[Mod] Streets+Infrastructure Fork [roads][git]

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[Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Sun Jan 17, 2016 03:57

Image
Image

This is a fork of webdesigner97's StreetsMod and Ragnarok's Infrastructure. The main motivation for this was that streets is only occasionally under active development, infrastructure appears to be abandoned, both did not have some features that VanessaE and I wanted, and they could not be used together well if at all.

To be a bit more specific, the two are combined together with some tweaks, and many other changes have been made, including but not limited to:
  • FLASHRED and YELLOW commands added to traffic lights
  • Left/right arrow traffic lights added (both protected and protected/permissive)
  • Pedestrian signals added
  • Beacons added (regular and hybrid)
  • Pavement markings completely redone - any marking can be placed on any surface, and up to two on asphalt
  • Pavement markings are now "printed" instead of crafted
  • Extra stairsplus support (by VanessaE)
  • Animated textures for the infrastructure nodes
  • Lane control lights fixed
  • Yellow Xs added to lane control lights
  • Digilines control for railroad crossing equipment and lane control lights
  • Revised traffic light behavior
  • Improved sounds for railroad crossing equipment
  • Many bugfixes

This is also the version of streets that is in VanessaE's dreambuilder modpack, as well as on her VE-Creative and VE-Survival servers.

Dependencies:
This mod is intended for use with dreambuilder (which includes it), but if you want to run it without that, you'll need the following mods installed:
building_blocks
moreblocks
concrete (from technic)
wool (part of minetest_game now, I think)
mesecons
digilines
prefab
homedecor (for crafting)
default (for crafting)

License: CC BY-SA 3.0 Unported

Download: The mod itself is here, but you will also need to download this and extract it to the streetsmod/libs folder.

Source: https://github.com/cheapie/roads
Submodules are used, so you will need to do a recursive clone if you want to do it this way.
Last edited by cheapie on Mon May 23, 2016 02:07, edited 10 times in total.
 

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Re: [Mod] Streets+Infrastructure Fork [streets][git]

by webdesigner97 » Wed Jan 20, 2016 06:42

Just discovered this fork, interesting! :) Btw, streets is not dead, I'm just too busy to work on it...
 

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Re: [Mod] Streets+Infrastructure Fork [streets][git]

by cheapie » Mon Mar 21, 2016 02:31

benrob0329 wrote:Could you please post links/names of mods/modpacks?

Huh?
 

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Re: [Mod] Streets+Infrastructure Fork [streets][git]

by benrob0329 » Mon Mar 21, 2016 04:45

For e.g. I don't use homedecore, so saying that it needs building_blocks isn't very useful, and the prefab mod isn't very well known (or up to date) so finding it takes some digging.

If you could put links up for those mods that'd make it much easier to install your mod.


An alternative would be to include place holder items/alternative crafting recipes so that it supports multiple mods (Like X-Decor/Workbench vs Homedecore/Moreblocks)
 

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Re: [Mod] Streets+Infrastructure Fork [streets][git]

by Inocudom » Thu Apr 07, 2016 05:47

Cheapie, you really outdid yourself with this incredible effort of yours. People come and go, but keeping the mods that they left behind up-to-date really does benefit both the community and the modders.
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Re: [Mod] Streets+Infrastructure Fork [streets][git]

by cheapie » Thu May 12, 2016 20:14

More types of traffic lights (5-section protected/permissive left turn along with pedestrian signals) have been added. There's a new screenshot in the top post showing all of them.
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by snowflake » Sat May 14, 2016 18:44

NICE!! +100000!!!!!
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Sat May 14, 2016 20:16

Beacons (regular and hybrid) have also been added. I forgot to mention those last night.

Image
Image
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by TheReaperKing » Fri May 20, 2016 03:55

Just FYI your direct repo link is missing your name in it.
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Fri May 20, 2016 08:19

TheReaperKing wrote:Just FYI your direct repo link is missing your name in it.

