OK, for #1 that can easily be done. I've just been using the sidewalk blocks, what kind of thing do you have in mind?
#2, a railroad crossing. Certainly an interesting idea.
I've actually been half working on the barrier already for use in a car park. The way I've had it planned, it could be used for this too (ignoring the frequency thing)
I don't think I'll do the frequency part to be honest. It's a good idea, but a lot of code for very little gain - you could easily just place some wire under the road to connect it up. If you really wanted it to be wireless, Chicken Bones has a pretty good wireless redstone mod (although it's not updated, but he's working on it).
So to clarify on that idea, you'd have a train line looking like this:
Then, when a cart lands on either of those two detector rails, the barriers open (Pretend the redstone is underground )
As for the length thing, That would be possible but very challenging; probably out of the scope of my capabilities for now. For now I'll just do the barriers like this, in the future I might add a new form which does as you requested. Ever heard of the Ugocraft mod? As far as I know, that's the only mod that's ever been able to do something of that kind of level, and noone has been able to recreate it since.
The traffic lights could just work the same as normal ones, activated via the same redstone current that opens the barriers.
And the residential light... something like this?
(Suggest any edits, that's not final yet )
Man, you beat me to everything. Residential light looks awesome, not too modern, but not an 1800's gas lamp . Barriers look awesome, too. I could easily see some awesome things about to happen with that barrier, like using computercraft to make a password activated lock to open it for VIP parking, or something like that. I do use Ugocraft currently, that's what I use to make the blades spin on my helicopters and planes we build around the map. I am also redoing the streets and stuff in this map, so I can eventually put it up on my server. It is taking a lot of time, button clicking, and WorldEdit. The medians, I am sort of thinking of something like these ones: Just simple ones you could put in between highways and stuff. As for all the new things you're doing (models and such), I can't wait to get my hands on that stuff . And now, three new ideas and some random stuff:
First, I know this is in early alpha, but are the hanging signals supposed to be unfinished looking? If so, will they be done in the next update? An how will they work? You could use an idea somewhat like this one (go to the Lamps and Street Lights part) where you build the street light's post, and then put the lights on it. You could replace the stock street lamp with this idea, and it could allow some very creative structures without you having to implement them all.
To go along with this, how about you just make a damage value for the barriers, and then put the barriers in, sizes 1-10. For example, a barrier post with no barrier would be 870. A one block length barrier w/ post would be 870:1, and then 870:2, etc. until you get all the way to 870:10. This should be pretty easy to do, and it would be a lot easier then trying to make it build-able like in Ugocraft. And for the train crossing, you could just make a light sign/block/thingymajig that you can attach to the top, and the post will not only activate, but also send a redstone current upwards, activating the light thingymajig if you have one attached. You could also have two (or more) variants of light thingymajigs: UK:
and US (even though this one is from Canada, it's still about the same)
Next idea: street signs. You can attack them to the signal posts I was talking about earlier, but instead of being a signal, it is a sign, except it looks like this:
Final idea: small parking curbs; for parking spaces, fit in one square, are as wide as one square so you can make them bigger by putting them side-by-side.
Well, that's all for now. Yes, I do have a ton of ideas
EDIT (again): I just realized I put "attack" instead of "attach." But I'm still going to leave it in there for the lulz.
Man, you beat me to everything. Residential light looks awesome, not too modern, but not an 1800's gas lamp . Barriers look awesome, too. I could easily see some awesome things about to happen with that barrier, like using computercraft to make a password activated lock to open it for VIP parking, or something like that. I do use Ugocraft currently, that's what I use to make the blades spin on my helicopters and planes we build around the map. I am also redoing the streets and stuff in this map, so I can eventually put it up on my server. It is taking a lot of time, button clicking, and WorldEdit. The medians, I am sort of thinking of something like these ones: Just simple ones you could put in between highways and stuff. As for all the new things you're doing (models and such), I can't wait to get my hands on that stuff . And now, three new ideas and some random stuff:
Ohhh, do you mean the barrier? That's easy enough to make. There are already UK-style barriers but I can do those types too.
