

Mock-up "CD Case" for the Aether! Created by our talented artist, The5.
Hey guys! If anyone wants to come discuss the Aether mod, you can come over to the IRC channel #aethermod on esper.net. Come chat with the dev's and other Aether-lovers!
If you do not have an IRC client here is how to join the channel with your web browser:
1. Go to http://www.esper.net.
2. Click on "Chat now!" in the top right hand corner. This will go to another page with an input box which has "#" inside it.
3. Inside the input box, type in #aethermod and press connect.
4. The mibbit client will then request for your username, type it in.
5. Have fun chatting!
See you there!
Enjoy and stay tuned!


Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer.

If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below:
Tweaks:
- Dungeon Rewards are now hidden in TooManyItems by default. However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing "TMIhidden = true" to "TMIhidden = false" in mod_Aether.cfg file. This file can be found in your /.minecraft/config/ folder. DO NOT change "#TMIhidden (boolean:true)" as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change "TMIhidden = true".
- Completely restructured Sound files for the Aether.
- When riding a saddled Moa, a "Jump Meter" will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.
- Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.
- Ambrosium Shards now only heal "half a heart". We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers.
- Gravitite Ore is now much more common.
- Zanite Ore is now slightly less common.
- You can now press "B" on your keyboard to gain a Book of Lore for free. You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3).
- Placing Lava in the Aether now freezes it into Aerogel.
- Books of Lore no longer appear in Dungeon chests.
- Aerogel no longer appears in Dungeon chests.
- Carved Stone no longer appears in Dungeon chests.
- Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16).
- When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free.
- If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says "Hmm. Perhaps I should attack this beast with a Pickaxe?" so that new people understand they cannot attack it with other weapons.
- Enchanted Gravitite texture now changed, so as to save Sprite ID's.
- The time taken for Baby Moas to digest their Aechor Petals has now been decreased.
- Life Shards now have a new sprite, to make them look more like "Shards" rather than heart containers.
- Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now.
Bug Fixes:
- Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).
- Cockatrices and Zephyrs now despawn when on Peaceful mode.
- Aerwhales and Zephyrs now despawn when stuck.
- Fixed the Glowstone Dust description in the Book of Lore: Volume 2.
- Fixed the Glowstone block description in the Book of Lore: Volume 2.
- Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3.
- Enchanting Golden Darts and Buckets of Poison now works as intended.
- Golden Swets now work correctly.
- Baby Moa's no longer lay eggs.
- You can now configure the spawn rate of Aether mobs in mod_Aether.cfg (/.minecraft/config/). 0 = no longer spawn.
- Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire.
- Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.
- Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds.
- Saddled Moas no longer despawn.
- From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode. To fix this, just recollect the bed and place it again.
- Bonemeal can now grow Skyroot saplings and Golden Oak saplings. You can also use it on Aether Grass to grow a group of White and Purple flowers.
- You can no longer move the Bronze Boss with the Hammer of Notch projectile.
- Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes.
- Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps.
- The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human "hurt" sounds when damaged.
- Fixed an audio-related issue with Moas and Flying Pigs, where they would build up "step sounds" while flying, and would play them all at once when landing on the ground.
- Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.
- Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest.
Additions:
- Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music.
- Unique "Victory" tunes have been added when defeating Bronze and Silver bosses.
- A small "Achievement" tune has been added when completing an Aether achievement.
- When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: "GeneratedName, the Valkyrie Queen".
- Added a new "Flying Cow" mob. While they are nothing too special, they do drop leather when killed. These creatures can be saddled and flown around.
- Added a new "Aerbunny" mob. These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed. This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world.
- Added a new "Whirlwind" mob. These hostile entities will throw you into the air when you get too close.
- Added a new "Quicksoil Glass" block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil.
- Added a new "Zanite Block". This is a purely aesthetic block, for the purpose of storage and building materials. It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them.
- Added a new "White Flower" block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future.
- Added a new "Purple Flower" block. These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items.
- Added a new "Freezer" block. This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement. Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches.
- Added a new "Ice Ring and Ice Pendant". When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever. These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron.
- Added a new "Healing Stone" item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards.
- Added four new craftable capes: "White, Blue, Red and Yellow". These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic.
- Added four new Dungeon Rewards. One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards.
- Added a completely new "Main Menu" which is interchangable in-game and with the mod_Aether.cfg file. This menu, by default, has an "Aether Theme", with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played. This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: "Q" for Quick Load, "T" for Toggle Theme, and "W" for Toggle World. The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the "Classic" style of buttons and logos (which includes the Minecraft logo, etc), or the "Aether" style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off. While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the "Aether" styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with mod_Aether.cfg, which can be found in /.minecraft/config/. By default, "aetherMenu = true" means that Minecraft will always load with the Aether styled buttons and logo. If you change that to "aetherMenu = false", your game will always load with Minecraft styled buttons and logos. Additionally, the default "worldMenu = true" means that your game will always preview your previously played world on start up. However, if you change that to "worldMenu = false", your game will always start up with the classic Minecraft menu in normal Minecraft.
The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS. It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly!
ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API. Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01.
There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen. It actually isn't, you just need to wait a few seconds for the menu to do its thing.
We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts!


New SinglePlayerCommands Patch out!
To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:
Enjoy!
Stay Tuned

Thanks to DirtyMoDz7s for the video!
Thanks to RZGamez for the video!
One of the biggest projects in Minecraft Modding history is now completed. Five very well-known and talented modders (Kingbdogz, Kodaichi, Shockah, Flan and 303) have joined forces to develop the Aether, a celestial realm found in outer limits of the atmosphere. The Aether is what you could call the "antipole" of the Nether. The Nether is a network of desolate, fiery caverns filled with bloodstained Cobblestone and sticky Soulsand; it lies beneath the very soil of our Minecraft world. The Aether, on the other hand, is a collection of floating plains and islands, all connected together to create a breathtaking dimension of the skies. Even during the night, the Aether is still quite peaceful, and a normal day in the Aether is the equivalent of three days on the surface.

Aerwhales, the gentle giants of the Aether, can be found floating in the horizon, munching on Golden Oaks and strips of Blue Aerclouds as the sun climbs higher in the sky. When the sun falls, Cockatrices crawl away from their well-hidden nests, ready to attack. Peaceful as they may seem, these deadly birds shoot poisonous needles at you when provoked. They are one of the few hostile mobs in the Aether.

The Aether isn't always fun and games though; elaborate dungeons are protected by powerful Guardians and sleeping sentries which await watchfully. They can be found in the sides of massive floating islands, containing locked loot chests with otherwise unobtainable singular items and blocks worth the effort of slaying their key bearing protectors.

