[Mod] Pollution & Toxic stuff 15 [pollution]

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[Mod] Pollution & Toxic stuff 15 [pollution]

by AiTechEye » Thu Oct 29, 2015 16:27

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1: Craft the barrels
2: Put somewhere or into water
3: Punsh the barrels until they get cracked and see the terrible effetcs >:D


V15:
+Arsenic barrel: Makes water around the world toxic, and hurts
replaced all "env:" and "node_group" with "item_group"
changed mobs: update every 1s instead of 0.5s
changed mobs: updated damage system
changed mobs: make global movement local
changed mobs: remake the jump system (and some more)
+kalium mob: relive unloaded
+missing "pff" sound
+timed nuclearbomb

Toxic:
+ Spoiler


Nitrogen:
+ Spoiler

Sinkhole:
+ Spoiler


Kalium bottle:
+ Spoiler


Using toxic waste:
+ Spoiler



axov:
+ Spoiler


Crystal:
+ Spoiler


Acid:
+ Spoiler


Uranium / Nuclear reactor / Nuclearbomb:
+ Spoiler


The portable chest:
+ Spoiler


arsenic:
+ Spoiler



Licenses: code and media CC0
Depends: default, fire

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Re: [Mod] pollution

by LNJ » Thu Oct 29, 2015 16:34

Looks nice!
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Re: [Mod] Pollution 2 [Toxic] (x_x)

by AiTechEye » Fri Oct 30, 2015 21:22

big update (v2)
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Re: [Mod] Pollution 2 [Toxic] (x_x)

by mahmutelmas06 » Sat Oct 31, 2015 13:46

+1 must have for survival games
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by AMMOnym » Mon Nov 02, 2015 19:19

What about gas masks ?
 

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Re: [Mod] Pollution 4 [Toxic] (x_x)

by AiTechEye » Mon Nov 02, 2015 22:31

Could look cool, but will not work with the hurting / vaccum gass blocks...

You can eat a pollution:magnesium_lump to stop the hurting sickness + gives 10hp

Players & mobs & items can infect each other.
Do you ever seen a coughing oerkki or pickaxe? :P
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by DS-minetest » Tue Nov 03, 2015 15:58

the mod looks really good
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by Sokomine » Fri Nov 06, 2015 21:42

Nice idea! But: What's the reward, the cause for the toxics? It's (usually) not that people set out to produce toxics and dump them to create a nicer landscape :-) Maybe they could be by-products of something useful? I.e. crafting such a barrel and putting cobble inside extracts mese crystals or other ores. But as a side-effect, the barrel turnes into the toxic variant.

Digging a hole and dumping the barrels might be very tempting :-) Maybe hot lava can help...
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by Nathan.S » Fri Nov 06, 2015 22:10

oh, I like your idea Sokomine.
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by Gaming Association » Fri Nov 06, 2015 23:50

couldnt make another version of the mod 2 have it automatically dump it in without the barrels for something like refuge from minecraft?

https://www.youtube.com/watch?v=aN1gFOXjCuI
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Re: [Mod] Pollution 4 [Toxic] (x_x)

by AiTechEye » Sat Nov 07, 2015 09:52

1: Im working on a update with mobs :-)
2: yeah I have plans to make stuff spawns around / between the waste
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Re: [Mod] Pollution 5 [Toxic] (x_x)

by rnd » Sat Nov 07, 2015 15:21

1. mod with very interesting features. nice that you can change entity textures like this while game is running (thats not possible with nodes is it?) :
+ Spoiler

could you also do animated texture like flame?

2. when nitrogen barell is destroyed and ice starts spreading you should make it spread just up to some radius not infinitely (just use meta:set_int("life",...) and get_int then decrease life each time it spreads or something for ice blocks). I used that to grow my trees in trees mod.

3. i did get few crashes though, using 0.4.13 with just pollution mod enabled
+ Spoiler
 

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Re: [Mod] Pollution 5 [Toxic] (x_x)

by AiTechEye » Sat Nov 07, 2015 17:41

rnd wrote:1. mod with very interesting features. nice th


1: http://dev.minetest.net/minetest.swap_node
You have to replace / update the corrent model at same time

...i will try
2: added both ice & toxic: it will work with metadata / levels, like: barrel(L7), L6 L5 L4 L3 L2 L1 L0 then it stop to spreading (30 as default)
3: weird becaouse it coming from on_punch=function(self, puncher, time_from_last_punch, tool_capabilities, dir)
but fixed

