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[Forge][1.6.4] FlenixRoads - Add some awesome roads to your city!

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Silvania Studios
Level 71 : Legendary Modder
Flenix_Roadspng






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:
cfbebjpg

A city crossroads:
cfjpg

Road-side parking outside a train station:
cfbjpg
The car is fromFlan's Mod

More Pictures
The same dual carriageway, at night! (Lights and Cats Eye's work)
cfbejpg

The below are older pictures, from when I first made the mod.
An example, basic road!
bffbjpg

A shot showing the kerb. The roads are 7/8ths the standard height of a block, so any other block is slightly higher.
bfdccdcjpg



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!

Planned Features
Here is everything I intend to add right now. Missing something you'd like? Suggest it!
- Street Signs. Speed limits, directions, maybe even writable street name signs!
- Lighting. Street lights, Cats Eyes, Lit up Bollards etcdone!
- 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
- Other things to decorate your city with! Now done in my FlenixCities mod instead!
- Better textures!optional texture pack available!

Downloads
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 nicesmilepngYou 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.

License
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:

http://adf.ly/UrJUF


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 ;)

FAQ/Common Errors:
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...

Installation
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!

Y2b1ed8easI

Contact Me:
If you want to get in touch for any reason, there's plenty of ways you can do it!
Comment here,
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.


Official Server
I have an official server for my mods! It's creative, come build!
http://www.planetminecraft.com/server/flenixs-mod-server-forge-modpack-included/




















Follow me:




silvaniapngfacebookpngtwitterpnggithubpng


Donate:
Really like the mod? I need to get a new monitor to increase my productivity!
btn_donateCC_LGgif

Current Donators:
BioFusionz: $110
shobu9: $100
Progress: 70% Complete
Game Version:Minecraft 1.6.4
Tags:Aesthetic
Credit:All the guys on #MinecraftForgeTutorials and the Forge forums for their help!

More Mods by Silvania StudiosView All

Update #22 : 07/12/2014 5:10:07 pm7/12/14

Please go and read this post regarding a TOTAL recode!
http://www.planetminecraft.com/forums/flenixroads-total-recode-for-t416714.html

Update #21 : 02/16/2014 5:10:12 pm2/16/14

Due to popular demand, you will now get 4 concrete from the crafting recipe instead of 1.
Enjoy!

Update #20 : 01/13/2014 6:04:24 pm1/13/14

Fixed crash with traffic light placements

Update #19 : 01/02/2014 6:17:38 pm1/02/14

Controversially weaponized against Technic.

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

"Fixed" tar.
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"

Enjoy!

Update #17 : 12/25/2013 8:12:04 pm12/25/13

Fixed a few things in preperation for the Redstone release, and began working on another much awesomer secret thing to be included in that release.

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

Minor bugfix due to the previous code cleanup. Hopefully this is the final update before the redstone release!

Update #15 : 10/21/2013 8:10:28 am10/21/13

- Fixed the graphical bug with Arrow blocks
- 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

Fixed a very minor crashing bug. Happened very rarely so probably wont affect many people, but worth updating if you experience any crashes!

Update #13 : 10/04/2013 11:51:46 am10/04/13

Added internal ban system.
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:
mister__wolters
1victor2000
sophie_sushi
sephiroku

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

Released a 1.6.4 pre-release. Should all work fine but make sure you back up before using it!

Update #11 : 09/26/2013 6:06:15 pm9/26/13

This mod got featured in the AtlanticCraft review of my mods! Woo!
http://youtu.be/oWem-8IACrw

Update #10 : 09/24/2013 6:57:32 pm9/24/13

Fixed a bug with the generic blocks letting light pass through. You should also be able to place non-solid blocks on them now (eg torches, redstone, rails and so on)

Update #9 : 09/11/2013 3:49:29 am9/11/13

Minor update, still considering it PR5:
- 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

PRE-RELEASE 5!
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

Quick hotfix- fixed crashing bug when using the shortest of the ramps.

