[Mod] scifi-nodes

The future(ha!) of this mod?

More Doom-like nodes?
11
20%
More random nodes?
8
14%
Sci-fi tools or mobs?
30
54%
Good enough already - time for release?
7
13%
 
Total votes: 56

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

Ok then.
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Re: [Mod] scifi-nodes

by ManElevation » Post

nice models!
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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

Thankyou
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Re: [Mod] scifi-nodes

by linushsao » Post

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.
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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

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).
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BirgitLachner
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Re: [Mod] scifi-nodes

by BirgitLachner » Post

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?

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Re: [Mod] scifi-nodes

by BirgitLachner » Post

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?

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Re: [Mod] scifi-nodes

by azekill_DIABLO » Post

o that why i was stuck....
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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

Those are cool ideas, thanks!
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Re: [Mod] scifi-nodes

by Cyber_Shinobi » Post

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

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

Which version are you using?
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TechNolaByte
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Re: [Mod] scifi-nodes

by TechNolaByte » Post

is this mod still in development?
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Re: [Mod] scifi-nodes

by Cyber_Shinobi » Post

Latest

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

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.
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Re: [Mod] scifi-nodes

by BuckarooBanzay » Post

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
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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

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?
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Irremann
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Re: [Mod] scifi-nodes

by Irremann » Post

Added some animation:
Image

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Re: [Mod] scifi-nodes

by BuckarooBanzay » Post

Irremann wrote:Added some animation:
Image
This looks cool :O can you make a pull-request on github?
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Irremann
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Re: [Mod] scifi-nodes

by Irremann » Post

I am creating a new UFO mod using textures from scifi-nodes. I think soon I will post it on the forum. Just wait a bit =).

Today I made a drop of edible eyes and planting and growing new eye trees.

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Post

I like the animation
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

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Melkor
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Re: [Mod] scifi-nodes

by Melkor » Post

Irremann wrote:Added some animation:
Image
this is cool

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Re: [Mod] scifi-nodes

by FreeGamers » Post

I checked previous version of scifi_nodes and it mentioned that the sliding door opening sound was the content that was original listed on freesound.org but under a CC-BY-NC license.

I couldn't find this mentioned in the current hosted version of scifi_nodes on ContentDB. I noticed this awhile ago in my game and removed the NC asset and replaced it with a similar sound from FreeDoom (all free software version of doom) of a metal door sliding open. https://github.com/freedoom/freedoom/bl ... sbdopn.wav The other door sound in scifi_nodes was listed as CC-BY-NC but it was actually CC-BY-3.0. I'm going to go post this information to the maintainer.

As far as I know, that is the last thing in scifi_nodes that is non-free but D00Med can confirm that on his own. Can you update this asset so your mod is completely free? Are there other non-free assets in your mod?
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Re: [Mod] scifi-nodes

by Uranzu » Post

This mod seems really nice to be played together with marsurvive mod. However when I try to launch the game I get this error:

ModError: Failed to load and run script from /home/santi/snap/minetest/1619/.minetest/mods/scifi_nodes/init.lua:
...est/1619/bin/../share/minetest/builtin/game/register.lua:132: attempt to compare number with string
stack traceback:
...est/1619/bin/../share/minetest/builtin/game/register.lua:132: in function 'register_item'
...est/1619/bin/../share/minetest/builtin/game/register.lua:208: in function 'register_node'
...i/snap/minetest/1619/.minetest/mods/scifi_nodes/init.lua:305: in main chunk
Check debug.txt for details.


My minetest version 5.3.0
Any help will be appreciated

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Re: [Mod] scifi-nodes

by BuckarooBanzay » Post

Uranzu wrote:
Tue Oct 13, 2020 17:52
This mod seems really nice to be played together with marsurvive mod. However when I try to launch the game I get this error:

ModError: Failed to load and run script from /home/santi/snap/minetest/1619/.minetest/mods/scifi_nodes/init.lua:
...est/1619/bin/../share/minetest/builtin/game/register.lua:132: attempt to compare number with string
stack traceback:
...est/1619/bin/../share/minetest/builtin/game/register.lua:132: in function 'register_item'
...est/1619/bin/../share/minetest/builtin/game/register.lua:208: in function 'register_node'
...i/snap/minetest/1619/.minetest/mods/scifi_nodes/init.lua:305: in main chunk
Check debug.txt for details.


My minetest version 5.3.0
Any help will be appreciated
Please update the mod, your copy is out of date (init.lua does only have 24 lines)
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Re: [Mod] scifi-nodes

by Uranzu » Post

BuckarooBanzay wrote:
Wed Oct 14, 2020 13:13

Please update the mod, your copy is out of date (init.lua does only have 24 lines)
Thanks! It works now.

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