Dungeons have three levels of difficulty. Bronze, Silver and Gold; Bronze being the easiest, and Gold being the hardest. This means that the Bronze Dungeon will be easier to handle, but the Dungeon will only yield "good" items. Silver Dungeons are slightly harder, and reward you with much better unique items. Gold Dungeons are extremely hard, but you will be rewarded with incredibly powerful items. These unique rewards CANNOT be obtained any other way.

Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.

Flying Pigs can also be found wandering around the Aether, and occasionally flying freely through the air. These creatures can be saddled with a Saddle, and flown around without having to deal with a taming process. This allows players to quickly hop into the action. However, Flying Pigs can only jump once, and do not have the privilege of mid-air jumps like the powerful flying Moas.

The Portal to the Aether is made out of a Glowstone Frame, and can be activated with a Bucket of Water!
New Accessory System:
We've implemented an entirely new "Accessories System" for the mod. This will include 8 entirely new slots to customize your character. Items such as Pendants, Rings, Gloves, Capes and even special Shields can be worn. Various "Miscellaneous Accessories" can also be worn in the two blank slots.
Above is an example of Accessory items being worn.
Pendants
Description: Pendants can be worn on your character with the new Accessory System. They are worn over the top of the players skin, so when Armour is worn it will be hidden. Gold and Iron Pendants are simply decorative accessories, but Zanite Pendants will increase your mining speed when worn. Zanite accessories slowly degrade when worn, and the more damage it takes, the faster your mining speed with increase. Zanite accessories also slightly increase your armour.
Rings
Description: Rings can be worn on your character with the new Accessory System. Gold and Iron Rings are simply decorative accessories, but Zanite Rings (like the Pendants) will increase your mining speed when worn.
Capes
Description: Capes can be worn on your character with the new Accessory System. They are worn on your back and can be seen very clearly when in third person mode. Normal "Swet Capes" (image above) are simply decorative, but one particular Dungeon Reward (which is a cape) has a very useful ability.
Gloves
Description: Gloves can be worn on your character with the new Accessory System. They are worn on your hands and can also be seen in first-person view. These provide extra protection for the player, and with some special armour sets, are required to activate the "Set Ability".
New Blocks:
Aether Dirt
Description: Aether dirt is the basic dirt in the Aether, and will grow into Aether Grass when exposed to sun light. It is much easier to mine than normal dirt found on the surface.
Skyroot Logs
Description: Skyroot Logs are the main base of Skyroot Trees. They provide the basic essential for your Aether adventures, and can be crafted into four Skyroot Planks.
Skyroot Leaves
Description: Skyroot Leaves are the "Leaf" blocks of Skyroot Trees. On chance, they will drop a Skyroot Sapling to replant.
Golden Oak Logs
Description: Golden Oak Logs make up the base of Golden Oak trees. They are embedded with Golden Amber, which can be used to craft very powerful Golden Darts.
Golden Oak Leaves
Description: Golden Oak Leaves are the "Leaf" blocks of Golden Oak trees. They occasionally drop Golden Oak Saplings and Golden Apples.
Skyroot Sapling
Description: Skyroot Saplings allow you to replant Skyroot Trees.
Golden Oak Sapling
Description: Golden Oak Saplings are occasionally dropped from Golden Oak Leaves. They can be replanted into Aether Dirt to regrow a Golden Oak tree.
Skyroot Planks
Description: Skyroot Planks can be crafted from Skyroot Logs. They can be used to craft Skyroot Sticks and from there, Skyroot Tools.
Holystone
Description: Holystone is the common stone block in the Aether, and can be used to craft Holystone Tools.
Mossy Holystone
Description: Mossy Holystone is a rare Holystone block that can be found at the base of an Aether Dungeon entrance.
Cold Aercloud
Description: Cold Aercloud is a very common type of Aercloud found in the Aether. Long strips of them can be found in the formations of clouds. They have very strange properties; while sometimes they will prevent fall damage, other times they will not. Use them wisely, but be wary when falling from large heights. They can also be crafted into Cloud Parachutes.
Blue Aerclouds
Description: Blue Aerclouds are slightly rare than Cold Aerclouds, and bounce mobs when coming into contact.
Gold Aerclouds
Description: Gold Aerclouds are the rarest type of Aercloud. Alone they do not have any special properties from normal Cold Aerclouds, but they can be crafted into Golden Parachutes which have 20 uses rather than the normal 1.
Quicksoil
Description: Quicksoil can be found on the sides of islands. When mobs walk on it, their movement speed is increased. However, it takes a while to build up speed. These can be both a good block to abuse its speed, but also a dangerous block to come into contact with.
Icestone
Description: Icestone can be found in large chunks, usually on the sides of islands. One placement, they will freeze all water and lava sources around it.
Ambrosium Ore
Description: Ambrosium Ore is a common block found in the Aether. It drops Ambrosium Shards, which can be used for Torches, fueling Enchanters, and even healing.
Zanite Ore
Description: Zanite Ore is slightly rarer than Ambrosium Ore, and can be found on the sides of islands. Zanite Gemstones are dropped from these ore blocks, and can be used for a variety of recipes (including Zanite Tools and Zanite Armour).
Gravitite Ore - Enchanted Gravitite
Description: Gravitite Ore is the rarest ore-type in the Aether, and can be enchanted into "Enchanted Gravitite" blocks. Gravitite Ore, by default, will float up into the air. However, Enchanted Gravitite only floats up into the air when powered with redstone. Enchanted Gravitite is required to craft powerful Gravitite Tools and Armour.
Pillar
Description: A decorative Pillar block found on the outside of Silver Dungeons.
Pillar Top
Description: A decorative Pillar Top block found on the outside of Silver Dungeons.
Ambrosium Torch
Description: Ambrosium Torches are like regular torches, just crafted with Skyroot Sticks and Ambrosium Shards instead.
Enchanter
Description: Enchanters are a new type of tile entity which can be crafted. They require Holystone blocks and one Zanite Gemstone to craft. By default, it uses Ambrosium Shards as fuel, and can repair damaged tools or items; the more damaged the tool is, the more fuel it requires. It can also enchant a few existing items into more powerful versions.
Incubator
Description: Incubators are a new type of tile entity which can be crafted. They require Holystone blocks and one Ambrosium Torch. By default, it used Ambrosium Torches as fuel, and can incubate Moa Eggs into Baby Moas.
