File Details
Furenikus_Roads-1.2.2.jar
- R
- May 4, 2023
- 2.72 MB
- 15.4K
- 1.12.2
- Forge
File Name
Furenikus_Roads-1.2.2.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
Roads 1.2 changelog
Diagonal Roads
Everyone asked for it, it's a popular feature and got bumped up ahead of signs. Other mods can already do signs, so it makes sense!
Diagonal roads are standard blocks which are split into two halves. They will take the texture and height of the blocks directly to their left and right, rendering both with a division in the middle. They do this without any tile entities or fancy, expensiver rendering, so should be very good for performance! The initial design was to, for example, place tarmac and a sidewalk on the sides and have this act as a block between, but they evolved and will work with any solid block, plus some fluids and air. I see these having a lot of decorative uses beyond just roads!
Custom paint system
No one asked for it, but it's here anyway. You can now create custom paints using just a .json file; no code required! Custom paints are registered with the paint gun in a category of your choice; including making your own categories. In addition, I've made a custom paint editor, so you can draw your paints on a website and download a file! Check it out here: http://fureniku.com/roads/editor/ - there are more details on how to use it in the main post!
Paint rendering overhaul
Theoretically, you should notice absolutely no difference* when playing the game. Paint now reconfigures itself on initial render based on its surroundings, allowing lines to connect and things - just like what already happened. The difference here is I'm no longer using blockstates for this. Blockstates are clever; they automatically generate all the models needed before the game loads and saves them into memory. But sometimes they're not clever, and they generate a lot of models that wouldn't actually ever exist, and they waste a lot of memory as a result of that. This was especially a big problem for Roads, because some paints (looking at you, side lines) were generating thousands of models that wouldn't ever exist in a real game world. This was making startup take a long time, and causing the mod to use a lot of RAM. This change fixes that, so the game should now start faster and be more performant on low end machines.
TL;DR i made the mod load faster
Paint Gun Rework
The paint gun has been redesigned to be more robust, reliable, future-proof and generally nicer. The GUI has been completely revamped to have scrolling windows, allowing a theroetically infinite number of icons to be displayed. It can also allow for new categories of paint on the left, as part of the custom paint system.
Smaller Fixes
- Road block fine was showing the wrong texture for the full-size block
- Kerbs/Curbs were not always connecting to the correct topside block
1.2.1:
- Fixed a couple of incorrectly scaled internal paints
- Added a tooltip prompt to diagonal roads to make usage clearer
- Removed some debug lines spamming on startup
1.2.2:
- Fixed an incompatability with foamfix causing a crash
- Fixed another incompatability with foamfix causing item quads to double render
- Curbs/Kerbs now corrrectly reposition when there's a non-solid block on the sidewalk next to them
- Curbs/Kerbs now have bounding boxes that are much easier to hit
- Blue reflectors now have textures
- Yellow & Red chevron connecting textures now correctly pull their coloured texture instead of white
- Fixed some paints missing name localisations on en_us
- Fixed combustion based machines not requiring fuel and processing instantly
CAVEATS:
- There might be a slight performance issue in the Creative menu tab when viewing custom paints. Please let me know if this is in any way an issue; I attempted to get my beta testers to give me results on how much of an impact this had but no one responded :( so I don't know how much of an impact it has on lower end PCs.
- Custom paints displayed on the paint gun's display will have a darker texture than internal/included paints
- Some paints in the paint gun are displaying their world textured variant instead of a clean variant. These are the paints that still use the blockstate system; it wasn't worth the time to convert them over to the new system due to how these specific paints work. You'll notice no difference in-world.
- *A few paints may now connect slightly differently. Please review your world and fix as appropriate. All lines have a "static" and "connecting" variant, so switch to the static if needed.

