[Mod] scifi-nodes

The future(ha!) of this mod?

More Doom-like nodes?
10
26%
More random nodes?
5
13%
Sci-fi tools or mobs?
20
53%
Good enough already - time for release?
3
8%
 
Total votes : 38

Byakuren
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Re: [Mod] scifi-nodes

by Byakuren » Sat Nov 19, 2016 21:23

D00med: It's your bug. See viewtopic.php?f=6&t=15915
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Re: [Mod] scifi-nodes

by D00Med » Sat Nov 19, 2016 21:27

Thanks for letting me know, it is fixed.
I've also added a few plants and some more blocks.
 

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Re: [Mod] scifi-nodes

by D00Med » Mon Nov 21, 2016 02:26

Image
I've added even more plants, and improved some of the older textures.
 

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Re: [Mod] scifi-nodes

by toby109tt » Mon Nov 21, 2016 15:00

D00Med wrote:Image
I've added even more plants, and improved some of the older textures.

Amazing looking plans,

I hate to ask it but I have another request Could You are a couple of The Purple blocks inspired by Halo covenant architecture https://www.google.be/search?q=halo+pur ... chitecture
Also Maybe some alian trees wuld be Nice To have like this eyeball tree from Starbound https://www.google.be/search?q=starboun ... T3FhU4M%3A
i'm the co-dev and lead artist of farlands
 

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Re: [Mod] scifi-nodes

by D00Med » Mon Nov 21, 2016 19:14

sure, they both look interesting
Edit: done!
 

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Re: [Mod] scifi-nodes

by toby109tt » Mon Nov 21, 2016 21:05

D00Med wrote:sure, they both look interesting
Edit: done!

Thanks You're The Best :P
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Re: [Mod] scifi-nodes

by toby109tt » Mon Nov 21, 2016 21:29

D00Med wrote:sure, they both look interesting
Edit: done!

I have yet another request, sorry that i keep asking for stuff but this mod is so awesome and it's so awesome that you do all this thanks again i Mean it

Is it Possible to add some stuff inspired by tatooine from the movie star wars
Like this Satellite ting in the foreground ( Maybe It Can Have a custom model http://s3.amazonaws.com/digitaltrends-u ... tooine.jpg
And maybe some of these sand stone blocks http://vignette2.wikia.nocookie.net/sta ... /latest?cb
Also Another cool thing wuld be a Trash block from This sene on The Floor http://www.conferencesthatwork.com/wp-c ... 24x684.jpg

Another cool thing which is not related to Star Wars is more vegetation like alien Grass

And something else which would be really cool would be the Rocks like Moon Rock and meteorite Rock

Again I really appreciate your work :)
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Re: [Mod] scifi-nodes

by D00Med » Tue Nov 22, 2016 00:51

No problem, and you're welcome.
I've added some of those things. What do you think of the tower/satellite thing? I think a model, like you suggested, might be better. I didn't add sandstone because it is already in minetest_game.

edit: I'm thinking of adding a node that can be crafted, that will let players trade a certain amount of objects(mese maybe) for nodes from the mod. But I don't know how to do this, so if anyone is willing to help out, I'd really appreciate it.
 

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Re: [Mod] scifi-nodes

by toby109tt » Tue Nov 22, 2016 10:36

D00Med wrote:No problem, and you're welcome.
I've added some of those things. What do you think of the tower/satellite thing? I think a model, like you suggested, might be better. I didn't add sandstone because it is already in minetest_game.

edit: I'm thinking of adding a node that can be crafted, that will let players trade a certain amount of objects(mese maybe) for nodes from the mod. But I don't know how to do this, so if anyone is willing to help out, I'd really appreciate it.


If you want help I could help with Pixel Art but i cant program :/ also I don't know how GitHub works and i cant rilly lern it (I have trouble learning new stuff) But If your Still interested im Willing to help :P

Personally I think mese is a bit too expensive maybe Iron and copper?

Also Can you add a ailien Grass grass block like this http://wiki.minetest.net/images/7/7b/Grass_block.png (but the same color of the grass you already added)

Also some nodes from the alien movie wuld be awesome
Stuff like this wall in The background https://filmsareforever.files.wordpress ... o1_500.jpg
Here you have a closer shot of it (at The top)
https://monsterlegacy.files.wordpress.c ... chambo.jpg
Also those eggs would be awesome To have
http://67.media.tumblr.com/tumblr_l5gpl ... 1_1280.jpg
Maybe If You Hit the egg it can open and close

Also I had an idea for a new plant something similar to this tentacle plant
http://vignette4.wikia.nocookie.net/sta ... 0202200840

Also some ailien plants hanging from the ceiling would be awesome
Something similar to this https://s-media-cache-ak0.pinimg.com/or ... a26cd9.jpg
(It shuld Be 2 blocks tall) also This would probably also require a model because plant like will most likely look terrible

Also I was thinking Maybe instead of a mod You could make this an Actual game with completely New Alienworld Generation?
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Re: [Mod] scifi-nodes

by D00Med » Tue Nov 22, 2016 19:32

ah ok.
Yes mese is a bit too expensive.
Definitely! I've been meaning to get around to doing some "Alien" nodes.
I think I'll just leave it as a mod for now.
Thankyou for all your suggestions
 

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Re: [Mod] scifi-nodes

by D00Med » Tue Nov 22, 2016 22:33

I have finished those things, apart from the tentacle and the hanging plant.
Some information on the update:
If you have scifi_mobs, the eggs might hatch. There can only be two teleporters in a world, and they must be connected(ie: right clicked) every time the game is shut down and restarted. If you stand on one, you will be teleported to another. Items can also be teleported by dropping them onto the pad.
The builder node does nothing at the moment.
 