First, I know this is in early alpha, but are the hanging signals supposed to be unfinished looking? If so, will they be done in the next update? An how will they work? You could use an idea somewhat like this one (go to the Lamps and Street Lights part) where you build the street light's post, and then put the lights on it. You could replace the stock street lamp with this idea, and it could allow some very creative structures without you having to implement them all.
You're exactly right, that's precisely how the hanging signals will work. I've been trying to decide on whether other lighting and signs should be the same- it gives more flexibility, but at the same time makes it more work to build. It would be nice though, because the lower poles wouldn't need to be Tile Entities so it'd be a good rendering fallback for when you're out of sight of the real objects.
The poles will receive and transmit redstone, and automatically connect together (like Industrialcraft wires do basically :P)
Also, I didn't know that mod even existed. I searched for ages to find a road mod when I was building my server, then just decided "Screw it, I'll learn to mod and make one" because I couldn't find one
To go along with this, how about you just make a damage value for the barriers, and then put the barriers in, sizes 1-10. For example, a barrier post with no barrier would be 870. A one block length barrier w/ post would be 870:1, and then 870:2, etc. until you get all the way to 870:10. This should be pretty easy to do, and it would be a lot easier then trying to make it build-able like in Ugocraft. And for the train crossing, you could just make a light sign/block/thingymajig that you can attach to the top, and the post will not only activate, but also send a redstone current upwards, activating the light thingymajig if you have one attached. You could also have two (or more) variants of light thingymajigs: UK:
and US (even though this one is from Canada, it's still about the same)
Damage values for the barriers would work, but not quite as much as you want.
Basically, with damage values we are limited to 16, and they do more than you might expect. I'll be using 4 for each direction when closed, and 4 for each direction when open- so without doing anything else the barrier uses 8 of them already. So, I'd only be able to have "long" and "short" barriers.
I should point out though, idk about in the USA but in the uk it's a totally different style of barrier if it's 10m long, it's much bigger and wider, so maybe I'll do that as a seperate block anyway.
Next idea: street signs. You can attack them to the signal posts I was talking about earlier, but instead of being a signal, it is a sign, except it looks like this:
I've got the basics of some street signs going but I've not quite got my head around them yet. I'm making UK style first but I'll give USA style a shot after, although the USA style ones are a lot more complex
Final idea: small parking curbs; for parking spaces, fit in one square, are as wide as one square so you can make them bigger by putting them side-by-side.
Easy I'll make them square though. They will work the same as the Cats Eyes, so you can just place them onto any road block.
Ohhh, do you mean the barrier? That's easy enough to make. There are already UK-style barriers but I can do those types too.
You're exactly right, that's precisely how the hanging signals will work. I've been trying to decide on whether other lighting and signs should be the same- it gives more flexibility, but at the same time makes it more work to build. It would be nice though, because the lower poles wouldn't need to be Tile Entities so it'd be a good rendering fallback for when you're out of sight of the real objects.
The poles will receive and transmit redstone, and automatically connect together (like Industrialcraft wires do basically )
Also, I didn't know that mod even existed. I searched for ages to find a road mod when I was building my server, then just decided "Screw it, I'll learn to mod and make one" because I couldn't find one
Damage values for the barriers would work, but not quite as much as you want.
Basically, with damage values we are limited to 16, and they do more than you might expect. I'll be using 4 for each direction when closed, and 4 for each direction when open- so without doing anything else the barrier uses 8 of them already. So, I'd only be able to have "long" and "short" barriers.
I should point out though, idk about in the USA but in the uk it's a totally different style of barrier if it's 10m long, it's much bigger and wider, so maybe I'll do that as a seperate block anyway.
I've got the basics of some street signs going but I've not quite got my head around them yet. I'm making UK style first but I'll give USA style a shot after, although the USA style ones are a lot more complex
UK style one:
Easy I'll make them square though. They will work the same as the Cats Eyes, so you can just place them onto any road block.
Ok, that's good to know. I personally like the idea of having the system for other signs and lighting. I think it'll help in the long run, because if you want to add an extra sign or something, you could just add the sign model, and not have to model the post or anything. You could also do things like place signs together on the same post, or with a signal. I do like the idea of it transmitting redstone, that will make things a lot easier.
