[Forge][1.6.4] FlenixRoads - Add some awesome roads to your city!
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Level 75 : Legendary Modder
IMPORTANT! PLEASE CLICK THIS AND READ THE FORUM POST!
Have you ever slaved over building your city, only to find one thing is missing?
Maybe you're a big fan of the Flan's Mod, but don't have anywhere to take that new Mini out for a spin!
If that's you, then this is the mod you need!
Introducing, Roads! Roads adds a whole load of new blocks to use as a way to get around!
Screenshots:Some screenshots were taken with the 64x Texture Addon further down this post
A nice Dual Carriageway:
A city crossroads:
Road-side parking outside a train station:
The car is fromFlan's Mod
The below are older pictures, from when I first made the mod.
An example, basic road!
A shot showing the kerb. The roads are 7/8ths the standard height of a block, so any other block is slightly higher.
So, what does it do exactly...?
Right now, it simply adds a load of road blocks, with various types of paint.
There is also everything else you need to make the tarmac; including Tar!
However, the mod is still Alpha, so expect plenty more soon!
Here is everything I intend to add right now. Missing something you'd like? Suggest it!
- Street Signs.
- Speedometer. A nice widget displayed when you're riding any entity, displaying your speed.
- More modelled stuff - car park height limits, movable barriers etc
- Redstone support - Working traffic lights, street lights
You can get the latest version by clicking the download mod link.
If you have an issue with using AdFly, then comment and I'll see what I can do. Just remember waiting 5 seconds is much less than waiting for me to reply ;)
Texture Pack Makers
I love texture packs, I think they add a really nice element to the game. Because of that, I'm offering up a 64x pack addon for FlenixRoads. It's available in my Silvania: Ultimatum Texture Pack, so go grab it from there!
Anyone can use this add-on in their texture pack. If you want to release your texture pack, a notepad file with my name and a link to this thread would be niceYou can of course use it as a base to edit from or whatever too.
I've only done the actual tarmac blocks so far; the rest will come in the next version of the texture pack.
This mod is developed and owned by Flenix of Silvania Studios. He owns it, and it's his.
You may not redistribute it while it is in Alpha form. Once it hits Beta, you can redistribute it but you must get the permission from Flenix first.
Flenix cannot be held responsible if this breaks your world, destroys your computer or eats your dog.
A message to redistribution sites:
I have seen some sites recently who are copying this mod, and not giving me any credit. I'd like to put a simple reminder that this is both unnecessary and illegal. You may argue it's not illegal- it is. The work is copyrighted, and I've already had successful copyright removal requests with sites such as Facebook, which proves that fact.
Now, I'm not saying outright -no- to you redistributing my mods. If you want to post my mod up, then you MUST use my AdFly link. It's not much to ask, and saves you a hell of a lot of legal hassle from me.
Here's the link:
The AdFly link benefits you too! That link is always pointing to a file called flenixroads_latest - It's the latest update, so once you use it you'll never need to change it again. Hassle-free piracy, see I'm a nice guy really ;)
Herp Derp it clashes with x mod
Oh really? There's this magical thing, called a "config file". With that, you can change IDs and stop clashes from happening. It's amazing, isn't it!
-Simcraft is the only currently known clash.
I put it in a Technic modpack and it doesn't work!
I do not allow nor support Technic. Thanks to the lovely Gregorious T, I actually have the same anti-technic code GregTech has. Mine is a little more complex though...
Some people were struggling to get Forge and my mods installed, so I made a nice tutorial video on how to do it!
If you use the video, I'd really appreciate you downloading my mods via AdFly. It only takes 5 seconds and it helps to pay my website hosting fees!
If you want to get in touch for any reason, there's plenty of ways you can do it!
Like me on Facebook
Follow me on Twitter
Sign up and post on my forums
Send me a message on Minecraft Forums
Email me! flenix silvania.co.uk
It's worth noting I post exclusive content each on Facebook, Twitter and my forums- so you'll need to be interacting with me in all three places to get every little bit of information. I also have ablog, but I tweet every time I post to it.
I have an official server for my mods! It's creative, come build!
|Game Version:||Minecraft 1.6.4|
|Credit:||All the guys on #MinecraftForgeTutorials and the Forge forums for their help!|
Update #24 : 03/26/2015 5:44:24 pm3/26/15
Update #23 : 12/25/2014 8:41:10 am12/25/14
Watch this space! And remember, donators can get early access to developer builds ;)
Update #22 : 07/12/2014 5:10:07 pm7/12/14
Update #21 : 02/16/2014 5:10:12 pm2/16/14
Update #20 : 01/13/2014 6:04:24 pm1/13/14
Update #19 : 01/02/2014 6:17:38 pm1/02/14
As of this update, my mods will no longer work in Technic. I'll give a more detailed overview in my next blog (blog.silvania.co.uk), but yeah, bye bye technic!
Update #18 : 01/01/2014 5:35:50 pm1/01/14
Your tar may or may not disappear from the world. If it does, I apologize, but this change needed to happen and it's better to happen before 1.7 eh?
Anyway, Tar should now work with Buildcraft and Railcraft tanks. It's also now the correct viscosity and has a new texture.
