FatTnt
FatTnt can control Explosions (not only of TNT) and add some new dynamics.
Maintenance Phase
Due to timing constraints i will most likely not add any new features.
The block lists may be clearly outdated, if anybody has a list for 1.6.1 or so i can link them from here, otherwise this means you have to edit the block lists to how strong blocks are supposed to be by hand!
I will might not add a feature to import resistance values from CraftBukkit internals, could think about importing from Minecraft-Wiki though.
I might keep this updated for a while, be it on BukkitDev or by other means, but do not expect new features to be added, no guarantees for further support.
(license updated)
If anybody wants to contribute to this i am open to suggestions, might help with refactoring / introduction. In fact i still would like to add more simple ways to configure the blocks, and possibly adjust to some api additions.
Reference: Features | Configuration
Overview:
- FatTnt actually replaces the minecraft explosion impacts by applying another algorithm. This aims at making many aspects of the explosions impact customizable, such as how strong blocks resist explosions before breaking, if they allow passing on the explosion without getting destroyed, or if they pass on damage to entities for an extended damage-range.
- You have a variety of settings how to affect other entities and blocks, concerning damage, creating primed TNT from dropped or burning tnt-items, tossing entities and similar. Most settings can be adapted to worlds/entities in an almost arbitrary manner.
- Anti lag features: FatTnt uses scheduling internally to control how much time is spent per tick on explosions, item spawning and such.
- The original request i had in mind had been to allow explosions to go through water and lava, now you can control if the explosions will destroy it or just go through it or get stopped, whatever you choose. Now your redstone circuits are safe behind walls of obsidian, unless someone tweaked the configuration to make obsidian destroyable.
Developers:
- GitHub: Source | Lists file
- Changelog: See bottom of lists-file.
- License: Pending,
something minimal on top of what you can do when writing a plugin for Bukkit/CraftBukkit.
(Will be stated int the lists file.) - Join in? Mabe ... i might need suppot... testers, documentation, presets for configuration, coding.
This started as a fridays random plugin.
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Posted Sep 21, 2012@poonjab1_0
Yes, it should work as before.
Not sure about velocity dealt from explosions, might need activating it / increasing the velocity modifier.
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Posted Sep 20, 2012is this compatible with the newest build?
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Posted Aug 11, 2012Ah, thanks for the help mate ;)
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Posted Aug 11, 2012@xaldovit
So you know how to do it ?
You would add leaves to the indestructible id-list of resistance.
Then you make a set in passthrough for letting explosions thorugh like air, for instance:
It is also possible to define extra settings only for tnt, but maybe that is not needed.
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Posted Aug 11, 2012those are both good ideas, The one with leaves is a really good one actually.
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Posted Aug 11, 2012@xaldovit
They would claim such that the water is outside maybe.
Checking every block is very tme consuming with protection pguins and such so that is nort a good option.
what could be done is to check the explosion positition because that is only one for an explosion, then apply different settings according to that.
So claims would become more vulnerable.
And how about fire ? could one make leaves immune against tnt destruction but letting them pass pon the explosion like air - they can be burnt down and removed easily. That would already be possible. And if peoiple use leaves for protectzion you use fire charges and the like to ignite. Could be used for cannons, but admittedly a bit superficial.
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Posted Aug 11, 2012Hm yes, thats why I thought of the claimed zones, so cannons in non claimed zones will not blow up, because the water and things around it won't be blown up there. I understand it's not easy to implement this feature, but it will be a good improvement I think. Greets, Xaldovit.
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Posted Aug 11, 2012@xaldovit
Ohsorry i did not fully understand.
I think you cant havbve both... destroy thorugh water (any material) but also build tnt cannons that dont get destoryed themselves.....
If you allow the cannons to be destroyed, then that velonprime thingy (see configuration) maybe iwth a higher velocity multiplier will see that tnt that gets hit by an explosion will already have a speed, without need to get hit by another explosion, thus simple ignition is possible for cannons.
