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Feb 19, 2014Kaelum posted a message on [1.10.2]+ How to code Custom 3D armor Models : Tutorial By SenpaiSubarakiI am new to modding, but I am trying to make armor for my friend's mod as he is too busy with the mechs, jets, and other amazing stuff like kinematics. Could you post a template or something from the tutorial?Posted in: Mapping and Modding Tutorials
Oct 25, 2013Kaelum posted a message on (1.6.4) Combat Gear: [Camo Armor, More Camo Patterns, Rank Patches, Body Armor, Juggernaut Suits, Tactical items]Posted in: WIP ModsKaelum's Military Mods
Whenever I got a mod with guns, planes, bombs, grenade, and any other tools of war, I always wondered where all the other stuff was. Crude obsidian shacks were bases, everyone was wearing bright armor that just did not fit in a modern war. While some mods added concrete and mines, it still did not feel right. But now, I am creating what should have been there the whole time. Camo uniforms that are not just big shiny targets, bases that actually look like military outposts. These mods are meant to go along with any gun mods you might have, including a particular favorite of mine, Type One Anarchy, or T1A. (Though still WIP)
This mod adds military equipment such as camouflage uniforms with unique camo patterns and different levels of body armor, and tactical equipment. This is not meant to be realistic as kevlar does not really grow on trees, but I try not to make the armor unrealistically overpowered.
News/Updates10/29/13Massive content overhaul, beginning of mod development
10/25/13Started writing post, content section being worked on
1/9/14Happy new year, returned to mod and am making major changes.-Restarted development. I know how to do this, but it is going to be very boring.
-Larger armor pieces will now be multi-layer 3D models, making it look much better than vanilla armor.
-New plans for bulletproof armor to take less damage from T1A bullets than from other sources.
-Camo will now be applied to finished pieces of armor, simplifying the process.
Information and RecipesAll these items are WIP
KevlarCan be made into kevlar fabric. Not sure how to make it obtainable considering this:Kevlar is synthesized in solution from the monomers 1,4-phenylene-diamine (para-phenylenediamine) and terephthaloyl chloride in a condensation reaction yielding hydrochloric acid as a byproduct. The result has liquid-crystalline behavior, and mechanical drawing orients the polymer chains in the fiber's direction. Hexamethylphosphoramide (HMPA) was the solvent initially used for the polymerization, but for safety reasons, DuPont replaced it by a solution of N-methyl-pyrrolidone and calcium chloride. As this process was patented by Akzo (see above) in the production of Twaron, a patent war ensued.
Kevlar FabricMade out of kevlar, used to make the kevlar BDU as well as other materials.
Armored PlateMade out of kevlar fabric and iron.
Juggernaut PlateMade out of armored plates and kevlar fabric.
Usually, a better BDU set will be made from the previous BDU set, with extra ingredients. Recipes coming soon. Camo is applied to whole armor pieces now, making it a lot simpler.
Special ArmorSpecial armor stuff
Goggles(Multiple styles and colors available, counts as eye gear)Specialized Goggles(Multiple types (Including night vision and heat vision. Colors and styles available, counts as eye gear)Mask(Multiple types (Including gas mask and face guard) available, counts as mouth gear)Explosive vest(Do not hit the button unless you really, REALLY mean it)
Kevlar BDUMade from kevlar fabric
Kevlar HelmetWith added iron for a healthy head and no bullet holes.(Higher Armor than regular headgear, can be modified with tactical attachments)Kevlar ______(Multiple Types of Headgear Available)Kevlar JacketKevlar PantsKevlar BootsWith a cloth-ish material like kevlar fabric, all you really get is socks.Heavy Kevlar BootsMuch more protective and durable than socks made from kevlar fabric.
Made from armored plates and a kevlar BDUArmored HelmetEven more iron. (May include extra kevlar to preserve head from bullets)(Yes, this one has attachments too. No more hats though, they are too soft.)Armored JacketArmored PantsArmored BootsSorry people, socks do not make the grade. These are made from Heavy Duty Kevlar Boots.
You essentially mix and match a bunch of stuff and add juggernaut plates to make armor stronger than diamond. Will make you slower of course. All the light juggernaut armor pieces are customizable while the heavy juggernaut armor pieces are not. Depending on what you use, light juggernaut armor pieces can work just as well as the heavy armor pieces, and can look cooler. All you need now is a minigun.
