[Mod] TNT [tnt]

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PilzAdam
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[Mod] TNT [tnt]

by PilzAdam » Wed Aug 29, 2012 17:26

Hello everyone!
Well... I dont know what to explain here. Its just TNT.
Craft coal+gravel to get gunpowder, then put four wood in a + shape around the gunpowder to get TNT. Blow it up with a torch. Thats all. For more information read the README.txt.

License:
WTFPL

Depends:
default
fire

Download:
Requires a later version than 0.4.3
https://github.com/PilzAdam/TNT/zipball/master

GitHub:
https://github.com/PilzAdam/TNT
Last edited by PilzAdam on Sun Sep 16, 2012 12:23, edited 1 time in total.
 

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Echo
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by Echo » Wed Aug 29, 2012 17:56

remotely detonated? cool!
 

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PilzAdam
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Josh
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by Josh » Fri Aug 31, 2012 03:07

Thank's PilzAdam for a simple TNT mod. I am going to have so much fun blowing up stuff!
Also i find your mods very cool!!
 

Josh
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by Josh » Fri Aug 31, 2012 03:45

I tried it earlier & man does the TNT pack a wallop! Super job PilzAdam.
 

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cHyper
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by cHyper » Fri Aug 31, 2012 11:45

awesome mod... maybe you could make various types of T.n.T with different damage... keep up the good work...
changelog: http://dev.minetest.net/Changelog
https://github.com/minetest/minetest/commits/master
--------------------------------------------------------
texture packs: tronic https://forum.minetest.net/viewtopic.php?pid=42286 ..
 

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by PilzAdam » Fri Aug 31, 2012 11:49

cHyper wrote:awesome mod... maybe you could make various types of T.n.T with different damage... keep up the good work...

I dont add different TNT types. You have the nuke mod for that. This inteded to be a mining help. Greater explosion radii would overpower this mod.
 

graphics boy
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by graphics boy » Fri Aug 31, 2012 12:33

This mod is so cool!!
is there anyway to make it not spit out all those blocks every where?
I like 3d graphics
 

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by PilzAdam » Fri Aug 31, 2012 13:13

graphics boy wrote:This mod is so cool!!
is there anyway to make it not spit out all those blocks every where?

Use nuke mod if dont want it. You have to pick up all these items by hand. Using TNT is hard work!
 

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by irksomeduck » Fri Aug 31, 2012 14:30

Just what minetest needs! Normal sized non-nuclear tnt!
I love exploring minetest worlds :D
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
 

graphics boy
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by graphics boy » Fri Aug 31, 2012 15:53

PilzAdam wrote:
graphics boy wrote:This mod is so cool!!
is there anyway to make it not spit out all those blocks every where?

Use nuke mod if dont want it. You have to pick up all these items by hand. Using TNT is hard work!

The nuke mod only works in minimal game
I like 3d graphics
 

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PilzAdam
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by PilzAdam » Fri Aug 31, 2012 16:15

graphics boy wrote:
PilzAdam wrote:
graphics boy wrote:This mod is so cool!!
is there anyway to make it not spit out all those blocks every where?

Use nuke mod if dont want it. You have to pick up all these items by hand. Using TNT is hard work!

The nuke mod only works in minimal game

Not for me. It also in default minetest_game for me (latest git).
 

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Mito551
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by Mito551 » Fri Aug 31, 2012 19:14

not working.

23:13:26: VERBOSE[main]: error_message = ServerError: LuaError: error: ...d38b465-win32\bin\..\games\dwarves\mods\tnt\init.lua:251: attempt to call method 'register_effector' (a nil value)
23:13:26: VERBOSE[main]: stack traceback:
 

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by Jordach » Fri Aug 31, 2012 19:25

Mito551 wrote:not working.

23:13:26: VERBOSE[main]: error_message = ServerError: LuaError: error: ...d38b465-win32\bin\..\games\dwarves\mods\tnt\init.lua:251: attempt to call method 'register_effector' (a nil value)
23:13:26: VERBOSE[main]: stack traceback:

You don't seem to have mesecons installed.

( ͡° ͜ʖ ͡°)


<Jordach> :(
<JD-BFD> Server has been running for 455:22:55
<JD-BFD> (~Minetest@serveraddress) has quit (Quit: Game shutting down.)
 

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PilzAdam
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by PilzAdam » Fri Aug 31, 2012 22:29

Jordach wrote:
Mito551 wrote:not working.

23:13:26: VERBOSE[main]: error_message = ServerError: LuaError: error: ...d38b465-win32\bin\..\games\dwarves\mods\tnt\init.lua:251: attempt to call method 'register_effector' (a nil value)
23:13:26: VERBOSE[main]: stack traceback:

You don't seem to have mesecons installed.

No. He has a old version of mesecons. This mod does not depend on mesecons, so delete it or install latest version.
 

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by Josh » Sat Sep 01, 2012 03:17

Also i like how the TNT cause's damage.
 

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by SegFault22 » Mon Sep 10, 2012 03:34

Erp, something's not working...
All it says is ''ServerError: LuaError: attempt to index a number value''
And for some reason, debug.txt is...blank...
~~ SegFault22
 

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by PilzAdam » Mon Sep 10, 2012 14:41

SegFault22 wrote:Erp, something's not working...
All it says is ''ServerError: LuaError: attempt to index a number value''
And for some reason, debug.txt is...blank...

