domtron vox wrote:I actually thought about this, making a SS13 subgame, myself right after I read about the death of the attempt to rewrite SS13 to be standalone. I was thinking more along the lines of how to implement the mechanics of the station (wireing, solar panels, tools, sigularity generator). You could maybe mod mescons to act and look like SS13 wiring.
I think there may be an issue implementing the T-Ray scanner. Not sure if you can make blocks see through, or selectivly see through, for just one player on demand. I supose it could just say weather there is a wire below you or not, but that isn't very user friendly. Maybe HUD elements could be added to indicate wire location?
As for art you could probebly get away with just using SS13 art for the tools and maybe even blocks. At least as place holders till you can get better ones. I think the art had a licence that allowed that.
Edit: This is a really cool idea the more I think about it. If you only implement half the stuff on the following page you will have a lot of new content for minetest.
http://wiki.ss13.co/Guides
The T-Ray scanner in SS13 (at least in /tg/station) reveals it for anyone around, as far as I remember. But to do it in minetest as it is right now you would need to replace nodes with transparent versions, which would be annoying and would probably look laggy.
I wouldn't trust the licensing on any art or sounds from SS13 forks unless you can trace each one you plan to use to its source. I went asking about some sounds I wanted to use from the tgstation repo and it turns out the contributor used some proprietary sound packs, even though the art is supposed to be licensed CC-BY-SA (I think).
For implementing the electric system you could probably get inspiration from an SS13 codebase, since I would guess it is one of the parts where the algorithms are less colored by BYOND. I haven't looked at it though, so it may be some shitcode and you would be better off asking some devs how they would have done it. I wouldn't reuse Mesecons for SS13-esque wiring since it implements more logic than needed, so is less performant, and every part of a circuit needs to be loaded for it to work. Mesecons also has to do map accesses to determine what the neighbors of an activated mesecons component should do, which are expensive. Like atmos, I would recommend keeping track of and simulating the electric system outside of the map, and only use the map for input/output, which would only happen in the parts of the simulation that need it. Node callbacks can be used to add and remove things from the electric simulation to match the wiring in the map.
Every time a mod API is left undocumented, a koala dies.