[Mod] TNT [tnt]

breinzter11
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by breinzter11 » Sun Sep 16, 2012 11:36

PilzAdam wrote:Released.

adam i got error it's say nil value every time i active the tnt i am using minetest ver 0.4.3 how to fix that error
 

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Jordach
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by Jordach » Sun Sep 16, 2012 11:43

You are using the windows build.

IT WILL NOT WORK until 0.4.4 comes out. *Sigh.*

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cornernote
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by cornernote » Sun Sep 16, 2012 11:44

you should put REQUIRES 0.4.4 next to the download link
 

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Jordach
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by Jordach » Sun Sep 16, 2012 12:44

cornernote wrote:you should put REQUIRES 0.4.4 next to the download link

Lol, but seriously, it won't work for now.

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My image and media server is back online and is functioning as normal.
 

breinzter11
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by breinzter11 » Mon Sep 17, 2012 09:42

Jordach wrote:You are using the windows build.

IT WILL NOT WORK until 0.4.4 comes out. *Sigh.*

D A M N
 

cornernote
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by cornernote » Thu Sep 20, 2012 11:12

 

cornernote
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by cornernote » Thu Sep 20, 2012 23:35

it would be cool if tnt caused nearby tnt to get moved (accelerated) when tnt explodes.

eg:

-----------------
| Tnt1 | Tnt2 | <-- this one gets projectiled over this way (and maybe up a little?) ->
-----------------
^ this one explodes
 

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PilzAdam
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by PilzAdam » Fri Sep 21, 2012 10:35

cornernote wrote:it would be cool if tnt caused nearby tnt to get moved (accelerated) when tnt explodes.

eg:

-----------------
| Tnt1 | Tnt2 | <-- this one gets projectiled over this way (and maybe up a little?) ->
-----------------
^ this one explodes

This is not MC's tnt ;-) If you want it play MC.
 

cornernote
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by cornernote » Fri Sep 21, 2012 11:40

why throw good money away? im sure with 2 or 3 lines of your magic lua wand you could make it work. =)
 

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PilzAdam
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by PilzAdam » Fri Sep 21, 2012 12:24

cornernote wrote:why throw good money away? im sure with 2 or 3 lines of your magic lua wand you could make it work. =)

I simply dont want to add it. If a explosion is near a TNT, the TNT explodes directly. Why should it be pushed away and explode then? It doesnt make sense for me. So I dont add it.
 

cornernote
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by cornernote » Fri Sep 21, 2012 13:13

PilzAdam wrote:If a explosion is near a TNT, the TNT explodes directly.


You mean in real life? I think the pressure wave would have some effect on the unlit tnt.

other reasons are:
1) so it blows up a bigger and more random area
2) it would look really cool when you put a grid of 9 and blow up the middle one
3) so i can make that pirate ship game where you shoot each others ships

If you dont wanna then thats cool. I might have a tinker one day and see if i can do it. I assume just remove the node, add an object with a short bomb timer, and give it some acceleration away from the other explosion.
 

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by Temperest » Fri Sep 21, 2012 13:37

Plus, TNT cannons!
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cornernote
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by cornernote » Fri Sep 21, 2012 14:10

Are there any blocks that are industructable to TNT?
 

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PilzAdam
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by PilzAdam » Fri Sep 21, 2012 14:28

cornernote wrote:Are there any blocks that are industructable to TNT?

Water and lava.
 

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by Temperest » Fri Sep 21, 2012 19:46

Is there block durability for the explosions? Or are the nodes simply removed? I'm thinking about using this on a server and I'm somewhat worried about griefers.
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PilzAdam
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by PilzAdam » Fri Sep 21, 2012 19:54

Temperest wrote:Is there block durability for the explosions? Or are the nodes simply removed? I'm thinking about using this on a server and I'm somewhat worried about griefers.

The nodes are simply removed. Griefers can destroy everything with it.
 

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by Temperest » Fri Sep 21, 2012 20:06

Any plans on adding some sort of block durability based on node groups? For example, snappy nodes would be easy to break, crumbly less so, and choppy even less so?

This mod is still very fun in single player, though.
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PilzAdam
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by PilzAdam » Fri Sep 21, 2012 20:11

Temperest wrote:Any plans on adding some sort of block durability based on node groups? For example, snappy nodes would be easy to break, crumbly less so, and choppy even less so?

This mod is still very fun in single player, though.

It turns flammable nodes into fire and dont drop them. All the other nodes are destroyed the same way. Different explosion radii in different materials would make the code too slow.
 

fgr
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by fgr » Fri Sep 21, 2012 20:43

seems to be a real issue ... is there a forgotten depencies???

