[Mod] TNT-Revamped [tnt_revamped]

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

by Red_King_Cyclops » Mon Jul 22, 2019 15:22

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

Yes, but the new TnT blocks cannot be crafted. That would be easy to fix, though.
My best mods: space_travel, time_travel, and rocket.
 

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

by runs » Mon Jul 22, 2019 16:01

With this mod can I replace (delete) the default one?
 

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Mon Jul 22, 2019 17:43

runs wrote:With this mod can I replace (delete) the default one?

It overrides the default TNT mod only, sorry I should explain this in the forum topic.
 

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Re: [Mod] TNT-Revamped [tnt_revamped]

by Coder12 » Wed Oct 16, 2019 23:45

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

Also is this on the ContentDB yet?

I have submitted this mod to ContentDB. Still waiting for it to be reviewed. :D
 

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

by Miniontoby » Thu Nov 07, 2019 16:44

I have made an automatic tnt canon

Here is the design

Image

You need to stand on the presure plate

It uses this mod, mesecons and pipeworks
Attachments
2019-11-07 17.40.30.png
The design
(124.94 KiB) Not downloaded yet
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