This project is set up to group and follow-up the requests for improvement of the "New TARDIS mod".

You have a suggestion, an idea, or a remark to improve the mod ? Go ahead, we're listening!

Fork me on Github!

Latest requests

Added Coordinate Modifier by The_Wanderer_HTL

Add 1000 and 10000 units to the coordinate modifier. It would make massive shifts in coordinates easier to input via the levers. We would then have (1, 10, 100, 1000, 10000).

use of coords in the telapathic circuts by MR_spagetty

I believe we should be able to input co-ords directly into the telepathic circuits

Pting. by wednesdaywifi

Appeared in:

Doctor Who S11 - The Tsunagra Conundrum


Random encounter in your TARDIS, small boi appears and wrecks havoc by depleting your TARDIS sub-systems.

Would be gotten rid of by leaving your doors open during flight to pull it into the vacuums of spaces similar to the ending of the episode it was featured in. It would also be hostile to the player.

driveable dalek shell by Gamingzone123

as in the witch's familiar,

I would like to be able to get a Dalek shell, maybe when you kill Daleks, they have a chance of dropping a shell part, like head, utility, and base, etc. this may also give the ability to fly as if using a jetpack, as the Daleks do.

i like the idea of being able to fly around shooting things like a dalek

Tardis Display System by Destroyer021620

Basically, the idea is to introduce a new type of monitor, that will display the planet of your destination. This would be the planet with the name underneath, for example a picture of earth when going to earth, etc.

Fire when TARDIS crashes/low hull by r0kketmann

fire particles from time rotor when the tardis hull is low or the tardis crashes

TARDIS Chameleon circuit "glitches" by SimpleWolf

When the TARDIS chameleon circuit reaches a certain damage percentage (say 40%), the TARDIS will start to encounter glitches, such as the exterior changing randomly (This effect will occur more often as the circuit gets damaged), until it breaks. Then which the exterior will become "stuck", until the circuit is replaced

Sonic Screwdriver Crafting and Repairs by TimeLord015

As of TARDIS Mod 0.1.0b the Sonic Screwdriver crafting recipe isn't very difficult or requires very little adventure, so here is my idea.

To craft a sonic screwdriver you will first need to craft 4 "sub-items":

Sonic Emitter - The Head/Beacon of the sonic

Sonic Oscillator - The Frequency Generator of the device (Pitch change operates different features[eg, High pitch = Opening Doors, Low Pitch = doing a short range scan for mobs/items/etc])

Sonic Frequency Modulator - Allows the user to adjust the frequency of the device. If this circuit is removed or damaged the frequency will fluctuate randomly until the circuit is replaced

Trionic Power cell - This is what powers the device

Crafting these circuits.

Sonic Emitter:

The Sonic emitter will require an exotronic circuit [E], 1 diamond [D], a redstone torch[R] and 3 nether quartz.[Q]arranged in the grid like so

0 = Blank Space

0 D 0

R E 0


The function of this circuit is to extend the range of the device [maximum being 12 blocks]. Whilst the device is being used the the durability of the circuit will deplete, as will the range of the sonic. The range will only deplete to a minimum of 3 Blocks as the sonic will still be usable if all other circuits are operational.

Sonic Oscillator:

This circuit will require a redstone comparator [C], an observer [O], a diamond [D], and 2 redstone dust [U] in this arrangement

0 D 0

0 O 0


This is simply the circuit that allows the device to function. On destruction of this circuit the device will no longer be operable and the circuit will have to be replaced.

Sonic Frequency Modulator:

Crafted with 1 iron [I], 1 lever [L], 2 redstone repeaters [P] and a exotronic circuit [E] in this arrangement:

0 I 0

0 L 0


This circuit allows the user to select which frequency they want the device to operate at to complete the different functions(Player/TARDIS scanning, Tnt activation, Door Locking.Unlocking, Lamp Activation, Redstone Activation and anything else i missed). As this circuit depletes the frequency will randomly change over allocated amounts of time, the lower the durability the quicker it changes, when it reaches 15-10 the sonic will become completely unusable as the circuits frequency flickers once every 2-4 seconds.

Please remember this is just a suggestion. As much as it is something I feel both me and the other players will enjoy, you are entitled to your own opinion as am I and I will not judge if you do not like this suggestion. If you do like this suggestion however don't forget to up-vote it so we can see it in the mod.


Cloaking Circuits by DarthLilo

Cloaking Circuits will allow the TARDIS to turn invisible while at the same time using a very low amount of fuel to stay cloaked. The option could be put into the TARDIS monitor as "Toggle Cloak." It could also be accessed in the sonic screwdriver. When the TARDIS is in cloak it shouldn't be able to take-off until it is de-cloaked. Players should also still be able to bump into the TARDIS while it is cloaked.

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

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