Locked Chest
Description: Locked Chests are found in Dungeons, and cannot be broken. To acquire their rare lot within, you must obtain a key from the Dungeon Boss.
Dungeon Stones
Description: Decorative blocks found within the Aether Dungeons.
Dungeon Lightstones
Description: Decorative blocks found within the Aether Dungeons which radiate a small amount of light.
Aerogel
Description: A slightly transparent block which is resistant to all explosions.
New Items:
Skyroot Stick
Description: Skyroot Sticks are used for several different crafting recipes. They are crafted with Skyroot Planks.
Ambrosium Shard
Description: Ambrosium Shards can be obtained from Ambrosium Ore blocks. Not only are they used for crafting torches and fueling Enchanters, they can be used as healing items as well.
Zanite Gemstone
Description: Zanite Gemstones are found from the Zanite Ore blocks. They can be used to craft a wide variety of items and blocks (including Enchanters, Zanite Toolsets, and Zanite Armour).
Cloud Parachutes - Golden Parachutes
Description: Clouds Parachutes are items which can be used to safely fall from the Aether. When you transition from the Aether to the Surface (upon falling) the Parachute will automatically activate and drift you down safely. These parachutes are a one use only, and can be manually activated as well. Golden Parachutes do the same, except have twenty uses.
Moa Eggs
Description: Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.
Golden Amber
Description: Golden Amber is used to craft Golden Darts, and can be obtained by harvesting logs from a Golden Oak tree.
Aechor Petal
Description: Aechor Petals can be obtained from poisonous, purple Aechor Plants, and are used to create Poison Dart Shooters and feed Baby Moas.
Dungeon Keys
Description: Dungeon Keys can be obtained by their respective Bosses. They are used to open the locked chest, which contains the Dungeon's rare loot.
Blue Music Disk
Description: Blue Music Disks can be obtained by enchanting a Green or Gold Music Disk. It will play a new song by author Noisestorm.
Darts
Description: Golden Darts can be crafted with Golden Amber, Skyroot Sticks, and Feathers. Additionally, you can enchant and poison these Golden Darts. Poison Darts are not affected by gravity, making it great for sniping down far-distance enemies.
Dart Shooters
Description: Dart Shooters can be crafted with Skyroot Planks and a Zanite Gemstone. They can also be enchanted to shoot Enchanted Darts, and combined with an Aechor Petal to shoot Poison Darts.
Skyroot Toolset
Description: The Skyroot Toolset is the weakest Toolset in the Aether. However, it has one of the best side-abilities, which is to gain double-drops from the blocks they mine and the enemies they kill. The double-drops cannot be abused though, as the Toolset will only return double drops from Generated blocks that have already existed in the world. You cannot place a dirt block and then mine it to get double drops, as it is NOT a generated block, it is placed by the player.
Holystone Toolset
Description: The Holystone toolset is slightly more powerful than the Skyroot Toolset in terms of strength, and occasionally drops an extra Ambrosium Shard upon mining a block or attacking a mob.
Zanite Toolset
Description: The Zanite Toolset is the second most powerful toolset, and has the side-ability of getting stronger the more you use it.
Gravitite Toolset
Description: The Gravitite Toolset is the strongest toolset. Normal harvesting tools can right click their respective blocks to make them float up, while the Gravitite Sword can launch mobs in the air when attacking.
Skyroot Buckets
Description: Skyroot Buckets can be crafted with three Skyroot Planks. They can collect Milk and Water, but not Lava. They can also collect poison from Aechor Plants, and those Poison Buckets can be enchanted into Remedy Buckets to heal your poison side-effects.
Lore Books
Description: Lore Books can be used to reveal more information about an item or block. Just right click while you have one in hand, and place an item or block in the slot. There are three volumes: One for the Surface, Nether and Aether. The Aether volume can be obtained when you first join the Aether. The rest can be obtained in Dungeon chests.
Victory Medal
Description: Victory Medals are items which can be obtained by defeating Valkyries, protectors of the Silver Dungeon. They are used to prove your skills in fighting to the Silver boss.
Zanite Armour
Description: Zanite Armour has the strength of Iron, but gets stronger the more it is damaged.
Gravitite Armour
Description: Gravitite Armour, when fully worn (with Gloves as well), will give you very high jumps. It will also prevent all fall damage. It are as strong as Diamond Armour.
Dungeons:
Dungeon Rewards
Description: Above are all the Dungeon Rewards you can get. For the sake of surprise, I will not name or describe any of the rewards, so that you can get the best experience possible when looting Dungeons. You will get better rewards depending on what type of Dungeon you conquer. The blocks which make up a dungeon cannot be mined until the boss within is defeated.
Bronze Dungeon
Description: Bronze Dungeons are the easiest of the Dungeons to defeat, but are still challenging and yield very powerful rewards. The Boss within cannot be harmed with swords or projectiles, but instead requires a PICKAXE to defeat.
Silver Dungeon
Description: Silver Dungeons are slightly harder than the Bronze Dungeon, and contain slightly more powerful rewards. These Dungeons are found in the skies as great temples, and are guarded by the humble natives of the Aether; the Valkyries. They will not fight you unless provoked, and honor a fair fight. Beware: not every chest is as it seems.
Gold Dungeon
Description: Gold Dungeons are the hardest Dungeons to defeat, and contain the most powerful rewards and items in the mod. Unlike other Dungeons, the Gold Dungeon does not have any defenders leading up to the Boss; the Boss greets you as soon as you enter the Dungeon. This Dungeon can be found in giant floating mountains with a collection of Golden Oaks on the mountain's top. This Boss in particular cannot be harmed with any item in the game; you must figure out a way to defeat it once you confront it.
Example Recipes:
Skyroot Planks
Skyroot Sticks
Cloud Parachute
Golden Parachute
Ambrosium Torch
Saddle
Enchanter
Incubator
Dart Shooter
Poison Dart Shooter
Golden Dart
Poison Dart
Gloves
Gravitite Pickaxe
Gravitite Shovel
Gravitite Axe
Gravitite Sword
Enchanting - Blue Music Disk
Enchanting - Repairing Damaged Tools
Enchanting - Gravitite Ore
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- Hozz (for helping me with some Sprites)
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- Kanza and Divinux for the alternate support banners.
~ Stay Tuned ~
223
Attention to all the “would be” posters:
Read what is written here. All of it. If you need to ask a question about the mod, and it is answered in the OP, then I am going to ignore you, and I ask that those with the decency to actually read the OP do the same.
