T1A is currently not being actively developed. I have eschewed it to start work on a game engine that I hope will be everything I wanted with T1A and more. I have not abandoned T1A, I am just no longer developing it. If someone wants to take it over then I will still help them. https://github.com/khlorghaal/t1a
IMAGES lots of them
alpha 0.1 gameplay screenshots
DOWNLOAD Alpha0.30 1.6.4 Forge 220.127.116.115
This is not a 'playable' release, I just whacked all obvious bugs and threw something together, somethings that were previously working are not currently working because indev. Expect crashing, don't bother reporting it.
T1A 0.30 Do not distribute the file! That means hosting the file for download directly off your site. Instead just give people this link. I have put a lot of work into t1a, and the ad revenue is very appreciated. If doing a mod spotlight please mention that I have a YouTube channel. If you would like then I would be eager to join you for the video. Server owners T1A is a CC-Non-Commercial license. This means you are not allowed to make money off of it in any way. Servers with any payment system other than donating(with no in-game benefits for donating) are not allowed to host T1A. Modpacks are not allowed to include T1A without asking permission.
T1A is not yet dependent on any other mods to work.
Installation is the same as any regular Forge mod.
Assume it will eat your worlds and all you hold dear. It is absolutely necessary to make backup Worlds before using.
Don't bother reporting bugs/crashes unless you think it's something especially freaky.
-"Open to LAN" may not work properly for some things. It probably never will as I dont care .
-Everything works in SMP, afaik. Report things which work in SP but not MP.
Imgaine a massive battlefield, lines of minecrafters in large trenches and bunkers, infantry and mech reinforcements falling from the sky, craters everywhere, artillery raining, fighter jets dodging and weaving, lasers stabbing from and into the sky, flaming wrecks everywhere, and a single bomb falling, everything going silent at once. -Kaelum
This mod is the edge needed to make industrial pvp viable and fun. It has mechs and gunships. It has orbital lasers, missile launchers, ICBMS, and particle cannons.
But this isn't just a mod with mechs, gunships, orbital lasers, missiles, and particle cannons. It is what Minecraft needs for a high tech combat system.
Its my goal to make T1A a combat system which gets rid of the convergent 'endgame' feeling which vanilla and many other mods have.
The customization and expandability of T1A's equipment system will allow a player to take on many different roles in combat, along with the tension of not knowing what sort of tactics your enemies will be using. Instead of generic sword-and-bow combat, many types of combat become possible:
nuclear warfare, artillery sieges, supply line raiding, blockades, gunship ambushes, along with any number of other crazy ideas players come up with.
Please read the OP before making suggestions, many people are starting to suggest things I already have listed.
The OP isn't curated very well at this point. I'm actually intentionally omitting WIP features now for fear of idea squirrels.
I probably won't update this as by the time this stuff comes out I'll have a website with a nicely organized HTML manual.
Have an equipment system similarish to EVE that has varying slots for weapons, armor, shields, and specific purpose equipment such as heat synchs and agrav, I'm open for suggestions on equipment types.
Consume eu on most activities, which generates heat, once heat is full you cannot do an action until the vehicle cools down enough.
The average vehicle will store around 1M eu. Unless you're using energy hungry equipment like lasers and shields that will be enough to last you around 30 minutes of combat.
Fancy death effects: When a vehicle is at 0 health it "starts dying" where it catches on fire or its reactor melts down. It stays alive a few seconds where you can use a fire extinguisher / emergency repair kit to save it. If it gets damaged 'past being dead' by 20% its max health then it instantly explodes.
Some will have multiple seats.
xI xL xM xH are weapon slots ( light, launcher, medium, heavy )
Walkers that are made for escorting mining operations and invasions. Ravener- Light for scouting and raiding. 2I 1L Brutalizer- Heavy for sieges and critical field-defense. 2H 1L Party Lobster- Large personnel transport with gunner seats. 3M 2I (needs a new name... or not)
Will have fighters, gunships and personnel transports. Some will have aerofoils, some will be VTOL. Transports can get equipment for picking up and moving any mob/prisoner. Corax- VTOL gunship with two gunner spots for light weapons, and a gunner spot for a ground-aimed heavy turret. You do not want to go against one of these unless you have plenty of missiles. Halcyon- Aerofoil fighter. Fast. 1I 1L
Insertable into all mechs, combat robots, and turrets.
