have expirience with modding, but I have seen some tuts on YTube. Sorry for such a long period of innactivity (it's been a month), but I'm in for sure!
EDIT:Sorry for spelling errors, not english speaking
Ok, It's me again, just wanted to be a little bit creative, not just suportive. These are my ideas/additions
General: Like I said in the last post, my vision is a mod which can replace most other mods, but give the same expirience under same theme and, more importantly, 100% compatibility. Now here are the additions and breakdown of what's in the OP:
If When this mod becomes popular, an API will be very great idea, because it will encourage more modders to use it and to obey the theme of this mod in their addons.
Unified unit system, based on real life centigrade (Volt, Watt, Kelvin, Joule,...) and given realistic scale (for example, wood would produce about 15 MJ per kg at 100% efficency), of course simplified
Ability for some machines to use "ambience" effects of other machines, such as heat (place a machine next to combustion-something, and it will require a bit less energy to heat up, stackable; or place thermocouples next to any kind of heaters, and it will generate a small amount of energy; or have block specialised in heationg other blocks, for example burner, or a BBQ)
NPC cities (varying size and technological advancement), countries (same as cities), other planets (same logic, if space program included)
For scriptable AI, maybe make it in Lua, and just pack it next to the mod? Or place a lot of configurable options in special config folder (one config file for each AI). Just ideas
Materials, Construction, and Architecture: Element obtaining, as well as some others you haven't mentioned in OP: (long, in spoiler)
Hydrogen (H):Upper atmosphere, water electrolysis
Oxygen (O): Air, water. 'Nuff said
Carbon (C): Coal, charcoal, diamonds, everyhing living
Copper (Cu): Surface ore, naturaly mined as Cu2S, roasted to get Cu2O and than heated to get pure Cu
Aluminium (Al): From bauxite, common spread ore, roasted with C to get Al4C3 and heated, or roasted with NaOH giving NaAlO2, electrolysed (Al2O3) than heated
Titanium (Ti): Naturaly in form of FeTiO3, melted to get Fe2O3 and TiO2, and than heated to get Ti, or roasted with Cl to get TiCl4 and FeCl3, and than roasted with Mg to get MgCl2 (can be electrolised to Mg and Cl) and Ti
Palladium (Pd): Can be extracted by fine refining of gold, platinum and osmium ores, as well as from copper and nickel ores and spent fission fuel, but all this in small quantity
Thorium (Th): From monazite, roasted with H2SO4, than cleaned with water to get Th-solution as well as several residues (SiO2, TiO2, ZrSiO4), wich is then centrifuged out to get Th.
Iridium (Ir): Can be extracted from copper and nickel ores, as well as from platinum and osmium ores in extremly small quantites
Tungstem/Wolfram (W): Not that common ore in form of WO3, roasted with H2 and C to produce W powder. Can be heated in some kind of uber-furnace to get ingots.
Uranium (U): Rare ore in lower levels, crushed and cleaned to get raw uranium ore, than purified with an acid to get yellowcake (>75% U3O8), which is than roasted with an alkali (Li/Na/K) and electrolysed to get U-238
Neptunium (Np): NpF3 can be extracted from spent fuel rods, than roasted to get pure Np-237
Plutonium (Pt): Decay of Np-238 or Np-239
Some other elements not in the OP:
Chlorine (Cl): Electrolysis of NaCl, which can be found in water or as ore
Sodium/Natrium (Na): Same as Cl
Magnesium (Mg): In form of MgCl, electrolysed to get pure Mg, or from preiclase ore (MgO), than roasted with Si to get Mg and SiO2
Fluorine (F): Found as Fluorspar (CaF2), than reacted with H2SO4 to get HF and CaSO4, and HF is than electrolysed to get pure H2 and F2
Sulfur (S): As a byproduct in form of SO2 from roasting of pyrite ore(FeS2), cinnabar ore (HgS), sphalterite ore (ZnS/FeS) and galena ore (PbS). SO2 is than hydrated to give H2SO4 which is used as is. Or san be found in pure form near volcanos
Note: all ores can be just smelted, but with severe losses. Config option to disable smelting
Also some of proccesses/processors used:
Roasting: Has multiple identical inputs and one main and few side outputs, plus each recipe needs a given temperature and time. Higher temperatures might speed the process or not, and tiers differ in way of powering (solid fuel, liquid fuel, electricity, other blocks next to it,...) and efficency (speed, fuel consumption, thermoisolation)
Reactors: Have few inputs and few outputs, reactions might produce or consume thermal energy and so must be heated or cooled accordingly. Exothermic reactions can heat other blocks, and some reactions have activation energy, after which they will emit even more enegy (combustion)
Purification/Cleaning: Has one item and one liquid input, one main output and few residue outputs. Recipes usualy require either great amounts of water (cleaning) or small amounts of acids (purification), and differ in energy/temperature needed
Chrushing: Macerator/Pulverizer/Grinder. Some recipes might require water, and other liquids may boost output.