Update #6 : 08/30/2013 1:19:15 pm8/30/13

0.5.0 PRE-RELEASE 4:

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

0.5.0 PRE-RELEASE 3!

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

0.5.0 PRE-RELEASE!

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)

fbjpg

Also, come check out the server! It's open now, and shared on PMC!
http://www.planetminecraft.com/server/flenixs-mod-server-forge-modpack-included/

Update #3 : 07/17/2013 12:59:58 pm7/17/13

Added Dirt roads, as per requested!
ebcdbjpg

Update #2 : 07/14/2013 11:49:48 am7/14/13

Changelog:
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.

Known Bugs:
- 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

0.3.4 - Minor changes. Final release for 1.5.2, contains some incomplete features.

Comments :

Join us to post comments.

1 - 50 of 193

superdeathfall
Level 22
Expert Pixel Painter
October 18, 2014, 4:55 pm

can you please update this mod to 1.7.10 / 1.8? that would be great! *slams the door when walks out*

Bigolbeard
Level 1
New Miner
August 21, 2014, 12:12 am

Suggestion if you dont mind. a rail road crossing signal and sign and if possible it could go ding ding ding ding and flash two red lights back and forth. Thank You and love your work.

idontmindstarwars
Level 13
Journeyman Artist
August 19, 2014, 8:40 pm

Could you help me with this? Your FlenixCities Mod won't work for me:
---- Minecraft Crash Report ----
// This doesn't make any sense!

Time: 8/20/14 12:36 AM
Description: Initializing game

java.lang.NoClassDefFoundError: co/uk/silvania/cities/GuiHandler
at co.uk.silvania.cities.largebuildings.FlenixCities_LargeBuildings.(FlenixCities_LargeBuildings.java:33)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: co.uk.silvania.cities.GuiHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.Error: Transformer received no class data for co.uk.silvania.cities.GuiHandler:co.uk.silvania.cities.GuiHandler! This class probably doesn't exist on the server!
at cuchaz.ships.asm.CoreModTransformer.transform(CoreModTransformer.java:32)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 38 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
at co.uk.silvania.cities.largebuildings.FlenixCities_LargeBuildings.(FlenixCities_LargeBuildings.java:33)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)

-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 105011128 bytes (100 MB) / 231510016 bytes (220 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 13 mods loaded, 13 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
cuchaz.ships{0.9 BETA} [Ships Mod] (shipsMod-v0.9.beta.jar) Unloaded->Constructed
DamageIndicatorsMod{2.9.1.1} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.1.zip) Unloaded->Constructed
ccm{1.1} [MrCrayfish's Construction Mod] (ConstructionModv1.1-beta-build2(1.6.4).zip) Unloaded->Constructed
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4 (3).zip) Unloaded->Constructed
elevators{1.6.4.B} [Elevator Mod] (Elevators 1.6.4-C.zip) Unloaded->Constructed
FGM{3.0.0} [Ferullo's Gun Mod] (FGM3 BETA_1.zip) Unloaded->Constructed
FireEmblemCraft{1.6.4} [Fire Emblem Craft By KelcoK22] (fireemblemcraft_1.6.4.zip) Unloaded->Constructed
FlansMod{4.1.1} [Flans Mod] (FlansMod-4.1.1.jar) Unloaded->Constructed
flenixcities{0.8.9} [FlenixCities] (FlenixCitiesCore_0.8.9.jar) Unloaded->Constructed
fc_largebuildings{0.2.0} [FlenixCities LargeBuildings] (FlenixCitiesLargeBuildings_0.2.0.jar) Unloaded
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: ATI Radeon HD 4300/4500 Series GL version 3.3.11672 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

Bigolbeard
Level 1
New Miner
August 21, 2014, 7:52 am

I had the same problem with buildings i think, i uninstalled buildings and it worked fine.

idontmindstarwars
Level 13
Journeyman Artist
August 21, 2014, 8:23 am

I tried it, it didn't work...

