Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Wed Jun 05, 2013 19:25
Post
Hello.
Description:
This mod allow you construct your own airship!
Youn need:
Built square by steel blocks.
Built any shape using:wood, wool, fence above square.
Put controller in your airship.
Fly!!!
Control:
Jump - up!
Sneak - down!
Forward - forward;
Back - backward;
Left - turn left;
Right - turn right.
Links:
Download
Licence:
WTFPL.
Other information
The front of airship must be directed to +X
To get controller, you need "giveme" privilege.
Write
Code: Select all
/giveme flyingmachine:controller 99
in console or chat window.
The biggest size of airship is 50x50x50
Known bugs
Last edited by
Pavel_S on Thu Jun 06, 2013 03:32, edited 1 time in total.
tinoesroho
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Posts: 570 Joined: Fri Feb 17, 2012 21:55
Location: Canada
by tinoesroho » Wed Jun 05, 2013 21:46
Post
0.o
Wow, that looks incredible! Did you pull it off by attaching all the nodes to a "core", and then move each relative to the core? What about passengers- do people who hop on get pushed off if they don't move?
We are what we create.
I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.
My github:
https://github.com/tinoesroho/
Dan Duncombe
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by Dan Duncombe » Wed Jun 05, 2013 22:13
Post
Plz add download- don't care if buggy!
Mossmanikin
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by Mossmanikin » Wed Jun 05, 2013 22:20
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Dan Duncombe wrote: Plz add download- don't care if buggy!
Agree!
Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Thu Jun 06, 2013 01:06
Post
Download link added.
tinoesroho wrote: 0.o
Wow, that looks incredible! Did you pull it off by attaching all the nodes to a "core", and then move each relative to the core?
Yep. All nodes replaced by entities and attached to a controller.
Mossmanikin
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by Mossmanikin » Thu Jun 06, 2013 01:56
Post
Absolutely great!
This way you could let almost anything fly.
Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Thu Jun 06, 2013 03:20
Post
Mossmanikin wrote: Absolutely great!
This way you could let almost anything fly.
Yeah. but it need to be coded.
And doors and chest can`t be added.
Last edited by
Pavel_S on Thu Jun 06, 2013 03:21, edited 1 time in total.
Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Thu Jun 06, 2013 05:59
Post
Post your airships!
cornellius
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Location: South East Asian
by cornellius » Thu Jun 06, 2013 08:57
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Pavel_S wrote: Mossmanikin wrote: Absolutely great!
This way you could let almost anything fly.
Yeah. but it need to be coded.
And doors and chest can`t be added.
so doors and chest cant be added? thats make my ship epic fail
wait! did glass can be added?
Last edited by
cornellius on Thu Jun 06, 2013 09:20, edited 1 time in total.
All Humans Need Is Forgiveness, God Is The First One Who Forgive All Humans So Humans Must Forgive Other Humans
Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Thu Jun 06, 2013 09:10
Post
cornellius wrote:
so doors and chest cant be added? thats make my ship epic fail
after I attach entity ,I can`t interact whit it.
Zeg9
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Posts: 608 Joined: Fri Sep 21, 2012 11:02
Location: France
by Zeg9 » Thu Jun 06, 2013 11:00
Post
Pavel_S wrote: cornellius wrote:
so doors and chest cant be added? thats make my ship epic fail
after I attach entity ,I can`t interact whit it.
What about using on_rightclick ? This doesnt work when entity is attached ?
EDIT: btw when you use rar, kittens die.
EDIT2: Maybe you could use wielditem instead of a mesh. That way you could use most nodes.
Last edited by
Zeg9 on Thu Jun 06, 2013 11:11, edited 1 time in total.
Evergreen
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4Evergreen4
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by Evergreen » Thu Jun 06, 2013 12:01
Post
When I do /giveme flyingmachine:controller it says the item does not exist. Why?
Back from the dead!
Zeg9
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Location: France
by Zeg9 » Thu Jun 06, 2013 12:04
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Evergreen wrote: When I do /giveme flyingmachine:controller it says the item does not exist. Why?
Is the mod loaded ? Check with /mods please.
Evergreen
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by Evergreen » Thu Jun 06, 2013 12:08
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Zeg9 wrote: Evergreen wrote: When I do /giveme flyingmachine:controller it says the item does not exist. Why?
Is the mod loaded ? Check with /mods please.
Ah you were right. I though I had checked it off in the configuration, but I guess not.
Back from the dead!
rubenwardy
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by rubenwardy » Thu Jun 06, 2013 12:10
Post
Is this a prank?
If not, this is amazing!
You deserve a reward!
Last edited by
rubenwardy on Thu Jun 06, 2013 12:10, edited 1 time in total.
Zeg9
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by Zeg9 » Thu Jun 06, 2013 12:15
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Now I have a small problem with the mod, the UVs dont seem to work on wood.
(yes, the world is messy
the brown thing is supposed to be wood)
Last edited by
Zeg9 on Thu Jun 06, 2013 12:15, edited 1 time in total.
rubenwardy
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by rubenwardy » Thu Jun 06, 2013 12:31
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Zeg9 wrote: Now I have a small problem with the mod, the UVs dont seem to work on wood.
(yes, the world is messy
the brown thing is supposed to be wood)
Happens to me as well, and the wool is just white.
rubenwardy
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by rubenwardy » Thu Jun 06, 2013 12:38
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Wow, It is amazing!
Evergreen
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by Evergreen » Thu Jun 06, 2013 12:43
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rubenwardy wrote: Zeg9 wrote: Now I have a small problem with the mod, the UVs dont seem to work on wood.
(yes, the world is messy
the brown thing is supposed to be wood)
Happens to me as well, and the wool is just white.
Ditto
Back from the dead!
Pavel_S
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Posts: 131 Joined: Sat Apr 06, 2013 11:43
by Pavel_S » Thu Jun 06, 2013 13:13
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Zeg9 wrote: Now I have a small problem with the mod, the UVs dont seem to work on wood.
(yes, the world is messy
the brown thing is supposed to be wood)
When I have problems with textures I just reload game, and it works well.
Zeg9 wrote:
What about using on_rightclick ? This doesnt work when entity is attached ?
EDIT2: Maybe you could use wielditem instead of a mesh. That way you could use most nodes.
Yes, it doesnt work.
What wielditem do you mean?
Zeg9
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by Zeg9 » Thu Jun 06, 2013 15:36
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Pavel_S wrote: What wielditem do you mean?
Instead of visual = "mesh", use visual = "wielditem";
and use the node name in textures. (textures = {"default:wood"} for example).
You don't need to register one entity for every node, just change the "texture" at run time with set_properties.
J-Block
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by J-Block » Fri Jun 07, 2013 14:04
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There's no init.lua, therefore the mod won't work on the game. I don't know how to write a LUA file, let alone save a file as one, so please fix this.
rubenwardy
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by rubenwardy » Fri Jun 07, 2013 14:58
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What are you talking about?
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