[Mod] StreetsMod [2.0.1] – create modern cities

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

[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 6756 times
streets-1.4.3.zip
(1.16 MiB) Downloaded 954 times
Last edited by webdesigner97 on Sun Mar 05, 2017 14:58, edited 39 times in total.
 

User avatar
qwrwed
Member
 
Posts: 323
Joined: Sun Jul 22, 2012 20:56
In-game: qwrwed or Nitro

by qwrwed » Fri Sep 07, 2012 16:49

+1, way better than the original asphalt mod!
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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.....
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

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 :-)
 

User avatar
qwrwed
Member
 
Posts: 323
Joined: Sun Jul 22, 2012 20:56
In-game: qwrwed or Nitro

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.
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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.
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

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:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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.
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Fri Sep 07, 2012 19:47

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

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

by sfan5 » Mon Sep 10, 2012 12:07

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

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Mon Sep 10, 2012 14:08

sfan5 wrote:Moved

thx :D
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Thu Sep 13, 2012 15:21

Today I released the new version: 0.2

Click here for more information!
 

Tengri
New member
 
Posts: 4
Joined: Fri Aug 31, 2012 15:01

by Tengri » Thu Sep 13, 2012 16:56

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

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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.
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

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 :-)
"Fuck the hat." - Paulie Gualtieri
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

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?
"Fuck the hat." - Paulie Gualtieri
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

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?
A list of my mods can be found here.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

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.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

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.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

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 :)
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Sun Dec 30, 2012 15:17

Updated to 1.0! Have fun with many new blocks! I completely re-worked the code. Now it's more user- and developer-friendly :D
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sun Dec 30, 2012 17:24

Nice additions :-)

All you need now are cars :-) you could easily adapt the boats mod to do this: just replace every instance of water with a string.find(nodename, 'streets:') and change the boat mesh for a car mesh :-)
Last edited by mauvebic on Sun Dec 30, 2012 20:09, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Sun Dec 30, 2012 17:33

mauvebic wrote:Nice additions :-)

All you need now are cars :-) you could easily adapt the boats mod to do this: just replace every instance of water with a string.find(nodename, 'streets:') and change the boat mesh for a car mesh :-)

Thx, yes cars would be cool. But the water for boats is flat, streets aren't, they go up a hill or go down to a valley. But some day we'll find a good solution :) If anybody is able to do this, feel free to help me. I'm not that good at lua :)
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sun Dec 30, 2012 19:55

The boat mod already checks all around, all you need to do is switch the evaluation to water for a stringmatch on any of your nodes. Any troubles come on IRC #minetest @ Freenode
Last edited by mauvebic on Sun Dec 30, 2012 19:58, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Nexdah
Member
 
Posts: 42
Joined: Fri Jul 06, 2012 22:35

by Nexdah » Sun Dec 30, 2012 21:16

I love your mod, but I did notice one thing.

It needs a four way block. It's a bit challenging to build a four way.

Thanks!
This is a Signature.


First ever Astronaut in Minetest.
 

Next

Return to Mod Releases

Who is online

Users browsing this forum: Bing [Bot] and 10 guests

cron