For the damage values problem, I remember Redpower 2 microblocks having data values like 360:74 or something like that. Or was that something different? I don't know, but I think you can have more than 16 damage value using forge.
I do think that the barriers should very after four blocks. Maybe the max of the original (the one you have now) is four or five, and the bigger barrier is 6+ in size, maybe 10 would be able to cover up a three lane road. If you can't do extra data values with forge, then I guess you could get away with ten extra id's .
Do the barriers transmit redstone upwards too? That would let the light thingymajigs on top of the barriers for railroad croosings be activated when the redstone is applied to the barrier.
Ok, that's good to know. I personally like the idea of having the system for other signs and lighting. I think it'll help in the long run, because if you want to add an extra sign or something, you could just add the sign model, and not have to model the post or anything. You could also do things like place signs together on the same post, or with a signal. I do like the idea of it transmitting redstone, that will make things a lot easier.
I think I will do it, having thought about it. It gives a lot more flexibility for sure.
Modelling isn't an issue though - the poles are the easiest part
For the damage values problem, I remember Redpower 2 microblocks having data values like 360:74 or something like that. Or was that something different? I don't know, but I think you can have more than 16 damage value using forge.
Redpower does something very clever and a little bit hacky with NBT values and itemstacks. I have NO idea how Eloraam did it, but if I can work it out my ID problems will be solved, because I could put all my tile entity blocks onto a single ID. That's the dream
I do think that the barriers should very after four blocks. Maybe the max of the original (the one you have now) is four or five, and the bigger barrier is 6+ in size, maybe 10 would be able to cover up a three lane road. If you can't do extra data values with forge, then I guess you could get away with ten extra id's .
I don't want to use 10 IDs for that if I can. Maybe two ID's, one for the smaller one and one for the larger, with two types each, so a 2-long and 4-long, and then 6-long and 10-long or something. I'll think about it, but 10 ID's is quite a lot in the grand scheme of things.
When I started making this mod, one of my main goals was to not conflict with any other mods as much as I can. Right now, I'm JUST inside that goal but I know I can't keep it forever. In my test environment I'm already at ID 894, and Applied Energistics starts up at 900. I am changing some things around though- the "Stop", "Slow" and also the Arrows will all be becoming a single ID in a future update (as well as getting a graphic overhaul so they're the correct size) so that might help.
Do the barriers transmit redstone upwards too? That would let the light thingymajigs on top of the barriers for railroad croosings be activated when the redstone is applied to the barrier.
I wasn't planning to, for the sole reason that the lights should flash before the barrier moves as a warning. I don't know about USA, but in the UK the lights are a few meters before the barriers anyway, on a seperate pole. It wouldn't be hard to implement for those who want it, but personally I'll be using seperate currents for the barriers and lighting
On an unrelated note, FlenixRoads is now available on Planet Minecraft too! And they've already overtaken you Minecraft Forumers in downloads, so you've got some work to do guys
I think I will do it, having thought about it. It gives a lot more flexibility for sure.
Modelling isn't an issue though - the poles are the easiest part
Yeah, I kinda figured a greyish rectangle isn't that hard to model
Redpower does something very clever and a little bit hacky with NBT values and itemstacks. I have NO idea how Eloraam did it, but if I can work it out my ID problems will be solved, because I could put all my tile entity blocks onto a single ID. That's the dream
Well, it is Eloraam. She has done such amazing things bending the code around to make it work. She must be computer herself, so she can know coding the best since she is programmed herself, and still have the free will of a human to bend the minds of her friends to work in her favor. *MIND BLOWN* (Or, you know, she's just good with computers :P)
I don't want to use 10 IDs for that if I can. Maybe two ID's, one for the smaller one and one for the larger, with two types each, so a 2-long and 4-long, and then 6-long and 10-long or something. I'll think about it, but 10 ID's is quite a lot in the grand scheme of things.
When I started making this mod, one of my main goals was to not conflict with any other mods as much as I can. Right now, I'm JUST inside that goal but I know I can't keep it forever. In my test environment I'm already at ID 894, and Applied Energistics starts up at 900. I am changing some things around though- the "Stop", "Slow" and also the Arrows will all be becoming a single ID in a future update (as well as getting a graphic overhaul so they're the correct size) so that might help.
