[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 » Fri Sep 07, 2012 15:44

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 6654 times
streets-1.4.3.zip
(1.16 MiB) Downloaded 861 times
Last edited by webdesigner97 on Sun Mar 05, 2017 14:58, edited 39 times in total.
 

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by qwrwed » Fri Sep 07, 2012 16:49

+1, way better than the original asphalt mod!
 

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by webdesigner97 » Fri Sep 07, 2012 17:01

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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by Topywo » Fri Sep 07, 2012 18:50

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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by qwrwed » Fri Sep 07, 2012 18:55

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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by webdesigner97 » Fri Sep 07, 2012 19:01

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 » Fri Sep 07, 2012 19:18

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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by webdesigner97 » Fri Sep 07, 2012 19:47

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

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by VanessaE » Fri Sep 07, 2012 21:25

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.
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by webdesigner97 » Sat Sep 08, 2012 17:45

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.
 

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by sfan5 » Mon Sep 10, 2012 12:07

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

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by webdesigner97 » Thu Sep 13, 2012 15:21

Today I released the new version: 0.2

Click here for more information!
 

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by Tengri » Thu Sep 13, 2012 16:56

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

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by webdesigner97 » Thu Sep 13, 2012 17:00

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 » Thu Sep 13, 2012 18:03

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 » Sat Dec 29, 2012 17:19

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 » Sat Dec 29, 2012 18:20

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.
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by mauvebic » Sat Dec 29, 2012 18:27

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 » Sat Dec 29, 2012 18:43

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.
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by Sokomine » Sat Dec 29, 2012 18:59

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?
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by mauvebic » Sat Dec 29, 2012 19:55

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 » Sat Dec 29, 2012 20:08

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.
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by jojoa1997 » Sat Dec 29, 2012 20:24

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 » Sun Dec 30, 2012 14:36

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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