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Tiberian Eclipse

Experimental
Our Tiberian Future
At the moment, Cruentus fields have a spawn weight of 1.5, Vinifera 3, and Riparius 5. The standard for most minecraft biomes is ~10. Essentially, fields are very rare and such a field conjunction has very low odds of occuring. Also, it looks pretty neat.

At the moment, Cruentus fields have a spawn weight of 1.5, Vinifera 3, and Riparius 5. The standard for most minecraft biomes is ~10. Essentially, fields are very rare and such a field conjunction has very low odds of occuring. Also, it looks pretty neat.

Another example of the temporary biome coding. Eventually, all types of tiberium fields will be classified under a superbiome, similiar to how you can mix and match shards, the worldgen will mix and match fields.

Another example of the temporary biome coding. Eventually, all types of tiberium fields will be classified under a superbiome, similiar to how you can mix and match shards, the worldgen will mix and match fields.

Same Cruentus field, opposite the Vinifera. Ideally I would like the tiberium progression to be green -> blue -> red.

Same Cruentus field, opposite the Vinifera. Ideally I would like the tiberium progression to be green -> blue -> red.

Tiberium-based lifeforms are coming soon! Flora are modeled and occur in heavily infested tiberium fields. So far only the spiketrees and blue pods are implemented. These models are subject to change, but this is a good starting point.

Tiberium-based lifeforms are coming soon! Flora are modeled and occur in heavily infested tiberium fields. So far only the spiketrees and blue pods are implemented. These models are subject to change, but this is a good starting point.

The result of wrestling with code. Right now the fields are classified as biomes, and are way too large to be interesting. Eventually I will implement proper blue, yellow, and red zones.

The result of wrestling with code. Right now the fields are classified as biomes, and are way too large to be interesting. Eventually I will implement proper blue, yellow, and red zones.

Re-worked the models to be more lore friendly. Tiberium pods are now only one per block, making it easier to see and harvest.

Re-worked the models to be more lore friendly. Tiberium pods are now only one per block, making it easier to see and harvest.

Description

Requires Forge 12.18.3.2422

So starting with something this expansive as a first mod maaaay have been a bit of a mistake. I'm going to work on smaller ones that flesh out different concepts I want to have in this one, so this probably wont see any real updates for quite some time. I'll leave this up though, since it *technically* works.

ALPHA

TODO BEFORE BETA:

-Basic Item Framework -COMPLETE

-Basic Block Framework -COMPLETE

-Tiberium Framework:

Basic Model Structure -Complete

Basic Tiberium Field Biomes -Implemented, needs refining

Tiberium Grows -Complete

Tiberium Spreads -Implemented, needs refining (Spreads within biome for now. Eventually the biome itself will spread with the tiberium, ala Thaumcraft taint.)

Tiberium Radiation Damage -Incomplete

Tiberium Glow -Incomplete

Tiberium Flora -In Progress

Tiberium Fauna -Incomplete

 

 

-Machines:

Basic Machine Code -Incomplete

Basic Machine Energy -Incomplete

Energy Compatibility -Incomplete

Basic Tiberium Refinery -Incomplete

Basic Tiberium Generator -Incomplete

 

 

 

-Equipment:

-Basic tool classes Complete

-Refined Tiberium Tools -Complete

-Tiberium-Radiation resistant armors -Incomplete

 

TiberianEclipse

A mod to bring the atmosphere of Tiberian Sun and Firestorm into Minecraft.

Overview

At this moment, this mod adds Tiberium Field biomes. Tiberium pods spawn and spread here, and can be broken into shards. These shards can then be smelted to gain Refined Tiberium. Refined Tiberium is a base material used in the creation of tools and armors. 

Craft a tiberium hammer, and you can crush shards between it and an ingot of Refined Tiberium. The ingot is lost, but you can combine the resulting dusts with iron or gold. The product of this can be smelted into more Iron or Gold. 

 

There are so few active Command and Conquer projects these days, and the only others relating to Minecraft are long dead. I will not let this die without being fully completed first. Please keep in mind this is not an attempt to port the whole essence of CnC. The grittiness of the world, sure, the hopelessness in the face of a cataclysm, absolutely, but not battles. I may include the ruins of bases, but active battles with units are probably not going to happen unless I get bored.

