[Mod] Fast, powerful explosives [git] [nuke]

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ShadowNinja
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[Mod] Fast, powerful explosives [git] [nuke]

by ShadowNinja » Post

This mod adds some powerful explosives, including iron and mese TNT and a missile.
It is highly optimized and uses the LuaVoxelManipulator.
It also has some effects, including randomness and particles, and is easily configurable.
The mese nuke has a range of 24 by default, and takes approximately 0.7 seconds to detonate with a full area. However I've managed to make an explosion with a radius of 128 (256x256x256) in about a minute (see screenshots below).
It stores configuration in nuke.conf in the world directory (see README.md) and is usable on servers, due to it's optional privilege requirements.
Note that the missile is currently very unpolished, due to limitations of the core.
Note that the explosives also don't drop items, for speed.
Spoiler
128-radius explosion:
Image
Explosions of TNT, Iron TNT, and Mese TNT:
Image
Explosion of missile:
Image
Code license: LGPLv3+ by ShadowNinja
Texture licences: CC-BY-SA 4.0 by ShadowNinja, and CC-BY-SA 3.0 by sfan5
Missile model and texture license: WTFPL by Jordach
Sound license: Unknown
GitHub: https://github.com/ShadowNinja/nuke
Download: https://github.com/ShadowNinja/nuke/archive/master.zip
Last edited by ShadowNinja on Sun Jul 13, 2014 00:30, edited 1 time in total.
Reason: Missle -> Missile

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Inocudom
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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Inocudom » Post

...But do they honor protection mods?

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Krock
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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Krock » Post

Finally a realistic nuke mod! All others made too little holes and called minetest.remove_node too much

Inocudom wrote:...But do they honor protection mods?
How much nodes would be needed to check?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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ShadowNinja
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Re: [Mod] Fast, powerful explosives [git] [nuke]

by ShadowNinja » Post

This doesn't honor protection yet. If it did it would have to use the API of supported protection mods directly, since is_protected doesn't support checking areas because some mods can't check areas for protection efficiently (mods that store the protection in nodes or their meta for example), and iterating over every position and checking it isn't doable at a reasonable speed.
I'll add protection support for my areas mod.
EDIT: This will also be a bit buggy since the modified area is a sphere, not a cube.

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by ExeterDad » Post

Those are some beeeeeeeeg freak'n craters. May as well code a meteor impact effect to go along with it!

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Napiophelios » Post

wow it works great but do I have to create my own nuke.conf file?
I cant find one in my worlds folder

Image

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Evergreen » Post

I tested the missles, and they work well. One problem is that the chunks have to be loaded where the missle is going, causing it to stop if you aren't nearby. Idk if there is a way of doing that with entities though.

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by ShadowNinja » Post

Protection support added: 67760f82
I also added sounds, entity physics, effects, and other things to the missile that I missed before.
Evergreen wrote:Missiles get unloaded too easily.
When I first created missiles the force-loading API wasn't available, and a VM hack (like WorldEdit uses) didn't work. I'll try to add support for that.

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by ShadowNinja » Post

Napiophelios wrote:Do I have to create my own nuke.conf file?
Yes, at one point it created the file with the default configuration if it didn't exist, but I decided to remove that because if I changed the defaults they wouldn't update in any running installation becuase the mod would treat the settings in nuke.conf as if they were manually set. I could create an empty nuke.conf, but that doesn't seem very useful.

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

every time I try to use it I get this:
15:11:20: ERROR[main]: ========== ERROR FROM LUA ===========
15:11:20: ERROR[main]: Failed to load and run script from
15:11:20: ERROR[main]: C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:
15:11:20: ERROR[main]: ...\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:11: attempt to concatenate global 'DIR_DELIM' (a nil value)
15:11:20: ERROR[main]: stack traceback:
15:11:20: ERROR[main]: ...\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:11: in main chunk
15:11:20: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:11:20: ERROR[main]: Server: Failed to load and run C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua
15:11:20: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Krock » Post

kidmondo wrote:every time I try to use it I get this:

minetest-0.4.9

mods\nuke\init.lua:11: attempt to concatenate global 'DIR_DELIM' (a nil value)
Your minetest version is outdated, please download 0.4.10 or an in-developement version.

Replace

Code: Select all

 DIR_DELIM
, line 11 in "init.lua" with

Code: Select all

"/"
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

okay fixed, another problem it shoots up and explodes in the air, and how do you use the TNT?

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Krock » Post

kidmondo wrote:and how do you use the TNT?
Punch them. (with a torch?)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

But why do the missiles just shoot up and explode mid air?

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Wayward_One » Post

Yeah, that happens to me too. About 80% of the time they explode mid-air or misfire on the launchpad.

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

Wayward_One wrote:Yeah, that happens to me too. About 80% of the time they explode mid-air or misfire on the launchpad.
Mine always explode in mid air...

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by ShadowNinja » Post

Missiles need to have a clearance 100 nodes into the air. Hitting anything before that will cause them to explode, although not as powerfully as if they had hit their target.
They also need to stay loaded, which is hard unless you're using creative, I plan to fix this with force loading. They shouldn't explode if they get unloaded though.
Other things to do:
  • Make missiles follow a curve.
  • Make missiles point where they're going (not possible yet due to engine limitations)

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

has the exploding in mid air issue been fixed yet?

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Hybrid Dog » Post

kidmondo wrote:has the exploding in mid air issue been fixed yet?
What do you mean?
btw: have you tested the rocket launcher yet?
https://github.com/HybridDog/nuke

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

what mods are "moss" and "vector_extra" in the depends :3

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by Hybrid Dog » Post

kidmondo wrote:what mods are "moss" and "vector_extra" in the depends :3
viewtopic.php?f=9&t=10262
viewtopic.php?f=9&t=8533

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by kidmondo » Post

Thanks :P

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by dannyplaysminetest » Post

Thanks cool Mod! i created this place deep underground with help of a Mese TNT. ^_^

Image

orangebiscuit
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Re: [Mod] Fast, powerful explosives [git] [nuke]

by orangebiscuit » Post

Would it be possible to make an explosive that explodes continuously? Or until a certain block is placed somewhere that could change a variable to say "1", which would disable the explosive?

Just an idea, having just watched some videos on MC's Voltz pack...

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Re: [Mod] Fast, powerful explosives [git] [nuke]

by chef trip » Post

is there any server using this mod? these are fun on singleplayer, but really would love to use these on a server where ppl can totally wreck shit and see how the world will look after a while.
Wanting to be someone else is a waste of who you are. – Kurt Cobain

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