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[Mod] StreetsMod [2.0.1] – create modern cities
Posted: Fri Sep 07, 2012 15:44
by webdesigner97
Finally, Streets 2.0 is stable!
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:
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!
Posted: Fri Sep 07, 2012 16:49
by qwrwed
+1, way better than the original asphalt mod!
Posted: Fri Sep 07, 2012 17:01
by webdesigner97
qwrwed wrote:+1, way better than the original asphalt mod!
Thx. There is already an asphalt mod? I didn't know this.....
Posted: Fri Sep 07, 2012 18:50
by Topywo
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 :-)
Posted: Fri Sep 07, 2012 18:55
by qwrwed
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.
Posted: Fri Sep 07, 2012 19:01
by webdesigner97
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.
Posted: Fri Sep 07, 2012 19:18
by rubenwardy
webdesigner97 wrote:
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
Posted: Fri Sep 07, 2012 19:47
by webdesigner97
Ok, this might be helpful, ruben, but I'd like my mod to be independent. Sry
Posted: Fri Sep 07, 2012 21:25
by VanessaE
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.
Posted: Sat Sep 08, 2012 17:45
by webdesigner97
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
Posted: Mon Sep 10, 2012 12:07
by sfan5
Moved
Posted: Mon Sep 10, 2012 14:08
by webdesigner97
sfan5 wrote:Moved
thx
Posted: Thu Sep 13, 2012 15:21
by webdesigner97
Today I released the new version: 0.2
Click
here for more information!
Posted: Thu Sep 13, 2012 16:56
by Tengri
Well, and how can I make the new blocks?
Posted: Thu Sep 13, 2012 17:00
by webdesigner97
Tengri wrote:Well, and how can I make the new blocks?
Well, give me some time....... Need to create the images etc.
Posted: Thu Sep 13, 2012 18:03
by webdesigner97
Tengri wrote:Well, and how can I make the new blocks?
OK, now the new crafting recipes are available at our homepage
Posted: Sat Dec 29, 2012 17:19
by mauvebic
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 :-)
Posted: Sat Dec 29, 2012 18:20
by VanessaE
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.
Posted: Sat Dec 29, 2012 18:27
by mauvebic
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?
Posted: Sat Dec 29, 2012 18:43
by VanessaE
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.
Posted: Sat Dec 29, 2012 18:59
by Sokomine
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?
Posted: Sat Dec 29, 2012 19:55
by mauvebic
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.
Posted: Sat Dec 29, 2012 20:08
by VanessaE
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.
Posted: Sat Dec 29, 2012 20:24
by jojoa1997
I say make a tool that paints white strips
Posted: Sun Dec 30, 2012 14:36
by webdesigner97
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