Yay! More compatibilityness! I do believe forge has some tools to automatically assign id's to your mod that aren't in use at startup, but I can't be sure. But then, if this ends up being a big mod, you could always start using id's like 1232654674565234235346523:894534 (exaggeration, but still, you get my point :P) I am starting to see a lot of mods use high id's.
I wasn't planning to, for the sole reason that the lights should flash before the barrier moves as a warning. I don't know about USA, but in the UK the lights are a few meters before the barriers anyway, on a seperate pole. It wouldn't be hard to implement for those who want it, but personally I'll be using seperate currents for the barriers and lighting
Yes, in the US, our lights are on the same pole as a barrier, like this:
Sometimes they also have overhead lights for busy roads, like this:
But, if all the signs are UK styled, the signals go red-yellow/red-green, and there are UK, styles barriers, why not have the railroad crossing be UK styled?
On an unrelated note, FlenixRoads is now available on Planet Minecraft too! And they've already overtaken you Minecraft Forumers in downloads, so you've got some work to do guys
Yay! Two times the webites means five times the downloads! That's probably because we (not including me) tend to only focus on the big mods...
Yay! More compatibilityness! I do believe forge has some tools to automatically assign id's to your mod that aren't in use at startup, but I can't be sure. But then, if this ends up being a big mod, you could always start using id's like 1232654674565234235346523:894534 (exaggeration, but still, you get my point ) I am starting to see a lot of mods use high id's.
Actually, there's a reason I'm being reserved with IDs (and other devs should be too) - Forge limits us to only 4096 IDs for blocks, including those already used by Minecraft. So in reality, every single forge mod has to share 3800 between them. Even worse, if we want to do proper terrain generation (eg a custom grass) it has to be under ID 255...
Anyway back on topic. I know Forge does have that tool, but it causes compatibility issues with servers. By using a general config file like most mods do, it means friend A can make a server, and just say to friends B and C "Go download IC2, Flans, and FlenixRoads" and there wont be any issues, regardless of what other mods B and C already have installed.
Yes, in the US, our lights are on the same pole as a barrier, like this:
Sometimes they also have overhead lights for busy roads, like this:
But, if all the signs are UK styled, the signals go red-yellow/red-green, and there are UK, styles barriers, why not have the railroad crossing be UK styled?
Alright, I'll add the redstone passing to the barrier when it's ready. It wouldn't take long anyway
I have got an overhead frame like the one in the second photo planned too by the way. I guess I should probably list all my planned models, so off the top of my head:
- Petrol Pumps
- Signs (various)
- Speed Cameras
- Frames (like above)
- UK/USA style signal crossing lights
- Pedestrian Crossing buttons (which will work like a normal button)
- Zebra Crossing warning lights (I dunno if you have those in USA, but they're flashing orange balls)
- Some more sign models (Square and Triangle)
- Road Painter model (Already done, can't remember if I put a screenshot or not..)
- Concrete barrier
- Iron fencing
- Telephone Pole
- Electricity Pylon (MAYBE. Not decided, might put it in the tech mod I'm working on instead)
- Possibly a few vehicles*
- More that I forgot
*I was thinking of a few different things:
1. Vehicle-shaped blocks, placable for decoraon (Car parks don't look right if they're empty!)
2. A flan's addon with the same vehicles as above, so you can also drive them
3. POSSIBLY a couple of car-style mobs, which drive around the roads. It'd be quite hard to make them drive the right way is my only concern... I dunno if this would be a "good" idea or not. Would be cool to tye in with #2 though, so if you kill them they spawn the car entity as if you just carjacked someone.
Actually, there's a reason I'm being reserved with IDs (and other devs should be too) - Forge limits us to only 4096 IDs for blocks, including those already used by Minecraft. So in reality, every single forge mod has to share 3800 between them. Even worse, if we want to do proper terrain generation (eg a custom grass) it has to be under ID 255...
Anyway back on topic. I know Forge does have that tool, but it causes compatibility issues with servers. By using a general config file like most mods do, it means friend A can make a server, and just say to friends B and C "Go download IC2, Flans, and FlenixRoads" and there wont be any issues, regardless of what other mods B and C already have installed.
