[Mod] Fireworks [3.0] [fireworks]

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crazyginger72
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[Mod] Fireworks [3.0] [fireworks]

by crazyginger72 » Tue Sep 02, 2014 06:43

ver 3.0

Image
Image

This is a fireworks mod, it adds real fireworks in 7 colours to the game!!

I used particle effects for realism so you must have particles enabled to use this mod!!!

the launchers/firewrks are mesecon compatable!! :D

also remember to have your viewing range set to over 100 nodes or to full range to see all the show!!!

!!!if you are on a laggy server or slow machine the mod still works but it will be noticeable in the lighting effects!!!

fireworks 3.0 by crazyginger72
Minetest 0.4.9 +
Depends: default
Licenses: code and textures WTFPL


DOWNLOAD

GITHUB
Last edited by crazyginger72 on Fri Sep 05, 2014 22:45, edited 1 time in total.
 

deivan
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Re: [MOD] FIREWORKS!!! [ver 3.0] fireworks

by deivan » Tue Sep 02, 2014 14:31

Nice idea. :D
 

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philipbenr
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Re: [MOD] FIREWORKS!!! [ver 3.0] fireworks

by philipbenr » Tue Sep 02, 2014 15:23

Particles are cool things, and they make good smoke and explosions...
 

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ExeterDad
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Re: [Mod] Fireworks [3.0] [fireworks]

by ExeterDad » Fri Sep 05, 2014 10:48

well done.
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

mojuave
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Re: [Mod] Fireworks [3.0] [fireworks]

by mojuave » Wed Sep 17, 2014 23:08

how to enable particles?
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by mojuave » Thu Sep 18, 2014 01:34

I got it to work and that was just awesome. I am trying to use delayers from mescons but it still goes fast. Maybe a design of a controller to set the delay in seconds piling up multiple delays was ok but still not good. BTW I am a pyro lol and this is as I said awesome but I really want to set a display and need some kind of sequencer or programmable delay LOL if at all possible but if no still an awesome job
 

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crazyginger72
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Re: [Mod] Fireworks [3.0] [fireworks]

by crazyginger72 » Thu Sep 18, 2014 02:19

have you tried putting a mesecon or mese block between the firework and the delayer?
 

mojuave
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Re: [Mod] Fireworks [3.0] [fireworks]

by mojuave » Thu Sep 18, 2014 03:36

crazyginger72 wrote:have you tried putting a mesecon or mese block between the firework and the delayer?


No I have not I am still fairly new only few months so I have a big learning curve. So a mese block will slow down the signal?

But I have put up to 6 delayers back to back
 

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crazyginger72
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Re: [Mod] Fireworks [3.0] [fireworks]

by crazyginger72 » Fri Sep 19, 2014 16:30

im not 100% sure as i cant get the delayer to work the way yours does on my world but it may just need the block to stop it from picking up the signil wrong
 

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Wuzzy
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Re: [Mod] Fireworks [3.0] [fireworks]

by Wuzzy » Tue Oct 14, 2014 09:12

This mod is broken on Minetest 0.4.10.

After rightclicking a firework, I got this crash:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
11:05:52: ERROR[main]: ServerError: .../wuzzy/.minetest/games/weird/mods/fireworks/init.lua:157: bad argument #2 to 'random' (interval is empty)
11:05:52: ERROR[main]: stack traceback:
11:05:52: ERROR[main]:    [C]: in function 'random'
11:05:52: ERROR[main]:    .../wuzzy/.minetest/games/weird/mods/fireworks/init.lua:157: in function 'fireworks_activate'
11:05:52: ERROR[main]:    .../wuzzy/.minetest/games/weird/mods/fireworks/init.lua:64: in function 'on_rightclick'
11:05:52: ERROR[main]:    /usr/share/minetest/builtin/game/item.lua:326: in function </usr/share/minetest/builtin/game/item.lua:319>
11:05:52: ERROR[main]:    (tail call): ?


The crafting recipe for the purple firework is broken. There is no dye “dye:purple”. The closest dye would be “dye:violet”, I guess.

The image “fireworks_rainbow.png” is missing.

This mod depends on dye, but depends.txt doesn’t list it (but should).
 