Our forum is at: http://fc-mod.com/index.php, feel free to join, all civil discussion is welcome, all uncivil discussion is not. Please do not use the old forum unless your name is Dr. Mackeroth, Shiva or Fr0stbyte124.
Imagine:
You have had an interesting day in the mines. You had worked hard, and had helped to find a seam of iron. In amongst this iron, you found a strange new material, which you name crocite (THIS IS NOT GOING TO BE ADDED). A fellow miner had taken the crocite to the village counsel, and they shall decide what to do with it over the next few days.
These are the thoughts that are racing though your mind as you walk back to your house on the outskirts of Midendel, your home village. You have always admired your house, as it had been built on the ruins of a much older structure, built by people who lived, worked, and died in a similar fashion to how you and your people do today. The house was three storeys high, and had a separate bathroom, a rare luxury among miners. As you open the front gate, your pet wolf, Chomper, comes rushing to greet you. You give him some pork, the remains of your lunch, and go inside.
After dinner, you retire to your bed. After all your work today, you fall asleep quickly, only to find that you are tormented with horrible nightmares. Before you, the sky flashes red, and the great Forest of Kururka burns to ashes. All that is left of your village, your home, your life, is ash, floating through a thick grey cloud of dust. You awaken to the sound of an explosion, and you shoot bolt upright with a start. You think that it was just a remnant of your dream, but as you close your eyes, another explosion sounds. You notice this time that before the explosion, there was a bright flash of yellow light, which streamed in through your open window. You hear a scream far off in the distance, and then it stops suddenly. You believe yourself to still be dreaming, so you quickly pinch your arm to make sure you’re awake. No luck, this is real.
You panic. You know that you must get yourself out of here, but go where? As you run out of the house, grabbing your diamond sword and a torch on the way, the answer comes to you; to take shelter in the caverns. Your ancestors had discovered the caverns hundreds of years ago. They had become a place of refuge in times of need, like a few cycles back, when the valley had flooded and much of the forest, and the village were destroyed. As you run, many more flashes and explosions occur, then, as you are only a kilometre or so away from the caves, at the base of the mountain were they are, the noise stops. The night is eerily silent. No owls, no cicadas (which are common this time of year), no sign of sleeping animals; it appears that every creature had just vanished. Even the sound of a hissing creeper would have given you comfort, but alas, there was nothing.
As you stood, just waiting, waiting for a sign, waiting for a sound, you noticed a low, droning hum. It hadn’t been there before, of that you were sure, and you find yourself wondering what it is. Whatever it is, it is certainly getting closer, and you can now feel the vibrations on your skull. The noise continues to get louder, until it reaches a point in which the trees threaten to uproot themselves because they are shaking so much. It is at this all dominating level of sound that the humming stops. You look around you, suddenly afraid now that the humming had been silenced. You see nothing around you as you wave your torch from side to side, but then you look up...
Above you, a thing of incredible size, awe inspiring in the full meaning of the word, is a creature, covered in strange grey materials. You see lights shining brightly down on the forest around you, and you here animals scatter around you as they try to avoid its gaze. At least you can draw comfort from the fact that all the animals hadn’t disappeared. One of lights adjusts its position, and tilts towards you. You follow the lead of the animals, and run. True terror seizes you body as you see your shadow below you, illuminated by a light that seemed to tear through your body, and peer straight into your soul. You turn to face the source of the light, and hold your sword up in defiance of this strange creature that fills the sky.
A ball of fire erupts from the creature, and you think perhaps that it is dying. You feel a slight ting of compassion for it, than you remember an elder telling you about ghasts, that shoot fire balls like this, and you realise that the creature is trying to kill you. As the ball hits the tress and explodes, the shockwave flattening the trees ear it, you realise this is the sound you heard before. The shockwave hits you, and the light fades, as does the world around you, turning to grey, and you realise that you’re dying. Dying, as you had been thrown back into a fallen log, and you could tell that your bones were broken, your skin torn, your life fading, quickly. It would be over soon, over soon.
I hope you liked my story, I wrote it as an example of what this mod should be able to achieve, and certainly what I want it to achieve. What Steve in the story saw as giant creatures were in fact spaceships, which had come to collect the “crocite” as it is useful for their technology.
Now, welcome to Futurecraft...
I apologise if some of my formatting is not quite right: I imported the topic into Word to fix up spelling and grammar mistakes. Didn't go so well...
We now have a forum!
http://fc-mod.com/index.php
Introduction to the team. Read if you are interested in helping.
Poll results were definitive:
- Consumable energy was fairly popular
- Space was nigh on unanimous
Both will be added.
People required (old system):
ALL PEOPLE WANTING TO HELP WITH THE DEVELOPMENT OF FUTURECRAFT MUST PM ME A FORM CONTAINING THE FOLLOWING:
1- What you can help with, and your preferred article to mod (e.g. Weapons, ships, mining equipment, etc.)
2- What experience your have, including examples
3- When you can work
4- What access to resources you have (what software and hardware you have)
You will then get a reply FROM ME, saying what you will be working on, including all the details.
Once you get this reply, you will be allowed to post on the Futurecraft development and modding page of the Futurecraft Forums. No one does, so just start a development log.
NOTE: All modders or other team members will need to submit to me a weekly report of their progress. Failure to do so will result in immediate voiding from the team.
Current team members:
Project leader: Me (if you have a problem, please say so)
Modders: Fr0stbyte124 (currently working on space ships), me (currently figuring out how Java works), Ectrimble (working on armour and weapons, after inter-server travel is finished [turns out he does it all the time]), Danice123 (surently doing power, despite everything)
Texture artists: Fenway (who is going to be deleated soon if he doesn't turn up) and myself
Sound: MonsterTeddy (who is creating new tracks and sounds).
Test servers: contact me and tell me that you have a server that we can use.
Banners by WildWild
I extend my thanks to MineCrak, who is helping in a great deal of (good) advice.
Also, thanks to Ivorius and MineT, for Gravity Craft. Planets are possible!
Anyway, to business:
Greetings to all you Earthlings out there! I have thought up an idea for a mod which, if executed properly, will possibly be the greatest (but hopefully not the hardest [too late, it is]) mod ever. If it is successful enough Notch might even add the main idea (the interserver travel, and the possibility of trade and war) of this mod to Minecraft.