Ok, now I understand
Alright, I'll add the redstone passing to the barrier when it's ready. It wouldn't take long anyway
I have got an overhead frame like the one in the second photo planned too by the way. I guess I should probably list all my planned models, so off the top of my head:
- Petrol Pumps
- Signs (various)
- Speed Cameras
- Frames (like above)
- UK/USA style signal crossing lights
- Pedestrian Crossing buttons (which will work like a normal button)
- Zebra Crossing warning lights (I dunno if you have those in USA, but they're flashing orange balls)
- Some more sign models (Square and Triangle)
- Road Painter model (Already done, can't remember if I put a screenshot or not..)
- Concrete barrier
- Iron fencing
- Telephone Pole
- Electricity Pylon (MAYBE. Not decided, might put it in the tech mod I'm working on instead)
- Possibly a few vehicles*
- More that I forgot
Seems like a long list... how long would it take to get this done? Not trying to be nosy, I'm just really excited for the progress of this mod :D. I might be able to help somehow if you need it. Just not coding, I'm bad at coding :P. And I might not be able to get Techne to work on my Mac again.
*I was thinking of a few different things:
1. Vehicle-shaped blocks, placeable for decoration (Car parks don't look right if they're empty!)
2. A flan's addon with the same vehicles as above, so you can also drive them
3. POSSIBLY a couple of car-style mobs, which drive around the roads. It'd be quite hard to make them drive the right way is my only concern... I dunno if this would be a "good" idea or not. Would be cool to tye in with #2 though, so if you kill them they spawn the car entity as if you just carjacked someone.
I do like the idea of aesthetic stationary cars. The Flan addon seems cool, though I don't really like the driving mechanics of Flan's mod. It seems a little clunky compared to the other cars mods I have had, especially when going up blocks. But maybe it will be better when going up your slopes. Would it? The easiest approach to the NPC cars would be to have the ability to set custom paths for them, and then have them drive around. Maybe you could have them react to rail road crossings, signals, speed limits, and things like that. The speed of the car would effect how hurt you would get if it hit you. For example, 30 mph (50 km/h) would be five hearts of damage, and 60 mph (100 km/h) would be instadeath.
Actually, if you like there IS something you can help with, not coding or anything...
In-game, see the icons etc for the models? (Traffic light, lamps etc) - See how much they suck?
I can't do icons. I can texture other things fine, but when it comes to icons, I just can't get them nice. Wanna give it a shot? Resolution anything up to 64x if you're interested.
Time-frame, non functional stuff I want to have done within a week or so. Functionality will come later
Also, I'm going to be working on my forums and blog later tonight to get a more solid ideas base for the mod going. Once it's done, I'll give you the links and you can post any further ideas there if you like. Easier for me to keep track
Yay! I'll register right now! I think I could tackle item textures, they won't be the best at first, but they will get there eventually ;). How's 32x32?
Ok, I'll get right on it :). I keep on forgetting to ask you, could you be able to add a config file to disable tar lake spawning, or at least make it rarer? I keep on finding tar lakes everywhere, almost as common as regular lakes. If you could add that option in the next update, then that would be nice
Ok, I'll get right on it . I keep on forgetting to ask you, could you be able to add a config file to disable tar lake spawning, or at least make it rarer? I keep on finding tar lakes everywhere, almost as common as regular lakes. If you could add that option in the next update, then that would be nice
Yeah I'm planning on that. They'll spawn at the current rate but only in Swamp biomes, which is what it should have been but it's buggy Also I'm lowering Limestone a little too.
Tar will eventually be dangerous so lowering it's spawn rate is quite important really
awsome mod i love it however can you ads some time the crafting resepease for all the stuf and maybe 1/2 slab asphalt blocks?
Sure. Crafting recipes are planned, but I'm having issues with the custom crafting table I'm making. The basic road block recipes are already in, but I'll just upload all the recipes once my table is done. I'll add NEI support then too
1/2 slabs I can do, but not for all of the blocks, only a few. Any preference?
Here's the first texture I've done so far. The double street lamp Do you like it?