Suspensor- Negates gravity.
Deflector- Pushes projectiles/missiles to the side.
Repulsor- Pushes away projectiles/missiles. More reliable than deflector but uses much more energy.
Heat Synch- Passively increases heat dissipation.
Heat Capacitor- Increases maximum heat.
Heat Dump- Uses 'ammo' and consumes energy to dump a significant amount of heat.
Shields- Unlike most games, t1a shields are low health and fast regeneration. They absorb all incoming damage in the order they are equipped.
15 Attack against two shields with 10hp each would down one and leave the other with 5hp, attack 25 would down both shields and pass 5 damage onto armor.
Recharge independently of eachother.
Armor- Reduces incoming damage by subtracting armorvalue from incoming damage. All attacks have a chance to bypass armor depending on how damaged the armor is. Like shields, each armor equipped takes it's damage then hands the remainder to the next plate
Consist of vehicle mounted turrets with full animations.
I L M H : light, launcher, medium, heavy
Smaller weapons can be mounted in a heavier slot, mounting a medium or light in a heavy slot will give you a double-weapon. Launchers can be mounted in a medium slot, but mediums cant be mounted in a launcher slot.
BMG- Good old .50 Browning Machine Gun. I
Mini Vulcan- Fastest rof of any weapon. For against infantry and aircraft. I
1MJ Laser- Pulsed at one shot per 2 ticks, low damage, but perfect accuracy. I
5MJ Laser- Same DPS as 1MJ, but concentrated damage makes it better against heavy armor. M
Shotcannon- A vehicle-sized shotgun capable of devastating infantry and even light armor. Slow RoF I
Artillery- Hard hitting explosive shells with a long range and decent RoF. H
RPC- Like a laser but with extremely slow RoF and extremely high damage. H
Missile Launcher- Launches a missile to home to a target or as a TOW L
Grenade Launcher- Launches regular grenades of any type, 1.5s rof L
Bomb Bay- Grenade launcher that drops a large cluster of grenades directly down. 15s rof L
Have firing animations and recoil.
Carbine- High recoil but fast RoF
Shotgun- What you expect; semi-auto.
BMG- same as vehicle mounted,
Rifer Sniple- less than 20 damage, still deadly, bolt action so slow RoF.
TOW- handheld missile launcher.
Constructed with rocket blocks and then becomes an Entity once the payload is placed. The payload can be various objects such as an ICBM or satellite. Payloads may also be launched with a vanilla TNT cannon.
Can be shot down with an RPC Orbital Laser
Has onboard energy bank charged with a ground based charging laser.
Adjustable power: cause an explosion ranging from .5 dynamite to an IRBM.
Various firing modes
Strike - Shoots a variable power shot at x,y within a few blocks accuracy
Bombard - Specify x,y,radius within the satellite will randomly shoot pulses.
Very Eu expensive to shoot, would take ~10 reactors to fuel continual bombardment.
Chargers are the only type of installation visible on the Dynmap.
An item that opens a GUI for many things such as faction management and orbital bombardment targeting. Turrets
Autoattacks enemies using a realistic ballistic system
Uses the same equipment system as vehicles
Different sizes have light~heavy weapon mount and more/less shields and armor
Will be able to be configured for agression settings of NBSI(not blue, shoot it), only attack enemies, police(attack anyone who attacks someone else), or missile point-defense.
Large turrets will be LARGE and able to mount artillery or an RPC
Missiles have a simulated kinematic system complete with thrust and drag. Missiles actively have to thrust downwards to keep themselves in the air.
Fly straight up a ways before seeking target, this avoids hitting walls and hills without the need for fancy guidance.
Can be configured to be homing, good against aircraft, or TOW, good for sieges. Silo installations
Can Launch IRBMs and all other missiles except ICBMs
Enter X,Y Coord at silo, missile comes down from the sky after a delay. Toggleable between relative and absolute coords.
