[Mod] UFO wreck [ufowreck]

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Irremann
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[Mod] UFO wreck [ufowreck]

by Irremann » Post

Image

Minetest UFO wreck Mod by Irremann
Based on "scifi_nodes" and "amcaw" mods. Warning: there may be conflicts, do not use them together.

Depends: technic, mobs.

This mod creates a fleet of 4-6 UFOs when generating a map. Although UFOs are damaged during landing, you can find alien artifacts and plants inside them. ( Our researchers are not sure about plants, perhaps they are animals).

But be careful! Somewhere in the hull is hidden a cloning unit that creates armed crew members. They call themselves "floob" and attack all living things around them without hesitation.

Our researchers also report that electrical devices from UFOs operate at high voltage. This can be useful!

Known errors:
1. Teleport pad sometimes loses its coordinates.
2. Electrical devices write "Has No Network", but work as needed.
3. Eye tree sticks out through the hull of the UFO. And not a very pretty picture of the eye when landing.

Github:
Code: https://github.com/Irremann/ufowreck
Download Zip: https://github.com/Irremann/ufowreck/archive/master.zip

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FreeGamers
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Re: [Mod] UFO wreck [ufowreck]

by FreeGamers » Post

Looks very fun. I will may try using this. Its uses schematics based world gen to randomly place them? I will have to test this in world gen and tweak their rarity to suit my survival game.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

Update:
Fix random generate UFOs. More random!
Fix teleport messages.
New tools: heater and freezer.
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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

FreeGamers wrote:Looks very fun. I will may try using this. Its uses schematics based world gen to randomly place them? I will have to test this in world gen and tweak their rarity to suit my survival game.
I'm use minetest.register_decoration. You need to find fill_ratio = 0.0000000000000001. You can try to put the value even less.

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

Image

Added craftable miniufo. Сharging in LV MV HV Battery Box.

Based on UFOs [ufos] from Zeg9. Thanks universales for support.
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Sokomine
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Re: [Mod] UFO wreck [ufowreck]

by Sokomine » Post

Nice idea. Somehow ufos (especially those that crash-landed) fit a lot better into MT than any fantasy elements. Perhaps the ufos where looking for MESE...
A list of my mods can be found here.

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

Added an underwater base:
Image

All alien devices currently known:
Image
Alien Engine - gives 5kEU of energy.
Alien Lighter - generates multiple light sources above itself and illuminates about 50 square meters.
Alien Charger - heal you.
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acidzebra
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Re: [Mod] UFO wreck [ufowreck]

by acidzebra » Post

ha, this is awesome to play around with.

some of the items seem to have a dependency on tubelib which isn't called out in depends.txt

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

А technic mod includes a tubelib, isn't it?

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Codesound
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Re: [Mod] UFO wreck [ufowreck]

by Codesound » Post

Hi,

thanks for this mod....

I would like to use the spaceship to travel to other planets (which are other layers at much higher altitudes)

thanks again

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

For create your own miniUFO you need to find materials from fallen UFO. Good luck in the search for evil aliens =).

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Codesound
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Re: [Mod] UFO wreck [ufowreck]

by Codesound » Post

Irremann wrote:
Sun May 17, 2020 15:10
For create your own miniUFO you need to find materials from fallen UFO. Good luck in the search for evil aliens =).
Thanks! also for your support!

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Irremann
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Re: [Mod] UFO wreck [ufowreck]

by Irremann » Post

Added anti-gravity device generating 100m beam.
Image

And teleport pad now send 1000m in a random direction.

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