Closed bigfoot547 closed 6 years ago
Ignited TNT is a falling node and auto-updates to make it fall as an entity when ignited.
But then it changes back to a block when it lands. I think it would be cool to have it like in the other game Minceraft.
@bigfoot547 The nuke
mod does with its explosives exactly what you want, right?
@DS-Minetest Yes, that is exactly what I want.
It's possible to do this, and the thought had crossed my mind when I added the falling node stuff. Maybe in a future release.
A check would also have to be added to TNT nodes so that they wouldn't blow up other nodes if surrounded by water. I don't think it'd be too hard to do, just one of the things that would need to be considered.
TNT explodes normally in water, so we should just ignore water sources and explode nodes as normal.
Yes i prefer that TNT destroys water just like any other node.
It would be nice if explosions wouldn't destroy nodes with a specific group and furthermore would destroy nothing if the explosion is inside such a node. Then a mod could easily add a liquid with this group for players that want to build a cannon using explosives. Also some mods have nodes that aren't wanted to be destroyed by an explosion, eg. cloud, the barrier nodes from ctf or every else node that should be indestructible.
@DS-Minetest There is already a way to prevent blocks from explosions, and it is documented.
You can already build a reusable cannon based on two existing features. First, take advantage of a falling node colliding with an over-sized collision_box and make the falling node get stuck. This falling node will be the ammo. I like to drop sand on the out stretched edge of a castle:tapestry_top. Second, use a protection mod like landrush to protect the cannon and drop a TNT behind the ammo from above.
On a side note, the reason I have the TNT drop is to wipe its owner metadata. This is necessary because I'm using #1070 to allow an owner to blast their own area. However, due to minetest/minetest#4087 once the TNT falls, the owner meta is wiped and the TNT can no longer damage any protected area.
Also note that another TNT can be used as the ammo in place of the sand for even more interesting results!
That's cool, so by using a collisionbox you can keep TNT an entity.
Can this issue be closed then?
Wake up and smell the potatoes!
Sorry, I just had to say that. :laughing:
My point is that you remove tnt:tnt_burning
and replace it with an entity, making it so that the tnt will explode in entity form.
It can all be done, but it will require modifications to the builtin falling entity (not really that difficult). It's just code that someone needs to write. Just not on my radar now, so someone else should look into it.
Chances is it done already? My TNT's are falling!
No, the request is for ignited TNT to stay an entity even after it has landed.
Any core dev support?
I don't even know why minetest_game needs TNT so I'm very much fine with having it be simple (not an entity) and leaving "complex" things up to mods.
^ Closing, see thumbs up.
Burning TNT should be an entity like a falling node. This is so tnt cannons could be made. I made a tnt cannon, but I had to repair it every use.