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Re: [Mod] scifi-nodes

PostPosted: Wed Jan 04, 2017 02:21
by D00Med
Ok then.

Re: [Mod] scifi-nodes

PostPosted: Wed Jan 04, 2017 06:51
by ManElevation
nice models!

Re: [Mod] scifi-nodes

PostPosted: Wed Jan 04, 2017 07:29
by D00Med
Thankyou

Re: [Mod] scifi-nodes

PostPosted: Wed Jan 04, 2017 10:14
by linushsao
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.


tks,D00Med&cx384. i underatand. awesome mod.

Re: [Mod] scifi-nodes

PostPosted: Tue Mar 07, 2017 04:52
by D00Med
I've made some progress with the node builder.
Soon almost all the nodes should be able to be either built using the builder node, or crafted(thanks to tanmayameher crafting recipes have already been added, but they may be removed).

Re: [Mod] scifi-nodes

PostPosted: Thu Oct 12, 2017 10:09
by BirgitLachner
Very cool nodes.
I use it for a Mars-Server with some Startrek Spaceships on and over it. May be I will look for some control panel pictures like of the Startrek Ships. Would you like to add them? Even add some bigger nodes like 2x1 and 1x2 or 2x2.

But ... there is no sound when I step on the nodes. That's a bit sad ;-)

I don't know if it would be possible but some sound for the controll blocks like little *peep*s would be cool. Can I give nodes a sound? Without touching them?

Re: [Mod] scifi-nodes

PostPosted: Thu Oct 12, 2017 10:47
by BirgitLachner
Another thing ... there are some node that are very thin, like lamps or control panels on the wall. But I can't pass wihtout being one block away. Is this the collision-box that should be smaller?

Re: [Mod] scifi-nodes

PostPosted: Thu Oct 12, 2017 16:22
by azekill_DIABLO
o that why i was stuck....

Re: [Mod] scifi-nodes

PostPosted: Thu Oct 12, 2017 19:52
by D00Med
Those are cool ideas, thanks!

Re: [Mod] scifi-nodes

PostPosted: Sun Mar 04, 2018 04:56
by Cyber_Shinobi
Awesome mod!

but i have to modify it for it to load :-(
it dosen't like the following cool code.
any idea why my version of minetest desn't like it?



for _, row in ipairs(node.types) do
local name = row[1]
local desc = row[2]
local craft_color_group = row[3]
local light = row[4]
-- Node Definition
minetest.register_node("scifi_nodes:"..name, {
description = desc,
tiles = {"scifi_nodes_"..name..".png"},
groups = {cracky=1},
paramtype = "light",
light_source = light,
})
end

Re: [Mod] scifi-nodes

PostPosted: Mon Mar 05, 2018 21:42
by D00Med
Which version are you using?

Re: [Mod] scifi-nodes

PostPosted: Mon Mar 05, 2018 22:19
by RSLRedstonier
is this mod still in development?

Re: [Mod] scifi-nodes

PostPosted: Tue Mar 06, 2018 03:57
by Cyber_Shinobi
Latest

Re: [Mod] scifi-nodes

PostPosted: Tue Mar 06, 2018 04:42
by D00Med
Hmm I don't see why it doesn't work then, can you show me the error that you are getting?

And yes the mod is still in development. I don't have as much time for minetest these days, so progress is slow.

Re: [Mod] scifi-nodes

PostPosted: Thu Sep 27, 2018 11:52
by BuckarooBanzay
I really like this mod!
Already built some good looking space-ships with it (now the doors are craftable :)

Looking forward to build something like this:
http://doom.wikia.com/wiki/E1M1:_Hangar_(Doom)
and make it interactive with the mission-block/mod

Re: [Mod] scifi-nodes

PostPosted: Fri Sep 28, 2018 05:59
by D00Med
I'm glad you do.

That's something I've wanted to do for a long time, but just never got around to it.
Will you let me know if you do make it?