|
Alakaiser posted:This is literally the first code I've ever published - I'm not a coder by trade and am slowly building up knowledge based on what I learned from ZZT as a kid and some Javascript I picked up a few years ago. I just googled adfly - is that seriously a thing? I'm being facetious, because a lot of very good games in recent years have had colossal slapfights between modders. Hopefully this game avoids most of that because the Workshop should short circuit most of the normal whining, but who knows, maybe some sperg will show up who invents a completely new way to ruin everything they touch.
|
# ? Mar 18, 2015 18:02 |
|
|
# ? May 25, 2024 13:08 |
|
Yeah, the game needs graphs and displays for things like traffic that actually show problem areas.
|
# ? Mar 18, 2015 18:02 |
|
e: Anygoon can recommend a map sorta like this? I.e. an island with interesting terrain.
|
# ? Mar 18, 2015 18:04 |
|
MikeJF posted:Yeah, the game needs graphs and displays for things like traffic that actually show problem areas.
|
# ? Mar 18, 2015 18:05 |
|
PT6A posted:When people post pictures of cool looking cities, could they also attach a traffic map? I want to see just how good/terrible I'm doing in comparison. My first city, Firston (formerly Firstown), isn't doing too bad traffic wise. Except in the Industrial district and the bottom-most off-ramp in this picture. Not sure what to do about the offramp that doesn't involve building several ugly offramps. The frontage roads on the highway really helped congestion early on, but I wonder if I should be making them two-way instead of one-way.
|
# ? Mar 18, 2015 18:06 |
Well, looks like my city has a new traffic problem to contend with. When that boat down there wants to get to that harbor up there, there's apparently only one way for it to go. Right through the residential and industrial area. Then it pulls a nasty 90° drift to get into position and moves sideways into the harbor. Then it crashes through a bridge for good measure. Marvelous. Now I just have to figure out why half of my industrial area just died off for some reason.
|
|
# ? Mar 18, 2015 18:06 |
|
Galaga Galaxian posted:My first city, Firston (formerly Firstown), isn't doing too bad traffic wise. Except in the Industrial district and the bottom-most off-ramp in this picture. Not sure what to do about the offramp that doesn't involve building several ugly offramps. e. similar to this, but I like to do it with on ramps to make it even crazier http://steamcommunity.com/sharedfiles/filedetails/?id=407055883&searchtext=texas
|
# ? Mar 18, 2015 18:08 |
|
TheMcD posted:Now I just have to figure out why half of my industrial area just died off for some reason. Either help industry level up or kill some schools.
|
# ? Mar 18, 2015 18:08 |
|
Poil posted:Wouldn't it be a shame if someone were to download their mods and upload them to the workshop? Just saying. Does Steam give a gently caress about "copyright" on user created stuff? If not somebody please routinely upload all of their poo poo. If there's any username labels slapped all over it, please go Ebaumsworld on them and replace all of it with something different, and preferably obscene. I think I'll buy this game when I have some leftover money, or when it goes on sale, whichever comes first.
|
# ? Mar 18, 2015 18:09 |
|
zedprime posted:Frontage roads should be one way, but with u-turns preceding lighted intersections and following any exits from the highway. That will probably fix your broken traffic jams. Dumb question, but what do you mean by a u-turn? A way to get to the frontage road on the opposite side? [edit] Oh, a "Texas Turnaround" huh? I haven't seen these where I live in central California, despite plentiful frontage roads (ours are two-ways though). Neat! Its funny that lately I've been paying attention to freeway overpasses and interchanges while on the road. It helps that my job involves a lot of driving. Galaga Galaxian fucked around with this message at 18:15 on Mar 18, 2015 |
# ? Mar 18, 2015 18:10 |
|
Is there a way to have custom tiles (e.g. parks) actually show an image in the scroll menu rather than the generic icon for mod objects? I've downloaded several new parks (love the little 1x1 tiles) and its getting annoying mousing over and guessing which is which without a visual cue.
Haeleus fucked around with this message at 18:30 on Mar 18, 2015 |
# ? Mar 18, 2015 18:16 |
|
Galaga Galaxian posted:Dumb question, but what do you mean by a u-turn? A way to get to the frontage road on the opposite side? My first intersection asset on the workshop was a Texas U-Turn. They are very useful.
