[Mod] scifi-nodes

The future(ha!) of this mod?

More Doom-like nodes?
10
26%
More random nodes?
5
13%
Sci-fi tools or mobs?
20
53%
Good enough already - time for release?
3
8%
 
Total votes : 38

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D00Med
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ManElevation
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D00Med
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linushsao
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Re: [Mod] scifi-nodes

by linushsao » Wed Jan 04, 2017 10:14

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.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
 

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Tue Mar 07, 2017 04:52

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 » Thu Oct 12, 2017 10:09

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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BirgitLachner
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Re: [Mod] scifi-nodes

by BirgitLachner » Thu Oct 12, 2017 10:47

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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azekill_DIABLO
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D00Med
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Cyber_Shinobi
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Re: [Mod] scifi-nodes

by Cyber_Shinobi » Sun Mar 04, 2018 04:56

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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RSLRedstonier
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Re: [Mod] scifi-nodes

by RSLRedstonier » Mon Mar 05, 2018 22:19

is this mod still in development?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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D00Med
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Re: [Mod] scifi-nodes

by D00Med » Tue Mar 06, 2018 04:42

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.
 

BuckarooBanzay
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Re: [Mod] scifi-nodes

by BuckarooBanzay » Thu Sep 27, 2018 11:52

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 » Fri Sep 28, 2018 05:59

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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