[Mod] Nuke Mod [2.2] [nuke]

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

by Topywo » Tue Feb 24, 2015 10:09

csf2618 wrote:got an available source code?


In the first post (1) there's a download for 1.6 from dropbox (still working).
 

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Re:

by Napiophelios » Sun Aug 30, 2015 23:24

I am glad this mod still works with newer Minetest, its one of my favorites :)

sfan5 wrote:
  • You can now use mesecons to activate TNT

I always wonder why gunpowder couldnt be used by players to activate like TNT mod.
I made a little ABM to work like that, its amateur but it seems to work okay.

Code: Select all
if minetest.get_modpath("tnt") then
minetest.register_abm({
   nodenames = { "nuke:mese_tnt", "nuke:iron_tnt" },
   neighbors = { "tnt:gunpowder_burning"   },
   interval = 1,
   chance = 1,
   action = function(pos, node)
            minetest.remove_node(pos)
            spawn_tnt(pos, node.name)
            nodeupdate(pos)
end
})
end
 

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Hybrid Dog
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Re: Re:

by Hybrid Dog » Mon Aug 31, 2015 10:39

Napiophelios wrote:I am glad this mod still works with newer Minetest, its one of my favorites :)

sfan5 wrote:
  • You can now use mesecons to activate TNT

I always wonder why gunpowder couldnt be used by players to activate like TNT mod.
I made a little ABM to work like that, its amateur but it seems to work okay.

Code: Select all
if minetest.get_modpath("tnt") then
minetest.register_abm({
   nodenames = { "nuke:mese_tnt", "nuke:iron_tnt" },
   neighbors = { "tnt:gunpowder_burning"   },
   interval = 1,
   chance = 1,
   action = function(pos, node)
            minetest.remove_node(pos)
            spawn_tnt(pos, node.name)
            nodeupdate(pos)
end
})
end

l edited the mod that the explosion craters use perlin noise instead of spheres (fairly spheres).
l guess it would lag less if you override the burning gunpowder node's on_destruct instead of using an abm.

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

by DoyleChris » Wed Sep 30, 2015 22:22

what code do you add to the code so it drops what the tnt explodes.
 

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

by MANISGONE » Fri Oct 02, 2015 02:52

Is there a way to make these tnt damage mobs?
 

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

by Arcelmi » Wed Jul 06, 2016 16:29

Nice mod!

My world:
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I've got a signature!
 

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Re: [Mod] Nuke Mod [2.0] [nuke]

by sfan5 » Tue Nov 15, 2016 22:21

Today I've decided to update this mod because it was showing it's age (last update was two years ago).

The new version is 2.0 and can the downloaded in the original post; Changelog:
  • Complete code rewrite, now licensed under MIT
  • Hardcore TNT renamed to Extreme TNT
  • Minor texture changes
  • Crafting now accepts any kind of wood
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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Re: [Mod] Nuke Mod [2.0] [nuke]

by Andrey01 » Thu Nov 17, 2016 16:41

sfan5 wrote:Today I've decided to update this mod because it was showing it's age (last update was two years ago).

The new version is 2.0 and can the downloaded in the original post; Changelog:
  • Complete code rewrite, now licensed under MIT
  • Hardcore TNT renamed to Extreme TNT
  • Minor texture changes
  • Crafting now accepts any kind of wood

Couldn`t you add powerfuller than those TNT?
 

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Re: [Mod] Nuke Mod [2.0] [nuke]

by Hybrid Dog » Sat Nov 19, 2016 18:26

sfan5 wrote: now licensed under MIT

Do l need to update the license information at my fork?
https://github.com/hybriddog/nuke

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Re: [Mod] Nuke Mod [2.0] [nuke]

by xeranas » Sun Nov 20, 2016 08:11

Hybrid Dog wrote:
sfan5 wrote: now licensed under MIT

Do l need to update the license information at my fork?
https://github.com/hybriddog/nuke

From my understanding as long as your fork lives independently you do not need update license, however if you use any "new" code from sfan5 repo wich was introduced after license update you need sync license at your side too.
 

