The Meaning of Life, the Universe, and Everything.
Join Date:
8/4/2012
Posts:
47
Minecraft:
dotStart
Member Details
Base Defense is a mod which focuses on protecting houses and bigger evil lairs with cameras, security bots and turrets.
Note: An Update to 1.10 has been announced here. And is just around the corner!
Screenshots
Lens
AI Processor
Defense Station
Surveillance Camera
Mob enabled Surveillance Camera
Security Bot
Quick Guide
The mod bases around the Defense Station which connects all components. This includes surveillance cameras and security bots.
To connect multipleso called "entities" you will need to use the Wireless Tuner:
Shift-Right-Click on the Defense Station
Right-Click on any other entity (e.g. Security Bot or Surveillance Camera).
A network consists at least of one Defense Station, a Surveillance Camera and one Security Bot.Please note that Security Bots will not attack unless a camera detects suspicious activity. Furthermore Security Bots will return to their original positions after a specific amount of time passed without any suspicious events.
Players which are allowed to pass the security cameras without causing the alarm to trigger can be defined at the Defense Station. To add new players their names have to be entered one by one into the input field below the user list.
Please note that users have to be online in order to add them to the list.
Installation Please Note: This modification requires Forge 10.12.1.1060 for Minecraft 1.7 or higher.
When forge is installed you may just drop the modification jar into the mods folder (or the correct version sub-folder).
DO NOT EXTRACT THE MODIFICATION FILE AND DO NOT TOUCH YOUR MINECRAFT JARS - PLEASE REFER TO THE FORGE DOCUMENTATION FOR MORE INFORMATION ON HOW TO INSTALL FORGE PROPERLY!
3. Why is there no 1.6 version?
1.6 is an old version. Wake up out of your modpack dreams.
4. Will there be a 1.8 version? Possibly.
5. When will the next update be released?
At some point in the future (or the past if I ever get a chance to buy a Delorean).
6. Does the mod include potatoes/support for potatoes?
Yes.
7. Will you add feature X?
If you ask very nicely there is a slight chance ...
8. Why is feature X missing?
Most likely because I didn't think of it ... ... or because I didn't like it.
Getting updates
There are quite a few nice ways of staying updated on my modifications. I occasionally stream development sessions on . You may also follow me on Twitter: @HighLordAkkarin if you feel like getting bothered by me about random topics.
Bug Reporting
All bugs (apart from plain crash logs) and suggestions will need to be filed on the Bugtracker. Reports in places other than the Bugtracker will not be considered and may not be fixed. This forum post is only used for general support (e.g. crash reports, recipes, etc).Also remember to post full crash logs. Without logs I will not be able to fix anything and I will not consider such posts as bug reports.
Please Note: Installing OpenEye is highly recommended to simplify crash reporting.
Source Code & Contribution
This modification is completely open source and may be modified and/or shared. This does include usage in modification packs and server packs. If you would like to build your own version of the mod or contribute to it's development, you may find it on GitHub.
For pack authors: Even though you may use this modification inside your packs at any time I'd appreciate a short shoutout if you do so. Please also remember to include the license terms of the mod (see below). More details about the requirements going along with distributing the modification may be found either in the full license text or on TL;DR Legal.
License
Copyright 2014 Johannes Donath Licensed under the Apache License, Version 2.0 (the "License");you may not use this file except in compliance with the License.You may obtain a copy of the License at
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS,WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.See the License for the specific language governing permissions and limitations under the License.
this mod looks like it could be brilliant. how about using different swords for different tiers of security bots? also maybe the rail version doesnt need cameras, they sorta just patrol their tracks?
The only problem I see with different swords is that intruders do not get any chance to survive if they're not prepared for the system. I wanted to keep a way for them to actually kill the bot if they're fast enough (or well equipped enough for that matter).
Regarding the rails: That might be an idea. Also I've already planned adding patrol routes to the normal bots. But that update will probably come along after the recharge station is implemented (as protecting your base is currently pretty much free and thus a little bit OP).
I'd appreciate more info about machines in the mod. Could you add any?
The quick use section already contains basic information on how the mod works. But as this Modification is still work in progress there is no real manual or information on what exactly blocks do yet. I'm currently re-writing a big part of the modification so it would be pointless to document everything at this point already.
This is pretty cool, conceptually. There's somewhat of a void of flexible, semipassive defense mods out there, especially not with a modern theme.
It seems like you're willing to hear suggestions? I hope so, because here are a few :
- From what you've written, it sounds like this only detects players. How about hostile mobs, too? (Or better, a customizable list.)
- A block that emits redstone signal if the player in sight of a camera is allowed, so you can have auto-opening security doors. (Perhaps have it configurable to emit if a forbidden player is detected, for traps.)
