[Mod] Nuke Mod [2.2] [nuke]

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36
Location: Ontario, Canada

by LolManKuba » Wed Jun 13, 2012 23:11

Theres no recipe, it can be found underground, deep underground, but I don't know if it's in the current version,
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Thu Jun 14, 2012 05:21

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

Welsh_Miner48
New member
 
Posts: 3
Joined: Wed Jun 13, 2012 21:26

by Welsh_Miner48 » Thu Jun 14, 2012 17:57

Staffs wrote:Hey everything works except original (normal) tnt i launch it is bouncing but never explodes.... >_<

I know... That is wierd. I tried it and I waited all night (Left my computer on) and nothing happened...
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Thu Jun 14, 2012 19:33

My Mod doesn't add normal TNT!
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36
Location: Ontario, Canada

by LolManKuba » Thu Jun 14, 2012 22:12

Welsh you quoted an old post :P but sfan5 is right, and he should know, he made this mod lol
 

MegaGeeza
New member
 
Posts: 6
Joined: Wed Apr 04, 2012 11:50
Location: England

by MegaGeeza » Fri Jun 15, 2012 04:19

Would it be possible to create an inverted Nuke?
I noticed that nukes used underground create perfect spheres and i have always struggled to create perfect spheres above ground...
So would it be possible to create small moons with an inverted Nuke?
 

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36
Location: Ontario, Canada
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Fri Jun 15, 2012 12:28

It would be possible, just change the Code
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

MilanFIN
Member
 
Posts: 20
Joined: Wed Jan 25, 2012 17:23

by MilanFIN » Thu Jun 21, 2012 09:27

Is normal tnt disabled from lastest minetest versions?
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Thu Jun 21, 2012 12:42

My Mod doesn't add or change normal TNT!
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

MilanFIN
Member
 
Posts: 20
Joined: Wed Jan 25, 2012 17:23

by MilanFIN » Fri Jun 22, 2012 21:50

It was there before, I had my cellar's walls full of unworking tnt, it just didn't explode
Is there server side hack to make the normal tnt craftable and usable again...
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Sat Jun 23, 2012 14:55

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

User avatar
SegFault22
Member
 
Posts: 870
Joined: Mon May 21, 2012 03:17
Location: NaN

by SegFault22 » Mon Aug 06, 2012 01:40

I got an idea - what about a block that is exactly the same as iron TNT but, instead of blowing up a region, it only activates other TNT that's in range... it would be perfect for a TNT cannon, as currently there is no way to make a working TNT cannon without it blowing itself up. Or, make stronger blocks like mese and steel blocks ''not affected'' by the explosions, and anything ''behind'' the stronger blocks will not be destroyed...? that would be perfect for making TNT cannons, and would help a lot for my airship fleet in the sky and using the cannons to blow up the towers made by invading sky pirates...
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

User avatar
durtective6
Member
 
Posts: 186
Joined: Sun Aug 12, 2012 14:19
Location: a shed in the desert
In-game: derplez or BlockFrog

by durtective6 » Sun Aug 12, 2012 17:40

This is great. Whenever I get a new version of minetest this is the first mod I installed but how do u make hardcore TNT (whats the other material on the sides)
I'm still here, last time I checked at least.
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Sun Aug 12, 2012 17:48

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

FooeytheMiner
Member
 
Posts: 30
Joined: Thu Jun 21, 2012 17:31
Location: Minetest Land :)

by FooeytheMiner » Sat Sep 08, 2012 19:51

...... My world is no longer a world because of this.... :(
I Am A Ninja. FEAR MEEEE!!! *Pew shoooooooo pew pew pew*
 

User avatar
webdesigner97
Member
 
Posts: 1325
Joined: Mon Jul 30, 2012 19:16
Location: Bergisch Gladbach, Germany
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
 

User avatar
sfan5
Moderator
 
Posts: 3823
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Sun Sep 09, 2012 19:12

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

jordan
 

by jordan » Sun Sep 09, 2012 22:25

sfan5 wrote:just modify the "local MESE_TNT_RANGE = 12" Line xD

Where do I find that?
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Mon Sep 10, 2012 14:54

jordan wrote:
sfan5 wrote:just modify the "local MESE_TNT_RANGE = 12" Line xD

Where do I find that?

In init.lua line 178.
 

Comp52
Member
 
Posts: 56
Joined: Sun Oct 07, 2012 00:49

by Comp52 » Thu Oct 11, 2012 17:59

is there a way to remote-detonate this? like, using mesecons? I wanted to make a trap using a pressure plate over mese TNT, but the pressure plate didn't detonate it. so then, i tried using mesecon wire to remote-detonate it, and that didn't work either.
 

User avatar
Jeija
Member
 
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Thu Oct 11, 2012 18:03

It's quite easy to add support for mesecons. Just have a look at the developers' section at mesecons.tk. You have to register the nuke as effector.

That compatibility thing should be added to the nuke mod (not to mesecons). You could make it only execute the compatibility code if the mesecons mod is found (e.g. by trying to get the directory or checking if mesecons ~= nil)
I hope Comp52 or sfan5 can do it, I propably won't have the time in the very near future.
Redstone for minetest: Mesecons (mesecons.net)
 

Comp52
Member
 
Posts: 56
Joined: Sun Oct 07, 2012 00:49

by Comp52 » Thu Oct 11, 2012 18:19

I sure can't do it. I have no idea how to do something like that. I'm working on my first mod, and using mostly code from someone else's mod and trying to suit my purposes with it.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Thu Oct 11, 2012 19:48

Add something along these lines to the bottom of the code:

Code: Select all
-- Mesecon Stuff:
if minetest.get_modpath("mesecons") then
    mesecon:register_on_signal_on(function(pos, node)
        --activate the TNT here
    end)
end


Replace "--activate TNT here" with whatever you need to do to activate the TNT.
WorldEdit 1.0 released

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

Comp52
Member
 
Posts: 56
Joined: Sun Oct 07, 2012 00:49

by Comp52 » Thu Oct 11, 2012 20:07

um...I hate to have you do all the work, but I don't even know enough about the code to replace the "--activate the TNT here" line! If you could just re-write that small block of code with a line that lets it be activated either by pressure plate over it or by mesecon wiring, that would be stupendous. Thanks in advance, and sorry that I'm so illiterate in the game coding. I'm trying to learn, tho.
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 6 guests