Dynamic Sign

Seemingly endless... ultra cool!

The signs in Thingamajigs 1 were all blocks. With Dynamic Signs, you only need one block to unlock them all.

How is this possible? Simply by adding the world of data-driven features to signs!

Using datapacks, you can create new signs for Long Roads. Add stop signs, toll signs, possibly even add new vertical redstone signs! The possibilities are endless!

If you think this is too good to be true, and some weird system was implemented, nope! Fully dynamic signs. See the GUI interface preview below:

Note that this is only finished for now. More polishing should be done to make it look better.

At the top left you have the name of this screen; Nice. Next, you should see a grayish, black, texture looking thing in the middle top. That is the texture preview, and it shows you exactly what you picked from a list of signs (discussed a little bit after this sentence). The rotation buttons are below the texture preview, and they update the dynamic rotation of the model for the sign. Under that to the left, the SignType identifier is displayed. And to the right below the rotation buttons is the SignType selection menu (with a scrollbar). It works exactly like it appears; just click on a sign you like and it will automatically update the sign to use that SignType (which has it's own fun stuff too). Finally, at the bottom left-ish under the SignType identifier is the Round Rotation button. This button rounds the value of the rotation to the nearest whole one (for those cases the rotation isn't exactly what you wanted).

SignTypes and how they work as registries are discussed in the next section of Long Roads documentation.

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