|
# ? Mar 18, 2015 18:20 |
|
Galaga Galaxian posted:Dumb question, but what do you mean by a u-turn? A way to get to the frontage road on the opposite side? There's also plenty of room for two-way frontage roads that basically serve as the residential and commercial arms of the highway, but probably not near concentrated industrial areas in this game. e. a good next step in the more concrete more faster philosophy is to connect those 2 lane side roads you have industry on directly to the frontage road. zedprime fucked around with this message at 18:25 on Mar 18, 2015 |
# ? Mar 18, 2015 18:21 |
|
Alakaiser posted:Oh hey! One of my mods got put on TotallyMoo's mod collection thing. Truly, I have made it with my code template and three lines of original code. I'm surprised no one's caught that from my screenshots/gifs/video I'm still using the same exact monitors I've had since 2006. They still work and I'm too cheap to buy a new one. Haeleus posted:Is there a way to have custom tiles (e.g. parks) actually show an image in the scroll menu rather than the generic icon for mod objects? I've downloaded several new parks (love the little 1x1 tiles) and its getting annoying mousing over and guessing which is which without a visual queue. Not presently
|
# ? Mar 18, 2015 18:22 |
|
CO needs to not only fix the icon problem but allow us to create sub-menus and poo poo to organize things better.
|
# ? Mar 18, 2015 18:25 |
|
cthulhoo posted:I'm sure they'll find a way to somehow add dependencies into equation. One of them reposted the Los Santos save and that has a dependency of using another mod, so they're sorta already on their way. Poizen Jam posted:I'm just conflicted because they have a Los Pollos Hermanos and a bunch of NY style W2W tenements created and I don't want to legitimize that wretched community's approach to Cities. Poil posted:Wouldn't it be a shame if someone were to download their mods and upload them to the workshop? Just saying. Seeing as how Simtropolis has the Extended Road Upgrade mod on it with a link back to the original workshop page I don't really see why someone couldn't just grab them, put them on the workshop, and link back to the Simtropolis page in the description. Or don't do that last part because gently caress them. Edit: Searching "pollos" on the CSL Workshop brought up 5 items: 2 signs and 3 restaurants, 1 is literally the one from Simtropolis, with no credit for Simtropolis, but it might be the same guy. I think the other ones might look better though. Brightman fucked around with this message at 18:31 on Mar 18, 2015 |
# ? Mar 18, 2015 18:26 |
|
At the very least, some kind of rhyme or reason for how saves and items are ordered would be nice. Maybe I'm not catching it, but it just seems to put things in whatever order it feels like based on the wind direction at the moment.
|
# ? Mar 18, 2015 18:28 |
|
You know the trident intersection from earlier? I made a Devil's Trident for merging inward:
|
# ? Mar 18, 2015 18:30 |
|
Brightman posted:One of them reposted the Los Santos save and that has a dependency of using another mod, so they're sorta already on their way. Just dipping my toes in that forum and I see people asking for the mods/assets to be stripped from steam and posted on their site because they don't want to use steam --- ?
|
# ? Mar 18, 2015 18:30 |
|
I wish I was more creative with layouts. All my cities end up being some version of Waffleopolis.
|
# ? Mar 18, 2015 18:30 |
|
Have any of you traffic scientists been able to make note of all the things pedestrians can route through? I know they'll traverse sidewalks, crosswalks, and pedestrian paths. Will they cut through parks and the parking lot parts of buildings, too? I'm trying to figure out how many of my paths, if any, are superfluous.
|
# ? Mar 18, 2015 18:31 |
|
Slickdrac posted:At the very least, some kind of rhyme or reason for how saves and items are ordered would be nice. Maybe I'm not catching it, but it just seems to put things in whatever order it feels like based on the wind direction at the moment. Canuck-Errant posted:You know the trident intersection from earlier?
|
# ? Mar 18, 2015 18:32 |
|
Not sure if it's been posted but someone claiming they're a traffic engineer wrote a whole bunch of words about handling traffic.
|
# ? Mar 18, 2015 18:37 |
|
deadly_pudding posted:Have any of you traffic scientists been able to make note of all the things pedestrians can route through? I know they'll traverse sidewalks, crosswalks, and pedestrian paths. Will they cut through parks and the parking lot parts of buildings, too? I'm trying to figure out how many of my paths, if any, are superfluous. They will only walk on things that are able to connect to the sidewalk textures. Some of the parks are well designed and have built-in paths that extend to the edges, but most parks cims will NOT walk through because the jerks who designed them made them dead-ends. Most of the paved squares look as if a cim could walk through but they can't because there are no actual "paths" included. What we need is an invisible path tool in the lot editor that provides path routes without actually laying down a path so cims can actually cut through squares or between buildings.
|
# ? Mar 18, 2015 18:39 |
|
Kanfy posted:Not sure if it's been posted but someone claiming they're a traffic engineer wrote a whole bunch of words about handling traffic. A little mascot like a Clippy made out of roads would make a good companion for Chirpy too.
|
# ? Mar 18, 2015 18:47 |
|
Most likely the people advocating for mods posted off the workshop are pirating the game. You see a few in the comments for popular mods begging for it to be uploaded elsewhere, and if you check their profile they seem to be missing a pertinent game.