- Stationary (but rotating) turrets, whether auto-tracking or camera-guided. Could be based on lasers, bullets, fire charges, bow+arrows, your choice depending if you're going modern or vanilla-like. There just aren't many mods that I've found that provide turrets, and even fewer that are up to date. Heck, it could even just be essentially a nonrotating dispenser that can angle its aim ±45° (a pyramidal volume) so that four of them on a pole can cover all angles (or a few spaced along each wall of a square base...)
- Searchlights, that turn slowly. Maybe make a way to specify two points, and it'll slowly pan its aim back and forth along that line. Basically it would have to put (and later remove) an invisible "fake" light source block at the point where the light's direction intersects a solid block, a lot like the Floodlight from Greg's Lighting except only at the one block where it intersects, so it can update without too much server strain as it slowly turns.
It would need to have a special effect on mobs, like making undead mobs burst into flame, or maybe make them flee like a creeper from a cat. Perhaps it would allow cameras to detect invisible players, if they're in the light.
- From what you've written, it sounds like this only detects players. How about hostile mobs, too? (Or better, a customizable list.)
It can detect mobs if the right camera type is used. When combining a camera with a bone you will end up getting a mob enabled camera which will indeed detect hostile mobs. Security Bots will react to them if an alarm is triggered at all times. No matter whether they have been told to or not.
- A block that emits redstone signal if the player in sight of a camera is allowed, so you can have auto-opening security doors. (Perhaps have it configurable to emit if a forbidden player is detected, for traps.)
I will add this one to my list. The mod will get security doors later anyways. Along with traps which I experimented with during Modjam for a while but skipped due to the time limitations.
- Stationary (but rotating) turrets, whether auto-tracking or camera-guided. Could be based on lasers, bullets, fire charges, bow+arrows, your choice depending if you're going modern or vanilla-like. There just aren't many mods that I've found that provide turrets, and even fewer that are up to date. Heck, it could even just be essentially a nonrotating dispenser that can angle its aim ±45° (a pyramidal volume) so that four of them on a pole can cover all angles (or a few spaced along each wall of a square base...)
That one is also on the list as I've been starting this mod by replicating the security networks you will find in Deus Ex: Human Revolution. That said there might be a hacking element in the mod at a later point (I guess attackers also need a fair chance here).
- Searchlights, that turn slowly. Maybe make a way to specify two points, and it'll slowly pan its aim back and forth along that line. Basically it would have to put (and later remove) an invisible "fake" light source block at the point where the light's direction intersects a solid block, a lot like the Floodlight from Greg's Lighting except only at the one block where it intersects, so it can update without too much server strain as it slowly turns.
I'll take a look into it after the basic re-write is done. That kind of block would come with a cost of power though as I think it is a little bit too overpowered.
Thanks for your suggestions. At this point the mod can use any suggestion as it currently only adds very few blocks which are so far still overpowered. Creating a surveillance system out of multiple cameras and a few bots is very sufficient for keeping out people especially as bots cannot be killed easily.
maybe you could also in the future add screens, so if you havent got a defense bot or dont want one that you could see through the camera on the screen
Rollback Post to RevisionRollBack
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
can you also make it so you can chance it manually to attack you? then you can test your own defence have some fun in singleplayer.
The security bots may attack players which are not known to the system who are trying to attack them in the future. Even though they will not react on sight as they are not supposed to react to visual triggers.
maybe you could also in the future add screens, so if you havent got a defense bot or dont want one that you could see through the camera on the screen
So far this feature will not be implemented as Minecraft does not seem to allow such advanced things. I may find a way to work around that problem in the future but I do not expect such a feature before 2.0 (or 1.1). For now I will focus on getting the current elements onto a more usable balanced level along with new features which do not require insane amounts of research.
The security bots may attack players which are not known to the system who are trying to attack them in the future. Even though they will not react on sight as they are not supposed to react to visual triggers.
So far this feature will not be implemented as Minecraft does not seem to allow such advanced things. I may find a way to work around that problem in the future but I do not expect such a feature before 2.0 (or 1.1). For now I will focus on getting the current elements onto a more usable balanced level along with new features which do not require insane amounts of research.
There is a CCTV mod for monecraft but I've never used it so I don't know how it works or anything.
Hey! Nice mod, was a lot of fun to film and record!
However I did run into one issue! The camera Lens's cant be crafted because they have the same recipe as Glass Bottles! Meaning that I had to spawn them in!