Fixed.
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Sun May 22, 2016 20:24

Two new types of markings added:
Image
All-white (for making patterns and such on a larger scale) and diagonal yellow lines. Note that since these nodes (like other markings) use facedir, the screwdriver essentially has the effect of changing which way the lines run, if you want them to go the other way.

Image
I've also changed the markings to use a "printer" (with paper and craftable "ink cartridges") instead of a whole bunch of craft recipes.

The download links in the first post were automatically updated, of course.
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by TheReaperKing » Sun Jul 31, 2016 22:44

Thanks so much for your hard work on this, my students absolutely love the mod and soon, they will be using this to create their own city :)
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by TheReaperKing » Sun Jan 22, 2017 18:25

Are there any known mods that could be a substitute for the "concrete" mod dependency? It is the only one that isn't clearly licensed unless I am missing something but searching the forums I couldn't find it. Also I'm assuming your "prefabs_redo" will take care of the "prefabs" dependency. I'm just curious, why did you rewrite that mod?

Thanks so much for your time!
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Sun Jan 22, 2017 21:33

It doesn't actually depend on prefab any more, and you're supposed to use technic's version of concrete (which I don't think needs technic itself). I should probably update the post.

As for prefab_redo, I wrote that because it was rather confusing having two types of concrete, and in the process of changing that and fixing other bugs, I found that it would take so many changes that it would be easier to just rewrite it.
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by TheReaperKing » Mon Jan 23, 2017 00:40

Thank you for the insight. I have been using the technic version in the past but I'm looking to release a gamemode for my students and anyone else interested and so I'm just trying to make sure I get all the licenses correct. I suppose it'd just follow technic's license hopefully.

EDIT I've also been having trouble finding info on the traffic lights, is this information still accurate?
https://github.com/webD97/streets/wiki/Trafficlight
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by Andrey01 » Sun Feb 19, 2017 17:06

I have installed all mods that need for it, but i have got error:
Code: Select all
Failed to load and run script from /home/administrator/.minetest/mods/roads/streetsmod/init.lua:
cannot open /home/administrator/.minetest/mods/roads/streetsmod/libs/smartfs/smartfs.lua:No such file or directory stack traceback:
[C]: in function 'dofile'
...e/administrator/.minetest/mods/roads/streetsmod/init.lua:31: in main chunk
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by TheReaperKing » Sun Feb 19, 2017 17:42

Looks like you need smartfs too :)
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by Andrey01 » Mon Feb 20, 2017 17:19

TheReaperKing wrote:Looks like you need smartfs too :)

I have installed smartfs, but for some reason "infrastructure" disables itself in modpack roads and i have got one problem with concrete, when i want to cut slopes in circular saw they don`t cut althrough in VanessaE`s creative server slopes cut.Maybe do i need anything mod for it?
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by cheapie » Mon Feb 20, 2017 21:03

Andrey01 wrote:
TheReaperKing wrote:Looks like you need smartfs too :)

I have installed smartfs, but for some reason "infrastructure" disables itself in modpack roads and i have got one problem with concrete, when i want to cut slopes in circular saw they don`t cut althrough in VanessaE`s creative server slopes cut.Maybe do i need anything mod for it?


Do you have all of the dependencies listed in the OP installed? Also, smartfs should go in the correct location (roads/streetsmod/libs), not as a separate mod.
 

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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by Andrey01 » Fri Dec 15, 2017 19:49

In some reason after i could install "cristmas_decor" mod the mod was not working. Even when i disabled it and i should all the dependencies i could not cut the slabs from circular_saw and that`s why downer blocks of my railroad look like unknown:
Image
Before that event i had even not installed "prefab" and "technic" mods that consider as needy mods in depends and all worked fine.
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by Phoenixflo44 » Fri Jul 27, 2018 18:42

What are the orders for the traffic lights? I need everyone.
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Re: [Mod] Streets+Infrastructure Fork [roads][git]

by GamingAssociation39 » Fri Jul 27, 2018 18:59

How do we get the traffic lights to work?
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