|
Zero One posted:And I traffic tip I found: No not build offramps on the left side of the highway. Not only is it bad practice in real life but if you do it in game it will cause huge backups because the cars can't handle merging like that.
|
# ? Mar 22, 2015 15:34 |
|
|
# ? May 25, 2024 15:01 |
|
Yaos posted:Good news everybody, somebody is working on a CimCopter mod. As long as I can shout "Stop, or you may be fired upon!" "Does your mother know what you're doing?"
|
# ? Mar 22, 2015 15:41 |
|
Speaking of garbage, how are you meant to get the zero pollution achievement? Replacing generic industry with farming or offices is a start, and treatment plants take care of water pollution completely, but it looks like both landfills and incinerators cause ground pollution.
|
# ? Mar 22, 2015 15:43 |
|
Another Person posted:Ew, all those grids. Grids own All that filthy sprawling squiggly road hierarchy crap is a rotten compromise. You want "organic", go to Whole Foods, cities are for concrete and machines and right angles. Admittedly though, I do prefer the northern European style of staggered grids that change alignment between districts. Geometric planning doesn't have to mean monotony!
|
# ? Mar 22, 2015 15:44 |
|
Guildencrantz posted:Grids own All that filthy sprawling squiggly road hierarchy crap is a rotten compromise. You want "organic", go to Whole Foods, cities are for concrete and machines and right angles. Gridlock is the only way to do things
|
# ? Mar 22, 2015 15:58 |
|
Guildencrantz posted:Grids own All that filthy sprawling squiggly road hierarchy crap is a rotten compromise. You want "organic", go to Whole Foods, cities are for concrete and machines and right angles. I'm liking the VFG based grids (sample) for breaking up the overall grid-ness of neighborhoods, but providing great service coverage and street layout. Drop a 5x5 park in the center of each small VFG grid section, and police/fire/clinic/school in the center of each 2x2 grid of grids.
|
# ? Mar 22, 2015 16:01 |
|
Is there any way to see which direction your streets go without unpausing the game? I'm having a hell of a time with one-way streets, sometimes I'm alternating them and I forget which one I did last. Is there some way to see that either in the game itself or a mod?
|
# ? Mar 22, 2015 16:03 |
|
Just go to the an intersection and look at the arrows.
|
# ? Mar 22, 2015 16:07 |
|
Domattee posted:AFAIK Passenger trains do not carry your citizens, only tourists. Nope passenger trains carry your dudes too. It's basically an above-ground metro. Also, goddamn, I think I've found my ideal solution for highway overpasses/underpasses. At least outside of using frontage roads. I thought I was rather clever thinking up a design like this: No stoplights, high speeds, only relying on the Cims supernatural yield abilities. I was all proud of myself for making these dual highway overpasses. Then I realized I was making squashed roundabouts. Still, its an incredibly efficient setup since it acts as a roundabout with a bypass.
|
# ? Mar 22, 2015 16:07 |
|
ragzilla posted:So I guess there's a mod now that lets you manually configure turn lanes. Still early days but maybe it'll help with being able to do traffic-trident like setups, without having to micro-manage the exit roads. Unknown if it causes issues with the manual light configuration mod.
|
# ? Mar 22, 2015 16:07 |
|
I think I'm going to try and build a car free city today. Anyone got any ideas for what I can do about commercial deliveries?
|
# ? Mar 22, 2015 16:12 |
|
Sober posted:Oh man, now all we need are 4-lane roads without dividers and instead have center turning lanes.
|
# ? Mar 22, 2015 16:14 |
|
You have the zonable pedestrian paths? There's a check box in the content manager area where you can allow trucks on it.
|
# ? Mar 22, 2015 16:15 |
|
oh hell yeah a mod that does post-processing things, most importantly anti-aliasing that isnt ssaa
|
# ? Mar 22, 2015 16:18 |
|
vodkat posted:I think I'm going to try and build a car free city today. Anyone got any ideas for what I can do about commercial deliveries?
|
# ? Mar 22, 2015 16:25 |
I just got this game. What are the transit options in-game? Are there Subways? Streetcars? Light rail?
|
|
# ? Mar 22, 2015 16:36 |
|
QuantaStarFire posted:I just got this game. What are the transit options in-game? Are there Subways? Streetcars? Light rail? With no mods, you have metro, buses and trains.
