[Mod] Nuke Mod [2.1] [nuke]

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sfan5
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[Mod] Nuke Mod [2.1] [nuke]

by sfan5 » Mon Dec 26, 2011 09:21

Nuke


The nuke mod provides a few additional TNT types for all your explosive needs.

License: MIT
Depends: default, optionally mesecons

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Image
Last edited by sfan5 on Sun Mar 19, 2017 18:29, edited 4 times in total.
Reason: new release.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by Hackeridze » Mon Dec 26, 2011 09:24

How about CPU usage? :D Like in minecraft?

Second BANG mod for today)
But big thanks to you for this.
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by Staffs » Mon Dec 26, 2011 10:08

Gonna check zis out
I love mods :D
 

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by xyz » Mon Dec 26, 2011 13:00

I think that original TNT recipe is too simple, same for iron tnt. (but of course fun for griefers)
 

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by Hackeridze » Mon Dec 26, 2011 13:33

SFAN5, your mod should be depends on nemo08 dynamite mod! And maybe you will want to use nparticals from it too.
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by Staffs » Mon Dec 26, 2011 14:09

Hey everything works except original (normal) tnt i launch it is bouncing but never explodes.... >_<
I love mods :D
 

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by IPushButton2653 » Mon Dec 26, 2011 14:44

Watch me completely make my map look like armageddon in a few days.........
 

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by sfan5 » Mon Dec 26, 2011 15:35

IPushButton2653 wrote:Watch me completely make my map look like armageddon in a few days.........

Make a livestream xDD
Mods: Mesecons | WorldEdit | Nuke
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by IPushButton2653 » Mon Dec 26, 2011 16:41

I wish I could, and I wonder if I could tinker around with the init.lua and make an obsidian nuke.........destroy the map with one blow XD
 

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by sfan5 » Mon Dec 26, 2011 17:15

just modify the "local MESE_TNT_RANGE = 12" Line xD
Mods: Mesecons | WorldEdit | Nuke
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by sfan5 » Mon Dec 26, 2011 19:01

Mods: Mesecons | WorldEdit | Nuke
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by IPushButton2653 » Mon Dec 26, 2011 19:08

sfan5 wrote:just modify the "local MESE_TNT_RANGE = 12" Line xD

I set it to 400.......................
 

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by Staffs » Mon Dec 26, 2011 19:23

Why doesnt the default tnt work ?!?!?! pls tell me !!
I love mods :D
 

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by jordan4ibanez » Mon Dec 26, 2011 19:48

get the modified tnt lua of the experimental section of the mods...and replace the experimental lua with this ones:
https://github.com/celeron55/minetest/pull/30
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by Jordach » Mon Dec 26, 2011 23:49

I saw what you were doing with Ibanez, that was cool! :D

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by sfan5 » Tue Dec 27, 2011 09:01

IPushButton2653 wrote:
sfan5 wrote:just modify the "local MESE_TNT_RANGE = 12" Line xD

I set it to 400.......................

lol
Mods: Mesecons | WorldEdit | Nuke
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by RAPHAEL » Tue Dec 27, 2011 17:29

IPushButton2653 wrote:
sfan5 wrote:just modify the "local MESE_TNT_RANGE = 12" Line xD

I set it to 400.......................

Why not 9001?
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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by sfan5 » Tue Dec 27, 2011 19:03

That will crash Minetest xD
Mods: Mesecons | WorldEdit | Nuke
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by sfan5 » Tue Dec 27, 2011 20:30

Update!
Changelog for Version 1.1:
  • Added Hardcore Mese TNT
  • Added Hardcore Iron TNT
  • Mese and Iron TNT activates other TNT if in Range
Download in first Post
Mods: Mesecons | WorldEdit | Nuke
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by jordan4ibanez » Tue Dec 27, 2011 20:44

YES :D finally!!
If you can think it, you can make it.
 