Yeah looking cool
I've taken a break from the redstone and crafting table coz they were annoying me, so I've started on a few City blocks as part of an optional addon. Here's one:
The blue parts should be transparant. I'm not sure why they don't render like that, but I'm sure it'll be a pretty easy fix...
If I can, I'll animate it and make it transport you upwards too
I've taken a break from the redstone and crafting table coz they were annoying me, so I've started on a few City blocks as part of an optional addon. Here's one:
The blue parts should be transparant. I'm not sure why they don't render like that, but I'm sure it'll be a pretty easy fix...
If I can, I'll animate it and make it transport you upwards too
Looking nice! Is this going to turn into some sort of a pedestrian pack? Anyway, I could see this being useful at train stations
Re-uploaded the double due to texture troubles, single lamp now uploaded too
EDIT: Actually, now that I'm seeing them back-to-back, I think the single is a little too small. Brb
There we go, that looks better. Time to start on the other stuff! Do you just want the icons in the blocks folder, Or do you want the dusts and stuff in items too?
They are going into a City mod, which will work with Roads. It'll be all sorts of stuff, so things like that, shelves and fridges for a super market, a checkout, an ATM... things like that.
I'm considering writing a digital economy system for Forge to go with it, because Forge is lacking in that department. Bukkit has hundreds of economy plugins, but I've not seen any form of a digital economy for Forge and I think that'd be a cool idea
As for textures, Just the rendered stuff is all I need, everything else is fine. Note that I only need one traffic light too, because I'm removing the hanging one when I stop using poles (I can use the same block for hanging and pole-mounted :P)
First, I know this is in early alpha, but are the hanging signals supposed to be unfinished looking? If so, will they be done in the next update? An how will they work? You could use an idea somewhat like this one (go to the Lamps and Street Lights part) where you build the street light's post, and then put the lights on it. You could replace the stock street lamp with this idea, and it could allow some very creative structures without you having to implement them all.
To go along with this, how about you just make a damage value for the barriers, and then put the barriers in, sizes 1-10. For example, a barrier post with no barrier would be 870. A one block length barrier w/ post would be 870:1, and then 870:2, etc. until you get all the way to 870:10. This should be pretty easy to do, and it would be a lot easier then trying to make it build-able like in Ugocraft. And for the train crossing, you could just make a light sign/block/thingymajig that you can attach to the top, and the post will not only activate, but also send a redstone current upwards, activating the light thingymajig if you have one attached. You could also have two (or more) variants of light thingymajigs: UK:
Next idea: street signs. You can attack them to the signal posts I was talking about earlier, but instead of being a signal, it is a sign, except it looks like this:
Final idea: small parking curbs; for parking spaces, fit in one square, are as wide as one square so you can make them bigger by putting them side-by-side.
Well, that's all for now. Yes, I do have a ton of ideas
EDIT (again): I just realized I put "attack" instead of "attach." But I'm still going to leave it in there for the lulz.
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Ohhh, do you mean the barrier? That's easy enough to make. There are already UK-style barriers but I can do those types too.
You're exactly right, that's precisely how the hanging signals will work. I've been trying to decide on whether other lighting and signs should be the same- it gives more flexibility, but at the same time makes it more work to build. It would be nice though, because the lower poles wouldn't need to be Tile Entities so it'd be a good rendering fallback for when you're out of sight of the real objects.
The poles will receive and transmit redstone, and automatically connect together (like Industrialcraft wires do basically :P)
Also, I didn't know that mod even existed. I searched for ages to find a road mod when I was building my server, then just decided "Screw it, I'll learn to mod and make one" because I couldn't find one
Damage values for the barriers would work, but not quite as much as you want.
Basically, with damage values we are limited to 16, and they do more than you might expect. I'll be using 4 for each direction when closed, and 4 for each direction when open- so without doing anything else the barrier uses 8 of them already. So, I'd only be able to have "long" and "short" barriers.
I should point out though, idk about in the USA but in the uk it's a totally different style of barrier if it's 10m long, it's much bigger and wider, so maybe I'll do that as a seperate block anyway.
