Signalization on Attecan Roads

Signalization on Attecan Roads

§1. Preword

The purpose of road signalization is to guarantee easy and correct usage of roadways. A well designed system is easy to understand and to learn. Atteca’s road signage has undergone many updates since roads were first introduced in October of 2020. Now, as boats are taking the prominent role in short to medium distance travel, good signage is more important than ever. For this reason, Lprd245 & I are reforming the signage, based on the early 2022 reform.

§2. Typeface

The typeface used for all signs is the SNV (Schweizerische Normenverein) font. It features concise, modern and ledgible characters.

For signs where only numbers are displayed, a modified & custom version of the Swiss Licence Plate font is used.

§3. Units

Meters (= length of 1 block) are used for all distance measurements. This is because blocks have a major shortcoming, that is that the diagonal of the block is equal to sqrt(2) blocks. When using blocks (blk), the distance is counted as the amount of blocks (for example in building) needed to complete the distance. Therefore, depending on the direction, the actual objective length in meters (m) may be different.

§4. Colors

Colors are important in aiding the readablity of signs. Atteca adapts these 3 general, base color schemes:

Side Roads & General Signage : #fff, #000, #000

Main Roads : #33456A, #fff, #EC9E3C

Expressways : #0F3D21, #fff, #EC9E3C

§5. Directional Signs

An overview of directional signs in the following table.

§a. Side Roads§b. Main Roads§c. Expressways
§1. In/At Intersection
see “color coding” section

Standard intersection

Level seperated intersections

Splitting of Expressways


Expressway Exit
§2. Before Intersection
Variant 1

Variant 2

Variant 1

Variant 2

Splitting of Expressways

Expressway Exit
§3 .Intersection AnnouncementNot Applicable, use 2a Not Applicable, use 2b
Exit Announcement, usually 500m before
§4. Distance TablesNot Applicable

Other types of directional signs may be created if needed, but an effort should be made to stick to the conventions above.

§6. Color Coding

To simplify intersections inside of cities, a special color coding is used, whereby each possible direction (excluding U-Turns/turning around) is labled with a color.

Variant 1 (§1)Variant 2 (§2)
Arrow signs -> §6.1.a, §6.2.a, Before-intersection signs -> §6.1.b, §6.2.b

The bottom before-intersection signs, 6.1.b & 6.2.b, (replaces 5.2.a, variant 1 & 2) are not always used.

The arrow signs take the place of 5.1.a

Color coding can only be used on side roads.

§7. Warning & Information Signs

SignDescription & Usage
Speed Limits/Recommendations
The limit should be set so that it does not change very much. In a city, the base limit is 50 km/h, outside of a city it is 100 km/h, and on expressways it is 120 km/h.
Pedestrian Crossing
Usually accompanied by orange/white marking on the road.
Horse Traffic Crossing
Where horse and boat traffic is seperated and must cross, this sign indicates the crossing.
Bend in direction of arrow
Can be accompanied by yellow blocks on the side of the road.
Narrowing of road
Traffic merging from side
Other warning
Accompanied by sign explaining danger, usually construction
Traffic control light, arrows showing location of danger/warning
Traffic returns to two way after one way zone. Keep left.
Snow may cover roadway. Only used on blue ice paved roads.
Manditory usage of lighting, if player is using optifine
Lane usage indicators.
Green = Open
Yellow = Move in direction
Red X = Closed, do not use
Used often in tunnels to simplify driving lanes
Roundabout
Mandatory direction. Yellow/red chevron indicates road edge.
Give way to traffic on intersecting road.
End of restrictions. Overtaking & standard speed limit are permitted.
Parking area
Begin/End Expressway with at least 2 lanes per direction. Speed limit 120 km/h.
Begin/End Expressway with less than 2 lanes per direction or unsegregated directions. Speed limit 100 km/h.
Example of additional explination sign. Text should be in the local language, for general and multipurpose signs in english and german.

Overview on road markings & in-game objects coming soon.

Historic Taeko & Co Maps

Historic Taeko & Co Maps

As long as the server has existed, we’ve been mapping it. Since April 2020, the server has grown significantly, and the best way of seeing it is through the maps.

Here is a collection of every released and unreleased Taeko & Co Server Map.