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by sfan5 » Wed Dec 28, 2011 08:56

:D
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by IPushButton2653 » Wed Dec 28, 2011 21:48

Is gonna crash his minetest :D
 

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by jordan4ibanez » Thu Jan 12, 2012 00:36

reviewed
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by sfan5 » Thu Jan 12, 2012 06:17

Thx
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by sfan5 » Mon Jan 16, 2012 15:35

Update!
Changelog for Version 1.3:
  • TNT does 1 heart Damage if you are in the blast radius
  • Added Physics to TNT (http://youtu.be/vjqd-sgNd28 <- watch this)
  • TNT doesn't explode in Water
Download in the first Post

PS.: Have Fun with the new TNT-Physics! :D
Last edited by sfan5 on Mon Jan 16, 2012 16:26, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke
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by jordan4ibanez » Mon Jan 23, 2012 02:53

crashes in 0.4 latest
when you try to retrieve activated tnt
Last edited by jordan4ibanez on Mon Jan 23, 2012 02:57, edited 1 time in total.
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by sfan5 » Mon Jan 23, 2012 06:24

I Need the Error Log to fix it!
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by jordan4ibanez » Mon Jan 23, 2012 12:58

8:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [object 2]
08:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=1, item=0, pointed=[node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [nothing]
08:03:40: INFO[main]: Pointing at [object 2]
08:03:40: INFO[main]: Left-clicked object
08:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[object 2]
08:03:40: ACTION[ServerThread]: xz punches object 2
08:03:40: INFO[ServerThread]: ObjectRef::l_remove(): id=2
08:03:40: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_punch': ....dev-20120122-1-win32\bin\..\data\mods\nuke\init.lua:246: attempt to call method 'add_to_inventory' (a nil value)
08:03:40: ERROR[ServerThread]: stack traceback:

In thread f74:
C:\tmp\minetest\src\server.cpp:113: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 828:
#0 main
(Leftover data: #1 ClientMap::renderMap)
(Leftover data: #2 ClientEnvironment::step)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)
DEBUG STACK FOR THREAD f24:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD f74:
#0 ServerThread::Thread
(Leftover data: #1 Server::Receive)
(Leftover data: #2 Server::ProcessData)
(Leftover data: #3 Server::getClient)
(Leftover data: #4 BlockEmergeQueue::addBlock)
(Leftover data: #5 ServerMap::emergeBlock: p=(0,1,1)
(Leftover data: #6 ServerMap::createSector: p2d=(0,1))
Last edited by jordan4ibanez on Mon Jan 23, 2012 12:59, edited 1 time in total.
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by sfan5 » Mon Jan 23, 2012 15:35

jordan4ibanez wrote:
8:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [object 2]
08:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=1, item=0, pointed=[node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [node under=-4,5,11 above=-4,6,11]
08:03:40: INFO[main]: Pointing at [nothing]
08:03:40: INFO[main]: Pointing at [object 2]
08:03:40: INFO[main]: Left-clicked object
08:03:40: INFO[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[object 2]
08:03:40: ACTION[ServerThread]: xz punches object 2
08:03:40: INFO[ServerThread]: ObjectRef::l_remove(): id=2
08:03:40: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_punch': ....dev-20120122-1-win32\bin\..\data\mods\nuke\init.lua:246: attempt to call method 'add_to_inventory' (a nil value)
08:03:40: ERROR[ServerThread]: stack traceback:

In thread f74:
C:\tmp\minetest\src\server.cpp:113: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 828:
#0 main
(Leftover data: #1 ClientMap::renderMap)
(Leftover data: #2 ClientEnvironment::step)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)
DEBUG STACK FOR THREAD f24:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD f74:
#0 ServerThread::Thread
(Leftover data: #1 Server::Receive)
(Leftover data: #2 Server::ProcessData)
(Leftover data: #3 Server::getClient)
(Leftover data: #4 BlockEmergeQueue::addBlock)
(Leftover data: #5 ServerMap::emergeBlock: p=(0,1,1)
(Leftover data: #6 ServerMap::createSector: p2d=(0,1))

I haven't updated the Mod yet.
Last edited by sfan5 on Mon Jan 23, 2012 17:10, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by sfan5 » Mon Jan 23, 2012 17:12

Update!
  • Mod fixed for latest dev Version
  • Added Descriptions
Download in the first Post!
Last edited by sfan5 on Mon Jan 23, 2012 19:01, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke
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