[Mod] UFOs [ufos]

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Zeg9
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by Zeg9 » Sat Apr 13, 2013 16:02

Hybrid Dog wrote:your links don't work


Actually these were screenshots but ompldr somehow managed to remove them, I'll have to take them again...
EDIT: screenshots re-uploaded.
Last edited by Zeg9 on Sat Apr 13, 2013 16:16, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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Zeg9
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by Zeg9 » Sun Apr 14, 2013 08:14

Hybrid Dog wrote:The textures on the bottom didn't get removed. Why?


I still had them in a folder so I could reupload them fastly, but I was too lazy to start minetest and take the other screenshots ;)
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Inocudom » Mon May 20, 2013 04:24

In creative mode, the ufo box does appear in the creative inventory. This is a big problem because that node can't be removed once it is placed. It can also appear by right-clicking a ufo. You will probably want to fix this as soon as you can (maybe make it possible to have the ufo box disappear after a while.)
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Zeg9
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by Zeg9 » Mon May 20, 2013 10:02

Inocudom wrote:In creative mode, the ufo box does appear in the creative inventory. This is a big problem because that node can't be removed once it is placed. It can also appear by right-clicking a ufo. You will probably want to fix this as soon as you can (maybe make it possible to have the ufo box disappear after a while.)

The ufo box is kept for compatibility because previous versions required that to keep the UFO's owner and fuel data.
Now I need to remove it from creative...
EDIT: ok, forgot to push it. Now ufo box isn't needed anymore.
Last edited by Zeg9 on Mon May 20, 2013 10:07, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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Rancon
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by Rancon » Mon Jun 24, 2013 23:50

Pictures are gone again
Any tips on blender, gimp, or codea?
 

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by prof-turbo » Tue Jun 25, 2013 05:27

For the inventory image, why don't you reduce that image? http://s288.photobucket.com/user/melkor_666/media/ufo_zps9242cae6.png.html
You should take a look at http://www.xorhub.com
 

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Zeg9
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by Zeg9 » Tue Jun 25, 2013 05:44

prof-turbo wrote:For the inventory image, why don't you reduce that image? http://s288.photobucket.com/user/melkor_666/media/ufo_zps9242cae6.png.html

This one has the player inside.
But I'll make another non-antialiased render when I have time, thanks for the advice.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Zeg9 » Sun Jul 07, 2013 07:48

Hybrid Dog sent a lot of screenshots

Good job ! Looks exactly like the model.
But, what's the latest picture?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Element » Tue Jul 16, 2013 19:44

i like the fact theres a UFO but can someone send me screen shots on how to charge it threw PM if you can and tell me howto start up the UFO
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by Zeg9 » Wed Jul 17, 2013 10:39

Element wrote:i like the fact theres a UFO but can someone send me screen shots on how to charge it threw PM if you can and tell me howto start up the UFO

See the charging tutorial on the first post (I re-uploaded the images).
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Element » Wed Aug 28, 2013 02:21

i have tried and tried but it wont charge
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by lordcirth » Mon Dec 09, 2013 18:30

Element wrote:i have tried and tried but it wont charge

me too, I followed the guide, when I hold down E nothing happens, except that the charging box drains obsidian and the charge number goes up. Yet the UFO shows no fuel, and won't move.
EDIT; the charging station actually consumes obsidian with or without the UFO. I got it to charge by placing the UFO right next to the charger, on the ground, so it actually overlaps the charger.
EDIT2: Figured it out! Your charging code looks for a ufo furnace 2 blocks away, in the cardinal directions, but not anywhere in between! If you fill in this cube, it should work. Where is your git repo, btw? I might send in a pull request if I fix it.
EDIT3, I've fixed it, my version now searches a 3m radius cube for a station. It's pretty easy to charge now. I have submitted a pull request.
Last edited by lordcirth on Mon Dec 09, 2013 19:17, edited 1 time in total.
 

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by pop_harte » Thu Mar 27, 2014 13:41

oh MY GOODNESS I HAVE AN IDEA PYRAMIDS AND U.F.O.S
 

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by thetoon » Thu Mar 27, 2014 15:46

pop_harte wrote:oh MY GOODNESS I HAVE AN IDEA PYRAMIDS AND U.F.O.S


Oh yeah, and round portals that connect to different worlds ;)
 

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Nathan
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Re: [Mod] UFOs [ufos]

by Nathan » Mon Jun 16, 2014 00:27

So, my question here is: Is it possible to change the fuel to something other than obsidian shards? And if so how?
 

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Re: [Mod] UFOs [ufos]

by Topywo » Mon Jun 16, 2014 10:26

Nathan wrote:So, my question here is: Is it possible to change the fuel to something other than obsidian shards? And if so how?


furnace.lua line 2 :

ufos.fuel = "default:obsidian_shard"

Looks like you can replace obsidian_shard to whatever you like.

P.s. Is it still working then? I saw it's using the hacky swap. I've not tested it for now.


Edit: the usual typo
 

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Re: [Mod] UFOs [ufos]

by Nathan » Fri Jun 20, 2014 15:54

Topywo wrote:furnace.lua line 2 :

ufos.fuel = "default:obsidian_shard"

Thanks, my UFO now runs on different fuels.
 

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Re: [Mod] UFOs [ufos]

by lotek » Sat Jul 05, 2014 21:44

I love this mod so much, thank you!

I just installed also the pyramid mod and now I'm just lookin' for a working stargate mode, where I can "teleport" together with my ufo to other places. But it seems that most portal/teleport mod's nowadays are outdated or not working together with a vehicle like a ufo. Well if anybody have some tips, just call me.

back to your ufos, I have following wishes:

1. Falling Down
If you flying with your ufo around, quit the game and login again, you falling down from your ufo.

2. Sounds
It would be nice to have some sound while flying around, for exeample:
* https://www.freesound.org/people/DJ%20C ... nds/20473/
* https://www.freesound.org/people/Petr20 ... ds/234258/
----
Mine Heavy
http://mine.heavy.ch
 

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Re: [Mod] UFOs [ufos]

by acblonde » Sun Jul 20, 2014 20:10

how do you get down when your not in creative mod without "murdering" yourself lol plz reply
 

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Re: [Mod] UFOs [ufos]

by mbb » Sat Nov 14, 2015 11:13

i like this mod ,annd i would like to make an airplane mod but i nees help
If you want to contact me please send me a twitter pm https://twitter.com/mbbdev
 

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Hybrid Dog
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Re: [Mod] UFOs [ufos]

by Hybrid Dog » Fri Nov 27, 2015 20:52

mbb wrote:i like this mod ,annd i would like to make an airplane mod but i nees help

nice idea, you could make it fly through ignore when it's fast

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Michael Eh?
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Re: [Mod] UFOs [ufos]

by Michael Eh? » Sun Feb 07, 2016 02:49

What are the odds of getting the version prior to adding the charging furnance where the UFO ran directly on obsidian shards? Was thinking of using a different model aka a flying broom for Harry Potter/Kiki Delivery Service type world.
 

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Re: [Mod] UFOs [ufos]

by qwertymine3 » Sun Feb 07, 2016 03:36

Michael Eh? wrote:What are the odds of getting the version prior to adding the charging furnance where the UFO ran directly on obsidian shards? Was thinking of using a different model aka a flying broom for Harry Potter/Kiki Delivery Service type world.


The mod is hosted on git - you can freely browse for old versions by clicking on the commits link.
Here is a direct link to the download for the version you wanted https://github.com/Zeg9/minetest-ufos/archive/fe1a55caf349c88184826d464dfe874260c4ef77.zip
Avatar by :devnko-ennekappao:
 

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