[Mod] Castle gates [castle_gates]

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[Mod] Castle gates [castle_gates]

by FaceDeer » Sun Apr 02, 2017 00:59

This mod actually came into existence a month ago when I embarked on a project to split up the castle mod into self-contained sub-mods, but it occurs to me that it might be well served to have its own forum topic since it can be used on its own.


This mod contains parts for building large multi-node swinging doors, sliding portcullises, sliding doors, and drawbridges. Currently all of the included nodes and textures are medieval-themed but there's a generic API that can be used to add new gate nodes relatively easily if someone wants to make something in a different style.

When building a swinging door, make sure that all of the hinge blocks line up with each other. Otherwise the gate won't be able to calculate what axis it's supposed to swing around and won't move. If you're building a double door, use the "edge" nodes to create the dividing line where the two doors meet. Edge nodes aren't strictly required for a door that stands on its own, they're only needed to keep doors from accidentally "fusing" with neighbors they aren't supposed to fuse with.

A swinging door only exists in 90-degree rotation steps, but it does check to ensure that the space it's swinging through between rotation steps are clear and won't swing through them if there's an obstruction.

This mod supports the doc system for providing in-game documentation.



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Re: [Mod] Castle gates [castle_gates]

by azekill_DIABLO » Sun Apr 02, 2017 09:08

wow! it's just perfect! +1
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Chibi ghost
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Re: [Mod] Castle gates [castle_gates]

by Chibi ghost » Sun Apr 02, 2017 11:55

I look at this mod
then looks at medieval mod and castle mod and part of church mod cracks knuckles then
and starts plotting

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Re: [Mod] Castle gates [castle_gates]

by Andrey01 » Sun Apr 02, 2017 15:35

Hmm...I see new views of doors and gates

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