There are many other minor tweaks, mostly visually and internal, in this update. There's a huge internal cleanup, so if you're one of the smart ones who uses Dynmap, the assets folder location is now "flenixroads" instead of just "roads"
Update #17 : 12/25/2013 8:12:04 pm12/25/13
The next major release (ignoring any bugfixes) will have quite a few change, and will require FlenixCitiesCore to be installed to function. This is required for future features, such as toll booths which can charge money, and I figured the sooner I add the requirement, the better.
Update #16 : 11/07/2013 8:25:08 am11/07/13
Update #15 : 10/21/2013 8:10:28 am10/21/13
- Huge code cleanup - All road blocks now rely on one of three classes instead of a class each. No idea why I did it the other way before...
- Updated internal ban list.
Update #14 : 10/10/2013 7:38:13 pm10/10/13
Update #13 : 10/04/2013 11:51:46 am10/04/13
People who do serious greifing on the creative server will be banned from using the mod as they are "hindering progress" with FlenixCities world generation being added.
This system will be added to all my mods, and currently includes:
If one of the above players attempts to load a game with my mod now, it will crash. This does not affect anyone else, but future griefers will be added to the list.
Please don't request for a name to be added - This only counts players from the Flenix's Mods Creative Server and Silvania: Ultimatum currently. I may make a global banning mod if demand is high for it though (Forge version of MCBans? Does such a thing exist?)
Update #12 : 10/02/2013 6:50:12 pm10/02/13
Update #11 : 09/26/2013 6:06:15 pm9/26/13
Update #10 : 09/24/2013 6:57:32 pm9/24/13
Update #9 : 09/11/2013 3:49:29 am9/11/13
- Updated Concrete texture, added Concrete lowered block
- Added one more set of corner blocks which I forgot to add quite a while ago
I forgot to mention in the last update, there are "Lowered Blocks" now, in a variety of vanilla flavours. I added them because I'm making an airport, and I believe in an airport the grass and tarmac are usually level. It's much easier to make a modified grass than it is to make an entire new set of road blocks.. so enjoy!
Update #8 : 09/10/2013 11:20:29 am9/10/13
As i said before, there were two more PR's planned, this is the first.
- Updated textures from the old temporary ones to some that actually look like roads
- Added letter blocks A-Z and 0-9
Update #7 : 09/03/2013 11:55:42 am9/03/13
Update #6 : 08/30/2013 1:19:15 pm8/30/13
Hopefully the final pre-release. I've included a beta example of the new ramp, it's not complete but can you guys just use it and let me know if it crashes your worlds or whatever?
Don't overuse it or use it in existing worlds without backing up first. The ID will be changed in the final release so any used will disappear then!
Also added central corner blocks as requested, as well as double white center stripes.
There are two more pre-releases for 0.5 planned. The first will be a texture overhaul, get rid of these dull black ones (available as an alternate resource pack when they're removed) and add in something a little more "roady". The second will add in the rest of the ramps and remove the old Tile Entity ones, and fix the bug with the road barrier's redstone operation.
Once those two are released, I'll be pausing development on roads for a while as I'll be working a lot on my site. I'll still do bugfixes and keep up with MC updates, but don't expect any huge new features! On a lighter note, 0.5 will be the first official beta release (whereas it's currently still considered "alpha"), which means we're close to the full release of 1.0!
Update #5 : 08/13/2013 6:14:03 pm8/13/13
Fixed some bugs:
- Bounding Boxes for modelled blocks should now be correct
- Modelled blocks now render 3D in inventory. 3rd person is a little buggy still
- Fixed not being able to place non-solid blocks (eg redstone) on Kerbs.
Update #4 : 08/08/2013 3:37:54 pm8/08/13
Loads of awesome new stuff added. Not quite finished yet, which is why it's a pre-release.
- New forked roads
- Mobs no longer fall through roads
- Primitive Redstone implementation (the barrier nearly works. Nothing else)
- CRAFTING RECIPES! (Not yet documented)
Also, come check out the server! It's open now, and shared on PMC!
Update #3 : 07/17/2013 12:59:58 pm7/17/13
Update #2 : 07/14/2013 11:49:48 am7/14/13
Note- I'm writing this as I've almost finished the update. So, I'll probably forget some stuff...
- Changed render system. RoadBlocks are now meta-based and use multiple textures, meaning a lot less IDs
- Changed Tile Entity pre-built stuff to not be pre-built (eg traffic lights, lamps) - There are now poles, so you can set the height.
- Added "40", "50", and "60" speed limit signs
- Step towards working traffic lights- you can now place in one of four colour combos. No redstone yet sorry.
- Fixed ramp model
- Fixed the de-render bug when the base block goes out of the FOV
- Fixed Kerb blocks. All kerbs now appear to be "crafted" correctly, with the kerb section actually being "seperate" via texture.
- Added a full-size Tarmac block as requested by someone
- Removed the "Slow" and "Stop". They will be replaced in the future.
- Collecting Tar gives you a bucket of water
- Tarmac Ramps, Street Signs & The road barrier don't have icon textures
- Traffic Lights all use the same icon
- Two of the Tarmac Ramps don't have textures when placed (Not sure what I should put on them to be honest!)
- No crafting recipes
- Ramps aren't functional (You can't actually walk up them yet)
- Some collision boxes are quite buggy, namely the barriers.
Planned Milestones for 0.5 (Beta) release:
- Add in all currently requested rendered blocks
- Fix up crafting
- Fix tar bucket bug
Update #1 : 07/02/2013 6:17:31 am7/02/13