Wazuland Streets' README and Change Log
- Overview maps updated, 2014_06_16
- Streets mod tweaked (see changelog below). I've published my fork of this old version of webdesigner97's "Streets" mod on GitHub so you can download it without having to download one of our multi-gigabyte nightly backups.
This version of 'Streets' is based off of one of webdesigner97's releases
sometime around 2013_04.
At LinuxGaming.us, we have been using the same release of "Streets" for over a
year. With a few little tweaks, this older, simpler version has met and
exceeded all our road-making needs, then and now.
I'm publishing this fork of "Streets":
1. so players can have access to it without having to download a
multi-gigabyte backup copy of Wazuland2,
2. maybe there are other servers and players who want basic, modern-
looking roads for their worlds without a lot of extras,
3. to get a little more experience with how GitHub works.
The newer versions of "Streets" are feature-rich, excellent, and I encourage
you to check them out:
* Moved lua files to "modfiles" directory
* Created README.txt
* Created changelog.txt
* Added wool as a soft-dependency. It's a default mod in minetest_game
but with the new sub-games being all the rage now, who knows if wool
will be included in them. If not, some of the crafting recipes will
be broken so you'll have to use either the "give" command, play in
creative-mode, or have the creative priv and Unified Inventory.
* The "tools.lua" file was removed because, other than a comment, it
* The "tools.lua" dofile line was removed from this file.
* Lua files moved to "modfiles" directory and links edited accordingly.
* Cheapened the crafting recipe for emergency phones. They were too
expensive and provided too little heart-point boost for their expense
that the very, very few players who crafted them regretted it.
Emergency phones became one of the most *undesirable* items on our
* Removed the chat messages and coord announcement. Most players, on our
server, don't want their coordinates broadcast and the heart-point line
above the hot-bar is enough to see the increase in health.
* The recuperative powers of the emgergency phone were too limited.
Couple that with the very expensive crafting recipe and the emergency
phone was just not worth it. So I removed the minimum heart-point
requirement and boosted the heart-point increase to full-recovery.
* Increased the light output to 14. Hey, it's an emergency! ;)-
* Updated the code a bit. Replaced "tile_images" with "tiles"
* Added sounds (default stone)
* Added screwdriver compatibility to manholes.
* Added low-level light to asphalt stuff so roads are easier to see
at night. Pretend it's the reflective white road paint
shining in your headlights.
* Emergency Phone - Disabled the minimal heart-point requirement,
increased the heart-point boost to full recovery, made them diggable by
all tools. In their original configuration, the recipe was too expensive
and the health boost to little that they quickly became an undesireable
item. Nobody wanted them.
POSSIBLE FUTURE CHANGES
* Make asphalt stuff even harder to dig.
I had considered adding all tools, breakable by hand and making all
asphalt stuff easy to dig but after counciling with one of our
moderators it seemed better to leave the asphalt difficult to dig as a
way to annoy griefers. Road builders on our server will have supplies
to offset the extra difficulty of digging asphalt stuff. Roadwork is
very important and needs to be encouraged. Making asphalt stuff
difficult to dig may go against that encouragement. Roads are difficult
to set protection on because they cut through so many players areas
and builds. If the asphalt stuff were made as hard as possible, that
would at least slow-up any attempts to grief the roads by digging them.
Time and experimentation will tell. Eventually we'll find the right
combination mateiral hardness and ease of use. To make any node as
difficult as possible to dig, limit the groups to only one tool and
increase the level of difficulty to 1.
* Removed the heart-point settings since they are hard-set in the nodes'