[Mod] TNT [tnt]

cornernote
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by cornernote » Post

i get this error:

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18:37:10: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Font size: 8 15
singleplayer takes item from creative inventory; listname="main", index=94, stack=<userdata>
stack:get_name()="tnt:tnt", stack:get_count()=49
singleplayer takes item from creative inventory; listname="main", index=61, stack=<userdata>
stack:get_name()="default:torch", stack:get_count()=49
18:37:25: ACTION[ServerThread]: singleplayer places node tnt:tnt at (-2,2,-15)
18:37:31: ACTION[ServerThread]: singleplayer leaves game. List of players:
18:37:32: ERROR[main]: ServerError: LuaError: error: attempt to index a number value
18:37:32: ERROR[main]: stack traceback:
It ends there, doesnt give the stack dump. =(

running 0.4.3, no other mods

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PilzAdam
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by PilzAdam » Post

cornernote wrote:i get this error:

Code: Select all

18:37:10: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Font size: 8 15
singleplayer takes item from creative inventory; listname="main", index=94, stack=<userdata>
stack:get_name()="tnt:tnt", stack:get_count()=49
singleplayer takes item from creative inventory; listname="main", index=61, stack=<userdata>
stack:get_name()="default:torch", stack:get_count()=49
18:37:25: ACTION[ServerThread]: singleplayer places node tnt:tnt at (-2,2,-15)
18:37:31: ACTION[ServerThread]: singleplayer leaves game. List of players:
18:37:32: ERROR[main]: ServerError: LuaError: error: attempt to index a number value
18:37:32: ERROR[main]: stack traceback:
It ends there, doesnt give the stack dump. =(

running 0.4.3, no other mods
As i said before: You need a later version than 0.4.3

EDIT: If you cant get this version just be sure that every object (player, carts, animals) is more than 7 blocks away from the explosion.
Last edited by PilzAdam on Fri Sep 14, 2012 12:32, edited 1 time in total.

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Ragnarok
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by Ragnarok » Post

This is definitely better than Minecraft TNT =) boom, boom, boom, boom... BOOM! Works fine on latest GIT.
Last edited by Ragnarok on Fri Sep 14, 2012 18:52, edited 1 time in total.

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BrandonReese
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by BrandonReese » Post

My server crashes when a player is near the TNT when it detonates, are you aware of this bug?

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PilzAdam
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by PilzAdam » Post

BrandonReese wrote:My server crashes when a player is near the TNT when it detonates, are you aware of this bug?
http://minetest.net/forum/viewtopic.php ... 549#p42549

breinzter11
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by breinzter11 » Post

PilzAdam wrote:Released.
adam i got error it's say nil value every time i active the tnt i am using minetest ver 0.4.3 how to fix that error

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by Jordach » Post

You are using the windows build.

IT WILL NOT WORK until 0.4.4 comes out. *Sigh.*

cornernote
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by cornernote » Post

you should put REQUIRES 0.4.4 next to the download link

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by Jordach » Post

cornernote wrote:you should put REQUIRES 0.4.4 next to the download link
Lol, but seriously, it won't work for now.

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by breinzter11 » Post

Jordach wrote:You are using the windows build.

IT WILL NOT WORK until 0.4.4 comes out. *Sigh.*
D A M N

cornernote
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by cornernote » Post


cornernote
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by cornernote » Post

it would be cool if tnt caused nearby tnt to get moved (accelerated) when tnt explodes.

eg:

-----------------
| Tnt1 | Tnt2 | <-- this one gets projectiled over this way (and maybe up a little?) ->
-----------------
^ this one explodes

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PilzAdam
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by PilzAdam » Post

cornernote wrote:it would be cool if tnt caused nearby tnt to get moved (accelerated) when tnt explodes.

eg:

-----------------
| Tnt1 | Tnt2 | <-- this one gets projectiled over this way (and maybe up a little?) ->
-----------------
^ this one explodes
This is not MC's tnt ;-) If you want it play MC.

cornernote
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by cornernote » Post

why throw good money away? im sure with 2 or 3 lines of your magic lua wand you could make it work. =)

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PilzAdam
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by PilzAdam » Post

cornernote wrote:why throw good money away? im sure with 2 or 3 lines of your magic lua wand you could make it work. =)
I simply dont want to add it. If a explosion is near a TNT, the TNT explodes directly. Why should it be pushed away and explode then? It doesnt make sense for me. So I dont add it.

cornernote
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by cornernote » Post

PilzAdam wrote:If a explosion is near a TNT, the TNT explodes directly.
You mean in real life? I think the pressure wave would have some effect on the unlit tnt.

other reasons are:
1) so it blows up a bigger and more random area
2) it would look really cool when you put a grid of 9 and blow up the middle one
3) so i can make that pirate ship game where you shoot each others ships

If you dont wanna then thats cool. I might have a tinker one day and see if i can do it. I assume just remove the node, add an object with a short bomb timer, and give it some acceleration away from the other explosion.

Temperest
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by Temperest » Post

Plus, TNT cannons!
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

cornernote
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by cornernote » Post

Are there any blocks that are industructable to TNT?

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PilzAdam
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by PilzAdam » Post

cornernote wrote:Are there any blocks that are industructable to TNT?
Water and lava.

Temperest
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by Temperest » Post

Is there block durability for the explosions? Or are the nodes simply removed? I'm thinking about using this on a server and I'm somewhat worried about griefers.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

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PilzAdam
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by PilzAdam » Post

Temperest wrote:Is there block durability for the explosions? Or are the nodes simply removed? I'm thinking about using this on a server and I'm somewhat worried about griefers.
The nodes are simply removed. Griefers can destroy everything with it.

Temperest
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by Temperest » Post

Any plans on adding some sort of block durability based on node groups? For example, snappy nodes would be easy to break, crumbly less so, and choppy even less so?

This mod is still very fun in single player, though.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

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PilzAdam
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by PilzAdam » Post

Temperest wrote:Any plans on adding some sort of block durability based on node groups? For example, snappy nodes would be easy to break, crumbly less so, and choppy even less so?

This mod is still very fun in single player, though.
It turns flammable nodes into fire and dont drop them. All the other nodes are destroyed the same way. Different explosion radii in different materials would make the code too slow.

fgr
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by fgr » Post

seems to be a real issue ... is there a forgotten depencies???

Code: Select all

22:40:53: ERROR[main]: ========== ERROR FROM LUA ===========
22:40:53: ERROR[main]: Failed to load and run script from
22:40:53: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua:
22:40:53: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:62: Name tnt:tnt does not follow naming conventions: "modname:" or ":" prefix required
22:40:53: ERROR[main]: stack traceback:
22:40:53: ERROR[main]:  [C]: in function 'error'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:62: in function 'check_modname_prefix'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:98: in function 'register_item'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:154: in function 'register_node'
22:40:53: ERROR[main]:  ...etest/games/minetest_game/mods/pilzadam_tnt/init.lua:98: in main chunk
22:40:53: ERROR[main]: =======END OF ERROR FROM LUA ========
22:40:53: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua
22:40:53: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua

In thread 7f95674ff740:
/build/buildd/minetestc55-0.4.3/src/main.cpp:1741: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f95674ff740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
Aborted (core dumped)

Jordach
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by Jordach » Post

You seem to be running non-latest git.

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