By know you are (hopefully) wondering what could possibly be so good, and not falling asleep or closing the page. So I shall tell you:
This mod has three main (more like 10) parts to it:
Inter-server travel
A passionate speech by yours truly:
Those who say that this is a bad idea are wrong. I believe in what Notch said “that the future of Minecraft is in multiplayer”, and what better way to do this than to be able to have better communication between worlds? This way we can work together to build a better world, a world that we can share, and if so desired, a world that we can conquer. This important part of the idea isn't the inventory being able to be taken between worlds but entities. What inspired me to write this was the thought of flying through a wormhole, appearing on an unsuspecting world with a massive fleet in tow and levelling their cities, buildings and towns to the ground? (Things like the ability to have wars would be configurable to avoid people quitting servers and flaming at the makers of this mod. They can't blame us if they know that war could happen at any time.)
Now, we plan to have three main ways to travel between
servers: through Stargates, Jump-gates (or Supergates) and through FTL travel.
To explain:
Stargates
These will be crafted, using a fair amount of resources. You
will need a D.H.D to activate it. The D.H.D will also be crafted. To travel
through a Stargate, you will right click on the D.H.D, which will open a GUI.
This GUI will have a list of all Futurecraft servers, plus their gate
addresses. The gate address will be a series of 7 symbols which will correspond
to a particular IP address. It stands to reason then, that each IP will have an
individual gate address, which will be calculated from the address as needed,
not programmed into the mod itself. If anyone is worried about the number of IP
addresses being greater than that of the Stargate addresses, don’t worry, there
are 56,336,822,780 different gate addresses, compared to 4,294,967,296
different IP addresses (you can see why we don’t want to have to code in that
many gate addresses, especially seeing as only a fraction of these will be
eligible servers.
Stargates will be large enough for people and fighters to
pass through (maybe also some form of car type transport, and jets). Only one Stargate per
system is allowed (I.E. world).
Jump-gates/Supergates
This section is likely to change.
This will be crafted in sections. You will need 90 of these
sections to fully complete the gate. When each section is crafted, it will
automatically be placed in the world (too big to logically fit in your
inventory), and shoot off into space. When in space, it will position itself
directly above the spawn point of the server, several kilometres above the
lower end of space. When all 90 are in place, you will need to power it. To
power it, you will need to place a ZPM in any of the sections. Simply take a
space suit, jump onto one of the segments with a ZPM in hand, open the
inventory of the segment, and place the ZPM in. Once this is done, you are free
to activate the gate using a spaceship. Just fly neat the gate, and a button
will pop up in the control chair’s GUI, asking if you would like to activate
the gate. Once active, the gate will remain open for 1 minute, so make sure to
have all ships in position.
FTL travel
There will be various FTL engines that can be installed on
ships. Using the control chair on your ship, or a computer interface, you will
be able to open a GUI (from the main menu of ship features) that has a map of
all Minecraft servers (with Futurecraft), similar to the galactic map on Spore
(for those who play it). You will be able to travel to all servers within a
distance, a distance that depends on the type of hyperdrive engine. The travel
speed will be dependent on the distance of the servers, and the type of
hyperdrive engine. For two servers close to each other, with an advanced
hyperdrive, the flight would be near-instantaneous. But for longer distances,
from one side of the “galaxy” to the other, even with an advanced hyperdrive,
the journey would take hours, if not days, real-time. I will spare the
technicalities of how it will work, because my way may not be the best way, and
I will let the modders do their work.
Escape pod
Craft-able and can't fly on its own. When powered by Redstone, it will fly straight down and land on the ground (will avoid water and lava, as well as high cliffs). If it is jettisoned in space (explained later), it will fly to the nearest server and spawn at a random at the top of the world. They are only 1 by two blocks and have 20 vehicle health (explained later), and has no weapons.
Fighter
Craft-able (possibly using the plane crafting bench from Flan's mod), has two laser guns that disintegrate mobs and blocks (10 points of normal damage, 5 points of vehicle health, fires at about 3 shots a second). It uses 10 energy points per second, can be fuelled by Redstone, batteries, and oil. It can't travel through hyperspace, and only holds one person. 75 vehicle health.
Drop ship (landing craft)
a small ship that must first be built and then have a core installed a core to fly. It can support up to 10 points of turrets, no shield, (explained later) and can be up to 500 blocks big (as a box around the craft). When built, it must contain a tank or other vehicle (explained later). It moves slowly and is only designed for small recon missions and not for heavy duty fighting. 100 vehicle health points, 20 energy units per second, can be fuelled by everything except a ZPM.
Frigate
A light warship that is easy to make. It is a primary affordable fighting tool in any fleet, and is often carried on larger vessels until needed. 20 points for turrets, can support up to 100 shield health (like vehicle health, only replenishes over time), 200 vehicle health, fast sub-light speed, can support a light hyper drive. Takes all power types except ZPMs. 500-1 000 blocks 3.
Diplomatic ships
this ship can't be attacked (by other ships), but it can't support any turrets. It has 200 vehicle health points, no shields, and uses 15 energy points per second. It can take any form of energy besides a ZPM. It has a medium hyper drive and medium sub-light speed. 500-1 000 blocks 3.
Cargo ship
Cargo ships are long range transporters. Unlike other ships, they are built, and then connected to trailers, like a truck. The head of a cargo ship has 150 vehicle life, no shield, 6 turret points, and uses 30 energy points per second. The trailers each have 100 vehicle lives, 6 turret points, and use an additional 10 energy points per second. The ship has a slow sub-light speed and long warp. The head and each of the pods can be up to 1 000 blocks3.
Cruise ship
Cruise ships are all round, general purpose war ships. They have 40 points for turrets, can support up to 200 shield points, 200 vehicle health, and use 30 energy points per second. Medium hyper drive and medium sub-light speed means that it is good for most missions. 2 500-10 000 blocks3.
Battle cruiser
A more powerful warship than the cruise ship (but much harder to make). 60 points for turrets, up to 300 shield and health points, 45 energy per second. Also with medium hyper drive and medium sub-light speed. 10 000-20 000 blocks3, one point for special weapon. This and all ships henceforth can support all fuel types, including the ZPM.
Dreadnought
this is a powerful ship that is designed for one purpose: to destroy every living thing on the planet it is attacking. There are two different kinds of these ships: dreadnought and super dreadnought.
The dreadnought has 200 points for turrets, 500 vehicle health and shield points. Slow sub-light and long warp (although it travels 30% slower than normal warp. It uses 60 energy points per second. 20 000-100 000 blocks3. 2 points for special weapons.
The super dreadnought is like a larger and more powerful version of the dreadnought. It has 400 points for turrets, 1000 health and shield points. It has super slow sub-light, and travels 40% slower than normal warp. Using 120 energy points per second, it’s a guzzler for power. 100 000-500 000 blocks3. It can support 5 points for special weapons.
