[Mod] TNT-Revamped [tnt_revamped]

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

[Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Wed Jul 03, 2019 00:34

Fork of the TNT mod from minetest game. This mod will override the default TNT mod if its present.
water flow code copied from TenPlus1's builtin_item mod.
License: MIT
Mod dependencies: none
Optional mod dependencies: tnt, explosions
+ features

+ config

+ screenshots

+ Videos

ContentDB
Browse Code
Download
.
Attachments
screenshot_20190702_192609.png
(640.13 KiB) Not downloaded yet
Last edited by Coder12 on Wed Oct 23, 2019 19:50, edited 11 times in total.
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt-revamped]

by Coder12 » Wed Jul 03, 2019 00:35

I will either add more screenshots, make a gif or record a video later.
 

User avatar
FreeGamers
Member
 
Posts: 416
Joined: Sat May 25, 2019 00:15
Location: United States
GitHub: is proprietary I use NotABug

Re: [Mod] TNT-Revamped [tnt-revamped]

by FreeGamers » Wed Jul 03, 2019 02:55

It seems like an interesting set of features. I look forward to seeing the video!

Coder12 wrote:After downloading the mod, rename the folder to just tnt and paste it over the tnt mod in mtg


This doesn't sound very wise. I'm sure there is a better way to handle this!

Good luck.
 

User avatar
TumeniNodes
Member
 
Posts: 2830
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [Mod] TNT-Revamped [tnt-revamped]

by TumeniNodes » Wed Jul 03, 2019 03:13

On a Linux build, one can move the original tnt mod to another location (desktop folder would be a wise choice, so you remember it) and then set this mod in it's place.
It is not very wise to instruct users to completely replace the default tnt mod in the manner the OP suggests.
Please edit, before unknowing users follow those instructions.

Coder12 you could have written this as an override mod (which would simply override the default tnt mod) please look into the option. Much safer and easier for end users
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt-revamped]

by Coder12 » Wed Jul 03, 2019 03:18

TumeniNodes wrote:On a Linux build, one can move the original tnt mod to another location (desktop folder would be a wise choice, so you remember it) and then set this mod in it's place.
It is not very wise to instruct users to completely replace the default tnt mod in the manner the OP suggests.
Please edit, before unknowing users follow those instructions.

Coder12 you could have written this as an override mod (which would simply override the default tnt mod) please look into the option. Much safer and easier for end users


Hmmm. Yeah maybe I will make this into a override mod when I have time.
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] TNT-Revamped [tnt]

by TenPlus1 » Wed Jul 03, 2019 06:02

Like the changes :) would love this in default game :P
Last edited by TenPlus1 on Wed Jul 03, 2019 19:46, edited 1 time in total.
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12
 

User avatar
TumeniNodes
Member
 
Posts: 2830
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [Mod] TNT-Revamped [tnt_revamped]

by TumeniNodes » Wed Jul 03, 2019 14:18

Coder12 wrote:There it overrides now.

Sweet. This is good stuff.
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
Miniontoby
Member
 
Posts: 295
Joined: Fri Mar 01, 2019 19:25
Location: The Netherlands
In-game: Miniontoby

Re: [Mod] TNT-Revamped [tnt_revamped]

by Miniontoby » Wed Jul 03, 2019 15:48

It does work good
My English isn't very good because I'm Dutch ---- Check my mod "Doorbell"
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12
 

User avatar
FreeGamers
Member
 
Posts: 416
Joined: Sat May 25, 2019 00:15
Location: United States
GitHub: is proprietary I use NotABug

Re: [Mod] TNT-Revamped [tnt_revamped]

by FreeGamers » Wed Jul 03, 2019 19:00

Wow, thats some pretty cool stuff.

Will this mod conflict with builtin_item if I already have that enabled?

You might want to put that video link in the original post.
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Wed Jul 03, 2019 19:15

jeremyweston wrote:Wow, thats some pretty cool stuff.

Will this mod conflict with builtin_item if I already have that enabled?

You might want to put that video link in the original post.