Autolaunches normal missiles at enemies in range. Basic missiles Kinetic
Damage upon touching target. Very fast when at max speed.
Does not explode
Stack size:8 Range:150m Proximity
Explode when near target.
Powerful and relatively slow
Stack size:4 Range:200m Flak
Small damage but large explosion radius, does not damage blocks.
Stack size:12 Range:400m
Ballistic Missiles ICBM
Rocket payload comes directly down at the target location. IRBM
Can only be launched by silos or brutalizers
Silos can launch at designated coordinates or set to autolaunch at enemies.
Explosion power of half an ICBM. Same flight characteristics of ICBM.
Stack size:1 Range:~1.5km
I plan on adding more types of missiles but balance and such will be some of the very last things to do.
RPCs Relativistic Proton Cannons
A weapon usable with large weapon mounts.
With the commpack can shoot down satellites.
Very high Eu consumption and damage, slow RoF.
Instant projectile travel and explosion on impact.
Range:500m Firing speed:~30 seconds Contrary to most scifi particle cannons it is not beamy-burny. It is shooty-explodey.
MMW Mobile Manufacturing walker
A medium robot with wolf AI that follows you around. Used for field mining operations; will have an auto-macerator and storage.
Will detect the presence of enemy vehicles and players wearing at least part of a nano/quantum suit within an adjustable radius.
Is a machine block that must be powered, power consumption based off area scanned.
Will emit redstone signal when alert/alarm. Alarms emit various sounds depending on how strong of a RS signal they recieve.
Push projectiles and missiles with a force corresponding to their distance, will be both vehicle equipment and TEs; they naturally stack by placing multiple ones nearby.
Repulsors push directly away from their center.
Deflectors push projectiles to the side so they miss.
Both handheld and equippable on vehicles. Negate gravity and preserve momentum. Hold RMB with item select to activate handheld version.
The best and most realistic explosion code of any mod.
Multithreading allows for craters 30 blocks across to be produced in less than 2 seconds, and does not freeze the game.
Fallout produced by nukes stays radioactive for some time before becoming inert. May be collected as a quick way to make concrete.
is Thutmose's ancestral pride so he is doing an entire friggin mod for it, with complete fluid dynamics and realistic recipes, which I will integrate into T1A
I came across this by accident when I first started modding while experimenting with TNT, but then I realized "...huh... thats like the stone burners from Dune".
Great for invading underground bases, or an easy way to make a mineshaft which vehicles can fit into.
Activated with redstone same as TNT
Due to popular demand, I've not yet decided details. Won't be added for awhile.
Only aerial. They will use the equipment system like everything else in this mod, will have turret targeting AI and basic movement AI to fly and patrol or attack all enemies until reaching a destination.
Commands will be given to squadrons which fly in formation.
an unarmed drone used for cleaning up fallout and automatically preparing concrete.
Kamikaze, basically a cruise missile. Wasp
Equipment of a light turret, suited for escort and harassment. Carnivore
Equipment of a medium turret, suited for assault.
Tanks are denied- they dont make sense in minecraft
EMP is denied for the moment- I have no idea how they would affect balance and would probably be overpowered.
Khlorghaal- Lead Developer and Programmer.
Thutmose- Archmage-level math skills, Co-Developer.
Lots of things don't have textures.
Nukes are very crashy
Bullets don't work very well in tight spaces.
Turrets aim a bit high.
Some guns fire slowly on dedicated server.
Vehicles don't even spawn correctly
Spawninging MMW crashes
0.2-Dedicated server works for everything, afaik
-"Open to LAN" may not work properly for some things. It probably never will as I dont care .
-Everything works in SMP, afaik. Report things which work in SP but not MP.
-Added creative tab
-Added explosions, very fast and realistic, multithreaded, fallout. Vfx are "done" but dont work.
-For demonstration/testing, TOW missiles are temporarily small nukes
-IRBMs no longer fly retard
-Added concrete. It flows and hardens and stuff. Thut is making it into a standalone mod, which I will still package with t1a.
-Added a client-server autosynchronizing GUI API (yes, I made an API for an API, vanilla is that bad), GUIs are easy to make now.
