[Mod] StreetsMod [2.0.1] – create modern cities

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webdesigner97
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[Mod] StreetsMod [2.0.1] – create modern cities

by webdesigner97 » Post

Finally, Streets 2.0 is stable!

Image

With the Streets 2.0 Mod, you can build realistic and good-looking streets, roads and highways in your Minetest world. Guide the traffic with arrows and trafficlight and warn the world about dangerous situations with eye-catching signs!
Need to do some roadworks? Go ahead and style your construction area with detours, construction fences and yellow road labels. Be careful! Don't fall into the manhole!
Bring some light to your roads with delineators and streetlamps.
Do all this and even more with the Streets 2.0 Mod!

If you have any criticism, ideas etc, feel free to tell us! :)

Info

Streets 2.0 is not fully backwards-compatible!



Dependencies:
  • default
  • stairs
  • dye (optional; for crafting)
  • xpanes (optional; for crafting)
  • moreblocks (optional)
  • digilines (optional)
  • concrete (optional, from technic modpack)
License:
  • Code: MIT License
  • Media: CC-BY-SA 3.0
Main Developers:
  • webdesigner97
  • cheapie
  • Thomas-S

Support

Do you have a problem, a question, ideas or criticism? Just answer to this topic and we will help you as soon as possible.
Of course we cannot provide support for very old versions of the StreetsMod.
(0.* ×)
(1.* ?)
(2.* ✓)

Download and Code

A big thank-you to the user Immanuel_Kant, who made most of the initial textures in this mod!
Another big thank-you to philipbenr, who improved many of the textures!

Installation

Download the source code to your minetest mod directory and rename the folder to "streets". Activate this mod in your world.