Bigolbeard
Level 1
New Miner
August 21, 2014, 7:30 pm

oh -_-

idontmindstarwars
Level 13
Journeyman Artist
August 25, 2014, 9:55 am

Hey, I gave up trying to get those two mods. I wanted to get Flenixfood, and I got the core, but it says I didn't! Help me please?

Silvania Studios
Level 71
Legendary Modder
August 19, 2014, 11:55 pm

1. Wrong mod, this is FlenixRoads.
2. Use pastebin.
3. Try updating all modules.

idontmindstarwars
Level 13
Journeyman Artist
August 20, 2014, 2:20 am

1. I know it's a different mod, I said tat atthe top......
2. What is pastebin?
3. I only had one mod in need of updates, and I got rid of t, so.....

Silvania Studios
Level 71
Legendary Modder
August 20, 2014, 9:43 am

1. Doesn't change anything. This is FlenixRoads, post issues with FlenixCities on the FlenixCities post... it's just logical o.o
2. pastebin.com
3. If you update FlenixCitiesCore, you need to update the modules too. Like I said, update those and it will fix the issue. FCLB had a version rollback so even if you have a higher version, redownload it anyway.

idontmindstarwars
Level 13
Journeyman Artist
August 20, 2014, 5:02 pm

1. Isn't this part of FlenixCities?
2. What is that used for?
3. I did, it still didn't work...

freddsche
Level 1
New Miner
August 15, 2014, 9:57 pm

Awesome what FR will be capable of, once it is transferred/rewritten to the 1.7 versions!

TheCraftKid
Level 21
Expert Architect
July 15, 2014, 11:29 pm

sine your one of the few modder im aware of thats even doing a topic similar to what im interested in.
by chance can you help me with a Fallout Server im making.
we have our own website but we Need Plugin Dev's

Silvania Studios
Level 71
Legendary Modder
July 16, 2014, 8:52 am

Sorry, not interested in doing plugins.

TheCraftKid
Level 21
Expert Architect
July 16, 2014, 3:29 pm

even if i paid u? ;-;
nah its okay.
sorry to bug you about it figured was worth askin :)

geofferyb
Level 1
New Miner
July 5, 2014, 3:56 pm

are you going to add cars into the mod

Demonslayer33
Level 1
New Geek
June 29, 2014, 5:19 pm

i have come across a weird error when starting the game with the 1.6.4 version installed 

"Forge Mod Loader has found a problem with your minecraft installation
                 The mods and versions listed below could not be found

                                                      flenixcities : any

        The file 'ForgeModLoader-client-0.log' contains more information"


How do i fix this error?

Silvania Studios
Level 71
Legendary Modder
June 29, 2014, 11:36 pm

Not sure which part is confusing for you, it says the mod requires flenixcities to use, which it does :P

Demonslayer33
Level 1
New Geek
June 30, 2014, 8:20 am

sorry i didnt see anywhereon the page that i had to have flenix cities as well

[]Edge_Gaming[]
Level 1
New Crafter
June 18, 2014, 8:21 pm

Hey Silvania Studios,
How do I use the Traffic Lights? I have no idea how to get them to light up?
Plz respond.
Edge

freddsche
Level 1
New Miner
May 18, 2014, 3:55 pm

I would like to see some blocks for diagonal roads, markings and pavements and maybe onramp road tiles 1/8 too :)

freddsche
Level 1
New Miner
May 18, 2014, 3:52 pm

Flenix, when will you update to 1.7...? Love your streets and blocks and everything!

Silvania Studios
Level 71
Legendary Modder
May 18, 2014, 3:54 pm

When my mods are considered "stable" by me, I'll update them. It's a simple case of trying to find the time right now I'm afraid... all I need is 2-3 clear days and I can pump this out, but its finding those days =/

chimestone214
Level 3
Apprentice Miner
April 14, 2014, 3:35 pm

it can be used in survival mode too?
how can i craft it?

