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

PostPosted: Thu Oct 25, 2012 02:35
by Sokomine
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

PostPosted: Thu Oct 25, 2012 02:58
by Chinchow
+1 good work but a question is a 2 node wide bridge possible?

PostPosted: Thu Oct 25, 2012 03:13
by Sokomine
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.

PostPosted: Thu Oct 25, 2012 03:23
by Chinchow
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.

PostPosted: Thu Oct 25, 2012 09:46
by Topywo
Looks good!

PostPosted: Thu Oct 25, 2012 17:45
by Sokomine
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.

PostPosted: Thu Oct 25, 2012 19:48
by bob
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 ;)

PostPosted: Thu Oct 25, 2012 20:36
by Sokomine
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.

PostPosted: Thu Oct 25, 2012 22:55
by Dragonop
COOL COOL COOL COOL DOWNLOAD

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

PostPosted: Sun Dec 02, 2012 17:08
by AnonymousEx
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

PostPosted: Sun Dec 02, 2012 17:27
by AnonymousEx
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.

PostPosted: Mon Dec 03, 2012 01:56
by kaeza
+1
Keep up the good work buddy.

PostPosted: Mon Dec 03, 2012 02:11
by Josh
Awesome Sokomine! I might try it out :)

PostPosted: Fri Apr 05, 2013 17:46
by Likwid H-Craft
Oh...Nice then see it not, dead thanks giving link Sokomine!

I think I can use this for my, city idk where though.

Re: [Mod] Bridges and handrails; including autobridge

PostPosted: Sun Sep 14, 2014 02:33
by Sokomine
Re-added missing pictures.

Re: [Mod] Bridges and handrails; including autobridge

PostPosted: Sun Sep 14, 2014 09:17
by balthazariv
One of my favorite mods.
Why not to put in the "Mod Releases" section.