[Mod] Bridges and handrails; including autobridge [bridges]

Sokomine
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[Mod] Bridges and handrails; including autobridge [bridges]

by Sokomine » Thu Oct 25, 2012 02:35

First of: This mod does almost the same as Mauvebic's "Nodebox utility" mod http://minetest.net/forum/viewtopic.php?id=2750
I saw it too late and had my Mod finished when I found it :-(

Most of the things in my mod are more or less the same as in Mauvebics. What you get additionally are crafting receipes, a large bridge (spans 3 nodes!), and a bridge that builds itself automaticly.

License: GPLv3
Download: https://github.com/Sokomine/bridges/zipball/master
Browse code: https://github.com/Sokomine/bridges

The large bridge (spans 3 nodes):
Image

After placing the auto-bridge node (looks like the top of a chest from all sides), the rest of the bridge gets built automaticly. Leftover parts can be found in the chest-like node:
Image

The auto bridge after the deploy-node-chest has been replaced manually with a groundplate (sand and torches not included!):
Image

Some bridge parts forming a simple bridge:
Image

What T-Junction, end-part and corners are good for:
Image

Crafting receipes:
Groundplate, can be used as is or as the basis for bridge parts:
Image

Handrail, basic part:
Image

A small bridge:
Image

Middle part of a bridge, for use between e.g. small bridges:
Image

Corner part:
Image

A T-junction:
Image

If your bridge has to end in midair:
Image

A handrail:
Image

Handrail, two sides (for the top of stairs):
Image

Handrail, three sides closed:
Image

The 3-node-wide large bridge:
Image

The self-building automatic bridge:
Image
Last edited by Sokomine on Sat Mar 21, 2015 23:18, edited 3 times in total.
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Chinchow
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by Chinchow » Thu Oct 25, 2012 02:58

+1 good work but a question is a 2 node wide bridge possible?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

Sokomine
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by Sokomine » Thu Oct 25, 2012 03:13

I see no reason why not. Maybe two node wide objects could be useful for the doors so that they could be one object instead of two with the upper part lagging. In the case of the bridges, the 3 node wide one is just playing around since three individual bridges would do the same.
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Chinchow
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by Chinchow » Thu Oct 25, 2012 03:23

I'll browse the code tomorrow but would rickedy ones that break when stood on for to long be possible or how about a drawbridge? I think those would be grat additions to the mod.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

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Topywo
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by Topywo » Thu Oct 25, 2012 09:46

Looks good!
 

Sokomine
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by Sokomine » Thu Oct 25, 2012 17:45

Nodes that break after one stood on them for too long...hm. Not very friendly towards peacefully idling people :-) But it ought to be possible in the way the mesecons' player dectector works.

A drawbridge is another point. The movement of a drawbridge cannot be handled in a practical way right now. All we have are boxes attached to each other. What would be possible is a drawbridge like a door - with the two possible stati "open/acts as bridge" and "closed/drawn up/roughly like a closed door". The ropes/chains to pull the bridge up might be a challenge if they ought to be drawn in a convincing way.
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bob
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by bob » Thu Oct 25, 2012 19:48

btw: you should make them snap to each other kinda like rails instead of making a piece of bridge for each part like htere sould be no t-junction and corner part just makes those parts when you put them next to each other like that ;)
 

Sokomine
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by Sokomine » Thu Oct 25, 2012 20:36

Hm. Such an automatic function might be nice in some situations and facilitate building. The trouble is that the automatic function can only guess - it might be wrong and the player might want to have a small (accessible) bridge where the function places a corner. Maybe it could have extra parts that use such automatic functions to adjust to nearby bridge parts and the "normal" bridge parts for manual override.
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Dragonop
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by Dragonop » Thu Oct 25, 2012 22:55

COOL COOL COOL COOL DOWNLOAD
It's "Drag" for the friends.

Sorry I haven't been online as much lately, I'm real busy.
https://forum.minetest.net/download/file.php?id=4472
 

cornernote
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by cornernote » Tue Oct 30, 2012 05:41

bob wrote:btw: you should make them snap to each other kinda like rails instead of making a piece of bridge for each part like htere sould be no t-junction and corner part just makes those parts when you put them next to each other like that ;)


+1 for that idea, they should snap into place instead of needing to craft 20 nodes

maybe snap in with on_construct, but do nothing when the node is dug, that way the player can still replace if they are not happy with the auto-selection
 

AnonymousEx
 

by AnonymousEx » Sun Dec 02, 2012 17:08

When I use autobridge (and the bridge gets completed), the autobridge box stays. It won't let me destroy it.
'Node not diggable'. So there's a block keeping me from using the bridge unless I jump over it.

Can you fix this? Thanks and have a great day!

This is an AWESOME mod...except that the pesky autobridge box stays.... :P
 

AnonymousEx
 

by AnonymousEx » Sun Dec 02, 2012 17:27

Nevermind. I feel like a dope, over here. I had to take out the left over parts, THEN destroy the box.

Sorry 'bout that.

Have a good one, buddy.
 

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kaeza
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by kaeza » Mon Dec 03, 2012 01:56

+1
Keep up the good work buddy.
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Josh
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by Josh » Mon Dec 03, 2012 02:11

Awesome Sokomine! I might try it out :)
 

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Likwid H-Craft
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by Likwid H-Craft » Fri Apr 05, 2013 17:46

Oh...Nice then see it not, dead thanks giving link Sokomine!

I think I can use this for my, city idk where though.
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Sokomine
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Re: [Mod] Bridges and handrails; including autobridge

by Sokomine » Sun Sep 14, 2014 02:33

Re-added missing pictures.
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balthazariv
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Re: [Mod] Bridges and handrails; including autobridge

by balthazariv » Sun Sep 14, 2014 09:17

One of my favorite mods.
Why not to put in the "Mod Releases" section.
 


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