Silvania Studios
Level 71
Legendary Modder
April 15, 2014, 2:35 am

Yes; you need to generate some new chunks to get Tar and Limestone though.
I suggest using NEI :)

kroton
Level 1
New Miner
March 23, 2014, 5:41 am

can i have permission to a mod pack for your mod...
its free modpack and i will donate to you please

kroton
Level 1
New Miner
March 23, 2014, 9:27 pm

im a kid 11 yours old and i wonna create a new modpack with everything that players dream on and first its will be a server and its will be free and i really love your mod and i wonna add it to the game and i will give you cradit

Silvania Studios
Level 71
Legendary Modder
March 23, 2014, 1:38 pm

I need more info on the pack, but a donation is always a guarenteed acceptance :)

Jt6601Man
Level 11
Journeyman Taco
March 23, 2014, 5:27 am

Can I get a recipie list for the road painter? If all of the roads are not done i understand but i just want to know all the recipies. Thanks!

Silvania Studios
Level 71
Legendary Modder
March 23, 2014, 1:37 pm

I did have a list on MC forums, but it broke. I'll try and get a new one sorted out :)

If you understand very basic code, the mod is open-source, just look in the road painter's recipe file and it should be pretty easy to follow. Even if you know no java, it's very easy.

It's written in something a little like algebra, so it will state "y = yellow paint, r = road", then "yyryy" would be 4 yellow paints and a road in the middle.

danny3157
Level 11
Journeyman Architect
March 14, 2014, 2:36 am

ROADS Where are they? i cant get the new update

Silvania Studios
Level 71
Legendary Modder
March 14, 2014, 6:11 am

Works absolutely fine for me? What do you mean you can't get it?

danny3157
Level 11
Journeyman Architect
March 15, 2014, 3:45 am

Soooo sorry! the download link started glitching out for me! It works fine now :D Great mod!!!!

Silvania Studios
Level 71
Legendary Modder
March 15, 2014, 8:55 am

Aah, all good. Enjoy!

yourock17
Level 8
Apprentice Miner
February 25, 2014, 6:56 pm

how do you use dirt roads?

Silvania Studios
Level 71
Legendary Modder
February 25, 2014, 11:08 pm

What do you mean "use"? They're blocks, you place 'em... :P

Gamercube11
Level 8
Apprentice Architect
February 21, 2014, 10:51 am

can't wait for 1.7 version (no pressure) :)

lolo64
Level 14
Journeyman Unicorn
January 17, 2014, 12:42 pm

Can i use this in my modpack?

Silvania Studios
Level 71
Legendary Modder
January 19, 2014, 11:19 am

Gonna need a bit more info...
Firstly, public or private?

lolo64
Level 14
Journeyman Unicorn
February 8, 2014, 1:07 pm

Public

Silvania Studios
Level 71
Legendary Modder
February 9, 2014, 9:30 pm

Alright, do you have your own website?

lolo64
Level 14
Journeyman Unicorn
February 15, 2014, 12:44 am

For the beginning part of the creating of the modpack i wanna focus on the mods, when that's done. I make a website

Silvania Studios
Level 71
Legendary Modder
February 15, 2014, 12:00 pm

Alright, for public modpacks I require you have a website; you can include my mod when you have the website up.

Paril
Developer
Level 70
Legendary Scapegoat
February 19, 2014, 5:07 pm

Fixed your title concern.

eeeh_macarena
Level 1
New Miner
January 2, 2014, 3:12 pm

Hi

I'm a fan of your excellent mods.
I want to suggest an idea. Maybe you want do a module with curved roads.
It will be great if the blocks can be used with carpenter´s collapside block (curved ramps) and will be wanderful if there are curved roads with different radius.

