[Mod] Nuke Mod [2.2] [nuke]

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Temperest
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by Temperest » Post

Certainly.

Code: Select all

-- Mesecon Stuff:
if minetest.get_modpath("mesecons") then
    mesecon:register_on_signal_on(function(pos, node)
            if node.name:find("nuke:") then
            minetest.env:remove_node(p)
            spawn_tnt(p, node.name)
            nodeupdate(p)
        end
    end)
end
WorldEdit 1.0 released

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

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Comp52
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by Comp52 » Post

where should I put this? at the end? that didn't seem to work.

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Temperest
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by Temperest » Post

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.
Last edited by Temperest on Thu Oct 11, 2012 22:19, edited 1 time in total.
WorldEdit 1.0 released

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

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Comp52
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by Comp52 » Post

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)

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Temperest
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by Temperest » Post

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.
WorldEdit 1.0 released

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

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Comp52
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by Comp52 » Post

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.

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breinzter11
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by breinzter11 » Post

Can you make it
we can active it with mesecons

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Temperest
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by Temperest » Post

The problem was that the code didn't register the effectors:

Code: Select all

-- 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)
end
Put this at the end of the init.lua and activate your TNT with Mesecons!
WorldEdit 1.0 released

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

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breinzter11
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by breinzter11 » Post

Temperest wrote:The problem was that the code didn't register the effectors:

Code: Select all

-- 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)
end
Put this at the end of the init.lua and activate your TNT with Mesecons!
Thanks !!
now i can bully my friend

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prof-turbo
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by prof-turbo » Post

I love this mod! why do you don't add sounds now? :D

Made in an ancient version with your mod and the creative ;): Image
You should take a look at http://www.xorhub.com

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terminalerror
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by terminalerror » Post

prof-turbo wrote:why do you don't add sounds now?
That would result in burst eardrums.
ERROR[main]: ModError: Failed to load and run a sarcastic remark.

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VanessaE
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by VanessaE » Post

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. :-)
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proller
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by proller » Post

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)

proller
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by proller » Post

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)

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2232
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by 2232 » Post

Thanks :)
-2232
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the_blocks
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by the_blocks » Post

super mese tnt

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sfan5
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by sfan5 » Post

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
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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Element
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by Element » Post

i guess when you use to much hardcore mese tnt...its stalls your game
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Rancon
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by Rancon » Post

COOL!
Any tips on blender, gimp, or codea?

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sfan5
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by sfan5 » Post

Really nice how you just removed the License Notice...
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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by THEGGABOOK77 » Post

nice mod!
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2232
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by 2232 » Post

prof-turbo wrote:I love this mod! why do you don't add sounds now? :D

Made in an ancient version with your mod and the creative ;): Image
Nice! I think I might do that (:
-2232
"I'll keep my eyes fixed on the sun..."
-Shake Me Down by Cage The Elephant

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sfan5
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by sfan5 » Post

Update!
Changes:
  • Reworked the code a bit
  • You can now use mesecons to activate TNT
Download in first post
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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Dogzilla131
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Re: [Mod] Nuke Mod [1.6] [nuke]

by Dogzilla131 » Post

I made a video about this mod. :)
https://www.youtube.com/watch?v=Mx5NZ9YdF24

csf2618
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Re: [Mod] Nuke Mod [1.6] [nuke]

by csf2618 » Post

got an available source code?

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