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 A tech system of sorts

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wraith
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PostSubject: A tech system of sorts   Mon May 07, 2012 8:18 pm

So this mod in my eyes is missing one thing: a tech level system. So here is my suggestion, its not as detailed as it could be or particularly well written but I feel like a mod such as this one needs a system like the one described here. Note: I have no moding experience and have no idea if this would be easy to implement.


At the start of a server have it spawn a 6x2 tower of obsidian (yes like in 2001 A Space Odyssey) at spawn. This will be the place player place items to tech up. A tech level will determine what players can do relative to the rest of the universe. Here they are:

Stone Age:
-All of vanilla minecraft
-Only probes a small vehicle which submits a report back to another server, a unmanned scout)

Renaissance: Put up a stack of 64 diamonds to reach this era
-Vanilla minecaft of course.
-This introduces what should be a team system; each player is given a standard. This is an item which when placed makes you a nation. Players can join each others nations by clicking on another players standard. Nations should try to work together and when a leader of others joins a nation all of his underlings join as well. If another player destroys your standard, you join his team. Standards must be placed above ground and within 50 of a bed that is also a spawn point.
-Indigenous: All players who join the server before the end of this era become natives to the server, this means we programs defenses and the Ai to target only non-natives of a server.
-Still only probes can visit.

Industrial: Only 3 teams can remain. Costs 1000 coal, 200 iron.
Here I think we could try to use our own system but industrial craft and buildcraft already exist, I feel an effort should be made to make these 2 work well with the mod. This will help with the massive amount of resources need and also open up a lot of new doors. I also feel we should add flans mods and create a content pack for the mod. This would allow the lesser tech nations to still have a fighting chance against the smaller craft. It would mean planes and other vehicles would be available.
-BC and IC enabled.
-Mobs no longer hostile to natives.
-Small 1 man craft can visit but they run the risk of giving out free tech, all the mobs are hostile to him.
-Adds 5 hearts to the health of a player.
-Ability to build mob spawners

Modern: 2 teams can remain, requires the detonation of a nuclear weapon.
Here I think we should add parts of redpower, computercraft and maybe we should someday work use a mod still in progress (when its done): (not here as I am not allowed to post links)/357873-wiphelp-wanted-nuclear-war-images/. This would add ICBM’s and systems with them. If a certain amount of ICBM’s go off then the civilization will go back to the Stone Age. It also would add nuclear launch systems, which would be the first defense mechanism.
-nuclear weapons, computer, wiring, can now build probes
- Launching communications satellites, military satellites, travel to the moon maybe?
-Allowing for the building of a capital city using the builders part of buildcraft
-Medium sized ships can now land and attempt to attack.
-Second defense system: bury 3 nukes somewhere and connect them to this devise, if used will regenerate the world and obliterate all foreign agents. The only thing spared is what is in a players inventory, basically it’s a way to be safe from the enemy and be able to rebuild faster. (Yes I got this idea from Dr. Who)

Space: Build a spacegate thing, 1 nation remains, satellites exist, 1 urban area the size of 100x100.
All the space things, more defense systems, spaceships, basically all the stuff already planned for the mod.
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PostSubject: Re: A tech system of sorts   Mon May 07, 2012 8:53 pm

An age advancement system WOULD be cool, (ala age of empires). But I think that something like that draws a little to far away from the sandbox standard that minecraft sets...