April 2020 – The first map export of the server
May 5 2020 – The first dated & drawn map. Depicted is mostly roadway plans.
May 10 2020 – This is the first map to include Atami
25 June 2020 – Due to our minimap mod not supporting 1.16 at the time, this month’s release had to be using a seedmap screenshot.
~August 2020 – Seedmap also used here
In year 2020 – A planned transit network

September 2020


October 2020


Gap 2020/2021

Between October 2020 and April 2021 there is a gap, where I was not online for a while.


22 April 2021 – A city map of Atami
1 July 2021

19 September 2021


September 2021 – Present

In Mid-September 2021, we began experimenting with BlueMap and later Dynmap. While BlueMap was extremely detailed and featured impressive mapping abilites, it utimately ran too slowly, which lead us to implement Dynmap, the mod we still use today for the current, live map.

However, due to the recently formed City Council of Wengen (Wengener Stadtrat), drawn maps may become necessary again to accurately label streets and areas in the city. Detailed maps, like those on this page, will no longer be possible, because the country has grown so much in size. A possibility would be to divide the country into 4×4, so 16 theoretically different maps. Of course Atteca is much taller than it is wide, so only around 10 or so would be required.

TCSeasons Mod

TCSeasons Mod

# TCSeasonsMod
By Taeko, initially developed for the Taeko & Co Server.
Supports Fabric Servers, version 1.19.x
### I am aware that this mod uses overwrites and that this is bad practice. It (mostly) is not permanent ;)
## What is this mod?
Ever wanted to have that wintery feeling in Minecraft when it's cold out?
This mod changes the behavoir of weather events in Minecraft. It cycles through temperatures and weather based on the real world day of the year. Yes, other Fabric weather mods exist out there, but the beauty of
this one is that it is __*server side*__.
## How do I use the mod?
The mod is server side only! Just drop it into your server's mod folder (or your personal mod folder, if you're playing in singleplayer). Supports 1.19.x.
## Current Features
Based on the current day (out of 365) of the year, a Minecraft temperature is calculated (between 0 and 1, temps 1+ not used, with decimals) using a simple sine wave. This determines the precipitation and if ice or snow melts naturally outside. 
$$T=sin^2(\pi x a)$$
Additionally, the current downfall level is also dynamically calculated depending on the day:
$$H=0.75 sin^2(2 \pi x a) + 0.25$$
Where $x$ is the current day of the year and $a$ is the accelerator (not yet in use), see Control of Seasons.

<img width="395" alt="Screen Shot 2022-09-21 at 15 53 08" src="https://user-images.githubusercontent.com/46656618/191523692-3b4b3b8b-3b02-4242-a4a1-374be65b048d.png">
Blue function is the temperature, red function is the downfall. X-range 0-1, 1 being 365 days, 0 being 0 days. Y-range 0-1, temperature/downfall level.

## Current Mod "Vision"
The mod currently functions. However it is in development and is rough around the edges. Here are some features planned for the future:
### Spring (season 1)
All biomes take their standard (vanilla) characteristics for melting snow/ice. Depending on the progression through the season, the chance of snow or rain
falling will change. The snow will melt in warmer biomes but may stay in colder ones still. Snow always falls higher up in the mountains.
### Summer (season 2)
All biomes are hot. It will rain everywhere and the grass will appear a warm green. Any snow remaining from spring will melt.
### Fall (season 3)
The reverse of spring. As fall progresses, snow will become more probable, even in warmer biomes. At the end, snow will be all but certain everywhere.
### Winter (season 4)
It will snow everywhere, and ice/snow will not melt. Grass will take on a grayish-green color.
### Control of seasons
Seasons are controlled by the day of the year in real life. This means it will reflect the real meterologic current season (in the northern hemisphere).
The total amount of days in the cycle, 365, which begins roughly on the 1st of March, is divided into the 4 seasons, each lasting 91.25 days. 
A season accelerator function will be avaliable. This will multiply the days by a number (0≤x≤1, where 0 is a static season and 1 is 365 days) given by the user.
## Notable limitations
If you go out exploring, load new chunks, then leave and don't return for half a year, the season's attributes will only update once you return.
This is because the mod changes the biome's temperature. This means that if you go to a plains biome, for example, in winter, it will be automatically
snowy. Once you come back, in summer, for example, the snow will still be there, but will of course begin to melt instantly.