[Mod] exploding chest [explodingchest]

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[Mod] exploding chest [explodingchest]

by Coder12 » Mon Mar 05, 2018 04:58

This mod provides a framework to make a volatile chest or storage nodes which explode if it contains any registered explosive materials.
License: MIT
Mod dependencies: tnt
Optional mod dependencies: tnt_revamped
+ features

+ config

+ screenshot

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Last edited by Coder12 on Tue Oct 29, 2019 05:54, edited 16 times in total.
 

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Re: [Mod] exploding chest [explodingchest]

by Mineminer » Mon Mar 05, 2018 05:06

Gotta admit that is pretty neat little "extra" type of mod. :)
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Mon Mar 05, 2018 23:06

xeranas wrote:Does explosion size depends on how much powder is on chest?

Yes.
 

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Re: [Mod] exploding chest [explodingchest]

by RSLRedstonier » Tue Mar 06, 2018 02:28

Coder12 wrote:
xeranas wrote:Does explosion size depends on how much powder is on chest?

Yes.

what's the max? and does it have a limit so if i use a /giveme command to give a stack with over 99 items in it or change the stack max will it still have a bigger explosion?
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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Tue Mar 06, 2018 02:48

RSLRedstonier wrote:
Coder12 wrote:
xeranas wrote:Does explosion size depends on how much powder is on chest?

Yes.

what's the max? and does it have a limit so if i use a /giveme command to give a stack with over 99 items in it or change the stack max will it still have a bigger explosion?

All right I updated the mod. You can now limit the size of the explosion. Just go to settings.lua file. And plus get ready for exploding cabinets I add more container types.
 

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Re: [Mod] exploding chest [explodingchest]

by ChimneySwift » Tue Mar 06, 2018 07:49

Huh. Neat. +1. Everybody make sure you keep your gunpowder storage away from the edge of your protection. :P
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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Wed Mar 07, 2018 22:27

I am working on trap chest's for the next update. If you try to open the chest it goes Ka-Boom :). If there is a chest mod I missed or something you want added just leave a reply.
 

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Re: [Mod] exploding chest [explodingchest]

by ChimneySwift » Thu Mar 08, 2018 06:04

Coder12 wrote:If there is a chest mod I missed or something you want added just leave a reply.


How about technic_chests?
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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Thu Mar 08, 2018 06:15

ChimneySwift wrote:
Coder12 wrote:If there is a chest mod I missed or something you want added just leave a reply.


How about technic_chests?

okay that will be added too.
 

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Re: [Mod] exploding chest [explodingchest]

by Linuxdirk » Thu Mar 08, 2018 07:51

Coder12 wrote:Just go to settings.lua file.

Better use settingtypes.txt for that.
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Fri Mar 09, 2018 04:06

Allright I updated the mod it now has support for technic chests and I added craftable trap chests that explode when right-clicked. And I added settingtypes.txt so you can change the settings through the game software. Thanks Linuxdirk for suggesting that.
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Sun Mar 11, 2018 22:30

The mod was updated. It now has more storage containers being mailboxes and locked chest. Plus I added two new settings.
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Sun Jun 30, 2019 01:25

I re-done the mod. alot of dependencies where removed. Read the topic you now do things through node groups.
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Thu Jul 04, 2019 20:38

W.I.P changes. I'm gonna allow the volatile container to become a entity (You will need the tnt_revamped mod turned on for that)
Heres a video to show you what I am talking about :)
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Fri Jul 05, 2019 04:29

Done but there seems to be a bug with the volatile container's on_blast function, it keeps using the default one even tho its overridden.
 

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Re: [Mod] exploding chest [explodingchest]

by Coder12 » Sun Jul 07, 2019 00:53

I fixed it. does anyone know how to rotate the entity by the nodes param2?
 


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