[Mod] StreetsMod [2.0.1] – create modern cities

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luizsab
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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by luizsab » Mon Aug 21, 2017 14:08

Hello! About use of WorldEdit, how can I to set center line in asphalt cubes? In old version there was an cube specific.

Thank you
Luiz
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BirgitLachner
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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by BirgitLachner » Mon Sep 04, 2017 10:00

Oh man, that's so sad. Such a great mod, but with the mod loading and accessing the server takes about 10 Minuten with streets mods. Without less than 1 minute. Same for leaving the server.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Thomas-S » Sat Sep 16, 2017 13:24

Good news for those of you who have problems with the loading time or number of registered nodes:

Today, a new setting streets.only_basic_stairsplus was added.

If you want to improve loading time and reduce the number of registered nodes, you can set the setting streets.only_basic_stairsplus to true in minetest.conf. When this is enabled, stairsplus nodes will only be registered for very basic roadmarkings.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by vtwindsurfer » Sun Oct 01, 2017 15:30

Hello, everyone!

This my first post to the forum.

I am relatively new to Minetest with only a few months of gameplay under my belt. I've been playing mostly singleplayer and adding mods as I go. Only recently have I added Streets to the list. At first it had some conflicts with other mods but I finally got it to work.

One thing though: I have had the Homedecore modpack installed for some time and that includes a recipe for Tar Blocks - Cooking "default:gravel". This is obviously a conflict with the Asphalt recipe.

I added to following to the ~.minetest/mods/streets/streets_roadsurface/init.lua file:

Code: Select all
minetest.register_craft({
   output = "streets:asphalt 4",
   recipe = {
      {"default:gravel", "group:tar_block"},
      {"group:tar_block","default:gravel"},
   }
})

This allows a crafting recipe using gravel and tar that, in a way, is more realistic, and doesn't kill the default cooking method for crafting asphalt with the Streets Mod. It is a little more resources in that you would have to first craft tar from gravel, then mix with more gravel.

I thought I would share if others were also looking for a solution. Maybe it can be added to the Streets Mod.
 

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v-rob
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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by v-rob » Sun Oct 01, 2017 16:21

vtwindsurfer wrote:Hello, everyone!

This my first post to the forum.

I am relatively new to Minetest with only a few months of gameplay under my belt. I've been playing mostly singleplayer and adding mods as I go. Only recently have I added Streets to the list. At first it had some conflicts with other mods but I finally got it to work.

One thing though: I have had the Homedecore modpack installed for some time and that includes a recipe for Tar Blocks - Cooking "default:gravel". This is obviously a conflict with the Asphalt recipe.

I added to following to the ~.minetest/mods/streets/streets_roadsurface/init.lua file:

Code: Select all
minetest.register_craft({
   output = "streets:asphalt 4",
   recipe = {
      {"default:gravel", "group:tar_block"},
      {"group:tar_block","default:gravel"},
   }
})

This allows a crafting recipe using gravel and tar that, in a way, is more realistic, and doesn't kill the default cooking method for crafting asphalt with the Streets Mod. It is a little more resources in that you would have to first craft tar from gravel, then mix with more gravel.

I thought I would share if others were also looking for a solution. Maybe it can be added to the Streets Mod.



But only if a mod that adds tar is enabled. If there is no other mod enabled, then the recipe should stay the same. (cook 1 gravel.)
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by vtwindsurfer » Mon Oct 02, 2017 04:51

v-rob wrote:

But only if a mod that adds tar is enabled. If there is no other mod enabled, then the recipe should stay the same. (cook 1 gravel.)



I added it to the bottom of init.lua and didn't touch the original recipe. It's superseded by the mod that adds tar anyway. I needed an alternate method of crafting asphalt since cooking gravel in my game makes tar.

But, with this change, I just created a sweet automated asphalt production facility.

https://photos.app.goo.gl/kADgsAuwzsa9F7qn2
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by luizsab » Tue Oct 10, 2017 05:12

Thomas-S wrote:Good news for those of you who have problems with the loading time or number of registered nodes:

Today, a new setting streets.only_basic_stairsplus was added.

If you want to improve loading time and reduce the number of registered nodes, you can set the setting streets.only_basic_stairsplus to true in minetest.conf. When this is enabled, stairsplus nodes will only be registered for very basic roadmarkings.