Assault ship
these are long range, heavy war ships. In their immense cargo holds they carry whole battalions of troops, along with many smaller craft. 300 turret points, 1 250 life and shield points, and uses 150 power units per second. (That's a massive 2.5 Redstone torches every second). Medium sub-light, long warps engines. 5 00000-1 000 000 blocks3. 2 points for special weapons.
Easter egg ship
Obviously, I can't disclose much about this vessel, you will have to discover the recipes and features of this ship on your own. However, I will tell you that it doesn't have limitations like the other ships, and that it is big. Really big. Also insanly complex to build.
Have a video on Fr0stbyte124's progress on ships:
Gizmos, gadgets and various doomsday devices
Stationary shield: a shield that place on the ground and it covers a large area in a bubble. The shield can be any size or shape; it depends on how many emitters you have, each emitter will provide shielding for 1000 blocks. It uses 20 energy units per second, per emitter.
Docking port: like a spaceship, it needs a core to work, but it can't move. It works as a hangar for smaller ships, and a docking port for larger ships. It needs a core so the facility can be destroyed as a whole, and also so it can have working cargo doors and others devices. Health is No. of blocks divided by 10. It has 200 shield health points. 40 energy per second.
Anti-air gun: craft-able, has inventory for fuel. Does 20 points of vehicle damage, as a rail-gun (rapid fire). 5 energy per shot.
Light space gun: good for small vessels, does 40 points of vehicle damage, as large laser burst (medium fire rate). 30 energy per shot.
Drone pad: preferred weapon of those with... class, certainly my favourite, these are controlled in exactly the same way as the ship version of drone launchers, except that the launcher must be connected to the control chair (and both to a feasible power source) via wiring.
Ion cannons. Enough said. (Fine, if you must know: 500 vehicle health point damage, long reload, auto aiming). 200 energy per shot.
Wire-less controls: Great for controlling such thing as (larger) doors, shields, towers, bombs, and other things. Needs to be linked to a control chair to work and it uses 5 energy units per command. These can also be placed on ships. They can link to two other wireless emitters and up to 5 Redstone/wiring out/inputs. This means that you can have a weapon on top of a mountain, that has its own power source, and a control chair (also with a power source) linked via a wireless transmitter, allowing the control chair to fire the weapon. On ships, you can of course stick a diverter into the ship’s hull so the weapon and chair can be powered directly from the ship's main power source.
Radar tower: Self explanatory, they can track multiple ships. The radar dish is crafted, and needs to be connected to both a power source and a computer screen or control chair.
Hand held weapons (ascending order from least to most powerful)
All weapons require a battery to be operational (unless specified). How long it lasts before it needs to be replaced (by placing both the weapon and the fresh battery in the crafting grid) is specified in each description.
All weapons will shatter glass (unless specified)
Stun gun: 2 damage points, stun (disable movement) for 5 seconds, and blurred vision for 15 seconds. Fires at a rate of 1/s (1 shot per second), lasts for 500 shots. No ammo required, Range of 50 blocks.
Rapid laser gun: 2 damage points, fires at a rate of 4/s, lasts for 1,000 shots. No ammo required, range of 100 blocks. It will set flammable blocks on fire, and does not break glass.
Bolter: 5 damage points, fires at a rate of 1/2s (1 shot per 2 seconds), lasts for 500 shots. Requires light bullets, range of 100 blocks.
Assault rifle: 5 damage points, fires at a rate of 1/s, lasts for 100 shots. Requires light bullets, range of 200 blocks.
Laser sniper: 10 damage points, fires at a rate of 1/5s, lasts for 200 shots. No ammo required, range of render distance. It will set flammable blocks on fire.
Plasma beam Projector: 20 damage points, continuous beam, lasts for 20 seconds (fully depletes battery). No ammo required. Range of 20 blocks, and it will disintegrate blocks within 10 blocks, when hit directly with the beam.
Grenade: 30 damage points, fires at a rate of 1/5s (assuming you have multiple in your inventory). Explosion power of 100 (same as TNT), throw distance of up to 50 meters.
Ship weapons (Arranged from least to most powerful)
Rapid laser turret: 2 vehicle damage points, fires at a rate of 5/1s, 2 EUs per shot, can be controlled via wireless, no ammo required, 1x1x1 (using x, y, z), 2 turret points.
Rail gun: 10 vehicle damage points, fires at a rate of 5/1s, 5 EUs per shot, can be controlled via wireless, ammo required (heavy bullets, stores up to 1000, otherwise can be fed from an ammo dispenser), 1x1x2, 5 turret points.
Bomb and bomb bay: 50 vehicle damage points, single time fire, needs to be powered by Redstone, 10 EUs per shot (remember that it will draw power from the ship’s main reactor(s), not the Redstone torches that may be involved in the loading mechanism), cannot be controlled via wireless, ammo required (stores 1, needs to be reloaded manually, bomb does not stack in chest/inventory), 1x1x1 (bomb bay), 2 turret points.
Missile tube and missile: varying vehicle damage points, single time fire, 50 EUs per shot, cannot be controlled via wireless, when ammo is placed (missile) in tube, it will automatically fie, 1x1x9 (tube, missile is 0.5x0.5x4), 5 turret points.
Missile types (note that all have 2 minutes of fuel, after which, they will explode automatically, regardless of what else might be happening):
· Thematic: travels in a straight line until it impacts either a block or an entity, doing 100 vehicle damage points. Blast radius of 100 meters
· Homing: will lock onto the nearest ship with an unfriendly IFF, and follow it until it runs out of fuel, or reaches its/a target, also doing 100 vehicle damage. Blast radius of 100 meters
· Nuclear: will target the largest enemy ship in range (1 minute travel time, to allow for misadventure), and follow it until it runs out of fuel or reaches its/a target, doing 1000 points of vehicle damage (it’s only a small nuke), and flooding the area with radiation. Blast radius of 500 meters.
· EM pulse: will target the largest enemy ship in range and follow it and follow it until it runs out of fuel or reaches its/a target, when it will cause a 1km shockwave which will cause all electronics on ships to go haywire. Shield health will fluctuate wildly, weapons will suddenly start firing everywhere, Redstone and wiring will short circuit (with a chance of exploding), fighters will spin out of control, missiles may target their own ships, and it is total chaos!
Plasma cannon: 100 vehicle damage points, fires at a rate of 1/5s, 200 EUs per shot, can be controlled via wireless, no ammo required, 2x2x3, 10 turret points. Pretty much the weapon you typically see ships on science fiction shows using.