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Re: [Mod] scifi-nodes

by toby109tt » Wed Nov 23, 2016 14:13

D00Med wrote:I have finished those things, apart from the tentacle and the hanging plant.
Some information on the update:
If you have scifi_mobs, the eggs might hatch. There can only be two teleporters in a world, and they must be connected(ie: right clicked) every time the game is shut down and restarted. If you stand on one, you will be teleported to another. Items can also be teleported by dropping them onto the pad.
The builder node does nothing at the moment.

can you add a decorative egg with will not hatch? Also If the egg hatches it Should spawn a
facehugger http://img04.deviantart.net/1029/i/2012 ... 5j6uas.jpg

Also is it possible To have The egg open instead of Just disappearing

Now about the teleporters can you add more color teleporters to be able to put More teleporters in the world (for example you can add a blue teleporter and if you use the green one you teleport to another green one and if you use the blue one you go to another blue one) I don't know if It's Possible It's just an Idea
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Re: [Mod] scifi-nodes

by D00Med » Wed Nov 23, 2016 19:49

Having the egg open would be difficult, because it stretches across the space of two nodes, which causes the texture to repeat near the top. But you are right I should make them hatch into facehuggers.
That's a good idea, thanks.
 

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Re: [Mod] scifi-nodes

by pithy » Wed Nov 23, 2016 23:39

There are some tricks you can do to make the texture tiling look good, or use a mesh.
 

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Re: [Mod] scifi-nodes

by D00Med » Thu Nov 24, 2016 00:13

^Thanks, that's what I was thinking.
 

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Re: [Mod] scifi-nodes

by toby109tt » Thu Nov 24, 2016 11:04

D00Med wrote:^Thanks, that's what I was thinking.
is it possible to make the Facehugger stick to your face while it's hurting you ( keep in mind the model is very small so it doeset need alot of detail I Would recommend You Keep the Texture in a 32 High and 64 wide max) also I would recommend you keep the model under 20 cubes (if you're going to use Cubes that is)
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Re: [Mod] scifi-nodes

by D00Med » Thu Nov 24, 2016 20:12

Yes, but I will make it in the scifi_mobs mod, since it is not a node.
 

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Re: [Mod] scifi-nodes

by toby109tt » Fri Nov 25, 2016 00:13

D00Med wrote:Yes, but I will make it in the scifi_mobs mod, since it is not a node.

look what i made using this mod :D https://1drv.ms/i/s!Ammw1yWbBi3R4B8XRbWN9scl19rJ
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Re: [Mod] scifi-nodes

by linushsao » Tue Jan 03, 2017 14:45

i got a problem,scifi_nodes's block only could be used by admin,others see nothing by search"sicifi"(in craftguide).why?
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
 

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Re: [Mod] scifi-nodes

by cx384 » Tue Jan 03, 2017 15:14

linushsao wrote:i got a problem,scifi_nodes's block only could be used by admin,others see nothing by search"sicifi"(in craftguide).why?

The nodes are not in the crafting guide because you cant craft those.(no recipe)
Can your read this?
 

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Re: [Mod] scifi-nodes

by D00Med » Tue Jan 03, 2017 19:57

Yeah at the moment there is no crafting, but I do plan on making a machine to create the nodes in return for gold or steel or something.
 

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Re: [Mod] scifi-nodes

by cx384 » Tue Jan 03, 2017 20:57

D00Med wrote:Yeah at the moment there is no crafting, but I do plan on making a machine to create the nodes in return for gold or steel or something.

If you want you can use my node_texture_modifier mod for this.
You have too add only few crafting recipes and register node types for all nodes which should be convertible.
Can your read this?
 

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Re: [Mod] scifi-nodes

by D00Med » Tue Jan 03, 2017 21:09

Is your mod somewhat to the circular saw in moreblocks?
 

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Re: [Mod] scifi-nodes

by cx384 » Tue Jan 03, 2017 21:38

D00Med wrote:Is your mod somewhat to the circular saw in moreblocks?

No not really the mod adds a machine that allow you to convert equal nodes for example stone, stone brick and stone block or all colored wool or cobble, stone tile and split stone tile. This mod is really helpful if you want to register equal nodes with different textures, because you must not register many crafting recipes. Moreover it is possible to fix the problem with overlapping crafting recipes for example the compressed cobble from moreblocks and the polished cobble from mining_plus do have the same crafting recipe, but you can exchange the nodes with my mod. (currently registrations: mods, default)
Can your read this?
 

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