[Mod] UraniumMod [0.4] [uranium]

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LandMine
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[Mod] UraniumMod [0.4] [uranium]

by LandMine » Sun Jul 01, 2012 03:47

ImageImage


Latest release: UraniumMod 0.4
Compatible with: Minetest-0.4.dev-20120606-c57e508
Dependencies: None Yet
Download Link: http://minus.com/lmwvh2puEerlk

Description

This mod adds a new ore named Uranium ore, when mined this ore gives you 3 uranium dust which will allow you to create reactors which are special furnaces. Radioactive coal, uranium gem, nuclear waste, waste containers, pulsers and nuclear bombs are all elements that compose this mod, but I really, honestly, want your input on how I can improve this mod or add other uses for Uranium! I really do want your input!

Video

A short video demonstrating the new additions to version 0.2
http://www.youtube.com/watch?v=H1W0Nw630JU

Here is a video by myself explaining the mod (for version 0.1)(sorry for the voice, but i didn't find my mic :).
http://www.youtube.com/watch?v=AH1yJGG2qmI&feature=plcp

Recepies
You can see all the recipes here:
http://min.us/mF5510fLS/1

Archives
[0.3] http://minus.com/lFqovIR8DXeRg
[0.2] http://minus.com/luCjEVyhmTQas
[0.1] http://minus.com/l7dkb4xdVHhEK

Changelog
7/08/2012 - Added a pulser, which you can use to make cannons, and send nuclear bombs far away.
7/08/2012 - Added Nuclear Bombs (sloppy recipe, will change next version)
7/05/2012 - Added containers and nuclear waste causes damage with radiation.
6/30/2012 - Mod added to forum.

Licence - WTFPL
Credits: Book for creating this on Minecraft.
Last edited by LandMine on Mon Jul 09, 2012 00:28, edited 1 time in total.
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SegFault22
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by SegFault22 » Sun Jul 01, 2012 04:35

Cool!
Only one problem: the reactor works exactly like a furnace, and I smelted normal stuff in it. Maybe you could somehow change the names of the ''fuel'' ''src'' and ''dst'' to work only with ''uranium dust'' as fuel...
Also, you could add a complex series of special blocks, like a turbine/condenser, to generate Mesecon energy :D
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LolManKuba
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by LolManKuba » Sun Jul 01, 2012 07:51

Nice!
 

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LandMine
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by LandMine » Sun Jul 01, 2012 12:56

SegFault22 wrote:Cool!
Only one problem: the reactor works exactly like a furnace, and I smelted normal stuff in it. Maybe you could somehow change the names of the ''fuel'' ''src'' and ''dst'' to work only with ''uranium dust'' as fuel...
Also, you could add a complex series of special blocks, like a turbine/condenser, to generate Mesecon energy :D


Yeah i was aware of this....the code is a bit sloppy, there aren't any bugs that crash the game though. Currently im working on v0.2 . Thanks for the ideas.
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Stef
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by Stef » Mon Jul 02, 2012 06:19

nice i like this very much
Sorry for my crappy english, im dutch :D
 

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Topywo
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by Topywo » Mon Jul 02, 2012 09:57

Maybe you can combine your mod with the Uranium Nuke Mod http://minetest.net/forum/viewtopic.php?pid=14256#p14256

The nuclear waste causes fire. Damage through (invisible) radiation could be 'nicer'.

The animals and vombies of the animal-mod didn't care about the radiation.

Looking forward for v0.2
 

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LolManKuba
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by LolManKuba » Mon Jul 02, 2012 12:05

Topywo wrote:Maybe you can combine your mod with the Uranium Nuke Mod http://minetest.net/forum/viewtopic.php?pid=14256#p14256

The nuclear waste causes fire. Damage through (invisible) radiation could be 'nicer'.

The animals and vombies of the animal-mod didn't care about the radiation.

Looking forward for v0.2
He would have to ask bob first because of bob's mod license.
 

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Stef
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by Stef » Mon Jul 02, 2012 12:35

can't find uraniumore, on wich hight can it be found im under -200
Sorry for my crappy english, im dutch :D
 

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by lkjoel » Mon Jul 02, 2012 17:07

Nice!
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LandMine
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by LandMine » Mon Jul 02, 2012 20:35

HI! thanks for all the feedback, came back from school and saw i got some replys, so let me answer to some:

@Stef thanks for liking it and the ore can be found at -150 and its rare. It generates for me, but if ANYONE else has a problem with the generation let me know, so i can make it more common.

@Topywo gonna look into the mod you recommended and see what i can do.