All changes will come to V6
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Re: [Mod] Pollution 6 [Toxic] (x_x)

by AiTechEye » Sun Nov 08, 2015 14:20

Sokomine: the cause for the toxics? Crystals will spawn on some mineral blocks in the water, ice & sinkhole are more like traps
rnd:2 could you also do animated texture like flame? Idk but seems to be hard to make, but the blocks will bite.
rnd:3 you should make it spread just up to some radius not infinitely... toxic/ice will spread in radius up to 30 as default (find in init.lua)
rnd:4.i did get few crashes though... Fixed!
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Re: [Mod] Pollution 7 [Toxic] (x_x)

by AiTechEye » Mon Nov 09, 2015 22:13

V7: Fixed some bugs, added light to crystal / & kalium pur / ender bottle
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Re: [Mod] Pollution 8 [Toxic] (x_x)

by AiTechEye » Wed Nov 18, 2015 15:18

V8: added 2 special mobs
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Re: [Mod] Pollution 9 [Toxic] (x_x)

by AiTechEye » Mon Dec 14, 2015 17:58

Fixed: massive lag with crystal barrels / purple (will go step by step like the other)
Fixed: sick stuff will be punshed on damage (makes them drop stuff on death / see when hurts)
Added: axov crystal / toxic can be frozen like players when use nitrogen rifle
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Re: [Mod] Pollution 9.1 [Toxic] (x_x)

by mahmutelmas06 » Wed Jan 06, 2016 00:12

I think u would interest to take a look for more ideas

viewtopic.php?f=9&t=11140
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Re: [Mod] Pollution 9.1 [Toxic] (x_x)

by AiTechEye » Wed Jan 06, 2016 09:11

mahmutelmas06 wrote:I think u would interest to take a look for more ideas

viewtopic.php?f=9&t=11140



ok
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Re: [Mod] Pollution 10 [Toxic] (x_x)

by AiTechEye » Fri Jan 08, 2016 23:02

this should be enough for you question :P

added: mobs will not see thru walls but some glass.
fixed: axov [navigation glitch] will not stuck with walls (now timed)
fixed: axov side navigation when target is behind a wall
added: portable chest
added: crystal rifle
added: acid fire rifle
added: axovy (acid mob)
added: Acid barrel + source, flowing fire
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Re: [Mod] Pollution 10 [Toxic] (x_x)

by AiTechEye » Sat Jan 09, 2016 15:45

The power of acid!

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Re: [Mod] Pollution 10 [Toxic] (x_x)

by AiTechEye » Sun Jan 24, 2016 18:30

fixed crystal rife crash
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Re: [Mod] Pollution 11 [Toxic] (x_x)

by AiTechEye » Mon Mar 21, 2016 18:35

For who likes the old uranium mod, uranium stuff is added
+ a lot of fixes
+ a nuclear reactor building / stuff
+ a extremly dangerours mob (have 800hp) [it also killed 150 mobs in 5 seconds in a test]

find more info in the readme file, pix + info comes later.
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Re: [Mod] Pollution 11 [Toxic] (x_x)

by MineYoshi » Mon Mar 21, 2016 22:05

Yeah,

The world everyday is more weird!


Anyways:

+100!
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Re: [Mod] Pollution & Toxic 11 [pollution]

by AiTechEye » Wed Mar 30, 2016 09:55

Guess what happened here? not an explosion

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Re: [Mod] Pollution & Toxic 11 [pollution]

by azekill_DIABLO » Wed Mar 30, 2016 11:23

radiation.................

add godzilla!!

sorry >>minezilla
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Re: [Mod] Pollution & Toxic stuff 12 [pollution]

by Laser0073 » Fri Nov 11, 2016 22:25

Hey this looks very cool! Could you please re-post the download link?
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Re: [Mod] Pollution & Toxic stuff 12 [pollution]

by AiTechEye » Sun Nov 13, 2016 13:37

The models have to be updated.
While im trying to solve the problem, it will not be downloadable.

The easiest way are to re-make the models in blender or something like that (which Im trying, but forgeting everything I learnt again)
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Re: [Mod] Pollution & Toxic stuff 12 [pollution]

by Laser0073 » Mon Nov 14, 2016 17:52

Ok, thanks! Can't wait to use this mod :)
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Re: [Mod] Pollution & Toxic stuff 13 [pollution]

by AiTechEye » Mon Nov 14, 2016 20:54

Fixed!

viewtopic.php?f=11&t=13506&p=196674#p196674

all models are replaced, but got problems with exporting the barrel model.

could not resist to add this in V14
freeze mobs with nitrogen rifle

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