4 downloads
Description:
The Laser Nova Protocol is a Creative-only high-yield demolition device: right-click while in Creative to lock the first block or entity along your line of sight (up to 256 blocks) and start the sequence. It performs a 3-second charged build-up with a much larger, swirling energy sphere and intensified audio, then a 4-second spherical collapse before detonating in an ultra-high-yield blast (roughly a ~100 TNT crater) that does not ignite fires and uses a 60-second per-player cooldown. All destructive logic runs server-side while clients receive the enhanced particle/sound presentation and a safe bright flash with a brief (~2s) blindness for nearby players—use caution and consider testing in a disposable world.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Laser Nova Protocol" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
4
Oct 3, 2025, 03:36 AM
User request: Create a high-fidelity, multistage Laser Nuke' weapon for CreativeMode with the following behavior and robust defaults: Targeting: When the player aims and activates the weapon it performs a server-side raycast to lock onto the first valid target (block or mob). The lock is confirmed visually with a semi-transparent targeting reticle and short beep. If the target becomes invalid (moves out of line-of-sight, dies, or is destroyed) before firing, the weapon cancels and returns to idle. Delay & charge: After lock, the weapon waits 3 seconds (configurable) during which it shows a dramatic charge sequence: accumulating energy particles around the target position, a rising heat-hum distortion, increasing hum sound, and a subtle camera shake for nearby players. Screen flash (safely): Immediately when the laser fires, produce a bright full-screen flash effect on players within 120% of the explosion radius that simulates temporary blindness for 2 seconds (configurable). Provide a player opt-out toggle in settings for strong flashes (and a short on-screen warning message if high-intensity flash is enabled). Do not use uncontrolled full-screen whiteouts; blend intensity smoothly and clamp to safe gamma/alpha limits to avoid crashes or seizures. Pre-explosion visual: Instead of instant explosion at the impact, create a large luminous sphere of energy at the locked target position. The sphere should: Start large and slowly shrink over 4 seconds (configurable), scaling visually and emitting particles and shockwave rings. Be purely visual until it finishes shrinking. During shrink time, apply progressive audio and light cues but do not apply destructive damage. Final detonation: When the sphere reaches minimal size, spawn one final, synchronized big explosion effect (nuke-like): massive blast radius, intense overpressure, large crater (if applicable), and high-value server-side damage application. Explosion parameters (radius, max damage, knockback, fire, world modification) are fully configurable and capped by server limits. Network & authority: All destructive effects and damage must be calculated and applied server-side. Clients receive only deterministic visual/sound cues and short lived client-side effects (flash, particles). Protect against desync by validating the locked target and explosion location on the server a final time before spawning destructive effects. Anti-abuse & safety: Include configuration toggles: friendly-fire on/off, world-damage toggle, per-player cooldown, max explosions per minute, and an authorization/whitelist for who may use the weapon. Performance: Limit particle counts (LOD), use distance-based culling, and cap simultaneous active spheres to avoid server/frame drops. If the server is overloaded, degrade visuals gracefully and only run core damage logic. Accessibility & warnings: Add an optional pre-use warning for powerful visual effects and the ability to reduce or disable the screen flash. Provide a config option to replace flash with an alternative (saturation/blur) for sensitive players. Defaults: lock check = instant raycast; lock duration before firing = 3s; sphere shrink = 4s; blindness flash = 2s; explosion radius = configurable (start safe: 15 units) with server clamp; per-player cooldown = 60s. Implement with robust timers, final server validation, and explicit cleanup to avoid lingering invisible entities or orphaned particle emitters.' Edit v2: Fix all the bugs, they are : 1- Item Texture not loading. 2- Particles/effects/VFX not loading. 3- Explosion not even happening—or it happens farther away from the target position. Changes I want : 1- Better item description. 2- Make sure the radius is big enough to be like a nuke. Edit v4: Improvements : 1- Improve the Effects/Particles/VFX. 2- Improve the sound effects. 3- Improve on the Energy Sphere pre-explosion, making it bigger and more prominent like an actual sphere. Changes : 1- Make the explosion WAY bigger. Making a hole that's equal to 100 TNTs! 2- Make the screen flash white bright, blinding the player for a moment.