Heavy Juggernaut Helmet
Crafted using multiple recipes as one would be too little. You start with the helmet bearing, and add on the other designated parts through more recipes until your helmet is complete. No custom parts, sorry.
Light Juggernaut Helmet
Made with any mouth gear, any eye gear, and any head gear in the mod, plus a lot of juggernaut plating to make a custom hat. Attachments have to come pre-loaded with the hat you use, so if you want them attach all the attachments you want to kevlar helmet, combat helmet, or armored helmet, and include it in the recipe for your light juggernaut helmet.
Heavy Juggernaut Torso
Crafted using multiple recipes as one would be too little. You start with the juggernaut torso frame, and add on the other designated parts through more recipes until your torso is complete. No custom parts, sorry.
Light Juggernaut Torso
Made from a jacket from any of the BDUs and a bunch of juggernaut plating.
Heavy Juggernaut Leggings
Crafted using multiple recipes as one would be too little. You start with the juggernaut leggings frame, and add on the other designated parts through more recipes until your leggings are complete. No custom parts, sorry.
Light Juggernaut Leggings
Made from pants from any of the BDUs and a bunch of juggernaut plating.
Heavy Juggernaut Boots
Crafted using multiple recipes as one would be too little. You start with the juggernaut boots frame, and add on the other designated parts through more recipes until your boots are complete. No custom parts, sorry.
Light Juggernaut Boots
Made from any type of kevlar boots (socks), any type of heavy duty boots or armored boots, and a bunch of juggernaut plating.
Pictures and Videos
Download and Instructions
Military Base Essentials
Before you post
Please note that this mod is extremely WIP and the post is as well. Suggestions are welcome, as I want to know what you think, and will try to implement some of your ideas. I will answer as many comments as I can, but do not post useless comments such as "ITS BROKEN HELP!!!" and instead post a detailed description of the problem. Make sure you check out the FAQ, Information and Recipes, and Additional ideas before posting. If you comment, like, or follow this post I will be very thankful.-Kaelum
Q: Why is there no download?A: Because I do not have a working version yet, as I have not made the items.
Q: Can I help make the mod?A: Sure, just message me with your email or Skype ID. Also, constructive critisism and posting helps a lot.
Q: Can't someone copy my faction camo and fake being a faction member?A: For now, but later on I will add a config option the restrict camo crafting, server admins can do the rest. Maybe later I might add some crazy feature to do all of this.
Oct 18, 2013Kaelum posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-I have noticed that almost none of you get the depth this mod will have. Now imgaine a massive war, lines of minecrafters in large trenches, craters everywhere, artillery raining, lasers stabbing from the sky, flaming wrecks of vehicles everywhere, fighter jets dodging and weaving, reinforcements coming from pods that fall out of the sky, mechs being deployed into that battlefield by gunships, and a single bomb falling, everything going silent at once.Posted in: WIP Mods
Get the depth now?
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Jan 19, 2013Khlorghaal posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-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.Posted in: WIP Mods
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.
lots of them
alpha 0.1 gameplay screenshots
DOWNLOAD Alpha0.30 1.6.4 Forge 188.8.131.525
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.
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.
0.1 for mc 1.5.2
Artists needed! Post meshy and pixely related stuff in art thread.
Website (under construction)
Official Facebook page
I've put a ton of time into this for free. Buy me a cookie.
Type1 Anarchy (In reference to the Kardashev Scale)
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
EquipmentInsertable 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.
SatellitesCan be shot down with an RPC
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.
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
RPCs Relativistic Proton Cannons
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.
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.
Damage upon touching target. Very fast when at max speed.
Does not explode
Stack size:8 Range:150m
Explode when near target.
Powerful and relatively slow
Stack size:4 Range:200m
Small damage but large explosion radius, does not damage blocks.
Stack size:12 Range:400m
Rocket payload comes directly down at the target location.
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.
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.
SensorsWill 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
DronesDue 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.
Equipment of a light turret, suited for escort and harassment.
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.
Tweaking, Balancing, Advising - Mistertime, Kaelum, LazarusGrey
Modelers, Texturers, UV Mappers - Mistertime, W, Warzel_Drake
Type 1 Anarchy and all of its content - including but not limited to - as proposed on this thread, as proposed by the author, or downloaded, is based on a Creative Commons attribution-NonCommercial-NoDerivs 3.0 Unported license.
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