In the first post (1) there's a download for 1.6 from dropbox (still working).csf2618 wrote:got an available source code?
[Mod] Nuke Mod [2.2] [nuke]
Re: [Mod] Nuke Mod [1.6] [nuke]
- Napiophelios
- Member
- Posts: 1035
- Joined: Mon Jul 07, 2014 01:14
- GitHub: Napiophelios
- IRC: Nappi
- In-game: Nappi
Re:
I am glad this mod still works with newer Minetest, its one of my favorites :)
I made a little ABM to work like that, its amateur but it seems to work okay.
I always wonder why gunpowder couldnt be used by players to activate like TNT mod.sfan5 wrote:
- You can now use mesecons to activate TNT
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
- Hybrid Dog
- Member
- Posts: 2828
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: Re:
l edited the mod that the explosion craters use perlin noise instead of spheres (fairly spheres).Napiophelios wrote:I am glad this mod still works with newer Minetest, its one of my favorites :)
I always wonder why gunpowder couldnt be used by players to activate like TNT mod.sfan5 wrote:
- You can now use mesecons to activate TNT
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 guess it would lag less if you override the burning gunpowder node's on_destruct instead of using an abm.
-
- Member
- Posts: 265
- Joined: Sat Jul 25, 2015 19:54
- In-game: DoyleChris
Re: [Mod] Nuke Mod [1.6] [nuke]
what code do you add to the code so it drops what the tnt explodes.
Re: [Mod] Nuke Mod [1.6] [nuke]
Is there a way to make these tnt damage mobs?
-
- Member
- Posts: 68
- Joined: Mon Dec 28, 2015 16:24
- GitHub: Arcelmi
- IRC: Arcelmi
- In-game: Arcelmi
- Location: Germany
Re: [Mod] Nuke Mod [1.6] [nuke]
Nice mod!
My world:
My world:
- Attachments
-
- screenshot_20160706_181951.png (930.49 KiB) Viewed 1272 times
- KittyCakes
- Member
- Posts: 41
- Joined: Tue Aug 30, 2016 21:10
Re: [Mod] Nuke Mod [1.6] [nuke]
Awesome! LOVE it!
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Re: [Mod] Nuke Mod [2.0] [nuke]
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:
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
- Andrey01
- Member
- Posts: 2574
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [Mod] Nuke Mod [2.0] [nuke]
Couldn`t you add powerfuller than those TNT?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
- Hybrid Dog
- Member
- Posts: 2828
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] Nuke Mod [2.0] [nuke]
Do l need to update the license information at my fork?sfan5 wrote: now licensed under MIT
https://github.com/hybriddog/nuke
Re: [Mod] Nuke Mod [2.0] [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.Hybrid Dog wrote:Do l need to update the license information at my fork?sfan5 wrote: now licensed under MIT
https://github.com/hybriddog/nuke
- Hybrid Dog
- Member
- Posts: 2828
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
Re: [Mod] Nuke Mod [2.0] [nuke]
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
hello, am program. do language in rust. make computer do. okay i go now.
- Hybrid Dog
- Member
- Posts: 2828
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Re: [Mod] Nuke Mod [2.1] [nuke]
An update yet again...
The new version is 2.1 and can the downloaded in the original post; Changelog:
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)
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
Re: [Mod] Nuke Mod [2.1] [nuke]
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
https://github.com/jordan4ibanez/nuke/c ... 325f668853
hello, am program. do language in rust. make computer do. okay i go now.
Re: [Mod] Nuke Mod [2.1] [nuke]
Hi,
thanks for your beautiful mod!
But not all the different TNT exploding when I am very far away from them. It's a bug or I wrong to use them?
Many and many thanks!!!
R
thanks for your beautiful mod!
But not all the different TNT exploding when I am very far away from them. It's a bug or I wrong to use them?
Many and many thanks!!!
R
- Diamond knight
- Member
- Posts: 475
- Joined: Sun Apr 19, 2015 19:50
- GitHub: Diamondknight
- In-game: Ferrumprinceps
- Location: Chilling in Constantinople
- Contact:
Re: [Mod] Nuke Mod [2.1] [nuke]
I think this mod should be updated to use new TNT API.
My modding team: https://github.com/basilea-rhomaion
- Desour
- Member
- Posts: 1469
- Joined: Thu Jun 19, 2014 19:49
- GitHub: Desour
- IRC: Desour
- In-game: DS
- Location: I'm scared that if this is too exact, I will be unable to use my keyboard.
Re: [Mod] Nuke Mod [2.1] [nuke]
no, the tnt api lags extremely with a huge radius and the hole isnt that niceDiamond knight wrote:I think this mod should be updated to use new TNT API.
the tnt api is good for small explosions but for big ones not
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)
Re: [Mod] Nuke Mod [2.1] [nuke]
Can you post it to your github?
Re: [Mod] Nuke Mod [2.1] [nuke]
Hi,
thanks for reply. Now I try to use the new 2.1 version....
thanks again
R
thanks for reply. Now I try to use the new 2.1 version....
thanks again
R
- ManElevation
- Member
- Posts: 896
- Joined: Tue Aug 02, 2016 22:04
- GitHub: ManElevation
- IRC: ManElevation
- In-game: ManElevation
- Location: Madrid,Spain
Re: [Mod] Nuke Mod [2.1] [nuke]
dropbox is not working on my pc can you please put it on github.com
thank you
thank you
My Public Mods! Discord: Rottweiler Games#3368
-
- New member
- Posts: 2
- Joined: Mon Jan 23, 2017 14:56
- GitHub: jcjordyn120
- IRC: jcjordyn120
- In-game: jcjordyn120
Re: [Mod] Nuke Mod [2.1] [nuke]
Can you please add a privilege to use the tnt? thanks :)
Re: [Mod] Nuke Mod [2.1] [nuke]
hi, what is the design of the cannon ?sfan5 wrote:An update yet again...
Physics are applied even if TNT explodes in water (you can build TNT cannons again!)
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Re: [Mod] Nuke Mod [2.1] [nuke]
Here's a quite basic design:R-One wrote:hi, what is the design of the cannon ?
- Attachments
-
- Bildschirmfoto_2018-07-05_22-50-23.png (303.38 KiB) Viewed 1272 times
Who is online
Users browsing this forum: Ahrefs [Bot] and 2 guests