Sorry about that! Sadly you'll have to expect some mod incompatibilities there as most of my recipes are still vanilla. Whoever registers last wins here ^^. You will have to deal with that currently though as I want to focus on optimizing the current mechanics and fixing existing crashes. If that's done I'll go and change up crafting a little bit so we don't get that problem anymore. :-)
Sorry about that! Sadly you'll have to expect some mod incompatibilities there as most of my recipes are still vanilla. Whoever registers last wins here ^^. You will have to deal with that currently though as I want to focus on optimizing the current mechanics and fixing existing crashes. If that's done I'll go and change up crafting a little bit so we don't get that problem anymore. :-)
There is only two things that could be added computer craft compatibility so you can make it do special stuff and monitors to see the cameras. It is a grat mods i didn't see any bugs except that the robots despawn when you get too far away.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/4/2012
Posts:
47
Minecraft:
dotStart
Member Details
Thanks for all the feedback so far!
I'm currently working on the next snapshot release of the mod which will get us closer to the first official stable release. If you're not a big friend of reading, you might want to scroll down a little bit further and look at the preview gallery (which I will update regularly with screenshots from the new version).
The following features/changes will be included within the next version of the modification:
Defense Stations now allow using a blacklist and whitelist mode
Defense Stations now manage alert states
Lenses now require sandpaper to be crafted
Lenses do have a quality level depending on how much work has been put into them
Security Bots will only be alerted if they're close to the alert
Security Bots will now correctly return back to their original location
Pairing of security bots does now work correctly
Cameras now have a chance to break if being used for too long
Cameras will only activate if an alert has been triggered close to a camera
Cameras are not required to alert defense systems anymore
Triggers have been added to trigger initial alerts
An upgrade to the Defense Station is now required to identify players
Cameras are now required to identify the type of an entity
A barbed wire fence has been added
The general performance has been increased
The item textures have been fixed
The code has been rewritten from scratch to clean up the Modjam 4 mess
Added a simple turret
Please Note: The upcoming version is a breaking version. Prepare to backup your world and remove all existing items added by this modification.
I'll upload the new version as soon as all above changes have been finished and tested.
Also I'd like to take a moment here to announce that Modjam 4 voting is now up here. Please consider voting if you're enjoying what you saw so far about this mod.
Additionally here is the new gallery which includes all upcoming changes (changes will be applied as I work through the mess):
Base Defense is a mod which focuses on protecting houses and bigger evil lairs with cameras, security bots and turrets.
Note: An Update to 1.10 has been announced here. And is just around the corner!
Screenshots
AI Processor
Defense Station
Surveillance Camera
Mob enabled Surveillance Camera
Security Bot
Quick Guide
The mod bases around the Defense Station which connects all components. This includes surveillance cameras and security bots.
To connect multipleso called "entities" you will need to use the Wireless Tuner:
A network consists at least of one Defense Station, a Surveillance Camera and one Security Bot.Please note that Security Bots will not attack unless a camera detects suspicious activity. Furthermore Security Bots will return to their original positions after a specific amount of time passed without any suspicious events.
Players which are allowed to pass the security cameras without causing the alarm to trigger can be defined at the Defense Station. To add new players their names have to be entered one by one into the input field below the user list.
Please note that users have to be online in order to add them to the list.
Installation
Please Note: This modification requires Forge 10.12.1.1060 for Minecraft 1.7 or higher.
When forge is installed you may just drop the modification jar into the mods folder (or the correct version sub-folder).
DO NOT EXTRACT THE MODIFICATION FILE AND DO NOT TOUCH YOUR MINECRAFT JARS - PLEASE REFER TO THE FORGE DOCUMENTATION FOR MORE INFORMATION ON HOW TO INSTALL FORGE PROPERLY!
Downloads
Old Versions:
FAQ
1. Is there a 1.6 version?
No.
2. Will there be a 1.6 version?
No.
3. Why is there no 1.6 version?
1.6 is an old version. Wake up out of your modpack dreams.
4. Will there be a 1.8 version?
Possibly.
5. When will the next update be released?
At some point in the future (or the past if I ever get a chance to buy a Delorean).
6. Does the mod include potatoes/support for potatoes?
Yes.
7. Will you add feature X?
If you ask very nicely there is a slight chance ...
8. Why is feature X missing?
Most likely because I didn't think of it ... ... or because I didn't like it.
Getting updates
There are quite a few nice ways of staying updated on my modifications. I occasionally stream development sessions on . You may also follow me on Twitter: @HighLordAkkarin if you feel like getting bothered by me about random topics.
Bug Reporting
All bugs (apart from plain crash logs) and suggestions will need to be filed on the Bugtracker. Reports in places other than the Bugtracker will not be considered and may not be fixed. This forum post is only used for general support (e.g. crash reports, recipes, etc).Also remember to post full crash logs. Without logs I will not be able to fix anything and I will not consider such posts as bug reports.
Please Note: Installing OpenEye is highly recommended to simplify crash reporting.
Source Code & Contribution
This modification is completely open source and may be modified and/or shared. This does include usage in modification packs and server packs. If you would like to build your own version of the mod or contribute to it's development, you may find it on GitHub.