-Everything with equipment now has an equipment screen separate from its other GUIs
-Toggle button to make input coordinates for things either relative or absolute. [REL/ABS]
-Improved sentries overall; added a GUI with various behavior settings, unimplemented.
-Added handheld suspensors - fully working. Hold rmb and jump.
It's very difficult to implement fall damage based on player velocity, so I'm leaving fall damage off for now (the suspensor needs to be active).
I can now say with no doubt that T1A is the best gun mod.
-Added assault rifle
-Bullets shatter windows, glass, and glowstone. Will later add config option for which blocks can break.
-Fixed semi-autos being mashable.
-Fixed bullets in loading chunks causing recoil
-Added motion blur.
-Added muzzle flash.
-Rifle bolt animation finished
-Bullets now pass around corners perfectly.
-Bullets now spawn at the end of the gun barrel and not the center of the player. The placement is currently not good, will work on that later.
-Added realistic ricochet
This is what I've spent the bulk of my time on, and I only got it working by using an imperfect algorithm. Bullets have a tendency to think the ground is higher than it actually is. I have no idea why atm.
-Bullet Damage scales with speed.
-Faster bullet and steeper angle with less blast resistant block -> less chance to ricochet.
-Ricochet speed reduction decreases with higher blast resist.
Basically, shotgun in obsidian corridor = deadly. Use sand/dirt to catch enemy bullets in your forts' hallways.
Well not necessarily, I want this to be well balanced, large artillery and missile platforms might end up being OP. This mod will be more than just a bunch of dakka, its a balanced combat system.
Currently I'm noticing there's a TON of stuff to balance.
Vehicle speed and acceleration, vehicle health, number of equipment and armor slots, heat capacity, heat generation, heat venting;
Weapon damage, armor differential and linear damage reduction, armor health before breaking, crit(chance to bypass armor) chance base, crit chance increase per armor damage; shield capacity, shield regeneration
Soo yeah I'll probably need a ton of beta testing, and probably more than one world reset of the beta before final release
with flans mod getting weapons and vehicles to work should be easy as it already has the code
I already have that done, wasn't that hard actually. What you have to do instead of boat behavior just send packets on keypress/release, and broadcast the change to other players clients. Guns are the sameish thing.
At the moment I don't have multiseat vehicles but I have a good idea how to do it. After that ill easily be able to do stuff like gunships where you have a separate pilot and gunner.
How will these complex multiblock sized turrets respond to frames?
The turrets will be regular Entities so they will respond exactly the same as steve. The RPC will be large and may behave weird when rammed though.
Yes. This means you will be able to make battleships out of RP2 frames.
If I have enough time after 1.0 is out I will work on a version 2 which includes stuff like low/high orbit dimensions and Luna, where travel is really fast and you'll be able to manually attack satellite and drop pods to hold orbital supremacy.
The OP is outdated, I've changed more than a few things; I'll update it when I have time (better to be deving instead)
Sorry this is taking longer than expected. I've recently gotten very frustrated with vanilla's code to the point where when something goes wrong I'm not sure if its me or the engine. As a result I've been playing way too much league and planetside...
The Equipment and weapon engine has been revised and improved but the regular inventory on vehicles is broken and I have no idea because half the time it works at random.
But all is not dismal! I have turrets working with full ballistic calculations.
I'll add motion compensation after I've got other stuff working, shouldn't take long. I've also decided to have turrets use the same equipment system as vehicles, which will be a copypaste to implement.
Oooo you use a proper Renderer? I can do bolt animations and all sorts of other fancy stuff then... I just plain have to do that now
I bet I can get it done tomorrow.
Though I'll have to Map the hell out of my ItemStacks; I absolutely hate how ItemStack isn't extensible and you have to use the weird pseudostatic Item interface... I've been doing this weird system for small arms where I have a list of Tickers that get updated by an ITickHandler. Each player is Mapped to their weapon firing and reload tickers instead of a proper system where they would all just belong to an extension of a single Item class...
Thanks for teh bumps you two c: This thread got ~400 views in the last 3 days.