Roadworks add immersive, American-style traffic management features to Minecraft. It is currently in beta, so please expect some bugs! Currently, the mod adds markings, cones, signals, bollards, and signs, though more may come in the future.
Controllable via a Traffic Controller and can be connected to one with a linker. Signals connected to a traffic controller can be controlled via a ComputerCraft computer, wrapped as a peripheral.
Posts connect when placed next to each other. They can connect to signals and signs.
Signs can be placed onto posts, or onto walls. Many are currently included, but there will hopefully be even more in the future.
Most that extend over a whole block will connect to a filler is placed in the correct way. Hopefully it's pretty easy to understand.
Pretty simple. Kinda neat.
This will be improved in the future and moved to a wiki page.
getSignalType(id: int): string?
Gets the type of signal ID. Will be one of:
three_head
three_head_left
three_head_right
three_head_straight
five_head_left
five_head_right
getSignals(): table
Gets all signals connected to this controller. This returns an array of dictionaries containing the signal ID and the signal's type.
getSignalsOfType(type: string): table
Returns an array of IDs which have the specified type. See getSignalType
for available types.
hasId(id: int): boolean
Returns true if the traffic cabinet has the specified id.
hasLight(type: string, light: string): boolean
Returns true if the specified type has the specified light.
setThreeHead(id: int, red: boolean, yellow: boolean: green: boolean): boolean
Sets the specified three-head signal of ID to the specified values.
setFiveHead(id: int, red: boolean, yellowLeft: boolean: greenLeft: boolean, yellowRight: boolean, greenRight: boolean): boolean
Sets the specified five-head signal of ID to the specified values.
Stashed changes If you find a bug or have a feature request, please make an issue. PR's, as always, are accepted and appreciated. PR's will not be accepted if they produce bugs or add additional dependencies.