For pack authors: Even though you may use this modification inside your packs at any time I'd appreciate a short shoutout if you do so. Please also remember to include the license terms of the mod (see below). More details about the requirements going along with distributing the modification may be found either in the full license text or on TL;DR Legal.
License
That might be a cool idea for a lower tier version. I might consider it in future versions of the mod. ;-)
The only problem I see with different swords is that intruders do not get any chance to survive if they're not prepared for the system. I wanted to keep a way for them to actually kill the bot if they're fast enough (or well equipped enough for that matter).
Regarding the rails: That might be an idea. Also I've already planned adding patrol routes to the normal bots. But that update will probably come along after the recharge station is implemented (as protecting your base is currently pretty much free and thus a little bit OP).
The quick use section already contains basic information on how the mod works. But as this Modification is still work in progress there is no real manual or information on what exactly blocks do yet. I'm currently re-writing a big part of the modification so it would be pointless to document everything at this point already.
And the first one guessed what will be inside the post-modjam rewrite!
See: MCBD-8
It seems like you're willing to hear suggestions? I hope so, because here are a few :
- From what you've written, it sounds like this only detects players. How about hostile mobs, too? (Or better, a customizable list.)
- A block that emits redstone signal if the player in sight of a camera is allowed, so you can have auto-opening security doors. (Perhaps have it configurable to emit if a forbidden player is detected, for traps.)
- Stationary (but rotating) turrets, whether auto-tracking or camera-guided. Could be based on lasers, bullets, fire charges, bow+arrows, your choice depending if you're going modern or vanilla-like. There just aren't many mods that I've found that provide turrets, and even fewer that are up to date. Heck, it could even just be essentially a nonrotating dispenser that can angle its aim ±45° (a pyramidal volume) so that four of them on a pole can cover all angles (or a few spaced along each wall of a square base...)
- Searchlights, that turn slowly. Maybe make a way to specify two points, and it'll slowly pan its aim back and forth along that line. Basically it would have to put (and later remove) an invisible "fake" light source block at the point where the light's direction intersects a solid block, a lot like the Floodlight from Greg's Lighting except only at the one block where it intersects, so it can update without too much server strain as it slowly turns.
It would need to have a special effect on mobs, like making undead mobs burst into flame, or maybe make them flee like a creeper from a cat. Perhaps it would allow cameras to detect invisible players, if they're in the light.
It can detect mobs if the right camera type is used. When combining a camera with a bone you will end up getting a mob enabled camera which will indeed detect hostile mobs. Security Bots will react to them if an alarm is triggered at all times. No matter whether they have been told to or not.
I will add this one to my list. The mod will get security doors later anyways. Along with traps which I experimented with during Modjam for a while but skipped due to the time limitations.
See: MCBD-1
That one is also on the list as I've been starting this mod by replicating the security networks you will find in Deus Ex: Human Revolution. That said there might be a hacking element in the mod at a later point (I guess attackers also need a fair chance here).
See: MCBD-2
I'll take a look into it after the basic re-write is done. That kind of block would come with a cost of power though as I think it is a little bit too overpowered.
See: MCBD-3
Thanks for your suggestions. At this point the mod can use any suggestion as it currently only adds very few blocks which are so far still overpowered. Creating a surveillance system out of multiple cameras and a few bots is very sufficient for keeping out people especially as bots cannot be killed easily.
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Thanks for taking the time to make a spotlight on it! Even though I have no clue why the textures are broken for you ... :-/
The security bots may attack players which are not known to the system who are trying to attack them in the future. Even though they will not react on sight as they are not supposed to react to visual triggers.
So far this feature will not be implemented as Minecraft does not seem to allow such advanced things. I may find a way to work around that problem in the future but I do not expect such a feature before 2.0 (or 1.1). For now I will focus on getting the current elements onto a more usable balanced level along with new features which do not require insane amounts of research.
Sorry about that! Sadly you'll have to expect some mod incompatibilities there as most of my recipes are still vanilla. Whoever registers last wins here ^^. You will have to deal with that currently though as I want to focus on optimizing the current mechanics and fixing existing crashes. If that's done I'll go and change up crafting a little bit so we don't get that problem anymore. :-)
I'm currently working on the next snapshot release of the mod which will get us closer to the first official stable release. If you're not a big friend of reading, you might want to scroll down a little bit further and look at the preview gallery (which I will update regularly with screenshots from the new version).
The following features/changes will be included within the next version of the modification:
I'll upload the new version as soon as all above changes have been finished and tested.
Also I'd like to take a moment here to announce that Modjam 4 voting is now up here. Please consider voting if you're enjoying what you saw so far about this mod.
Additionally here is the new gallery which includes all upcoming changes (changes will be applied as I work through the mess):