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PostSubject: Re: A tech system of sorts   Mon May 07, 2012 8:58 pm

i would thing considering its's called FUTUREcraft it would take place in the future with space flight already in place and not fuel base rockets but more advance propulsion but not as advance as higher tiers

also I think how teams on the sever should be managed and decide by the admin of that server not the mod itself, if they admin wants multiply fraction that come to gather to fight other server or one big fraction that faces other severs
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PostSubject: Re: A tech system of sorts   Mon May 07, 2012 10:38 pm

Sounds a lot like Spore.... But a tech system seriously limits people who dont have the patience to mine, but can build awesome stuff. The codes for FC and BC and IC2 would probably never play nice together.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 10:23 am

I agree with Danice123, but I think, Futurecraft won´t have "Tech levels" but smooth transition of technology.
As for Burnttoaster: You´re wrong. FC-players will have to start with vanilla Minecraft technology, since they will have to discover the crafting recipies and such by themselves.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 11:00 am

Ivan2006 wrote:
I agree with Danice123, but I think, Futurecraft won´t have "Tech levels" but smooth transition of technology.
As for Burnttoaster: You´re wrong. FC-players will have to start with vanilla Minecraft technology, since they will have to discover the crafting recipies and such by themselves.

If you have to guess a random recipe that you have no idea what block how many block and in what order, just to play a little part of the mod that is a really bad way to do it,
it should be a level system with research point you gain for levelling you put into a tech tree to get to higher tire of technology,
not some random guessing that given a few week every sever would have final tire items cause they know how to use Google.

So no I am afraid you are wrong, and if you happen to be right then this mod is going in the wrong direction.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 11:19 am

Burnttoaster wrote:

If you have to guess a random recipe that you have no idea what block how many block and in what order, just to play a little part of the mod that is a really bad way to do it
not some random guessing that given a few week every sever would have final tire items cause they know how to use Google.

This is how minecraft has always been. Random recipes that you had to guess at if you couldn't use google. We aren't re-inventing the wheel here.

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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 11:39 am

Danice123 wrote:
Burnttoaster wrote:

If you have to guess a random recipe that you have no idea what block how many block and in what order, just to play a little part of the mod that is a really bad way to do it
not some random guessing that given a few week every sever would have final tire items cause they know how to use Google.

This is how minecraft has always been. Random recipes that you had to guess at if you couldn't use google. We aren't re-inventing the wheel here.

Tell me the Devs are at least going to make a recipe wiki outside the game! Please?
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 12:01 pm

Danice123 wrote:
Burnttoaster wrote:

If you have to guess a random recipe that you have no idea what block how many block and in what order, just to play a little part of the mod that is a really bad way to do it
not some random guessing that given a few week every sever would have final tire items cause they know how to use Google.

This is how minecraft has always been. Random recipes that you had to guess at if you couldn't use google. We aren't re-inventing the wheel here.


yes but we live in a world were we can use Google so you have to take that into account
and I still think the levelling up and getting point to put into a tech tree is a better solution then give hidden recipes
also vanilla minecraft recipes are simple and I don't think futrecraft recipes would be so simple
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 12:07 pm

What about a special item that, when kept in the inventory, saves all used crafting recipes so that you can access your research results at any time but still would have to find out by yourself.
I don't think people will randomly put tech into forums with this mod because with inter-Server travel every tech used by another is a danger for one.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 12:24 pm

Ivan2006 wrote:
What about a special item that, when kept in the inventory, saves all used crafting recipes so that you can access your research results at any time but still would have to find out by yourself.
I don't think people will randomly put tech into forums with this mod because with inter-Server travel every tech used by another is a danger for one.
All the technology should be documented by the creators of the mod. Sure, in theory Minecraft has recipes that you have to guess, but did anyone here actually try to play without looking up recipes? I didn't think so.

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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 12:29 pm

i tryed. i failed. i couldent even make a crafting table(i was a noob)
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 12:59 pm

I feel that this idea could me modified to make it more compatible with the idea of vanilla minecraft. Having experience instead of certain qualifications is a good idea too. Another good idea is to let people skip leveling up by editing the .properties files. Thing is we need a way to protect survival servers which are not cheating. Sure we could just have server admins decide if the server is open but that means people can just go on and off when ever they want. I think if something like this is in the mod then people can avoid cheating without being annihilated.