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by Hybrid Dog » Sun Nov 20, 2016 11:09

ok, thanks.

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Re: [Mod] Nuke Mod [2.0] [nuke]

by jordan4ibanez » Mon Nov 21, 2016 08:50

Sfan5 here is one of the changes I've made:
Code: Select all
local function on_explode_normal(pos, range)
   minetest.sound_play("nuke_explode", {pos = pos, gain = 1.0, max_hear_distance = 32})
   local nd = minetest.registered_nodes[minetest.get_node(pos).name]
   if nd ~= nil and nd.groups.water ~= nil then
      return -- cancel explosion
   end
   
   local min = {x=pos.x-range,y=pos.y-range,z=pos.z-range}
   local max = {x=pos.x+range,y=pos.y+range,z=pos.z+range}
   local vm = minetest.get_voxel_manip()   
   local emin, emax = vm:read_from_map(min,max)
   local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
   local data = vm:get_data()
   
   local air = minetest.get_content_id("air")
   
   for z=-range, range do
   for y=-range, range do
   for x=-range, range do
      if x*x+y*y+z*z <= range*range + range then
         local nodepos = vector.add(pos, {x=x, y=y, z=z})
         local p_pos = area:index(pos.x+x,pos.y+y,pos.z+z)
         local n = minetest.get_name_from_content_id(data[p_pos])
         if n ~= "air" then
            activate_if_tnt(n, nodepos, pos, range)
            data[p_pos] = air
         end
      end
   end
   end
   end
   --vm:calculate_lighting()
   vm:set_data(data)
   vm:write_to_map()
   vm:update_map()
   
   apply_tnt_physics(pos, range)
end
I've been gone for a long time
 

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by Hybrid Dog » Sat Nov 26, 2016 07:33

jordan4ibanez, it's missing security:
— protection tests
— call nodes' on_blast
— call nodes' on_destruct

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Re: [Mod] Nuke Mod [2.1] [nuke]

by sfan5 » Sun Dec 04, 2016 20:05

An update yet again...

The new version is 2.1 and can the downloaded in the original post; Changelog:
  • Physics was rewritten and now behaves in a more logical way
  • Made Extreme TNT a little more extreme again
  • Physics are applied even if TNT explodes in water (you can build TNT cannons again!)
  • When TNT is ignited by other TNT it explodes sooner and randomly (idea stolen from jordan4ibanez)
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by jordan4ibanez » Thu Dec 22, 2016 20:40

Sfan5, I did slight modifications and greatly sped up the nuke mod to benefit everyone, it now uses vector function to calculate radius which seems to allowed bigger faster explosions!
https://github.com/jordan4ibanez/nuke/c ... 325f668853
I've been gone for a long time
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by DS-minetest » Fri Dec 23, 2016 22:27

Diamond knight wrote:I think this mod should be updated to use new TNT API.

no, the tnt api lags extremely with a huge radius and the hole isnt that nice
the tnt api is good for small explosions but for big ones not
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Re: [Mod] Nuke Mod [2.1] [nuke]

by ManElevation » Mon Jan 02, 2017 01:59

dropbox is not working on my pc can you please put it on github.com

thank you
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Re: [Mod] Nuke Mod [2.1] [nuke]

by jcjordyn120 » Mon Jan 23, 2017 15:00

Can you please add a privilege to use the tnt? thanks :)
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by R-One » Wed Jul 04, 2018 16:29

sfan5 wrote:An update yet again...
Physics are applied even if TNT explodes in water (you can build TNT cannons again!)


hi, what is the design of the cannon ?
 

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Re: [Mod] Nuke Mod [2.1] [nuke]

by sfan5 » Thu Jul 05, 2018 20:51

R-One wrote:hi, what is the design of the cannon ?

Here's a quite basic design:
Image
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Bildschirmfoto_2018-07-05_22-50-23.png
(303.38 KiB) Not downloaded yet
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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