|
# ? Mar 22, 2015 16:44 |
|
Alkydere posted:Nope passenger trains carry your dudes too. It's basically an above-ground metro. This is pretty boss
|
# ? Mar 22, 2015 16:44 |
|
Control Volume posted:oh hell yeah Oh, DLAA is very nice. I hadn't heard of it before. Is there a good writeup on how it works?
|
# ? Mar 22, 2015 16:44 |
|
Do any of the several first-person camera modes allow you to follow a driving vehicle/pedestrian? I use the Ground-Level one and it just stops following when I go to first-person.
|
# ? Mar 22, 2015 16:49 |
|
Tambaloneus posted:Has anyone else ever ended up with weird orphaned bus-stops that aren't connected to a line and can't be clicked on or moved or deleted? If so is there a solution because this red dot of doom is causing an ever increasing number of people to congregate. Originally it was on a bridge so I thought they were looking at the view at first, then wondered if I'd stumbled on some bizzare death cult but on deleting bridge the stop jumped to the next bit of road where everyone ran to. I only have one bus line and it isn't connected to that. I tried moving another stop right under it but it won't do it. I had one of these. It was in an area where I'd recently replaced a four-way six-lane intersection with a roundabout, which must have ruined its pathing, so buses were stopping in the middle of the roundabout and picking up no one before moving on. I had to delete the entire line and redraw it to make the errant stop go away. I only had one line in the area, so it was obvious which one the stop was connected to; you might have to delete a bunch if you've got multiple lines in close proximity.
|
# ? Mar 22, 2015 16:59 |
|
I wish there was a warning that shows up as soon as people start getting sick because of filthy water. Was up to around 15k population, working in a new portion of the city, then I noticed I was suddenly -20k a month in the red, and my population went down to 7k. Turns out the new dam I built reversed the current in the section where I had my pumps and sewage output. D'oh. It was unsalvageable at that point since I went in the red entirely and couldn't fix it without the bailout option.
|
# ? Mar 22, 2015 16:59 |
|
Every day I wake up, go to the workshop, and select "Most Popular (Today)" to see what's new and hot, and every day I'm blown away with what's now possible. Just glancing at the first page of the most popular mods of all time, and almost every single one of those seem drat near essential at this point. Automatic Bulldoze, Extended Road Upgrade (though no longer needed), Tree Brush, Traffic Report Tool, All Tiles Unlockable, Mod Achievement Enabler, First Person Camera, Extended Public Transport UI, Dynamic Resolution, Autosave, Zoneable Pedestrian Paths, No Pillars, Terraform Tool, various Chripy mods, Sun Shafts, AutoLineColor, Ambient Occlusion, FindIt, Persistent Resource View, Additional KeyBindings, etc. Every single one of those I woke up one day and said "Holy poo poo!" to when I saw it, and now we have toggleable traffic lights, lane control, post process effects, and SimCopter? Jesus loving Christ.
|
# ? Mar 22, 2015 16:59 |
|
RIP other goon who was trying this ...Unless that's also you.
|
# ? Mar 22, 2015 16:59 |
|
Zero One posted:Just look for Super Recycle Center: http://steamcommunity.com/sharedfiles/filedetails/?id=410777401 I guess what I really want is something futuristic. I loved all those future tech buildings in SimCity 2000. Or that trash-based fusion generator in Back to the Future 2.
|
# ? Mar 22, 2015 17:00 |
|
The Mantis posted:This is pretty boss Glad you like it. I've been modifying my other overpasses to use the trick. But it's basically having a somewhat squashed (and sometimes ugly) roundabout on top of or below a highway. As long as the two strips making the squash-about intersect with only a single road it creates a yield-based Y-intersection with no lights. Have a few more pictures: The highway overpass at the bottom was the worst in my entire city. Just a constant gridlock since EVERYONE wanted to get off at the diamond that was here before. The entire suburb of Aspen Cove wasn't getting any services due to the mess everyone was making, not just the industry of Aspen Grove. It was backed all the way up to the previous overpass. It was also the worst to remake due to the hilly terrain and tight corners and it took me like half an hour to get a setup that not only fit but worked (I hosed up a few times and made setups that had lights). Smokey Hills was the first suburb I made, right across the river of my original starting area. Traffic went from "normal" to "hellish gridlock" the moment I placed a university down in Smokey Hills. The overpass behind it serving Smithy Forge is also a bit janky due to terrain. Not a squash-about, but the port is running rather efficiently. The fact that the port comes with its own road is annoying if understandable (asking a player to place a road perfectly for a building that also has to be over water would be a nightmare), but you can work with it. Just make sure the path in and out to it is one-way so that trucks never have to cross each other and truck traffic will make its way in and out with no fuss at all.