As well, this will not remain one singular mod forever. I will split it into various modules, so if people can mix and match what they want out of it.

Future Plans

Tiberium Fields that change the world around them.

  • Currently, plan is to find a way to create a biome, make it spread itself, and find a way to slow its growth as it expands.
  • Fields of all four types will exist, though Riparius and Vinifera patches will be the most common by far.
  • Hopefully I can find some method to mature some of the crystals in a given field as it grows, and then have that crystal begin converting the field to its type.
  • As field value goes up, crystal spread goes down. This means that if you are lucky enough to find a patch of Vinifera, or have some evolve in a field you control, you will have to carefully consider harvesting it versus cultivation.
  • Tiberium generates tiberium pollution, which can cause severe health problems in living creatures and severe weather disturbances. I.E. as pollution in an area increases, animals die off and the occasional ion storm occurs.

Blue, yellow, and red zones

  • Initially the world will be tiberium-free, but after it arrives the world will begin its metamorphosis.
  • Minimal tiberium contamination in a contiguous area will define the area as a blue zone. Plants and animals are common, and clean water flows freely. Riparius fields are rare, but may still occur.
  • Moderate contamination creates yellow zones, areas that are dead or dying and have common Riparius fields. Vinifera is uncommon.
  • Extreme contamination defines a red zone, wherein tiberium has completely taken over the landscape. Strange creatures roam the lands, and odd plant-like growths sprout. The rarer crystal varieties exist here. -Hopefully I can use the tiberium pollution as some method for classifying these zones, and allow the zones themselves to spread.
  • Each zone has its own variety of biomes, blue being standard minecraft with the addition of blue-zone tiberium field biomes.
  • The moon undergoes a transformation as the world changes, and at a similiar rate. Hence, by looking at the moon, you can tell at a glance how bad things are (or will be soon, or was shortly).

Tiberium harvesting, refining, and utilization

  • Ideally tiberium will be able to be used to create and fuel large production chains and research lines.
  • Thaumcraft-like research utilizing tiberium.
  • Harvesting tiberium by hand without a protective suit will have drastic consequences, so automated harvesting is a must. I mean to implement some form of automated havester that travels to nearby fields and harvests, to return to a refinery drop-off multiblock. -Tiberium refining and the production of tiberium-based equipment will be handled by large multiblock machines.

Ruins

  • This may not happen for some time
  • Extremely rare Scrin towers exist at the heart of massive red zones. Deep in the heart of these intimidating structures lies a portal. Without extensive research, this portal sends you to a world in the midst of its own tiberium cataclysm. -GDI and NOD bases will exist here in various forms of disrepair and neglect (Pristine, neglected, ruined, overtaken, rubble). -Bases randomly have an assortment of buildings (ConYard, powerplants, barracks, warfactory, defensive structures, walls, gates, tech centers, etc.) -Bases will be of various types and sizes (outpost, economic, multipurpose, and research) (small, medium, large, expansive, and regional headquarters)
  • Civilian outposts with their own assortment of buildings.
  • Very rarely, in Pristine research bases a certain artifact may be found... (If I can figure out how to ensure that one and only one exists at a time. Throw it in lava, youll have to go look for another.)

Lore

  • The tiberium universe oft has its lore mangled. I hope to avoid that. I do not consider anything past tiberium wars to be canon, and even then I disagree with many changes that EA made there. Hence, the pod tiberium instead of the large crystals.
  • Most of what I want to include here involve the ruins in some way shape or form. Valuable research items can be found and analyzed, providing bits and pieces of lore.
  • There will be an overarching storyline as you progress through the mod. Or, rather, as the tiberium progresses.
  • Generally, storytelling in mods boils down to books and notes. I hope to find some way to spice this up a bit here.

Integration with other mods

  • This is huge. From the get-go Tiberian Eclipse will be compatible with as many tech mods as I can find, starting with the big ones first.
  • Willing to take suggestions on this part. I am unsure as to how to integrate with other mods well as of yet.

The Tiberian Eclipse Team

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