[Mod]Light Bomb[0.3]

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DeepGaze
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[Mod]Light Bomb[0.3]

by DeepGaze » Sun Sep 14, 2014 23:41

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"
+ Important

use with caution and fun
+ nodes cleared from cave:

+ nodes that will be coated:

Licence: WTFPL
here's hoping it's bug free:
Attachments
lightbomb[3].zip
Added reversal node and segmented the files
(11.68 KiB) Downloaded 88 times
lightbomb-0.2.zip
(42.52 KiB) Downloaded 89 times
Last edited by DeepGaze on Fri May 08, 2015 14:13, edited 4 times in total.
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Napiophelios
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Re: [Mod]Light Bomb[0.2]

by Napiophelios » Mon Sep 15, 2014 00:04

/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?
 

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DeepGaze
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Re: [Mod]Light Bomb[0.2]

by DeepGaze » Mon Sep 15, 2014 00:31

@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
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Napiophelios
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Re: [Mod]Light Bomb[0.2]

by Napiophelios » Mon Sep 15, 2014 03:28

Well its just my opinion...but I think you need to reduce the size of your textures from x640 to x64 :)
 

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Re: [Mod]Light Bomb[0.2]

by DeepGaze » Sat Sep 20, 2014 18:00

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.
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Re: [Mod]Light Bomb[0.2]

by balthazariv » Tue Sep 23, 2014 15:39

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
 

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Re: [Mod]Light Bomb[0.2]

by DeepGaze » Tue Sep 23, 2014 20:30

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"
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Re: [Mod]Light Bomb[0.3]

by DeepGaze » Fri May 08, 2015 14:16

*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.
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