[Mod] Bridges and handrails; including autobridge [bridges]
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[Mod] Bridges and handrails; including autobridge [bridges]
[Edit 01.07.2018]Re-added some screenshots[/Edit]
First of: This mod does almost the same as Mauvebic's "Nodebox utility" mod http://minetest.net/forum/viewtopic.php?id=2750
I saw it too late and had my Mod finished when I found it :-(
Most of the things in my mod are more or less the same as in Mauvebics. What you get additionally are crafting receipes, a large bridge (spans 3 nodes!), and a bridge that builds itself automaticly.
License: GPLv3
Download: https://github.com/Sokomine/bridges/zipball/master
Browse code: https://github.com/Sokomine/bridges
The large bridge (spans 3 nodes):
After placing the auto-bridge node (looks like the top of a chest from all sides), the rest of the bridge gets built automaticly. Leftover parts can be found in the chest-like node:
The auto bridge after the deploy-node-chest has been replaced manually with a groundplate (sand and torches not included!):
Some bridge parts forming a simple bridge:
What T-Junction, end-part and corners are good for:
Crafting receipes:
Groundplate, can be used as is or as the basis for bridge parts:
Handrail, basic part:
A small bridge:
Middle part of a bridge, for use between e.g. small bridges:
Corner part:
A T-junction:
If your bridge has to end in midair:
A handrail:
Handrail, two sides (for the top of stairs):
Handrail, three sides closed:
The 3-node-wide large bridge:
The self-building automatic bridge:
First of: This mod does almost the same as Mauvebic's "Nodebox utility" mod http://minetest.net/forum/viewtopic.php?id=2750
I saw it too late and had my Mod finished when I found it :-(
Most of the things in my mod are more or less the same as in Mauvebics. What you get additionally are crafting receipes, a large bridge (spans 3 nodes!), and a bridge that builds itself automaticly.
License: GPLv3
Download: https://github.com/Sokomine/bridges/zipball/master
Browse code: https://github.com/Sokomine/bridges
The large bridge (spans 3 nodes):
After placing the auto-bridge node (looks like the top of a chest from all sides), the rest of the bridge gets built automaticly. Leftover parts can be found in the chest-like node:
The auto bridge after the deploy-node-chest has been replaced manually with a groundplate (sand and torches not included!):
Some bridge parts forming a simple bridge:
What T-Junction, end-part and corners are good for:
Crafting receipes:
Groundplate, can be used as is or as the basis for bridge parts:
Handrail, basic part:
A small bridge:
Middle part of a bridge, for use between e.g. small bridges:
Corner part:
A T-junction:
If your bridge has to end in midair:
A handrail:
Handrail, two sides (for the top of stairs):
Handrail, three sides closed:
The 3-node-wide large bridge:
The self-building automatic bridge:
- Attachments
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- bridge2.png (210.47 KiB) Viewed 2051 times
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- bridge.png (191.97 KiB) Viewed 2051 times
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- show_bridge_large.jpg (55.65 KiB) Viewed 2051 times
Last edited by Sokomine on Sun Jul 01, 2018 14:32, edited 5 times in total.
A list of my mods can be found here.
+1 good work but a question is a 2 node wide bridge possible?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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I see no reason why not. Maybe two node wide objects could be useful for the doors so that they could be one object instead of two with the upper part lagging. In the case of the bridges, the 3 node wide one is just playing around since three individual bridges would do the same.
- Attachments
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- bridges_in_action.png (186.4 KiB) Viewed 2051 times
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- handrails_in_action.png (271.69 KiB) Viewed 2051 times
Last edited by Sokomine on Sun Jul 01, 2018 14:31, edited 2 times in total.
A list of my mods can be found here.
I'll browse the code tomorrow but would rickedy ones that break when stood on for to long be possible or how about a drawbridge? I think those would be grat additions to the mod.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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Nodes that break after one stood on them for too long...hm. Not very friendly towards peacefully idling people :-) But it ought to be possible in the way the mesecons' player dectector works.
A drawbridge is another point. The movement of a drawbridge cannot be handled in a practical way right now. All we have are boxes attached to each other. What would be possible is a drawbridge like a door - with the two possible stati "open/acts as bridge" and "closed/drawn up/roughly like a closed door". The ropes/chains to pull the bridge up might be a challenge if they ought to be drawn in a convincing way.
A drawbridge is another point. The movement of a drawbridge cannot be handled in a practical way right now. All we have are boxes attached to each other. What would be possible is a drawbridge like a door - with the two possible stati "open/acts as bridge" and "closed/drawn up/roughly like a closed door". The ropes/chains to pull the bridge up might be a challenge if they ought to be drawn in a convincing way.
A list of my mods can be found here.
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Hm. Such an automatic function might be nice in some situations and facilitate building. The trouble is that the automatic function can only guess - it might be wrong and the player might want to have a small (accessible) bridge where the function places a corner. Maybe it could have extra parts that use such automatic functions to adjust to nearby bridge parts and the "normal" bridge parts for manual override.
A list of my mods can be found here.
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+1 for that idea, they should snap into place instead of needing to craft 20 nodesbob wrote:btw: you should make them snap to each other kinda like rails instead of making a piece of bridge for each part like htere sould be no t-junction and corner part just makes those parts when you put them next to each other like that
maybe snap in with on_construct, but do nothing when the node is dug, that way the player can still replace if they are not happy with the auto-selection
When I use autobridge (and the bridge gets completed), the autobridge box stays. It won't let me destroy it.
'Node not diggable'. So there's a block keeping me from using the bridge unless I jump over it.
Can you fix this? Thanks and have a great day!
This is an AWESOME mod...except that the pesky autobridge box stays....
'Node not diggable'. So there's a block keeping me from using the bridge unless I jump over it.
Can you fix this? Thanks and have a great day!
This is an AWESOME mod...except that the pesky autobridge box stays....
- kaeza
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+1
Keep up the good work buddy.
Keep up the good work buddy.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
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Check out my stuff! | Donations greatly appreciated! PayPal
- Likwid H-Craft
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Oh...Nice then see it not, dead thanks giving link Sokomine!
I think I can use this for my, city idk where though.
I think I can use this for my, city idk where though.
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
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Re: [Mod] Bridges and handrails; including autobridge
Re-added missing pictures.
A list of my mods can be found here.
- balthazariv
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Re: [Mod] Bridges and handrails; including autobridge
One of my favorite mods.
Why not to put in the "Mod Releases" section.
Why not to put in the "Mod Releases" section.
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