@ lkjoel thanks for liking it.

Progress so far:
  • Container(gotta work on the name) to pick up nuclear waste.
  • Nuclear Waste is now generated by the nuclear reactor (be sure not to put this in your house :))
  • Working on different blocks and finding uses for uranium so please give me some ideas.

ill release version 0.2 on Wednesday. Thank you all for your feedback
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bob
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by bob » Tue Jul 03, 2012 00:17

LolManKuba wrote:
Topywo wrote:Maybe you can combine your mod with the Uranium Nuke Mod http://minetest.net/forum/viewtopic.php?pid=14256#p14256

The nuclear waste causes fire. Damage through (invisible) radiation could be 'nicer'.

The animals and vombies of the animal-mod didn't care about the radiation.

Looking forward for v0.2
He would have to ask bob first because of bob's mod license.



My mod is under the GPl v2 so feel to use/change it for your mod!
 

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Stef
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by Stef » Tue Jul 03, 2012 05:47

oh i have founded some but i must looked for a very long time
Sorry for my crappy english, im dutch :D
 

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LandMine
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by LandMine » Wed Jul 04, 2012 21:31

Thanks for the permits bob.....also i have been busy with school stuff......so the release will be on Friday.
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by SegFault22 » Thu Jul 05, 2012 00:16

Hmm...maybe uranium can also be used to make a ''gun-bomb'' (Atomic Weapons) that ''fires'' a cone of reactant A into a sphere-with-cone-drilled-out of reactant B (IDK what the reactants would be, google it I guess) so that when the reactants are forced together they react and spread invisible radiation blocks for 500 blocks in diameter of the explosion point, and it destroys stuff like in the ''Nuke mod'' (the one with TNT) and the radiation dammage decreases slowly over time :D
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.
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by LandMine » Fri Jul 06, 2012 01:29

Uranium Mod Updated:


A short video demonstrating the new additions to version 0.2
http://www.youtube.com/watch?v=H1W0Nw630JU

Changes:
7/05/2012 - Added containers and nuclear waste causes damage with radiation.

Download:
http://minus.com/luCjEVyhmTQas

Updated Main Post as well with video changes and download link also added version 0.1 to the archive
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by Topywo » Fri Jul 06, 2012 20:03

I Tried it out.

Great addition the radiation! I only couldn't change the distance the effect has, probably because my LUA (in)capabilities... I did see something as "pos, 500", but changing the 500 had no noticeable effect.

The bucket works. Risky business :-D Btw, Why do you call it "uranium:container_lava"?

The reactor didn't generate nuclear waste. Is it a chance?

Ideas: Lead blocks to block the radiation and iodine to make you temporarily immune. But no idea how program that :-)
 

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LandMine
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by LandMine » Fri Jul 06, 2012 20:14

Lead Blocks is an AWESOME IDEA!!!!! the iodine sounds good too.


About the "uranium:container_lava" ill change that in version 0.3......and generators dont spill waste in 0.2......im still working on it.

Thanks for your feedback
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LandMine
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by LandMine » Sun Jul 08, 2012 18:00

Version 0.3 Released

Changes:
7/08/2012 - Added Nuclear Bombs (sloppy recipe, will change next version)

Image

Download:
http://minus.com/lFqovIR8DXeRg

Updated Main Post as well with changes and download link also added version 0.2 to the archive
Thanks to stfan for TNT Code :)
Last edited by LandMine on Sun Jul 08, 2012 18:01, edited 1 time in total.
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Sturmegeist
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by Sturmegeist » Sun Jul 08, 2012 18:04

Very big explosions from the nuke. Really useful for starting those open pit mines XD. Note:When it detonated it caused a frame rate drop from 100 to 2 for me.
Last edited by Sturmegeist on Sun Jul 08, 2012 18:07, edited 1 time in total.
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by Topywo » Sun Jul 08, 2012 22:03

Very big explosions indeed :-D.
 

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by LandMine » Mon Jul 09, 2012 00:28

Uranium Mod Updated:

Added pulsers you can use these to send nuclear bombs, or any bomb in the nuke mod flying....this means you can make cannons :) right now pulsers can only be obtained via /giveme command

Screenshots: image links to save page space

1. My Model Cannon - It is important to make sure where the bomb is gonna be is higher than the pulser.
http://i.minus.com/ibwjGaq7FnWWxx.png

2. Basically how you set it up. pusler is a few blocks below and back, hit to pulser to ignite it.
http://i.minus.com/ixd8xFWQEY3aC.png

3. A hole my by a previous bomb, and a bomb i launched to take the screen shot.
http://i.minus.com/iMlNx0e0rbldi.png

4. Distance between launching point and landing point
http://i.minus.com/ibdIKwlEeeDJdL.png

So i hope you guys like the idea :) hopefully this pulser can get us to play some fun games, like 2 castles, 1 on each side and see who destroys the opposite castle first lol

Also the pulser is basically a bomb, it destroys nodes, except for dirt, stone, tree, leaves, sand. I will be sure to remove the code that removes blocks soon, that way you dont lag as much.

