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[Mod]Light Bomb[0.3]

Posted:
Sun Sep 14, 2014 23:41
by DeepGaze
this is designed for cave exploring, go into a sealed cave place it down and the cave lights up. this also coats the cave walls with a dirt-strength block that tells you when it is safe to remove the seal.
if you wish to undo the lighting in a cave, seal it up and place the "lightbomb:extractbomb"
when placing:

please don't unseal the cave until all

become:

I will not add crafting due to the nature of the node and thus the only way to obtain is by typing:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
[spoiler=changes since release]
Added removal tool
ordered files
cleared up miss-typing
better node support
shrunk textures
use with caution and fun
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
"air","default:lava_source","default:lava_flowing","default:gravel"
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
"default:dessert_sand",
"default:sand",
"default:sandstone",
"default:dirt",
"default:dirt_with_grass",
"default:stone",
"default:stone_with_coal",
"default:stone_with_iron",
"default:stone_with_copper",
"default:stone_with_mese",
"default:stone_with_gold",
"default:stone_with_diamond",
"default:clay"
Licence: WTFPL
here's hoping it's bug free:
Re: [Mod]Light Bomb[0.2]

Posted:
Mon Sep 15, 2014 00:04
by Napiophelios
/giveme lightbomb:bomb
line 33 of init.lua change from
"groups{crumbly=3,soil=1},"
to "groups={crumbly=3,soil=1},"
inventory description reads "Air Machine"
and my little cave filled halfway with red tiles and stops...and nothing
[edit: no it works its just slow on my computer]
I really like the lightbombface.png its very cool looking
also if I cant see, how do I know if a cave is safely sealed?
Re: [Mod]Light Bomb[0.2]

Posted:
Mon Sep 15, 2014 00:31
by DeepGaze
@Napiophelios: fixed all issues excluding "Air Machine" that was intentional.
[quote=Napiophelios]also if I cant see, how do I know if a cave is safely sealed?[/quote]
No idea, I am unsure how to solve this issue but If anyone is I would love to know
Re: [Mod]Light Bomb[0.2]

Posted:
Mon Sep 15, 2014 03:28
by Napiophelios
Well its just my opinion...but I think you need to reduce the size of your textures from x640 to x64 :)
Re: [Mod]Light Bomb[0.2]

Posted:
Sat Sep 20, 2014 18:00
by DeepGaze
fixed textures but they are still available in 0.2(textures are the difference between 0.2 and 0.3)
if anyone has some ideas to further the mod it would be appreciated.
Re: [Mod]Light Bomb[0.2]

Posted:
Tue Sep 23, 2014 15:39
by balthazariv
I'm afraid ;-)
What are lightbombtimer and lightbombwalls ?
It's an epidemic for the planet ?
For the idea, i think you can make a darkbomb that would backfire...
Thanks for your works
Re: [Mod]Light Bomb[0.2]

Posted:
Tue Sep 23, 2014 20:30
by DeepGaze
The cave is coated with a timer that lasts until the light nodes become passive(will no longer spread) then the "timer" becomes a "wall" to visualise the finishing of the process in that area. these are not an epidemic for the planet just a means to avoid the destruction of a map. The dark bomb is in conceptual stages(it will not darken just remove the light bombs "Passive light"
Re: [Mod]Light Bomb[0.3]

Posted:
Fri May 08, 2015 14:16
by DeepGaze
*Update*
After a long time holding onto this and being offline, I have uploaded the new version of this mod. this now includes a method of removing the light blocks. Please tell me if there are any problems.