Hybrid Dog
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Re: [Mod] Fireworks [3.0] [fireworks]

by Hybrid Dog » Wed Oct 15, 2014 15:38

try my version of a copy of another fireworks mod
https://github.com/HybridDog/fireworks
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by crazyginger72 » Wed Oct 15, 2014 20:53

wuzzy i will look into that as i wasnt aware that it had anny isssues with 0.4.10 and thank you for letting me know :)
and dye will be readded to dependiencies as it was on there lol .
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by mtmodder148 » Sat Dec 06, 2014 18:26

I love this mod but I was getting an error for a missing texture: fireworks_rainbow.png
I went onto github and opened a new issue a few days ago.

I went through the code and found this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("fireworks:"..colour, {
   drawtype = "plantlike",
   description = desc,
   tiles = {"fireworks_"..colour..".png"},
   light_source = 14,
   sunlight_propagates = true,
   walkable = false,
   is_ground_content = true,
   pointable = false,
   groups = {cracky=3,not_in_creative_inventory=1},--, hot=1, igniter=3}, --<<<<to enable fire
   sounds = default.node_sound_stone_defaults(),
})


So I changed it to this and the error went away:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if colour ~= "rainbow" then
   minetest.register_node("fireworks:"..colour, {
      drawtype = "plantlike",
      description = desc,
      tiles = {"fireworks_"..colour..".png"},
      light_source = 14,
      sunlight_propagates = true,
      walkable = false,
      is_ground_content = true,
      pointable = false,
      groups = {cracky=3,not_in_creative_inventory=1},--, hot=1, igniter=3}, --<<<<to enable fire
      sounds = default.node_sound_stone_defaults(),
   })
end
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by rommiekerova » Sat Dec 06, 2014 19:17

I've installed this. I LOVE it. Sound is a bit loud so I'll be changing that later but I haven't had any problems on it. I use 0.4.10.
My Mods: Kerova - https://forum.minetest.net/viewtopic.php?id=8054
My Server: Kalisae - https://forum.minetest.net/viewtopic.php?id=9040 <--CLOSED UNTIL FURTHER NOTICE!
 

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Death Dealer
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Re: [Mod] Fireworks [3.0] [fireworks]

by Death Dealer » Tue Dec 09, 2014 15:49

Awesome mod^_^
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by MrFunProRoblox » Tue Dec 09, 2014 20:30

awesome mod i like it that mod :D :O
 

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Re: [Mod] Fireworks [3.0] [fireworks]

by tbillion » Sun Nov 22, 2015 13:21

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2015-11-22 07:20:20: ERROR[Main]: ServerError: Runtime error from mod 'mesecons' in callback environment_Step(): ...loads/minetest-master/bin/../mods/fireworks/init.lua:146: bad argument #2 to 'random' (interval is empty)
2015-11-22 07:20:20: ERROR[Main]: stack traceback:
2015-11-22 07:20:20: ERROR[Main]:       [C]: in function 'random'
2015-11-22 07:20:20: ERROR[Main]:       ...loads/minetest-master/bin/../mods/fireworks/init.lua:146: in function 'fireworks_activate'
2015-11-22 07:20:20: ERROR[Main]:       ...loads/minetest-master/bin/../mods/fireworks/init.lua:60: in function 'action_on'
2015-11-22 07:20:20: ERROR[Main]:       ...st-master/bin/../mods/mesecons/mesecons/internal.lua:189: in function '?'
2015-11-22 07:20:20: ERROR[Main]:       ...master/bin/../mods/mesecons/mesecons/actionqueue.lua:90: in function 'execute'
2015-11-22 07:20:20: ERROR[Main]:       ...master/bin/../mods/mesecons/mesecons/actionqueue.lua:84: in function '?'
2015-11-22 07:20:20: ERROR[Main]:       ...ads/minetest-master/bin/../builtin/game/register.lua:355: in function <...ads/minetest-master/bin/../builtin/game/register.lua:335>
2015-11-22 07:20:20: WARNING[Server]: Assignment to undeclared global "player_name" inside a function at ...oads/minetest-master/bin/../mods/lightsaber/init.lua:15.


poof... broken
 

Hybrid Dog
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Re: [Mod] Fireworks [3.0] [fireworks]

by Hybrid Dog » Sun Nov 22, 2015 18:40

There's another fireworks mod https://github.com/HybridDog/fireworks
 


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