Tractor beam: no vehicle damage, continuous fire, 100 EUs per second of use, can be controlled via wireless, no ammo required, 1x1x1 (must be placed in the hanger of the ship (i.e. a section of the ship that has a force-field or large door between in and space.)) It will draw ships into the hanger of a larger ship (of course it won’t if the ship it is trying to pull in is larger than the entrance to the hanger).
Special weapons
Plasma beam weapon: 100 vehicle damage points per second of contact, beam lasts for 10 seconds, requires one minute of cool down time, 1500 EUs per shot (can hold charge), 3x2x5, 1 special weapon point. Note that it rotates at a rate of 10° per second, meaning that a fast ship can escape it easily.
Accelerator cannon: 2000 vehicle damage, single time fire, 3000 EUs per shot (can hold charge), 7x7x51, 5 special weapon points. To fire, a person must construct a 5x5 cube of either iron or Naquadah at the far end of the cannon. When the cannon receives a command to fire from a control chair, the doors at the front end (open to space) will open, and the cube will be propelled out into space at an extremely high velocity, destroying near most everything in its path (assuming the cannon has enough charge).
Drone launcher: complicated vehicle damage, fires at a rate of 50/1s, 100 EUs per shot, 3x3x10, requires ammo (drones, it can hold up to five, and then it must have drones supplied from a drone feeder). When fired, drones will find the nearest target and follow it. Drones can penetrate hulls of up to three blocks thick, and destroy fighters without exploding. In larger ships, they will head in the direction of the core block, and each one will go through three blocks of the ship before exploding and probably taking out another few layers of the ship as well. Eventually one drone will make it through to the core, disabling the ship. Any drones that find themselves in a ship that is already disabled or destroyed will target another ship or return back to their storage on the firing ship. Perhaps a video will help make sense of how they work:
Silicon chips: made from sand and Redstone. Needs to be smelted after crafting. Used in more basic electronic components
Control crystal: made from Glow stone, Redstone and diamonds. Used in more advanced electronic components.
Alloys: to make these, you need a smelter (craft-able with 3 furnaces surrounded by iron). They go as follows:
- Trinium, made from iron, Naquadah, and titanium
- Steel, just smelt iron
- What else?
this is just a taste of what is to come, like the ships, you will have to discover most of by yourself! Good luck Minecraftians.
..."Plus a few miscellaneous, nick-knacks"
Consumable energy
this will mean that mechanical devices will use up energy. There are several ways to power devices:
- Batteries, they store 500 energy units
- Vehicle batteries, they store 5000 energy units
- Generator, has to be next to a furnace to work, if the furnace is burning, the Generator will produce 10 units of energy per second
- Solar panels, needs to be outside, generates 10 units of energy per second, per block
- Nuclear reactor, generates 1000 energy units for every lump of uranium put into it
- Fuel rods made from uranium, put into reactor for 5,000 energy units each
- ZPM (Zero Point Module), draws energy directly from sub-space, 1,000,000,000 units of energy
All of the energy sources would need to be directly linked to the device(s) that they are powering by Redstone, except for the reactor and ZPM, which contain too much energy to be transferred by Redstone, and must instead be transmitted by a special mix of Redstone, diamond and iron piping.
For the fighter space ship (as you can't place any of these blocks in it, and it can't have a line of Redstone connecting to a power device), you must place batteries in its inventory (similar to a plane form the planes mod)
I was perusing (what a great word) the Industrial-Craft mod, and realised that how the energy in that mod worked is similar to how it could work in this one. We have permission to use their base code for energy.
Space, the final frontier
Space will be added in this mod, judging by the poll. If you read the replies to this thread, you will have a fairly good idea of what it is. To explain:
Space can only be accessed by spaceships (and possibly space elevators). To get there, you will need to be going very, very fast (obviously not at actual escape velocity, that would crash Minecraft. Once there, you need to be completely surrounded by blocks, otherwise it means that you are exposed to space, and will start losing health rapidly (like lava). At least in the early stages of the mod, we won't go into great detail about atmospheric pressure and consumable air, although this could be added later. Of course there would also be space suits, which will decrease in uses while in space, and increase in uses while in a pressurised environment.
The terrain generation is fairly simple, generate nothing. Nothing besides empty void, with visible stars, and perhaps occasionally asteroids (weather we should add these or not is being debated). To work out were each server is in the Minecraft "universe" we will use the map of the Internet, and the locations of each server (its IP address) on the picture will determine its actual location. Some scale or another will be used to calculate distance (and therefore travel time) between these servers. Resized to 19% (was 4000 x 4000) - Click image to enlargefile:///C:/Users/MyDell/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg
for orbital views of planets, the idea is not yet resolved.
Robots
this idea will help people have large armies without many people. Robots would be craft-able, meaning that many could be mass produced. There are several kinds of robots:
Gigamettalix's ideas (completed by me):
- The sentry. Sentries float around guarding objects and sometimes even participate in battle; they have a cube for a body and a single laser eye that it uses to attack (2 normal damage, 1 vehicle damage, 5 healths, and 1 energy unit per 5 seconds).
- The sentinel. Sentinels have all sorts of upgrades that are equipped able, such as rapid fire, they also are bigger, faster and stronger than sentries, although they have a higher price tag. (Basic model has a 4/2 damage laser, 10 health and uses 1 energy per second)
My ideas:
- Battle robot: Same size and shape as a human (so it can use a modified version of the human skin). Fires lasers that do 5/2.5 points of damage. 15 lives, uses 2 energy per second (fuelled by batteries).
- Advanced battle robot: Similar to the normal battle robot, but with an 8 damage laser (4 vehicle damage) and 20 life points. 3 energy per second.
- Juggernaut: Twice the height of a person (looks quite different though), 15 damage laser (7.5 vehicle damage), 30 vehicle life, 5 energy per second.
All of these robots can be switched between sentry mode (if they stand on the spot, they will shoot any enemy that gets too close and only moves when attacked), and follow mode (where the follow you, or any person on the same sever as you, the creator of them). In follow mode, they will protect you automatically, similar to wolves.
Need a crew? (Ideas by Kronath, alternate suggestions by me [in not red])
* There has been some controversy over these ideas, perhaps a poll?
With the number of people normally on a server (5-15 in my experience), I think people would end up with either tiny fleets with a small crew in each ship or bigger fleets with almost crewless ships. To fix this each player would be able to captain a ship crewed by NPCs.
the Ranks:
Admiral / General - This is the server Admin. They are in charge of appointing Squadron Commanders (OPs) and get first choice when selecting a ship to command.