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
22:40:53: ERROR[main]: ========== ERROR FROM LUA ===========
22:40:53: ERROR[main]: Failed to load and run script from
22:40:53: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua:
22:40:53: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:62: Name tnt:tnt does not follow naming conventions: "modname:" or ":" prefix required
22:40:53: ERROR[main]: stack traceback:
22:40:53: ERROR[main]:  [C]: in function 'error'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:62: in function 'check_modname_prefix'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:98: in function 'register_item'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:154: in function 'register_node'
22:40:53: ERROR[main]:  ...etest/games/minetest_game/mods/pilzadam_tnt/init.lua:98: in main chunk
22:40:53: ERROR[main]: =======END OF ERROR FROM LUA ========
22:40:53: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua
22:40:53: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua

In thread 7f95674ff740:
/build/buildd/minetestc55-0.4.3/src/main.cpp:1741: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f95674ff740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
Aborted (core dumped)
 

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Jordach
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by Jordach » Fri Sep 21, 2012 21:24

You seem to be running non-latest git.

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by Marcel » Fri Sep 21, 2012 21:40

I think you just have to rename the folder in your mod directory from "pilzadam_tnt" to "tnt" so that the name of the mod equivalent to the name of the folder
 

cornernote
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by cornernote » Fri Sep 21, 2012 23:29

Folder name must be tnt not pilzadam_tnt
 

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PilzAdam
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by PilzAdam » Sat Sep 22, 2012 08:47

fgr wrote:seems to be a real issue ... is there a forgotten depencies???

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
22:40:53: ERROR[main]: ========== ERROR FROM LUA ===========
22:40:53: ERROR[main]: Failed to load and run script from
22:40:53: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua:
22:40:53: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:62: Name tnt:tnt does not follow naming conventions: "modname:" or ":" prefix required
22:40:53: ERROR[main]: stack traceback:
22:40:53: ERROR[main]:  [C]: in function 'error'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:62: in function 'check_modname_prefix'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:98: in function 'register_item'
22:40:53: ERROR[main]:  /usr/share/minetest/builtin/misc_register.lua:154: in function 'register_node'
22:40:53: ERROR[main]:  ...etest/games/minetest_game/mods/pilzadam_tnt/init.lua:98: in main chunk
22:40:53: ERROR[main]: =======END OF ERROR FROM LUA ========
22:40:53: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua
22:40:53: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/pilzadam_tnt/init.lua

In thread 7f95674ff740:
/build/buildd/minetestc55-0.4.3/src/main.cpp:1741: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f95674ff740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
Aborted (core dumped)

Rename the modfolder from "pilzadam_tnt" to "tnt".
 

anonymous12
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by anonymous12 » Sat Sep 22, 2012 13:23

Whenever the TNT blows up, I get "Server error:Lua error: Attempt to index a number value."
EDIT: Just read page2, silly me.
Works great now :)
Last edited by anonymous12 on Sat Sep 22, 2012 13:27, edited 1 time in total.
 

DrB
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by DrB » Mon Oct 01, 2012 20:06

De-Forestation JUST GOT FUN!
(push button and wires baby)
 

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Nightfighter
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by Nightfighter » Sat Oct 06, 2012 13:58

Tnt is really dangerous to stand close at could it work underground so i can hide it and explode it when a person walks over it... Oooh that gave me a mod idea!
my mods: Concrete Invisiblocks
more coming out soon
mods are cool!!
 

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Nightfighter
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by Nightfighter » Sat Oct 06, 2012 13:58

Tnt is really dangerous to stand close at could it work underground so i can hide it and explode it when a person walks over it... Oooh that gave me a mod idea!
my mods: Concrete Invisiblocks
more coming out soon
mods are cool!!
 

Temperest
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by Temperest » Sat Oct 06, 2012 15:28

Try using Mesecons to build a circuit with a player detector wired up to the TNT. Mesecons can trigger it remotely in this way as well.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Mediumshdaow1
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by Mediumshdaow1 » Fri Oct 12, 2012 10:01

hey dude i freaking love your mods i just need to know one thing how do you actually make the tnt?
 

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Topywo
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by Topywo » Fri Oct 12, 2012 12:17

Mediumshdaow1 wrote:hey dude i freaking love your mods i just need to know one thing how do you actually make the tnt?


You can always look in the init.lua of the mod:

minetest.register_craft({
output = "tnt:gunpowder",
type = "shapeless",
recipe = {"default:coal_lump", "default:gravel"}
})

minetest.register_craft({
output = "tnt:tnt",
recipe = {
{"", "default:wood", ""},
{"default:wood", "tnt:gunpowder", "default:wood"},
{"", "default:wood", ""}
}
})
 

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