Electrolysis: Liquid solvent input, dust solute input, two electrode slots and two liquid/dust outputs. Most recipes require small amout of solvent (usualy H2O), and electrodes are never used (but their type might impact the efficency and speed). Outputs can either be gases (Forge liquids), or dusts. Each electrode has it's output (anode and kathode). Sometimes only liquid input is used (electrolysis of water to get H2 and O2, no solute)
Destilation tower: One liquid input and multiple liquid/gas (Forge liquid anyway) outputs. Recipes require certan lowest and highest temperatures, both must be achivable. For temperatures under 300K (in kelvins, 26.85 celsius, or 80 fahrenheit) it needs cooler/heat exchange upgrades, while for higher it needs heater upgrades and beter materials. Maybe it can be built as multiblock, the higher it is, the more outputs it will have, but more energy it will need to heat up/cool down. Can be used for distilation as well
Fuels, Energy Sources, Power Grids:
Steam-centric system (first three points on OP list):
Steam powered generator: Give it steam, makes electricity and water. Higher pressure, greater power. Different rotors have different efficiency and durability.
Steam boiler: Give it water and heat it and it will output steam. Higher temperature gives greater pressure and faster water consumption. At 373 K water boils, 300K is room temp. Higher temperatures also mean faster heat loss. Isolation can lower the loss
Combustion heater: Makes heat off of fuel (anything that goes into the furnace). All items have same heat rate, but some last longer (i.e. saplings and lava will give same result, but lava will last longer)
Solid burner: Only items. Has internal buffer. Can burn multiple items at the same time to increse heat rate, but decreases efficiency, configurable from it's GUI
Liquid burner: Burns liquids. Burning rate is configurable from GUI, higher rate, lower efficiency
Exothermic heaters: Run off exothermic reaction. Different reactions have different heat rates, burning times and thus different energy ratings. Multiple tiers of heaters exist, each with their efficiency.
Heat exchanger: Cools another liquid to heat water. For use when coolant isn't water but something else (He, Li), not 100% heat is transfered, upgradeable.
Now for some other generators:
Fission generator: It has multiple slots, for fuel rods and control rods. More fuel rods, faster it heats up. You can use different coolants, each will turn into it's hot state (water -> steam; Lithium -> Liquid Lithium; ...)
Fusion generator: You give it deuterium (extracted from H2 gas) and lithium and heat it a lot. Lithium will split into Helium and Tritium and it will fuse with Deuterium to form more Helium. Very hot Helium. Use it with heat exchangers to get very high pressure steam
That's all I came up with for now. I'm not very much into StarWars and StarTerk (watched StarWars, not realy remebering much), but I like realistic and theorethicophysical stuff. Keep it up!
Note: These are just ideas. I did it in this deffinition/description format because I didn't have a solid starting point. Hope you like these ideas. I'm kinda making some code ideas, the steam stuff for example.
If I wasn't working on any big mods right now, I'd help! That is a mighty awesome post! And I agree with EVERYTHING! Merry Modding! I hope you find some people to help with that, and if you're still stuck in development in a year from now (which is very probable, in a good way) then I'd help. But with all that background knowledge, hell, you're ready!
Rollback Post to RevisionRollBack
I am random, if I seem like a jerk, I'm probably being sarcastic.
Why am I posting here: I am writing this post partially to guage how much interest/support there is for this type of mod/modpack, and partially to see others' ideas as well. I look forward to your feedback!
About me: I have not previously made a mod for Minecraft, but I have a background in game programming and 3d modeling. My typical tools are Unity3D, Google Sketchup, 3D Studio Max, and Adobe Photoshop. I started game programming when there was still DOS and Windows 3.11. I used QBasic, and ANSI C. But since those days, I've learned C++, C#, Java, Lua, ... well, you get the picture. But I still consider myself a novice compared to professional game developers.
Name: Provectus (Pro-Vect-Us), Latin word meaning "advanced".
Overview: There are a lot of great tech mods out there, almost every one has something I love and something I don't love so much. Mod packs such as Tekkit/Technic, and FTB have brought a lot of great tech mods together into a more or less solid game, but often times I feel like many mods step on each others toes in these mod packs, and I also feel like they don't have a unified theme. It feels messy to me.
I would like to see a mod or group of mods made that have unified theme (aka unified art and gameplay direction), that not only work well together, but create synergy. What I am proposing is extremely ambitious and large scale, thus it is a very good idea to break down into manageable components.