1
Oct 3, 2025, 02:13 AM
User request: Create a high-fidelity, multistage Laser Nuke' weapon for CreativeMode with the following behavior and robust defaults: Targeting: When the player aims and activates the weapon it performs a server-side raycast to lock onto the first valid target (block or mob). The lock is confirmed visually with a semi-transparent targeting reticle and short beep. If the target becomes invalid (moves out of line-of-sight, dies, or is destroyed) before firing, the weapon cancels and returns to idle. Delay & charge: After lock, the weapon waits 3 seconds (configurable) during which it shows a dramatic charge sequence: accumulating energy particles around the target position, a rising heat-hum distortion, increasing hum sound, and a subtle camera shake for nearby players. Screen flash (safely): Immediately when the laser fires, produce a bright full-screen flash effect on players within 120% of the explosion radius that simulates temporary blindness for 2 seconds (configurable). Provide a player opt-out toggle in settings for strong flashes (and a short on-screen warning message if high-intensity flash is enabled). Do not use uncontrolled full-screen whiteouts; blend intensity smoothly and clamp to safe gamma/alpha limits to avoid crashes or seizures. Pre-explosion visual: Instead of instant explosion at the impact, create a large luminous sphere of energy at the locked target position. The sphere should: Start large and slowly shrink over 4 seconds (configurable), scaling visually and emitting particles and shockwave rings. Be purely visual until it finishes shrinking. During shrink time, apply progressive audio and light cues but do not apply destructive damage. Final detonation: When the sphere reaches minimal size, spawn one final, synchronized big explosion effect (nuke-like): massive blast radius, intense overpressure, large crater (if applicable), and high-value server-side damage application. Explosion parameters (radius, max damage, knockback, fire, world modification) are fully configurable and capped by server limits. Network & authority: All destructive effects and damage must be calculated and applied server-side. Clients receive only deterministic visual/sound cues and short lived client-side effects (flash, particles). Protect against desync by validating the locked target and explosion location on the server a final time before spawning destructive effects. Anti-abuse & safety: Include configuration toggles: friendly-fire on/off, world-damage toggle, per-player cooldown, max explosions per minute, and an authorization/whitelist for who may use the weapon. Performance: Limit particle counts (LOD), use distance-based culling, and cap simultaneous active spheres to avoid server/frame drops. If the server is overloaded, degrade visuals gracefully and only run core damage logic. Accessibility & warnings: Add an optional pre-use warning for powerful visual effects and the ability to reduce or disable the screen flash. Provide a config option to replace flash with an alternative (saturation/blur) for sensitive players. Defaults: lock check = instant raycast; lock duration before firing = 3s; sphere shrink = 4s; blindness flash = 2s; explosion radius = configurable (start safe: 15 units) with server clamp; per-player cooldown = 60s. Implement with robust timers, final server validation, and explicit cleanup to avoid lingering invisible entities or orphaned particle emitters.' Edit v2: Fix all the bugs, they are : 1- Item Texture not loading. 2- Particles/effects/VFX not loading. 3- Explosion not even happening—or it happens farther away from the target position. Changes I want : 1- Better item description. 2- Make sure the radius is big enough to be like a nuke.
1
Oct 3, 2025, 01:21 AM
User request: Create a high-fidelity, multistage Laser Nuke' weapon for CreativeMode with the following behavior and robust defaults: Targeting: When the player aims and activates the weapon it performs a server-side raycast to lock onto the first valid target (block or mob). The lock is confirmed visually with a semi-transparent targeting reticle and short beep. If the target becomes invalid (moves out of line-of-sight, dies, or is destroyed) before firing, the weapon cancels and returns to idle. Delay & charge: After lock, the weapon waits 3 seconds (configurable) during which it shows a dramatic charge sequence: accumulating energy particles around the target position, a rising heat-hum distortion, increasing hum sound, and a subtle camera shake for nearby players. Screen flash (safely): Immediately when the laser fires, produce a bright full-screen flash effect on players within 120% of the explosion radius that simulates temporary blindness for 2 seconds (configurable). Provide a player opt-out toggle in settings for strong flashes (and a short on-screen warning message if high-intensity flash is enabled). Do not use uncontrolled full-screen whiteouts; blend intensity smoothly and clamp to safe gamma/alpha limits to avoid crashes or seizures. Pre-explosion visual: Instead of instant explosion at the impact, create a large luminous sphere of energy at the locked target position. The sphere should: Start large and slowly shrink over 4 seconds (configurable), scaling visually and emitting particles and shockwave rings. Be purely visual until it finishes shrinking. During shrink time, apply progressive audio and light cues but do not apply destructive damage. Final detonation: When the sphere reaches minimal size, spawn one final, synchronized big explosion effect (nuke-like): massive blast radius, intense overpressure, large crater (if applicable), and high-value server-side damage application. Explosion parameters (radius, max damage, knockback, fire, world modification) are fully configurable and capped by server limits. Network & authority: All destructive effects and damage must be calculated and applied server-side. Clients receive only deterministic visual/sound cues and short lived client-side effects (flash, particles). Protect against desync by validating the locked target and explosion location on the server a final time before spawning destructive effects. Anti-abuse & safety: Include configuration toggles: friendly-fire on/off, world-damage toggle, per-player cooldown, max explosions per minute, and an authorization/whitelist for who may use the weapon. Performance: Limit particle counts (LOD), use distance-based culling, and cap simultaneous active spheres to avoid server/frame drops. If the server is overloaded, degrade visuals gracefully and only run core damage logic. Accessibility & warnings: Add an optional pre-use warning for powerful visual effects and the ability to reduce or disable the screen flash. Provide a config option to replace flash with an alternative (saturation/blur) for sensitive players. Defaults: lock check = instant raycast; lock duration before firing = 3s; sphere shrink = 4s; blindness flash = 2s; explosion radius = configurable (start safe: 15 units) with server clamp; per-player cooldown = 60s. Implement with robust timers, final server validation, and explicit cleanup to avoid lingering invisible entities or orphaned particle emitters.'
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.