Squadron Commander - All Squadron Commanders are OPs, but not all OPs are Squadron Commanders. Their job is to appoint Captains and to command the fleet when the Admiral is not present. Squadron Commanders get to choose their ship after the Admiral has his/hers.
Captain - The ordinary players in the server that have been appointed by Squadron Commanders to Captain a ship. They do not get to choose their ship, but are given one by their Squadron Commander. I think that it would be wiser if the captains could choose their ship, but can only fly ships which they have licence for.
Lieutenant - Players that have not been given command of their own ship. They serve under a Captain until a Squadron Commander gives them a ship of their own.
Sergeant (maybe something else) - NPCs that crew each ship. Their real purpose is just to make the ships livelier instead of looking like a ghost town. Because of this the AI doesn't have to be very good, just wander around the ship (maybe a few could stay permanently on the bridge near control stations). They would have some behaviour, such as the ability to man turrets (and automatically target enemies) as this wouldn't be too hard to code...
Each rank can command the rank beneath it. For example, a Squadron Commander could order his squadron (a couple of Captains + Ships) into a formation and then take control of the entire squadron, flying multiple ships as if they were one. Similarly, the Admiral could order the squadrons into formation and then fly the entire fleet as one ship. Formations would be more for flying around then for battle, as if they take out the head ship, the results would be... ugly at best. Also, this could be hard to code.
Other vehicles
- ATV: light ground vehicle. Fast, 50 vehicle health, single rapid laser gun. 5 EU per second. Fits 2 people (one as gunner, one as driver)
- Hover tank: craft-able (with difficulty), it is a slow but powerful land vehicle. 100 vehicle health. Have a large laser gun (as main weapon) and two rail guns. 7 EU per second. Fits 6 people
- Helicopter: craft-able (with difficulty). Manoeuvrable (responds quickly to commands), with medium speed. 75 vehicle health. Single rail gun.10 EU per second. Fits 2 people
- Jet: craft-able (with difficulty, possibly using plane crafting bench). Extremely fast (to avoid lag, it will display generic blur at high speeds). 100 vehicle health. 2 rapid laser guns, capable of carrying 4 thematic missiles. 15 EU per second. Fits 4 people.
- Mag-lev trains, which are similar to minecarts, only bigger. Not to mention faster...
Battle Armour:
You will need to create a specific “stand” to build these on. You will craft the parts then place them on the parts of the stand that correspond to that part (e.g. you place the arm on the arm holder on the stand). To give it power, the stand needs to have a constant supply of power provided to it, so it can charge the armour, to a maximum of 10,000EUs. There are several versions of the body, which allows for different placements of parts. The parts are as follows:
Bodies:
· Small: about the same size as the player’s total length, the player is inside, and can only see through a small cockpit. Can only support small sized arms and legs. 10 vehicle health points. Required for “standing”. 5EUs per second while player is inside.
· Sitting: the player sits in the cockpit, making it longer than the standing body but quite a bit shorter: can support all sized limbs. 20 vehicle health points. 10EUs per second while player is inside.
· Standing: the body is large enough that the player stands in it, behind a panel. 50 vehicle health points: can support all sized limbs, except small.20 EUs per second while player is inside.
Arms:
· Light arms: can only support light weapons, no impact on speed. Small sized, 10 vehicle health points.
· Medium arms: can support light and medium weapons , 10% decrease on speed, 20 vehicle health points, medium size
· Long arms: can support light weapons, 10% increase on speed, 20 vehicle health points, medium size. Required for massive arms.
· Heavy arms: can support all weapons, 30% decrease on speed, 30 vehicle health points, large size. Required for massive arms. Required for massive arms.
· Massive arms: can support one heavy and one light weapon, or two medium. 50% decrease on speed, 40 vehicle health points, large size.
Legs:
· Bipedal legs: small sized, 2 blocks per second speed, 10 vehicle health points. Required for inverse bipedal legs and large bipedal legs.
· Inverse bipedal legs:4 blocks per second speed, 5 vehicle health points, small sized.
· Large bipedal legs: 3 blocks per second, 20 vehicle health points, medium sized.
· Quad legs: 4 blocks per second, 15 vehicle health points, medium sized. Required for heavy legs.
· Heavy legs: 5 blocks per second, 25 vehicle health points, large sized
· Tri-tracks: 4 blocks per second, 40 vehicle health points, large sized
Weapons:
· Light machine gun: 2 damage, fire rate of 10/s. Takes medium bullets. 2 EUs per shot. Light weapon. Required for laser machine gun and rail gun.
· Laser machine gun: 2 damage, fire rate of 5/s. 5 EUs per shot. Light weapon
· Sword: 15 damage, fire rate of “as fast as you can click”. Medium weapon. Melee. Required for plasma sword.
· Rocket launcher: 30 damage, fire rate of 1/2s. Heavy weapon. Takes rockets as ammo, 10 EUs per shot. Heavy weapon
· Rail gun: 10 damage, fire rate of 5/s. Takes heavy bullets. 2 EUs per shot. Heavy weapon
· Plasma sword: 40 damage, “as fast as you can click”. Heavy weapon. Melee. 10EUs per second of active use.
Armour and other devices (works for any sized body):
· Light armour: + 10 vehicle health points, -5% speed.
· Medium armour: +20 vehicle health points, -10% speed.
· Heavy armour: +30 vehicle health points, -20% speed.
· Shield: 100 shield health points, -10% speed, requires 5EUs per second of active use.
· Jet-pack: allows flight for up to 20 second (note, armour doesn’t take fall damage), requires 10EUs per second of active use.
· Shoulder-mounted cannons: 30 damage, fire rate of 1/2.5 seconds. No ammo, 30 EUs per shot.
A banner for the truly wonderful. By WildWild.
This is Futurecraft...
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Anyway, I put the link to the new forum in the OP (finally). Now, let's attract attention!!
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I would like to see a version of this where the resources put into the world are controlled, or where the difficulty of survival is artificially increased (perhaps by placing spawners or by removing all food but one, etc.)
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Minecrack, once again, you have helped solve one of the great mysteries of the Universe.
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Work may be hard, but I have the patience to last years when I need to. I just don't have patience for stupidity.
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I love such exploitable glitches.
I may want to install a force field like this on my survival world...
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Interesting. I always thought that OP stood for "opening post". Means the same thing though. Or it can stand fro "over powered", depressing on its context.
And yes, Wolf Boy, I did read your questions, I just can't remember what any of them were.
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You forgot to use a capital "I"!!!
Oh, I extend my warmest welcome to Son_of_Wolves, and my deepest condolences for your eyes, which much be dead after reading so much.