Screenshots

Still not convinced? Well, I'm sure you'll be after having a look at these screenshots:
Image
Some mainly roadwork-related stuff
~~~
There are no further screenshots at the moment.
If you have a cool screenshot, please send it to us, so we can add it here! Thanks!
Attachments
streets-1.5.zip
(1.15 MiB) Downloaded 7643 times
streets-1.4.3.zip
(1.16 MiB) Downloaded 1295 times
Last edited by webdesigner97 on Sun Mar 05, 2017 14:58, edited 39 times in total.

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qwrwed
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by qwrwed » Post

+1, way better than the original asphalt mod!

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webdesigner97
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by webdesigner97 » Post

qwrwed wrote:+1, way better than the original asphalt mod!
Thx. There is already an asphalt mod? I didn't know this.....

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Topywo
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by Topywo » Post

webdesigner97 wrote:
qwrwed wrote:+1, way better than the original asphalt mod!
Thx. There is already an asphalt mod? I didn't know this.....
Minetesting's traffic signals, roads and cycleways mod http://minetest.net/forum/viewtopic.php?id=1982 . There used to be also some road stuff in madblocks http://www.zimg.eu/i/594114332 (link to the recipes). Then I found this one http://minetest.net/forum/viewtopic.php?id=2613, probably the one qwrwed mentioned. And the tar in the building blocks mod http://minetest.net/forum/viewtopic.php?id=674. Maybe you can integrate them together with the authors, or with their approval?

Btw, your asphalt looks good :-)

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qwrwed
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by qwrwed » Post

Topywo wrote:
webdesigner97 wrote:
qwrwed wrote:+1, way better than the original asphalt mod!
Thx. There is already an asphalt mod? I didn't know this.....
Then I found this one http://minetest.net/forum/viewtopic.php?id=2613, probably the one qwrwed mentioned.
Yeah, that's the one I meant.
Last edited by qwrwed on Wed Jul 24, 2013 12:50, edited 1 time in total.

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webdesigner97
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by webdesigner97 » Post

Topywo wrote:[.....]

Minetesting's traffic signals, roads and cycleways mod http://minetest.net/forum/viewtopic.php?id=1982 . There used to be also some road stuff in madblocks http://www.zimg.eu/i/594114332 (link to the recipes). Then I found this one http://minetest.net/forum/viewtopic.php?id=2613, probably the one qwrwed mentioned. And the tar in the building blocks mod http://minetest.net/forum/viewtopic.php?id=674. Maybe you can integrate them together with the authors, or with their approval?

Btw, your asphalt looks good :-)
Well, I really don't want this mod to depend on other mods, but thx for your opinion and your suggestion. If you like it, you can watch for future versions with things like: manhole (maybe a working one), Crosswalks (seems to be useless), signs and direction arrows. All this will be stored on website, which is only created for this mod.

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by rubenwardy » Post

webdesigner97 wrote:
Topywo wrote:[.....]

Minetesting's traffic signals, roads and cycleways mod http://minetest.net/forum/viewtopic.php?id=1982 . There used to be also some road stuff in madblocks http://www.zimg.eu/i/594114332 (link to the recipes). Then I found this one http://minetest.net/forum/viewtopic.php?id=2613, probably the one qwrwed mentioned. And the tar in the building blocks mod http://minetest.net/forum/viewtopic.php?id=674. Maybe you can integrate them together with the authors, or with their approval?

Btw, your asphalt looks good :-)
Well, I really don't want this mod to depend on other mods, but thx for your opinion and your suggestion. If you like it, you can watch for future versions with things like: manhole (maybe a working one), Crosswalks (seems to be useless), signs and direction arrows. All this will be stored on website, which is only created for this mod.
Does not have to depend. I wrote this code snippet:

Code: Select all

function node_implement(modname,n_ext,n_int,resultfunc)
         if not minetest.get_modpath(modname) then
            resultfunc()
         else
            minetest.register_alias(n_int,n_ext)
         end
end

node_implement("farming","farming:flour","food:flour",function()
   minetest.register_craftitem("food:flour", {
description = "Flour",
inventory_image = "farming_flour.png",
})
end)
It checks for a resource, aliases it if it exists, creates if not.

If it does exist, you can redefine the item to change its texture
Last edited by rubenwardy on Fri Sep 07, 2012 19:19, edited 1 time in total.
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webdesigner97
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by webdesigner97 » Post

Ok, this might be helpful, ruben, but I'd like my mod to be independent. Sry

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by VanessaE » Post

I do something similar in my pipeworks mod. If home decor is present, pipeworks uses the plastic sheets therein for the crafting recipe that needs it. If it is not, pipeworks defines the plastic sheet on its own using the same name as in home decor.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by webdesigner97 » Post

I'm working on version 0.2. You can look forward to:
  • Concrete block
  • Asphalt with manhole
  • Fixed side textures for asphalt blocks with lines
  • And our Homepage for more details about the StreetsMod
Last edited by webdesigner97 on Sat Sep 08, 2012 18:54, edited 1 time in total.

sfan5
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by sfan5 » Post

Moved
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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by webdesigner97 » Post

sfan5 wrote:Moved
thx :D

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by webdesigner97 » Post

Today I released the new version: 0.2

Click here for more information!

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by Tengri » Post

Well, and how can I make the new blocks? :P

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by webdesigner97 » Post

Tengri wrote:Well, and how can I make the new blocks? :P
Well, give me some time....... Need to create the images etc.

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by webdesigner97 » Post

Tengri wrote:Well, and how can I make the new blocks? :P
OK, now the new crafting recipes are available at our homepage

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by mauvebic » Post

Idea:
use one asphalte node and make the stripes signlike nodes. That way people can lay the road quickly and worry about traffic patterns after :-)

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by VanessaE » Post

Better idea: lay plain asphalt nodes, then *paint* them by laying those signlike nodes - but those signlike nodes should cause the asphalt node they are placed on to transform into whatever the signlike node indicates. Then the signlike node disappears, leaving only the painted asphalt node.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by mauvebic » Post

thats adding one after_place_node(), an add_node() and a remove_node() to achieve the same result, and you're declaring twice as many nodes. Why not customize selection_box instead?

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by VanessaE » Post

Well for starters, signlike nodes float above the surfaces they're placed on, and if you place one as paint and leave it there, small items like torches, fences, anything that's partly transparent, etc. can't be placed there and still show the stripes on the road.

So unless you can point to specific locations on a node (edges, center), it's better to paint the road the way I suggest, even if it does result in twice as many node defs.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by Sokomine » Post

Minecraft classic servers usually have a "paint" command that allows to replace blocks by clicking on them. That is very practical when building larger structures. The screwdriver from technic is likewise helpful. Maybe such a paint-tool could become more general than just for "painting" the lines on roads?
A list of my mods can be found here.

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by mauvebic » Post

if the selection_box is 0/nil then it wont get highlighted, and if he makes the stripes buildable_to then they dont get in the way either. less lag if the mod doesn't have to switch nodes for every block of road added.

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by VanessaE » Post

But if they're buildable_to, then the stripes will disappear entirely when the signlike node is deleted in favor of the other item being added.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by jojoa1997 » Post

I say make a tool that paints white strips
Last edited by jojoa1997 on Sat Dec 29, 2012 20:24, edited 1 time in total.
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by webdesigner97 » Post

jojoa1997 wrote:I say make a tool that paints white strips
That would be realistic, but it's hard to use this tool for all kinds of stripes, arrows (next version) etc... I'll think about it :)

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