Last edited by wraith on Tue May 08, 2012 3:49 pm; edited 1 time in total
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 2:05 pm

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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 3:07 pm

Kobialka wrote:
I agree!
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 3:17 pm

Last_Jedi_Standing wrote:
Ivan2006 wrote:
What about a special item that, when kept in the inventory, saves all used crafting recipes so that you can access your research results at any time but still would have to find out by yourself.
I don't think people will randomly put tech into forums with this mod because with inter-Server travel every tech used by another is a danger for one.
All the technology should be documented by the creators of the mod. Sure, in theory Minecraft has recipes that you have to guess, but did anyone here actually try to play without looking up recipes? I didn't think so.

I do say chap, I built a mighty dirt/stone fortress atop a quite uncanny precipice with nothing but my gentleman hands!

Then I took a gander at the fair wiki.




This does appear to be a quite sound idea though.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 3:44 pm

Look if you just allow people to travel around freely from server to server it will end with every new server getting destroyed. If we just allow people to decide who comes in and out then people will do that whenever they're under threat. Both these options take the fun out of the mod. The tech system means you can play without cheating or getting annihilated from the start of a new server.
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 3:49 pm

wraith wrote:
Look if you just allow people to travel around freely from server to server it will end with every new server getting destroyed. If we just allow people to decide who comes in and out then people will do that whenever they're under threat. Both these options take the fun out of the mod. The tech system means you can play without cheating or getting annihilated from the start of a new server.


I suggested that a sever has to build warp gate to leave there sever space but when they do other people can come to there server, but if there smart they would all ready has some ship and a defence system before they make the gate
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PostSubject: Re: A tech system of sorts   Tue May 08, 2012 6:54 pm

Wouldn't you?

Anyway, I had an idea for a HintBlock system, aka the research lab.

You put in stuff, and much like EMC, it converts it to "Research". Then, after you get enough research, it tells you how to make something, in order.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 10:10 am

Keon wrote:
Wouldn't you?

Anyway, I had an idea for a HintBlock system, aka the research lab.

You put in stuff, and much like EMC, it converts it to "Research". Then, after you get enough research, it tells you how to make something, in order.
That Idea is...BRILLIANT!!!!!! Shocked
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 11:29 am

Keon wrote:
Wouldn't you?

Anyway, I had an idea for a HintBlock system, aka the research lab.

You put in stuff, and much like EMC, it converts it to "Research". Then, after you get enough research, it tells you how to make something, in order.


okay so, if I'm getting this right, you just put in random stuff, and if you put in enough stuff it shows you to how to make something, did I get that right.
If so, even if it tells you in order, what stopping some one from finding out the final recipe from a different source say the internet, and if it dose
restrict you from using recipes you haven't unlock, isn't putting in random blocks into this machines kind of has nothing to do with the mod, shouldn't you get this
exp through stuff like mining, destroying ship, making ships, or capturing planets, and I think it should be through a in game menu not a block, and you get exp to level, and when you level you get research points you can put into a tech tree to get a ability to makes the items.
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 1:28 pm

:confusion:
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 3:45 pm

This thread has split into two different conversations.
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 10:40 pm

I don;t like a fixed system that requires work to make things. If I find a crashed frigate, I am definently going to duplicate it with the stuff found inside! I feel the same way about this idea as this one server that had a plugin so you had to level up to use certain items. It was stupid, because I "borrowed" a diamond pick, but couldnt use it!
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PostSubject: Re: A tech system of sorts   Wed May 09, 2012 11:00 pm

ACH0225 wrote:
I don;t like a fixed system that requires work to make things. If I find a crashed frigate, I am definently going to duplicate it with the stuff found inside! I feel the same way about this idea as this one server that had a plugin so you had to level up to use certain items. It was stupid, because I "borrowed" a diamond pick, but couldnt use it!

Definintely. Maybe a thing to "reverse engineer" stuff?

Then we could make spaceship wrecks generate and have them be the only way to get top tier stuff!

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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