A series of mods perhaps structured something like this:
Materials, Construction, and Architecture: This component would include ores needed by the rest of the components that are shared amongst 2 or more of the components. It would also include any construction related tools (such as scaffolding). And finally, it would include decorative blocks for scifi architecture, possibly including micro-blocks and slopes. This component would be required to use any of the other components.
With scifi, I believe it best to make materials based on real world elements:
Standard Elements:
Fuels, Energy Sources, Power Grids: This component would also be required to run any other component that requires a power source. It would add fuels for generators and reactors, as well as the actual generators and reactors. It would also include the means of transmitting, distributing, and converting said power to other locations/forms. There would also be means of storing the power in both stationary units and portable energy cells.
At the moment, there are several sources of power:
Chemical Fuels:
Some of the more advanced materials that would be produced in this component are:
Science, R&D, Medical, and Technology: This component is a little less defined in my mind right now, but I think that a scifi mod should include some element of experimentation. Another possibility is a tech tree similar to those you would see in 4X games. Naturally, the science component should also include cool gadgets and things like you would have seen in the Black Mesa Labs of Half Life, because it's cool and fun. Medical stuff might include genetic modifications, cybernetic implants, and drugs that give you an extreme temporary buff (and then a bad longer term debuff).
Many materials can only be produced in a lab, for example:
Warfare, Combat, and Defenses: Mostly self explanatory, this component includes various tiers of weapons, armors, and shields. It would also include sentry turrets, and force fields. It would also include new mobs.
I would like to see many different kinds of weapons and armors, each with specific strengths and weaknesses. I think this would create an element of strategy to the game, and would have a sort of rock-paper-scissor effect.
Some examples of weapon types:
Logistics, and Transportation: Think a combination of Applied Energistics, and Thermal Expansion's ducts. It would also include light bridges, elevators, mag-lev trains, and hover craft/bikes.
TL;DR: How much would you be interested in a mega SciFi mod that includes lots of different elements?
P.S. If people do show interest in this, I will continue to update this thread with new ideas, and a clearer and more detailed specification of what this mod would include.
WOW! I love how you divided up your mod/s very neat and very easy to understand.
I would like comments (good or bad) to help me adjust my ideas so that hopefully some one will help me bring them to life.
If you like my Ideas check out my others at http://www.minecraftforum.net/topic/2177041-request-looking-for-modders/
Thanks.
I was thinking more along the lines of mostly original content, while drawing inspiration from existing series such as Star Wars and Star Trek. I don't want to mix and match different scifi worlds; I want to create a unique scifi world that is its own original world.
For example, here is a gatling particle cannon I modeled (not yet textured):And here is a small spacecraft or starfighter I modeled (again not textured):(Although I don't have any plans to include any space-type content in this at the moment.)
Maybe ProbablyDefinetly something will work out from this thread. I'm in.Hey StarGateTABC,
That's awesome that you're also familiar with programming languages. I think one you know one or two languages, it becomes easy to pick up additional languages. Do you have any experience modding Minecraft? I am currently familiarizing myself with Minecraft modding following the Forge tutorials and what not, and I feel it is pretty straight forward using Forge.
Welcome aboard! With 2 programmers, this should go very well. I look forward to hearing more about your ideas. Let me know here or in PM (whatever you prefer) how best to communicate with you.
I would like comments (good or bad) to help me adjust my ideas so that hopefully some one will help me bring them to life.
If you like my Ideas check out my others at http://www.minecraftforum.net/topic/2177041-request-looking-for-modders/
Absolutely, be my guest! Thanks, and good luck to you as well.
Edit: OP updated some with more content.
EDIT:Sorry for spelling errors, not english speaking
General: Like I said in the last post, my vision is a mod which can replace most other mods, but give the same expirience under same theme and, more importantly, 100% compatibility. Now here are the additions and breakdown of what's in the OP:
IfWhen this mod becomes popular, an API will be very great idea, because it will encourage more modders to use it and to obey the theme of this mod in their addons.Steam-centric system (first three points on OP list):
Now for some other generators:
That's all I came up with for now. I'm not very much into StarWars and StarTerk (watched StarWars, not realy remebering much), but I like realistic and theorethicophysical stuff. Keep it up!
Note: These are just ideas. I did it in this deffinition/description format because I didn't have a solid starting point. Hope you like these ideas. I'm kinda making some code ideas, the steam stuff for example.
Is this mod still in dev? Or did this go the same way as futurecraft, and decide it was impossible to create?
I was actually looking forward and hoping this had gone into beta or something...such a shame..it had lots of promise.