[Mod] Aviator - craft node and fly V1.5[aviator]
[Mod] Aviator - craft node and fly V1.5[aviator]
Last edited by u18398 on Wed Jul 20, 2022 12:56, edited 12 times in total.
- texmex
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Good thinking. It's a viable alternative to granting "global" fly privilege.
Last edited by texmex on Tue Feb 14, 2017 11:14, edited 1 time in total.
- azekill_DIABLO
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
it's like an antigravity field no? clever!
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Thanks Texmex and azekill_DIABLO.
Yes antigravity field would explain it too.
You can try it. If you leave the radius fly is taken and
you fall down, then the field catches you again and you fly.
This effects works best when you leave at top of the sphere.
Yes antigravity field would explain it too.
You can try it. If you leave the radius fly is taken and
you fall down, then the field catches you again and you fly.
This effects works best when you leave at top of the sphere.
- texmex
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
I would change the recipe to containing mese. Diamond properties are known to science already, while the mysterious powers of mese is rarely known…
Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Yes I like that idea of using mese. I was only afraid it would make the
device too cheap.
But it is pretty easy to change recipe in the init.lua file to whatever one likes :)
device too cheap.
But it is pretty easy to change recipe in the init.lua file to whatever one likes :)
- azekill_DIABLO
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
i think it's great for a 10 meters radius! (round or cube then?)
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
It is always round (sphere). Distance is calculated by vectors.azekill_DIABLO wrote:i think it's great for a 10 meters radius! (round or cube then?)
To change radius open init.lua and replace
maxdistance = 20
with maxdistance = 10
- azekill_DIABLO
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
thank you! how if two players place this node? which one is destroyed? is it bugging?
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Lol, looks you are the bug hunter here :D Try yourself and tell me, no bugs I know of so far.azekill_DIABLO wrote:thank you! how if two players place this node? which one is destroyed? is it bugging?
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Or try this:
viewtopic.php?f=10&t=13125
I'll give you some to try.
Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Naj wrote:It could be a technic machine, like force field.
It would allow to make some "flying arenas" or so
I was thinking of that too, But I decided not to. technic always
means you are bound to cables and Energy production. And
long cables is lag generator number one on the server. At least
what I experienced so far. Nevertheless you still need technic
to produce the uranium ingot to craft the node. :)
(if technic mod is installed)
- azekill_DIABLO
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
The mod could be modifed to add others privileges, like interact no? no need to have shields blocks, just need 1 interact block.
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
Yes you can use it with any priv you want. But I think using minetest api for protection andazekill_DIABLO wrote:The mod could be modifed to add others privileges, like interact no? no need to have shields blocks, just need 1 interact block.
protection violation is much faster than my on step function.
There used to be a mod which gives privileges by area. I forgot who made it. Ruben Wardy maybe ?
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Re: [Mod] Aviator - craft node and fly [1.0][aviator]
i will see later! but i don't think the on step is so laggy... if it is maybe fing a way to improve performance by checking with more intervals or disable with distance...
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Re: [Mod] Aviator - craft node and fly [1.1][aviator]
V 1.1
Added chatcommand "/7" to call back aviator to inventory. More convenient
use of it. Like this can be used for climbing/descending and easier building.
Added chatcommand "/7" to call back aviator to inventory. More convenient
use of it. Like this can be used for climbing/descending and easier building.
[Mod] Aviator - craft node and fly [1.2][aviator]
--- Update to V1.2 ---
New version allows larger radius than 20 nodes.
But if you like to use this you have to change the
setting in your minetest.conf:
max_forceloaded_blocks = 1000
(for example. The mod will tell you if it can not allocate an other
forceloaded block)
See also readme.md in the aviator folder.
New version allows larger radius than 20 nodes.
But if you like to use this you have to change the
setting in your minetest.conf:
max_forceloaded_blocks = 1000
(for example. The mod will tell you if it can not allocate an other
forceloaded block)
See also readme.md in the aviator folder.
Last edited by u18398 on Wed May 10, 2017 12:50, edited 1 time in total.
- azekill_DIABLO
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Re: [Mod] Aviator - craft node and fly [1.2][aviator]
*clap clap clap*
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Re: [Mod] Aviator - craft node and fly [1.2][aviator]
azekill_DIABLO wrote:*clap clap clap*
applause ?
Thank you :)
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Re: [Mod] Aviator - craft node and fly [1.2][aviator]
from nothing, it's a great mod.
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Re: [Mod] Aviator - craft node and fly [1.3][aviator]
Update to 1.3.
Now only uses forceload_blocks if it is really necessary.
added support of rnd's basic_machines and adds a recipe to it's contructor
Now only uses forceload_blocks if it is really necessary.
added support of rnd's basic_machines and adds a recipe to it's contructor
Re: [Mod] Aviator - craft node and fly [1.3][aviator]
Little bugfix:
the aviator is blast resistant now.
Cheating with tnt to gain free aviators will not work anymore.
the aviator is blast resistant now.
Cheating with tnt to gain free aviators will not work anymore.
Re: [Mod] Aviator - craft node and fly [1.3][aviator]
This could be good for construction. without letting the player cheat to travel over obstacles. The player would need to be on or next to the aviator node begin flying and could only end the flight next to the aviator node. That could be done by teleporting the player back to the aviator when he digs and limiting how far he can fly.
I tried the crane mod, but it wasn't letting the player fly.
I tried the crane mod, but it wasn't letting the player fly.
Re: [Mod] Aviator - craft node and fly [1.3][aviator]
This is exactly what it does when you place an aviator node. You start getting fly priv next to where you placed it.
I do not think that cheating with aviators is a real issue. They are pretty expensive and you think twice where to use it and when. Like this it is also very conveniently usable for exploring caves, climbing cliffs or much more. Just recall your aviator with "/7" and place it again. The rich players on my servers like it for building :)
I do not think that cheating with aviators is a real issue. They are pretty expensive and you think twice where to use it and when. Like this it is also very conveniently usable for exploring caves, climbing cliffs or much more. Just recall your aviator with "/7" and place it again. The rich players on my servers like it for building :)
Re: [Mod] Aviator - craft node and fly [1.3][aviator]
With the current 5.3 dev Minetest version, I now see the time remaining and my distance from the Aviator, but I don't fly.
I would sort of like an Aviator with unlimited time, but restrictions so that it can't be used to travel. Or, it could not be movable after it is placed, only destroyable, but not movable.
I would sort of like an Aviator with unlimited time, but restrictions so that it can't be used to travel. Or, it could not be movable after it is placed, only destroyable, but not movable.
Re: [Mod] Aviator - craft node and fly [1.3][aviator]
With 5.2 stable it works.
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