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Posted Aug 11, 2012Thanks for the fast reply as 1st,
I haven't tested the plugin yet, but I think cannons of obby won't work as I set obby to distortable aswel (if you ment that)
the passthrough thing means that all blocks around the water will be destroyed? If so, will the cannon be destroyed then?
I dont understand the venomprime thing, maybe when I test it.
Greetings, Xaldovit.
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Posted Aug 11, 2012@xaldovit
To differentiate by land is very difficult.
However there might be a workaround.
You could set the resistance of water to a very higfh value (indestructible).
Then you add a reasonable value for water to passthrough.
This means that (everywhere) Explosions will pass through water but not destroy it !
Another alternative is to use the velonprime settings , to let tnt be pushed directly without using any water.
And have you tested it with using no wwater but obsidian ? Depending on the fuse ticks and direct explode threshold you might just use that directly.
Also FatTnt does not damage redstone behind obsidian walls (unless the explosion can circlee round the wall) so if you delayed ignition it might also be a cannon effect.
Maybe too many options.... what do you say ?
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Posted Aug 11, 2012Hellow, This looks like a very good plugin to me, and I have a suggestion: People are annoyed of water bases when the factions plugin is used because you cant raid it with tnt, so when you set it so that tnt blows water, it is good, but then, tnt cannons won't work. Can you make it so that you can set if water only blows up in claimed factions land but not in wilderness, so tnt cannons will work when in wilderness, while the bases get blown ;)
Hope you can do something with this. Greetings, Xaldovit.
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Posted Aug 3, 2012@shankomaster
I have done very few tests with 1.3.1 and it seemed to work so far.
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Posted Aug 3, 2012Hmm gonna be testing this on 1.3.1 will report back!
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Posted Jul 26, 2012haha...FAT plugins will rule the world
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Posted Jul 13, 2012@Zorgonatis
Ok as i see it right now, i can not intercept primed tnt when it is being spawned - so i would have to check for placed redstone torches, redstone current changes and players hitting tnt with lighter.
That makes it all much more fat :) - so it will be more complicated to implement.
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Posted Jul 12, 2012@asofold
That sounds good. I will keep checking back for this. Thanks!
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Posted Jul 12, 2012@Zorgonatis
I might bring out a further dev version soon, but i have not yet tested all configuration stuff and i have changed a lot internally (though the configuraiton still works 90% the same, one can make most entries for specific entities and worlds and entities in worlds).
I will make it similar to the min-ticks and max-ticks that are already in the configuration. But i might put it into another section somewhere under tnt (possibly i will leave the min-ticks etc as defaults and make sub sections for ignite-explosion, ignite-other where one can then define in particular).
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Posted Jul 12, 2012@asofold
Unfortunate that it's currently not changeable :(
I would probably recommend the following:
tnt-explosiondelay: 0 tnt-explosiondelayrandom: 20
in this scenario it will take 0 to 20 ticks randomly for the TNT to blow up after first ignition
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Posted Jul 11, 2012@Zorgonatis
Good point - so you want tnt to always detonate faster when hit by redstone, fire, players with lighters?
Should the same go for tnt hit by explosions?
Technically i could differentiate explosions and other ignition sources, because i can simply set some flag whhile calculating explosions, and then just survey the spawning of primed tnt and alterate the fuse ticks.
It is a good option i will make it available. (It is not yet possible !)
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Posted Jul 11, 2012Question: I love this, and noticed we can specify a delay between explosions (tnt sets off another TNT, cnontrolled by min&max-prime. However, the intial detonation does not adhere to these rules.
I want to reduce the time (to nearly nothing) before the TNT explodes, making it so that the player has to consider laying redstone cable to set off an explosion or will need to have armor to protect themselves. Is it possible to reduce the initial TNT detonation delay using this plugin, and if so how?
Many thanks.