|
# ? Mar 18, 2015 18:48 |
|
zedprime posted:I think I figured out the arcane currents organizing saves, or as close as any mortal can. They are listed alphabetically, then at the end chronologically listed are any made in the current game session. Either my game or computer doesn't know the alphabet then (or mods broke something), because "testcity" is above all my quicksaves at the top of the list, and "newsave" is towards the bottom below the quicksaves, and it's not reverse alphabet since "bigcity" is at the top just below "testcity" And my assets have no order at all, though maybe it's basing off the savefile name, not the asset name in the quickbar, but I haven't looked closely at specifically what I named saves as.
|
# ? Mar 18, 2015 18:49 |
|
meatsaw posted:Just dipping my toes in that forum and I see people asking for the mods/assets to be stripped from steam and posted on their site because they don't want to use steam --- ? I think everyone, myself included, is angry with them for being rear end-hats for the better part of the last decade regarding sim city 4 mods and poo poo. Looking around on the workshop it looks like most of the stuff they've made is on there or another version of the thing is on there. So while their argument is valid, they're dicks, except the ones that are cross-posting on both sites, they're doing it right I guess.
|
# ? Mar 18, 2015 18:49 |
|
Not having commercial because of no demand is a bit silly. Now my industrial is dying too - they don't have raw materials to manufacture stuff. They keep closing, abandoning, and reopening. I don't wan to to go full office. I have done nothing to my routes, I have two train depots, lots of outside connections and no congestion. I don't produce wood or food myself - I've tried to, but my city area is not really good for that. The game is very bad at telling the player what is the problem and what steps the player should consider taking to fix the problem. This is killing my will to play the game at all
|
# ? Mar 18, 2015 18:50 |
|
Ihmemies posted:Not having commercial because of no demand is a bit silly. Now my industrial is dying too - they don't have raw materials to manufacture stuff. They keep closing, abandoning, and reopening. I don't wan to to go full office. I have done nothing to my routes, I have two train depots, lots of outside connections and no congestion. I don't produce wood or food myself - I've tried to, but my city area is not really good for that. Do they not have raw materials or do they not have customers to sell to? I think you can only export so many goods, eventually the outside world doesn't want your stuff. I try to only make as many goods as my local commercial needs plus a little extra for export.
|
# ? Mar 18, 2015 18:56 |
|
BobTheJanitor posted:Most likely the people advocating for mods posted off the workshop are pirating the game. You see a few in the comments for popular mods begging for it to be uploaded elsewhere, and if you check their profile they seem to be missing a pertinent game. The first Google result for "cities skylines spui" is a torrent site.
|
# ? Mar 18, 2015 18:59 |
|
Ihmemies posted:Not having commercial because of no demand is a bit silly. Now my industrial is dying too - they don't have raw materials to manufacture stuff. They keep closing, abandoning, and reopening. I don't wan to to go full office. I have done nothing to my routes, I have two train depots, lots of outside connections and no congestion. I don't produce wood or food myself - I've tried to, but my city area is not really good for that. Get the commercial fix mod. It takes 5 seconds and fixes it.
|
# ? Mar 18, 2015 19:04 |
|
Has anyone started any university mods that make building an extensive campus possible/interesting?
|
# ? Mar 18, 2015 19:05 |
|
Mods I wish someone would make: • Snap roads to 45° angles in addition to 90° • Roads show their grid next to the brush before you start drawing a road • Night cycle. That was probably the best part of the last SimCity.
|
# ? Mar 18, 2015 19:07 |
|
kedo posted:Mods I wish someone would make: A 'road' that leaves behind its tick marks and shows angle values. Basically a drawing guild line.
|
# ? Mar 18, 2015 19:12 |
|
bitcoin bastard posted:The first Google result for "cities skylines spui" is a torrent site. Simtropolis for me. I'm not a dirty pirate unlike ~some people~ and Google knows and respects that.
|
# ? Mar 18, 2015 19:16 |
|
The Mantis posted:Get the commercial fix mod. It takes 5 seconds and fixes it. I guess I need to try it out and hope it doesn't screw anything up. The factories say that they can't get enough materials:
|
# ? Mar 18, 2015 19:22 |
|
I got the mod that deletes vacants and torched buildings. Decided I am going to leave my computer on all day with the game running. Will be interesting how things look like when I get back. Maybe nothing bad will happen, maybe my city will be a complete mess? Here is what it looks like. Should be back in 5 hours so who knows what it will look like.
|
# ? Mar 18, 2015 19:23 |
|
BobTheJanitor posted:Most likely the people advocating for mods posted off the workshop are pirating the game. You see a few in the comments for popular mods begging for it to be uploaded elsewhere, and if you check their profile they seem to be missing a pertinent game. The best is when the mod makers respond to that comments saying "Why don't you upload it somewhere else?" by saying "Why don't you buy the game?"
|
# ? Mar 18, 2015 19:27 |
|
|
# ? May 25, 2024 13:08 |
|
Slime Bro Helpdesk posted:Basically a drawing guild line. A planning tool (a la Prison Architect or Rimworld) would be awesome.
|
# ? Mar 18, 2015 19:29 |