Update!
I finally got around updating this mod.
Changes:
Fixed all crashes
Removed all deprecated and legacy stuff
Mese TNT is now crafted with Mese Crystals
Download in first Post
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Update!
I finally got around updating this mod.
Changes:
Fixed all crashes
Removed all deprecated and legacy stuff
Mese TNT is now crafted with Mese Crystals
Download in first Post
super mese tnt
Thanks :)
one more:
stack:get_name()="nuke:hardcore_mese_tnt", stack:get_count()=99
03:51:28: ACTION[ServerThread]: ShadowNinja places node nuke:hardcore_mese_tnt at (40,-46,36)
03:51:31: ACTION[ServerThread]: ShadowNinja punches object 9: LuaEntitySAO at (40,-46,36)
03:51:31: ACTION[ServerThread]: LuaEntitySAO at (40,-46,36) punched by player ShadowNinja, damage 1 hp, health now 9 hp
03:51:32: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=4 m_static_exists=true but static data doesn't actually exist in (0,1,2)
WARNING: StaticObjectList::remove(): id=4 not found
03:51:32: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=11 m_static_exists=true but static data doesn't actually exist in (0,0,2)
WARNING: StaticObjectList::remove(): id=11 not found
03:51:32: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=17 m_static_exists=true but static data doesn't actually exist in (0,1,3)
WARNING: StaticObjectList::remove(): id=17 not found
03:51:33: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_punch': ...ler/.minetest/games/minetest_game/mods/nuke/init.lua:460: attempt to call method 'add_to_inventory' (a nil value)
03:51:33: ERROR[main]: stack traceback:
In thread 805007400:
/home/proller/minetest/src/main.cpp:1802: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 805007400:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Abort trap: 6 (core dumped)
sometimes server crashes:
03:39:00: ACTION[ServerThread]: ginox places node nuke:hardcore_mese_tnt at (22,-124,60)
03:39:01: ACTION[ServerThread]: ginox punches object 3: LuaEntitySAO at (23,-124.4,61)
03:39:01: ACTION[ServerThread]: LuaEntitySAO at (23,-124.4,61) punched by player ginox, damage 1 hp, health now 9 hp
03:39:02: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_punch': ...ler/.minetest/games/minetest_game/mods/nuke/init.lua:460: attempt to call method 'add_to_inventory' (a nil value)
03:39:02: ERROR[main]: stack traceback:
In thread 805007400:
/home/proller/minetest/src/main.cpp:1801: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 805007400:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
Abort trap: 6 (core dumped)
Hey Sfan5... Given the changes made recently to Mese:
http://minetest.net/forum/viewtopic.php?id=4154
You may want to update your recipes if you're still maintaining this. Probably use two of the new Mese Blocks instead of the two old Mese objects. That's a far more expensive recipe, but IMHO it should be anyway given the craft result. :-)
why do you don't add sounds now?
That would result in burst eardrums.
I love this mod! why do you don't add sounds now? :D
Made in an ancient version with your mod and the creative ;): 
The problem was that the code didn't register the effectors:
-- Mesecon Stuff: mesecon:register_effector("nuke:iron_tnt", "nuke:iron_tnt") mesecon:register_effector("nuke:mese_tnt", "nuke:mese_tnt") mesecon:register_effector("nuke:hardcore_iron_tnt", "nuke:hardcore_iron_tnt") mesecon:register_effector("nuke:hardcore_mese_tnt", "nuke:hardcore_mese_tnt") if minetest.get_modpath("mesecons") then mesecon:register_on_signal_on(function(pos, node) if node.name:find("^nuke:") then minetest.env:remove_node(pos) spawn_tnt(pos, node.name) nodeupdate(pos) end end) endPut this at the end of the init.lua and activate your TNT with Mesecons!
Thanks !!
now i can bully my friend
The problem was that the code didn't register the effectors:
-- Mesecon Stuff:
mesecon:register_effector("nuke:iron_tnt", "nuke:iron_tnt")
mesecon:register_effector("nuke:mese_tnt", "nuke:mese_tnt")
mesecon:register_effector("nuke:hardcore_iron_tnt", "nuke:hardcore_iron_tnt")
mesecon:register_effector("nuke:hardcore_mese_tnt", "nuke:hardcore_mese_tnt")
if minetest.get_modpath("mesecons") then
mesecon:register_on_signal_on(function(pos, node)
if node.name:find("^nuke:") then
minetest.env:remove_node(pos)
spawn_tnt(pos, node.name)
nodeupdate(pos)
end
end)
endPut this at the end of the init.lua and activate your TNT with Mesecons!
Can you make it
we can active it with mesecons
no, I don't have the dev build. I use 0.4.3. But, I know that the Nuke mod works, and I know that mesecons works, so...i dunno.
Hmm, does the TNT mod work for you? The one by PilzAdam, I mean. If it does not, then perhaps it's a different problem.
I'll see if I can get around to testing it later.
no, no error, but when I run the game, i place a pressure plate over the TNT, stand on it, and it doesn't activate the TNT. I also tried hooking mesecons to the TNT, and it still didn't do anything(actually, it didn't connect to the TNT)
Yes, put it at the very end.
Didn't seem to work? What does that mean? Was there an error? If so, what was it? Check your debug logfile for it, if necessary.
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