I've got the basics of some street signs going but I've not quite got my head around them yet. I'm making UK style first but I'll give USA style a shot after, although the USA style ones are a lot more complex
UK style one:
Easy I'll make them square though. They will work the same as the Cats Eyes, so you can just place them onto any road block.
Paving the way to a better world!
For the damage values problem, I remember Redpower 2 microblocks having data values like 360:74 or something like that. Or was that something different? I don't know, but I think you can have more than 16 damage value using forge.
I do think that the barriers should very after four blocks. Maybe the max of the original (the one you have now) is four or five, and the bigger barrier is 6+ in size, maybe 10 would be able to cover up a three lane road. If you can't do extra data values with forge, then I guess you could get away with ten extra id's .
Do the barriers transmit redstone upwards too? That would let the light thingymajigs on top of the barriers for railroad croosings be activated when the redstone is applied to the barrier.
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I think I will do it, having thought about it. It gives a lot more flexibility for sure.
Modelling isn't an issue though - the poles are the easiest part
Redpower does something very clever and a little bit hacky with NBT values and itemstacks. I have NO idea how Eloraam did it, but if I can work it out my ID problems will be solved, because I could put all my tile entity blocks onto a single ID. That's the dream
I don't want to use 10 IDs for that if I can. Maybe two ID's, one for the smaller one and one for the larger, with two types each, so a 2-long and 4-long, and then 6-long and 10-long or something. I'll think about it, but 10 ID's is quite a lot in the grand scheme of things.
When I started making this mod, one of my main goals was to not conflict with any other mods as much as I can. Right now, I'm JUST inside that goal but I know I can't keep it forever. In my test environment I'm already at ID 894, and Applied Energistics starts up at 900. I am changing some things around though- the "Stop", "Slow" and also the Arrows will all be becoming a single ID in a future update (as well as getting a graphic overhaul so they're the correct size) so that might help.
I wasn't planning to, for the sole reason that the lights should flash before the barrier moves as a warning. I don't know about USA, but in the UK the lights are a few meters before the barriers anyway, on a seperate pole. It wouldn't be hard to implement for those who want it, but personally I'll be using seperate currents for the barriers and lighting
On an unrelated note, FlenixRoads is now available on Planet Minecraft too! And they've already overtaken you Minecraft Forumers in downloads, so you've got some work to do guys
Paving the way to a better world!
Yeah, I kinda figured a greyish rectangle isn't that hard to model
Well, it is Eloraam. She has done such amazing things bending the code around to make it work. She must be computer herself, so she can know coding the best since she is programmed herself, and still have the free will of a human to bend the minds of her friends to work in her favor. *MIND BLOWN* (Or, you know, she's just good with computers :P)
Yay! More compatibilityness! I do believe forge has some tools to automatically assign id's to your mod that aren't in use at startup, but I can't be sure. But then, if this ends up being a big mod, you could always start using id's like 1232654674565234235346523:894534 (exaggeration, but still, you get my point :P) I am starting to see a lot of mods use high id's.
Yes, in the US, our lights are on the same pole as a barrier, like this:
Sometimes they also have overhead lights for busy roads, like this:
But, if all the signs are UK styled, the signals go red-yellow/red-green, and there are UK, styles barriers, why not have the railroad crossing be UK styled?
Yay! Two times the webites means five times the downloads! That's probably because we (not including me) tend to only focus on the big mods...
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Actually, there's a reason I'm being reserved with IDs (and other devs should be too) - Forge limits us to only 4096 IDs for blocks, including those already used by Minecraft. So in reality, every single forge mod has to share 3800 between them. Even worse, if we want to do proper terrain generation (eg a custom grass) it has to be under ID 255...
Anyway back on topic. I know Forge does have that tool, but it causes compatibility issues with servers. By using a general config file like most mods do, it means friend A can make a server, and just say to friends B and C "Go download IC2, Flans, and FlenixRoads" and there wont be any issues, regardless of what other mods B and C already have installed.
Alright, I'll add the redstone passing to the barrier when it's ready. It wouldn't take long anyway
I have got an overhead frame like the one in the second photo planned too by the way. I guess I should probably list all my planned models, so off the top of my head:
- Petrol Pumps
- Signs (various)
- Speed Cameras
- Frames (like above)
- UK/USA style signal crossing lights
- Pedestrian Crossing buttons (which will work like a normal button)
- Zebra Crossing warning lights (I dunno if you have those in USA, but they're flashing orange balls)
- Some more sign models (Square and Triangle)
- Road Painter model (Already done, can't remember if I put a screenshot or not..)