|
# ? Mar 22, 2015 17:04 |
|
Control Volume posted:oh hell yeah This owns. Anyone made a bulldozer brush yet by any chance? Colossal Order needs to add an official mod UI panel or something, mods arbitrarily setting various F-hotkeys is gonna get ugly real fast. http://steamcommunity.com/sharedfiles/filedetails/?id=408760323 - this mod owns too, dunno if it was linked before or not cthulhoo fucked around with this message at 17:14 on Mar 22, 2015 |
# ? Mar 22, 2015 17:12 |
The Mantis posted:RIP other goon who was trying this Midgar?
|
|
# ? Mar 22, 2015 17:21 |
|
Oh man I can't wait for making cities on elevated cities
|
# ? Mar 22, 2015 17:24 |
|
I am so loving GARBAGE at highways though holy poo poo
|
# ? Mar 22, 2015 17:28 |
|
Basic traffic flow/zoning question: In the above image, will the city on the left, where residential areas are in the center of the city, and industry is on the outskirts, have more or less traffic flow problems than the city on the right, where residencies are on the outer ring and industry is in the center? The basic problem I'm having right now is that I have industry on one side of town, and I'm getting more and more traffic from all the people driving from the other side of town, through downtown, and into the rest of the traffic mix trying to get into the major industrial area. I can't decide if it's better to start zoning residential around the rest of the major industrial zone (so everybody's still driving to the same place, but they're coming at it from different directions), or if I should make a second industrial zone on the other side of town where some of that worker traffic is coming from (so all the workers are driving in opposite directions). e: basically I have zoning like this, with a second industrial district just built because I was thinking that the second option might work but I dunno: and traffic likewise is going thusly: Ofaloaf fucked around with this message at 17:41 on Mar 22, 2015 |
# ? Mar 22, 2015 17:31 |
|
I can't believe all these mods. What happens if someone mods in something Colossal Order were holding back for paid DLC?
|
# ? Mar 22, 2015 17:35 |
|
They just gotta change their plans. They've probably done that already.
|
# ? Mar 22, 2015 17:40 |
|
Ofaloaf posted:Basic traffic flow/zoning question: Their relative positions are meaningless when you can build routes that skip over from one to the other. The important thing is what combination of lines exist between the points of Highway, Industry, and Residence. If there are exits which bypass your factories and head right to the suburbs, trucks have no reason to use them and the cars will flow free. Likewise the other way around.
|
# ? Mar 22, 2015 17:43 |
|
Enzenx posted:Zoneable Pedestrian Paths Awwww yisss this game is so loving great with all these insane mods.
|
# ? Mar 22, 2015 17:47 |
|
I have a feeling this game is going to run into mod conflict hell unless someone makes some central framework for doing things like adding buttons to the screen and modifying systems. It needs something like the mod configuration menu from Skyrim.
|
# ? Mar 22, 2015 17:48 |
|
Loving texturing this. Do we think my style of hand drawn textures will fit in the game?
|
# ? Mar 22, 2015 17:48 |
|
It honestly might be too detailed. But its so small I don't think it'll matter much. Elukka posted:They just gotta change their plans. They've probably done that already. Yeah, this or make a better version, mechanically or aesthetically.
|
# ? Mar 22, 2015 17:49 |
|
Ofaloaf posted:Basic traffic flow/zoning question: In a simplified situation (i.e. spherical cows, or in this case spherical semi trucks) the situation on the left is usually better. The industry is the real source of your worst traffic and giving them the easiest access to any ingress/egress points on the outside of your city would generally mean reduced traffic issues. The situation on the right is only better if the options to export (ports, railroads) are in the center, but earlier in development your big export/import arteries are your roads and highways. In short, place your industry to give it the best access to outside connections. The left setup is a lot closer to what a reasonable setup would look like since roads and highways are some of the easiest export options The right one would only be better if you ended up in a situation where the only export options were in the center of your city, like the map was some sort of giant crater. The reality is your setup will generally end up being a completely random patchwork which is based entirely on where/how you build your roads.
|
# ? Mar 22, 2015 17:51 |
|
|
# ? May 25, 2024 15:01 |
|
Anyone with some hot tips for how to do bus stops? I have no clue and just plopped them everywhere and well there isn't really much way to figure out how well it works anyway.
|
# ? Mar 22, 2015 17:58 |