The water flow functions are local there should not be a conflict.
Update: I put the video link in the topic :)
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Thu Jul 04, 2019 17:41

I added settingtypes.txt you can configure things from the settings menu. :)
 

User avatar
TumeniNodes
Member
 
Posts: 2830
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [Mod] TNT-Revamped [tnt_revamped]

by TumeniNodes » Thu Jul 04, 2019 18:09

Coder12 wrote:I added settingtypes.txt you can configure things from the settings menu. :)

Nice, more customizing features are always welcome
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
Extex
Member
 
Posts: 138
Joined: Wed Mar 14, 2018 23:14
GitHub: Extex101
In-game: Extex

Re: [Mod] TNT-Revamped [tnt_revamped]

by Extex » Mon Jul 08, 2019 17:09

Can mesecons activate the tnt? or do they still just blow up instantly?

Also is this on the ContentDB yet?
Player of PK, RIP. Creator of the light_tool and christmas mods. Working on another mod which should be coming soon!
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Mon Jul 08, 2019 17:28

Extex wrote:Can mesecons activate the tnt? or do they still just blow up instantly?

Also is this on the ContentDB yet?

Yea mesecons can activate the tnt.
No its not on ContentDB still working on it :D
 

User avatar
texmex
Member
 
Posts: 1661
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Mon Jul 08, 2019 21:34

texmex wrote:Nice mod. Would you be interested in adding compatibility with the explosions mod? viewtopic.php?f=11&t=20654

Why not :)
 

User avatar
texmex
Member
 
Posts: 1661
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] TNT-Revamped [tnt_revamped]

by texmex » Mon Jul 08, 2019 22:08

Coder12 wrote:
texmex wrote:Nice mod. Would you be interested in adding compatibility with the explosions mod? viewtopic.php?f=11&t=20654

Why not :)

Excellent!
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Tue Jul 09, 2019 00:24

I added support for the explosions mod.
In config do:
Code: Select all
tnt_revamped.explosion = "explosions"

Or you can set it from the menu settings.
 

Red_King_Cyclops
Member
 
Posts: 278
Joined: Sun Jun 16, 2019 20:17
Location: Earth

Re: [Mod] TNT-Revamped [tnt_revamped]

by Red_King_Cyclops » Tue Jul 09, 2019 15:31

I like the idea of being able to make proper TnT cannons now. I would suggest adding support for the nuke mod to make TnT cannons even more fun.
My best mods: space_travel, time_travel, and rocket.
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Tue Jul 09, 2019 21:35

Red_King_Cyclops wrote:I like the idea of being able to make proper TnT cannons now. I would suggest adding support for the nuke mod to make TnT cannons even more fun.

Hmmm. Idk.
 

Red_King_Cyclops
Member
 
Posts: 278
Joined: Sun Jun 16, 2019 20:17
Location: Earth

Re: [Mod] TNT-Revamped [tnt_revamped]

by Red_King_Cyclops » Wed Jul 10, 2019 05:17

Coder12 wrote:
Red_King_Cyclops wrote:I like the idea of being able to make proper TnT cannons now. I would suggest adding support for the nuke mod to make TnT cannons even more fun.

Hmmm. Idk.

I just realized that technically, a new nuke mod could be made with the explosions mod and be automatically supported by tnt_revamped, so adding support for the nuke mod would not be necessary. Also, the nuke mod is 8 years old, so it might be too outdated.
My best mods: space_travel, time_travel, and rocket.
 

User avatar
Coder12
Member
 
Posts: 155
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Sun Jul 21, 2019 02:11

I just realized that technically, a new nuke mod could be made with the explosions mod and be automatically supported by tnt_revamped, so adding support for the nuke mod would not be necessary. Also, the nuke mod is 8 years old, so it might be too outdated.

Yeah a new nuke mod would be nice.
 

User avatar
texmex
Member
 
Posts: 1661
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex
 

Next

Return to Mod Releases



Who is online

Users browsing this forum: Google [Bot] and 3 guests