- Concrete barrier
- Iron fencing
- Telephone Pole
- Electricity Pylon (MAYBE. Not decided, might put it in the tech mod I'm working on instead)
- Possibly a few vehicles*
- More that I forgot
*I was thinking of a few different things:
1. Vehicle-shaped blocks, placable for decoraon (Car parks don't look right if they're empty!)
2. A flan's addon with the same vehicles as above, so you can also drive them
3. POSSIBLY a couple of car-style mobs, which drive around the roads. It'd be quite hard to make them drive the right way is my only concern... I dunno if this would be a "good" idea or not. Would be cool to tye in with #2 though, so if you kill them they spawn the car entity as if you just carjacked someone.
Paving the way to a better world!
Seems like a long list... how long would it take to get this done? Not trying to be nosy, I'm just really excited for the progress of this mod :D. I might be able to help somehow if you need it. Just not coding, I'm bad at coding :P. And I might not be able to get Techne to work on my Mac again.
I do like the idea of aesthetic stationary cars. The Flan addon seems cool, though I don't really like the driving mechanics of Flan's mod. It seems a little clunky compared to the other cars mods I have had, especially when going up blocks. But maybe it will be better when going up your slopes. Would it? The easiest approach to the NPC cars would be to have the ability to set custom paths for them, and then have them drive around. Maybe you could have them react to rail road crossings, signals, speed limits, and things like that. The speed of the car would effect how hurt you would get if it hit you. For example, 30 mph (50 km/h) would be five hearts of damage, and 60 mph (100 km/h) would be instadeath.
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In-game, see the icons etc for the models? (Traffic light, lamps etc) - See how much they suck?
I can't do icons. I can texture other things fine, but when it comes to icons, I just can't get them nice. Wanna give it a shot? Resolution anything up to 64x if you're interested.
Time-frame, non functional stuff I want to have done within a week or so. Functionality will come later
Also, I'm going to be working on my forums and blog later tonight to get a more solid ideas base for the mod going. Once it's done, I'll give you the links and you can post any further ideas there if you like. Easier for me to keep track
Paving the way to a better world!
Paving the way to a better world!
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32x32 sounds fine to me
Paving the way to a better world!
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Yeah I'm planning on that. They'll spawn at the current rate but only in Swamp biomes, which is what it should have been but it's buggy Also I'm lowering Limestone a little too.
Tar will eventually be dangerous so lowering it's spawn rate is quite important really
Sure. Crafting recipes are planned, but I'm having issues with the custom crafting table I'm making. The basic road block recipes are already in, but I'll just upload all the recipes once my table is done. I'll add NEI support then too
1/2 slabs I can do, but not for all of the blocks, only a few. Any preference?
Paving the way to a better world!
Here's the first texture I've done so far. The double street lamp Do you like it?
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Yeah looking cool
I've taken a break from the redstone and crafting table coz they were annoying me, so I've started on a few City blocks as part of an optional addon. Here's one:
The blue parts should be transparant. I'm not sure why they don't render like that, but I'm sure it'll be a pretty easy fix...
If I can, I'll animate it and make it transport you upwards too
Paving the way to a better world!
Re-uploaded the double due to texture troubles, single lamp now uploaded too
EDIT: Actually, now that I'm seeing them back-to-back, I think the single is a little too small. Brb
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There we go, that looks better. Time to start on the other stuff! Do you just want the icons in the blocks folder, Or do you want the dusts and stuff in items too?
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I'm considering writing a digital economy system for Forge to go with it, because Forge is lacking in that department. Bukkit has hundreds of economy plugins, but I've not seen any form of a digital economy for Forge and I think that'd be a cool idea
As for textures, Just the rendered stuff is all I need, everything else is fine. Note that I only need one traffic light too, because I'm removing the hanging one when I stop using poles (I can use the same block for hanging and pole-mounted :P)
Paving the way to a better world!
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