[Mod] TNT-Revamped [tnt_revamped]

Coder12
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[Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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 1. TNT is always entity on ignite.

2. TNT entitys flow in water.

3. TNT jumps on ignite.

4. It is possible to make minecraft style TNT cannons with this mod.

5. TNT does not damage nodes if in water.

6. Support for ryvnf's explosions mod. TNT Settings

The size of the default tnt blast.

Code: Select all

tnt_radius = 3
The number to multiply the TNT's entity knockback velocity on blast.

Code: Select all

tnt_revamped.entity_velocity_mul = 2
The explosion api to use.
Use the default tnt explosion api from the TNT mod.
Use the explosions api from ryvnf's explosions mod.

Code: Select all

tnt_revamped.explosion = "default"
In Water

If true TNT blast will be able to damage nodes even if its in water.

Code: Select all

tnt_revamped.damage_nodes = false
If true TNT blast will be able to damage entities even if its in water.

Code: Select all

tnt_revamped.damage_entities = false
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Last edited by Coder12 on Mon Sep 06, 2021 00:13, edited 14 times in total.

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

by Coder12 » Post

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

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

by FreeGamers » Post

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

by TumeniNodes » Post

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

by Coder12 » Post

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.

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Re: [Mod] TNT-Revamped [tnt]

by TenPlus1 » Post

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.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

There it overrides now.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by TumeniNodes » Post

Coder12 wrote:There it overrides now.
Sweet. This is good stuff.
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Re: [Mod] TNT-Revamped [tnt_revamped]

by Miniontoby » Post

It does work good
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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

Video is up:
Last edited by Coder12 on Wed May 05, 2021 06:00, edited 2 times in total.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by FreeGamers » Post

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.
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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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 :)

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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

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Re: [Mod] TNT-Revamped [tnt_revamped]

by TumeniNodes » Post

Coder12 wrote:I added settingtypes.txt you can configure things from the settings menu. :)
Nice, more customizing features are always welcome
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Re: [Mod] TNT-Revamped [tnt_revamped]

by Extex » Post

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

Also is this on the ContentDB yet?
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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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

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Re: [Mod] TNT-Revamped [tnt_revamped]

by texmex » Post

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

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

texmex wrote:Nice mod. Would you be interested in adding compatibility with the explosions mod? viewtopic.php?f=11&t=20654
Why not :)

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Re: [Mod] TNT-Revamped [tnt_revamped]

by texmex » Post

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!

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Red_King_Cyclops » Post

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.
Currently working on new mods.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Red_King_Cyclops » Post

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.
Currently working on new mods.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Post

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.

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Re: [Mod] TNT-Revamped [tnt_revamped]

by texmex » Post

There’s already one for explosions called explosions_tnt. viewtopic.php?f=9&t=20990

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