Changes:
7/05/2012 - Added a pulser, which you can use to make cannons, and send nuclear bombs far away.

Download:
http://minus.com/lmwvh2puEerlk

Updated Main Post as well with video changes and download link also added version 0.3 to the archive
List Of My Creative Servers - http://planetminetest.com
The Walls - PvP Map - http://minetest.net/forum/viewtopic.php?id=2906
 

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by jin_xi » Mon Jul 09, 2012 12:05

i think the bomb recipe should use steel blocks instead of cobble to make it really expensive
 

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by Topywo » Mon Jul 09, 2012 20:20

Nice. I practiced some shots with (and without) cannons. The concept of building and destroying castles is an interesting idea.

In the Lua .init I saw the following:
-- 8.Test Node
minetest.register_craft({
output = 'node "uranium:nuclear_lauch" 1',
It didn't influence gameplay.
 

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by Nexdah » Mon Jul 09, 2012 21:54

Something tells me there will be a Tekkit like mod for Minetest....soon
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by SegFault22 » Tue Jul 10, 2012 01:16

Nice bomb launcher :D
Next it would be nice to have a ''target-setter'' block that you can use to launch ''nuclear missiles'' at given coordinates, with a limit of about 1000 blocks orso. And on launch they go up into the air, then despawn and a missile spawns above the target region a few seconds later, hits the ground and destroys a lot of stuff. Maybe you can even add some ''random'' calculations to the shape of the crater, so it looks more real-like...and maybe even a ''mese nuke'' that destroys everything within a 1000 block radius - if only there was a way to keep it from lagging at that size >.<
And, if you have the time later, it would be nice if an entity is made where the ''nuke'' is after detonation, and all it is is a big sprite image of a ball of fire/explosion/debris. And maybe you could add radioactive shrapnel that when it hits the player, it takes 2 HP every second until death.
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by Wuzzy » Thu Sep 27, 2012 08:02

It is not true that this mod has no dependencies. As of Minetest-c55 0.4.3, this mod depends on "default" and "legacy" (both are official mods, though). Yep, legacy, too, because you are using deprecated names for a stick and a cobblestone. If you don't have legacy mod in your game installed, some recipes won't work.
You say "Stick" but you should use "default:stick" instead. You say "cobble" but you should use "default:cobble" instead. Simply replace these words in your init.lua and you get rid of the dependency of legacy. But you still depend on "default" of course.

Besides that, I like that mod. I have created a small world full of holes that go into the deeps. I simply placed nukes in the desert everywhere and placed uranium blocks for the light. (Oh, and I cheated... *oops*) If I am in a good mood, I'll upload screenshots and the world data some day, who knows?
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by jojoa1997 » Wed Dec 26, 2012 23:17

thought you might want to look at this it is a display block and has uranium http://minetest.net/forum/viewtopic.php?pid=59393#p59393
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by rarkenin » Wed Dec 26, 2012 23:57

This is awesome, but I cannot construct breeder reactors, or things of that nature. Since I am not a good programmer, I can;t implement said behavior, but I might create a google doc describing how that would occur realistically. If anyone is interested, I'l lcreate the google doc.
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by jojoa1997 » Thu Dec 27, 2012 00:02

rarkenin wrote:This is awesome, but I cannot construct breeder reactors, or things of that nature. Since I am not a good programmer, I can;t implement said behavior, but I might create a google doc describing how that would occur realistically. If anyone is interested, I'l lcreate the google doc.

Is this for my mod?
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by rarkenin » Thu Dec 27, 2012 00:16

jojoa1997 wrote:
rarkenin wrote:This is awesome, but I cannot construct breeder reactors, or things of that nature. Since I am not a good programmer, I can;t implement said behavior, but I might create a google doc describing how that would occur realistically. If anyone is interested, I'l lcreate the google doc.

Is this for my mod?



Yes, if you'd like. I have a physics background so I understand this in a complex way, involving moderation and fissile operations, but I lack the skills to fully implement said ideas.
Last edited by rarkenin on Thu Dec 27, 2012 00:17, edited 1 time in total.
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