Features requests

Page 3

the doctors inventions by Gamingzone123

can we have a function in the workbench that allows you to make you own gadgets like the timey wimey detector or the machine that goes bleep and downloads comics from the future

for instance adding different components that do different things, kinda like tinkers but with machines

Chisel mod Support by SimpleWolf Rejected

Considering the amount of TARDIS Blocks that are currently in the mod (and possibly more), it might be an idea to support the chisel's ability to change the look of the TARDIS block easily.

Conversion by mrjay07

Cyberman can invade villages, this may be already planned, But going along with this Idea the Cyberman can kill villagers and then they turn into Cyberman, since the Cyberman are only there to convert villagers.

vortex manipulator, broken version by Gamingzone123 Done

like jack harkness' manipulator when broken cant teleport but can open doors and change certain things like in torchwood s4 e7 mabe with a custom animation similar to the episode

Dalekanium by TimeLord015

Dalekanium Ore found on skaro "if implemented" and in small clumps during invasion, Dalekanium Ingots used to make tools better than diamond due to its extreme rarity, Dalekanium Blocks - Decor, or have a setup you need to summon daleks like a mob spawner, somthing like the new conduit setup

Share and import custom interior by LotuxPunk Rejected

From my understanding, console interior are .nbt file generated by Minecraft (vanilla) when you use structure block (or something like that).

I'd suggest to add a feature to allow people to share and import their custom interior with the community and import these via a folder, like regeneration mod does with skin.

I think I can design & dev it without any problems. And, I can setup a side part on the PunkProject to allow people to share their file in a safe place.

"Favouriting" TARDIS exteriors by SimpleWolf

An extension to what DocArcane said in #suggestions , in which you can right-click the TARDIS Exterior to add it to your favourites, which means they appear at the top of the page, with a little star.

TARDIS Proofing by dalekman290

Transduction Barrier and Quantum Shield, both would bidirectionally prevent any TARDIS or Vortex Manipulator user passing a point.

Quantum Shield:

Completely unpassable, even to the owner of the Shield. Attempting to pass would cause the TARDIS in question to crash within a 50 block radius of their attempted crossing point on their side of the Shield. Any Vortex Manipulator user attempting to pass would simply arrive at a random point on their side of the Shield having taken 1-5 hearts of damage varying with distance from origin, with greater distance meaning more damage.

Transduction Barrier:

Any player with the correct codes will be able to pass which would be chosen by the Barriers owner, and input into the TARDIS monitor. However, a failed crossing will completely destroy the Dematerialisation circuit, deplete the power, and cause the TARDIS to crash within a 100 block radius of the point on their side of the Barrier. Bypassing the Barrier without the codes will be possible, but it would require 95% Artron Bank charge and shields at 100%, there would be a 5-20% chance of bypassing the Barrier in this state, but when you cross the shields and Artron Bank would be completely depleted causing you to crash. Any Vortex Manipulator user attempting to pass would be killed with their items destroyed.

TARDIS landing block/Inhibitor Block by SimpleWolf

This Block will allow any TARDIS landing in a radius of 25 Blocks to land directly on top of it (or any TARDIS landing block that isn't occupied in that radius, this will be useful in bases, so you can land easily in your base without issues. The TARDIS Inhibitor block does the opposite and will prevent TARDISes from Landing in a radius of 25 Blocks (However you can whitelist TARDISes by right-clicking it and entering the username)

Tardis Demat Sound by TimeLord015 Rejected

I have noticed that when summoned by remote, the TARDIS does not play the dematerialisation sound as it leaves the last location. Could you please fix this as i thinks it breaks the immersion if a player is near it when you call it

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