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Non-weapon items

Posted: Wed Jan 09, 2013 8:16 pm
by ACH0225
Since we already have topics for both hand held and ship based weapons, I figured I would make a topic for non-combat items and objects.

Handheld devices-
TAC-PAD- Kinda like a sign or a book, only it can hold maps and receive/send private messages. Also might have a tracking thingy.
Welder- Used to weld things together with iron/steel/ect blocks. Bigger version is used to make ships, but is mostly used for repairs.
Radar module- Does radar. Placed.
Beacon/flare- Used to signal friendly forces for things like air strikes or pickup. Comes in all sorts of colors.
Jammer- Jams radar and wireless transmissions. Placed.
Medkit- Heals slowly after use. Does not replenish hunger. Will continue to heal until full health.
MRE Ration- Meal, Ready to Eat. Most nutritious crud planetside. Replenishes 5 hunger points and makes you wish you joined the Naval forces.

Ship mounted-
Holotable- Shows maps and information. Sort of like a big TAC-PAD
Ship core- Heart of the ship. Possibly slipspace drive. Varies in size.
Repair drone- Goes around ships and repairs. Seeks out vacuum. After 1 MC day, returns to a charging station
Charging station- Recharges drones.
Life support- Generates air within the confines of the ship. Near Core.
Generator- Generates power. Type can be varied.
Radar scanner- Scans area around for about 1k blocks for nhostiles. Also scans planets for hostiles and exposed mineral deposits.
DRADIS- Upgraded Radar. Triple the distance and power.
Jammer- Jams enemy radar and comms for 1k blocks around.
Communications array- Sends signals that can be intercepted and listened to if not encrypted. Can be jammed.

Re: Non-weapon items

Posted: Wed Jan 09, 2013 8:23 pm
by cats
Cores, machines, joints (please?), crafting tables, cloners, cryochambers, tractor beams, repulsor beam, engines, radio, screens, computers, wires, etc. etc. etc.

Re: Non-weapon items

Posted: Wed Jan 09, 2013 8:24 pm
by blockman42
robot pets, mining bots...

the dev team has a lot of work to do

Re: Non-weapon items

Posted: Wed Jan 09, 2013 8:36 pm
by cats
blockman42 wrote:robot pets, mining bots...

the dev team has a lot of work to do
Exactly what I was thinking. SOOOO MUUUCH CONTENT.

(offtopic) What the devs really need is for someone to tell them exactly what needs to be done. An organizer.

Re: Non-weapon items

Posted: Thu Jan 10, 2013 5:12 am
by ACH0225
That's Mack.

Re: Non-weapon items

Posted: Thu Jan 10, 2013 8:28 am
by Error
Could the radar/DR$ADIS and comms be upgraaded to cut past jamming (with a certain amount of success)?

Re: Non-weapon items

Posted: Thu Jan 10, 2013 9:57 am
by ACH0225
Probably, for an additional power usage. Also, the stuff might need repairs every so often.

Re: Non-weapon items

Posted: Fri Jan 11, 2013 12:19 am
by cats
ACH0225 wrote:That's Mack.
Mac's good, but more of a supervisor than an organizer.

Re: Non-weapon items

Posted: Fri Jan 11, 2013 5:37 am
by Iv121
I like the name of the improved radar :) , they are all obvious ship parts. I guess we will need to think about resource processing machines like in tekkit.

Re: Non-weapon items

Posted: Fri Jan 11, 2013 6:04 am
by cats
Iv121 wrote:I like the name of the improved radar :) , they are all obvious ship parts. I guess we will need to think about resource processing machines like in tekkit.
A complete list of materials would make that a lot easier.

MATERIAL GATHERERS:

Oil/natural gas drill-harvests underground pockets of gas and oil. No need for operator.

Horizontal miner- Similar to the railcraft tunneler, whatever it's called.

Vertical miner- Like the oil drill, but only mines solid things.

Mining beam- Tractor beam mounted on ships used to break apart asteroids and planet surfaces and bring substances to the ship.

Gas miner- Can be mounted on ground, low-orbit stations, ships, or balloons. Advanced gas miner is multi-block.

PROCESSORS:

Grinder- Grinds materials into dust and gravel.

Good ol' furnace- vanilla furnace, smelts iron and some other stuff. Produces slag as by-product.

-more.

Re: Non-weapon items

Posted: Sat Jan 12, 2013 4:15 am
by Dr. Mackeroth
catsonmeth wrote:
ACH0225 wrote:That's Mack.
Mac's good, but more of a supervisor than an organizer.
That's because at this stage, there's nothing to organize. Except for the occasional good idea (like MineCrak's C.U.R.E), everything that people put forward is obvious (and I am planning something similar already), excessive (in terms of the scope of Futurecraft), or just plain bad (like, Cool3303 level bad). That's not to say that I don't want your ideas, someone's bound to come up with something that we missed, but saying "I think Futurecraft should have 'x'" is more often than not just a civilized way of saying '"I want haz big gun".

In short: input is welcome, but few things you say, especially in regards to in-universe content, I, Fr0stbyte, or the other DEVs haven't thought of.

Re: Non-weapon items

Posted: Sat Jan 12, 2013 9:19 am
by cats
Dr. Mackeroth wrote:
catsonmeth wrote:
ACH0225 wrote:That's Mack.
Mac's good, but more of a supervisor than an organizer.
That's because at this stage, there's nothing to organize. Except for the occasional good idea (like MineCrak's C.U.R.E), everything that people put forward is obvious (and I am planning something similar already), excessive (in terms of the scope of Futurecraft), or just plain bad (like, Cool3303 level bad). That's not to say that I don't want your ideas, someone's bound to come up with something that we missed, but saying "I think Futurecraft should have 'x'" is more often than not just a civilized way of saying '"I want haz big gun".

In short: input is welcome, but few things you say, especially in regards to in-universe content, I, Fr0stbyte, or the other DEVs haven't thought of.
We have devs that aren't doing anything and things that need doing.

Re: Non-weapon items

Posted: Sun Jan 13, 2013 4:35 am
by Dr. Mackeroth
And they're being no more helpful to the productivity of the mod.