You have to use latest github of Minetest if you use the github version of TNT.
 

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by Mito551 » Mon Sep 10, 2012 19:00

VERBOSE[main]: error_message = ServerError: LuaError: error: ...9696ed3-win32\bin\..\games\dwarves\mods\tnt\init.lua:268: attempt to call method 'register_effector' (a nil value)

0.4.3-9696ed3

do you need any more details?
i'm sorry, if i don't follow the "protocol", the way, report should be done, and being inefficient. i'm trying hard to be polite and efficent, but i don't feel i succed...
Last edited by Mito551 on Mon Sep 10, 2012 19:09, edited 1 time in total.
 

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by PilzAdam » Mon Sep 10, 2012 19:14

Mito551 wrote:VERBOSE[main]: error_message = ServerError: LuaError: error: ...9696ed3-win32\bin\..\games\dwarves\mods\tnt\init.lua:268: attempt to call method 'register_effector' (a nil value)

0.4.3-9696ed3

do you need any more details?
i'm sorry, if i don't follow the "protocol", the way, report should be done, and being inefficient. i'm trying hard to be polite and efficent, but i don't feel i succed...

Okay this bug is in the mesecon section. It should only be executed if you have mesecons installed. And if you have latest mesecons installed, the function 'register_effector' should be implemented. So be sure you have latest mesecons installed.
 

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by SegFault22 » Tue Sep 11, 2012 02:05

You have to use latest github of Minetest if you use the github version of TNT.

I don't use git-hub. All I did was download the mod and put it in the /mods/minetest/ directory, USING LATEST VERSION OF MINETEST (here in bold print so that everyone sees it)
Mkay?
~~ SegFault22
 

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by SmiggzYh » Thu Sep 13, 2012 16:58

Mhm, I'm having the same problem as SegFault22 :/

17:48:24: VERBOSE[main]: error_message = ServerError: LuaError: error: attempt to index a number value
17:48:24: VERBOSE[main]: stack traceback:

I'm almost certain everything I have is up to date. (I dl'd it all today, so...) All from GitHub as well.

In my game, the TNT I've tried to blow up (I've done it a few time to verify it was a problem) I've got the explosion left, with no damage done to block, and a seperate TNT I set up to blow is un-detonated, but the fuse is lit, and is constantly lit.

I won't lie, I'm new to this stuff, but Help would be wonderful. Many thanks.
 

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by PilzAdam » Thu Sep 13, 2012 17:06

SmiggzYh wrote:Mhm, I'm having the same problem as SegFault22 :/

17:48:24: VERBOSE[main]: error_message = ServerError: LuaError: error: attempt to index a number value
17:48:24: VERBOSE[main]: stack traceback:

I'm almost certain everything I have is up to date. (I dl'd it all today, so...) All from GitHub as well.

In my game, the TNT I've tried to blow up (I've done it a few time to verify it was a problem) I've got the explosion left, with no damage done to block, and a seperate TNT I set up to blow is un-detonated, but the fuse is lit, and is constantly lit.

I won't lie, I'm new to this stuff, but Help would be wonderful. Many thanks.

Is there a object (player or animal or cart) near (~7 blocks) the explosion when the error occurs?
 

SmiggzYh
 

by SmiggzYh » Thu Sep 13, 2012 18:12

PilzAdam wrote:
SmiggzYh wrote:Mhm, I'm having the same problem as SegFault22 :/

17:48:24: VERBOSE[main]: error_message = ServerError: LuaError: error: attempt to index a number value
17:48:24: VERBOSE[main]: stack traceback:

I'm almost certain everything I have is up to date. (I dl'd it all today, so...) All from GitHub as well.

In my game, the TNT I've tried to blow up (I've done it a few time to verify it was a problem) I've got the explosion left, with no damage done to block, and a seperate TNT I set up to blow is un-detonated, but the fuse is lit, and is constantly lit.

I won't lie, I'm new to this stuff, but Help would be wonderful. Many thanks.

Is there a object (player or animal or cart) near (~7 blocks) the explosion when the error occurs?


Yeah, the problem was that I was near it. Is that just because I have damage disabled? Or should I always avoid being near it?
 

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by PilzAdam » Thu Sep 13, 2012 18:42

SmiggzYh wrote:
PilzAdam wrote:
SmiggzYh wrote:Mhm, I'm having the same problem as SegFault22 :/

17:48:24: VERBOSE[main]: error_message = ServerError: LuaError: error: attempt to index a number value
17:48:24: VERBOSE[main]: stack traceback:

I'm almost certain everything I have is up to date. (I dl'd it all today, so...) All from GitHub as well.

In my game, the TNT I've tried to blow up (I've done it a few time to verify it was a problem) I've got the explosion left, with no damage done to block, and a seperate TNT I set up to blow is un-detonated, but the fuse is lit, and is constantly lit.

I won't lie, I'm new to this stuff, but Help would be wonderful. Many thanks.

Is there a object (player or animal or cart) near (~7 blocks) the explosion when the error occurs?


Yeah, the problem was that I was near it. Is that just because I have damage disabled? Or should I always avoid being near it?

You need this version of minetest or later: https://github.com/celeron55/minetest/commit/ac628c9b0ab8c69313b3fe401384ecd0fc20eb14
 

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