It doesn't works to me. I have a local network with Linux PC (Debian and Ubuntu). When I enabled the Streets mod it still take a lot minutes.
Luiz
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Lokimugr
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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Lokimugr » Tue Feb 27, 2018 03:48

This is a great mod! I do wish there were center and side stripes you could put on the asphalt, though.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Thomas-S » Tue Feb 27, 2018 04:59

Lokimugr, thanks for your feedback!

I do wish there were center and side stripes you could put on the asphalt, though.


There are center and side roadmarkings. You can use them as follows:

  1. Craft 8 asphalt by cooking gravel.
  2. Craft a Mese Crystal Fragment by placing a Mese Crystal in the crafting grid.
  3. Craft a "Streets Workshop" by surrounding the mese crystal fragment with asphalt in the crafting grid.
  4. Place the streets workshop.
  5. Rightclick the workshop and follow the instructions of the tutorial there.

If there are further questions, feel free to ask.
 

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Re: StreetsMod

by alxk » Wed Apr 04, 2018 19:25

The problem is that it's quite annoying to build streets. I think a tool allowing placing more Street blocks with one click would be really helpful. For example a formspec with an inventory, where the player can put the street blocks in the arrangement he wants them. By using the tool, this exact arrangement of blocks is placed.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Thomas-S » Sat Apr 07, 2018 19:45

alxk, thanks for your feedback!

At the moment, we develop a new version of the Streets mod. The placing of roadmarkings will be much simpler then.

I'll also keep your suggestion in mind, maybe it'll be implemented some day.
 

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Re: StreetsMod

by hajo » Sun Apr 08, 2018 02:50

alxk wrote:it's quite annoying to build streets. I think
a tool allowing placing more Street blocks with one click would be really helpful.

Did you have a look at the building-capabilities of the digtron (see sig) ?
 

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Re: StreetsMod

by BirgitLachner » Mon Apr 16, 2018 19:24

alxk wrote:The problem is that it's quite annoying to build streets. I think a tool allowing placing more Street blocks with one click would be really helpful. For example a formspec with an inventory, where the player can put the street blocks in the arrangement he wants them. By using the tool, this exact arrangement of blocks is placed.

What about using WorldEdit?
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by christoferlevich » Thu Apr 19, 2018 09:05

The problem with worldedit is evvery thing is so darn straight. When creating roads on hills, its impossible to use worldedit (unless there is a way to do it I'm not aware of).
everything can be a learning experience...
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by christoferlevich » Thu Apr 19, 2018 15:18

Clyde wrote:Try replace ;-).
Thats a great Idea! How would that work with slopes though? just replace with slopes and let the 'hidden blocks reside as sloped 'in' the hill?
everything can be a learning experience...
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by ulla » Sun May 06, 2018 15:11

Hi i have downloaded i have see this error in lua light init.lua at line 263
Code: Select all
on_construct = on_constract,

nice mod
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Thomas-S » Sun May 06, 2018 19:54

Ulla, as far as I can see, this error should be solved in the latest version of this mod. Thanks for your feedback.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by ScorchedFalcon » Thu May 10, 2018 20:23

Great Mod. I've been using it on singleplayer recently, and I love it! Thanks for bringing this to us.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by LMD » Fri May 11, 2018 19:16

Please note you may confuse people with your two attachments(streets 1.5 zip and 1.4.3 zip) what could make them download an older version, I already saw 1.5 has about 800 downloads, although 2.0 is out...
I'd suggest you to remove the attachments.
Magic-CTF(soon)MTPCFractal-SuiteModel Creator Schematic CreatorColorfulXmas BallsWebsite • Never judge me by my age
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Phoenixflo44 » Sun May 20, 2018 11:16

Could someone call me all the orders for the traffic lights
You can't see it here. I'm doing everything wrong anyway.
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Lol1234 » Sun Jun 17, 2018 11:06

I habe some Problems to load this Modell.

My error is line 26 in initiiert.lua: attempt to conc atenate field 'modpath' (a nil value)

Can anybody help please?
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Thomas-S » Sun Jun 17, 2018 11:13

Lol1234: Please be sure that the folder of this mod is called "streets".
 

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Re: [Mod] StreetsMod [2.0.1] – create modern cities

by Lol1234 » Sun Jun 17, 2018 11:20

Thomas-S wrote:Lol1234: Please be sure that the folder of this mod is called "streets".


Thanks for fast help
 

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