Thank you so much !

http://www.thing22.webnode.es/fotogaleria/

Silvania Studios
Level 71
Legendary Modder
January 3, 2014, 12:25 am

It's something I've considered before and never been that interested by, but your renders on there certainly changed my mind - they look really good!

I'll try and get curved roads in the next update

Hillareeliz
Level 1
New Miner
November 30, 2013, 2:40 pm

you should seriously add some cars, cause its weird to have a mod that lets you have driving stuff and have not one single and have it capable with Forge 1.6.4

Stickyman10
Level 28
Expert Artist
November 8, 2013, 11:36 am

Kept this on my mind ill add support when i get rid of placeholder texture in my pack if i dom can i hyave a link on the page

Aeidosdoesminecraft
Level 12
Journeyman Pokemon
November 7, 2013, 10:20 am

Great mod! Built a city and road system in less than 2 hours.
+Diamond

Can't wait for future updates.

Silvania Studios
Level 71
Legendary Modder
November 8, 2013, 12:47 am

I'd love to see a screenshot!

BoxedStewie
Level 2
Apprentice Warrior
October 30, 2013, 1:50 pm

when will you install this for 1.7.2

Silvania Studios
Level 71
Legendary Modder
October 30, 2013, 3:28 pm

Sometime after the following two things happen;
1. Forge updates (ETA 4 weeks, can't do antyting before that)
2. You learn some patience.

BoxedStewie
Level 2
Apprentice Warrior
October 31, 2013, 11:23 am

i have patience i was just wondering

flea1324
Level 17
Journeyman Nerd
October 16, 2013, 3:27 am

How i can install remula? If i want join on the server,there comes the message: following mods need: remula: 0.0.6. But i packed this into the mods folder..

Meepler1_MrYo
Level 3
Apprentice Architect
October 10, 2013, 2:43 pm

You guys should add American roads/road styles and signs

Silvania Studios
Level 71
Legendary Modder
October 10, 2013, 3:12 pm

What do you mean by american roads? Are roads over there bright yellow or something? :P

Signs I'm planning to make relatively neutral.

Meepler1_MrYo
Level 3
Apprentice Architect
October 11, 2013, 3:11 am

Well, instead of white lines down the middle, it can be a dashed single yellow line, or a double yellow line.

Silvania Studios
Level 71
Legendary Modder
October 11, 2013, 3:35 am

You build the roads however you want to. I just made this as an example with a slightly-outdated version (the one on my survival server) to show you :P
http://img.ctrlv.in/img/5257e22be858d.jpg

Meepler1_MrYo
Level 3
Apprentice Architect
October 11, 2013, 12:31 pm

Awesome! The final idea I have is to make railroad crossings (level crossings) so you can have your streets intersect with the tracks with out making bridges.

thingy-rock
Level 3
Apprentice Miner
October 15, 2013, 5:51 pm

this is the most pathetic argument ever JUST DEAL WITH THE ROADS YOU GOT BECAUSE THIS IS HOW ROADS LOOK YUH DONK

Meepler1_MrYo
Level 3
Apprentice Architect
November 2, 2013, 4:56 am

Well, "thingy-rock", why don't you calm the heck down

Silvania Studios
Level 71
Legendary Modder
November 5, 2013, 2:22 am

Ignore him. He's butthurt coz he argued with me, made a fool of himself and I blacklisted him from the mods for it lol

thingy-rock
Level 3
Apprentice Miner
November 3, 2013, 3:36 pm

I am calm and you need deal with it and don't start an argument

thorin234
Level 37
Artisan Soldier
October 5, 2013, 8:34 am

Loving the models! Good work!

bigredmonkey
Level 1
New Miner
October 4, 2013, 3:14 pm

hey can you add sidewalk stairs like have all the curbed (small corner curbed stairs, curbed stairs, etc.) So that way people can just walk instead of having to jump

Silvania Studios
Level 71
Legendary Modder
October 5, 2013, 3:31 am

I'm planning to add ramps like the road ramps after I get those properly working. How does that sound?

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