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Welp, time to wafflemoose fucked around with this message at 04:10 on Apr 1, 2015 |
# ? Apr 1, 2015 02:09 |
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# ? May 25, 2024 14:38 |
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Starhawk64 posted:Welp, time to start over now I know how to find resources! My traffic management was a mess anyway. You should grab infinite resources if you want to do oil or ore. The default system is awful and the buildings suck the land in less time than it takes to set up in the first place leading to a need to constantly creep your extraction zones and carefully/actively manage them. Also what do the specialized industry processing buildings do? Do they make goods?
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# ? Apr 1, 2015 02:13 |
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Highway offramps are hard. Is there just a big pack of ones I can download and use?
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# ? Apr 1, 2015 03:21 |
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http://steamcommunity.com/workshop/...5D=Intersection
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# ? Apr 1, 2015 03:27 |
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http://cloud-4.steamusercontent.com/ugc/35241878910091344/ACE21B842BE909EC6404E8DB0553035A3F02293D/ I'm going to count this one as a frontage road.
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# ? Apr 1, 2015 03:35 |
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That services optimizing mod works pretty great. Let my city run for half an hour with it and half an hour without it, reloaded from the same point so there would be no differences in major die-offs. With it turned off my city didn't die, but it kind of struggled and lost 100k people. With it turned on everything runs fine. It only does hearses while the kinks are being worked out, but it handles that much surprisingly well.
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# ? Apr 1, 2015 04:04 |
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Baronjutter posted:Also what do the specialized industry processing buildings do? Do they make goods? Specialzed industry creates raw materials, regular industry converts those raw materials into commercial goods.
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# ? Apr 1, 2015 04:10 |
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Clicking on that revealed this monster..... http://steamcommunity.com/sharedfiles/filedetails/?id=413525143&searchtext=ramp
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# ? Apr 1, 2015 04:13 |
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Rudager posted:Specialzed industry creates raw materials, regular industry converts those raw materials into commercial goods. Right but specialized industry has buildings that create raw materials and buildings that use them. Like you'll get farms which produce food but also bacon factories that use up food. Or oil wells that produce oil but then a refinery that consumes oil. Do these consuming buildings convert the raw resource into goods or just use them up to make money? Basically do I want any of the specialized buildings that consume resources or do I want to always optimize my zones to be pure extraction? So long as the resources are dense enough under the zone it will always be something that extracts a resource while if a building grows where the ground isn't rich in that resource it will build something that consumes the resource. My question I guess is: what the heck good are the resource consuming specialty industry buildings?
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# ? Apr 1, 2015 04:16 |
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Rudager posted:Clicking on that revealed this monster..... holy poo poo that is crazy. So the faster traffic on top and then it bleeds out to slower speeds the lower it goes?
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# ? Apr 1, 2015 04:18 |
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Where do y'all set your taxes early on?
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# ? Apr 1, 2015 04:26 |
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Baronjutter posted:Right but specialized industry has buildings that create raw materials and buildings that use them. Like you'll get farms which produce food but also bacon factories that use up food. Or oil wells that produce oil but then a refinery that consumes oil. Do these consuming buildings convert the raw resource into goods or just use them up to make money? Specialised industry does two things. It extracts raw materials, and creates specialist goods. Specialist goods then go to generic industry to become generic goods that commercial uses. When you zone specialised industry zones, some will be extractors, others will be processors of that material. raw materials>specialgoods>genericgoods>commercial
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# ? Apr 1, 2015 04:28 |
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Shanakin posted:Specialised industry does two things. It extracts raw materials, and creates specialist goods. Specialist goods then go to generic industry to become generic goods that commercial uses. But I've seen "ore truck" or "lumber truck" going direct from a mine or a tree farm right to a normal factory before? Or does processing that resource some how make it more appealing to industries? I wish the resource economy was more visible, with buildings exactly listing what they produce, what they consume, and their current levels. I also wish if a building had a vehicle heading to it you could select that vehicle. Building on fire? Click on the fire icon and see the vehicles heading there. Industry out of resources? Check to see where the truck is stuck.
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# ? Apr 1, 2015 04:33 |
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Are Cargo ports like the vacuum of all truck traffic? I got to 28k, plopped one down and NOTHING can handle the sheer amount of traffic that goes through it and prevent it from loving up all the local grids that are in the area.
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# ? Apr 1, 2015 05:36 |
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You basically have to design it with high input, high output flow in mind. One way roads feeding into a diffuser would be ideal.
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# ? Apr 1, 2015 05:38 |
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Would it be beneficial to just build two cargo train terminals on opposite sides of the city? Split up the load more evenly? My cargo train terminal was fully capable of saturating a 6 lane one way road in my industrial area of ~40,000 people.
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# ? Apr 1, 2015 05:41 |
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MikeC posted:Are Cargo ports like the vacuum of all truck traffic? I got to 28k, plopped one down and NOTHING can handle the sheer amount of traffic that goes through it and prevent it from loving up all the local grids that are in the area. Cargo truck will always prefer cargo trains and ships to the highway and cargo stations will massively increase your cities cargo import/export capacity which in turn boosts industry. You should have multiple cargo stations through your industrial district and one near your main commercial district. Cargo ports are trickier as they have more limited placement.
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# ? Apr 1, 2015 05:44 |
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It'd be nice to have cargo ports that accept incoming trains. I'm sure it'll come soon via modding.
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# ? Apr 1, 2015 06:06 |
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A cargo port and train terminal that are only connected to each other.
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# ? Apr 1, 2015 06:08 |
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Baronjutter posted:But I've seen "ore truck" or "lumber truck" going direct from a mine or a tree farm right to a normal factory before? Or does processing that resource some how make it more appealing to industries? I wish the resource economy was more visible, with buildings exactly listing what they produce, what they consume, and their current levels. Basically as mentioned the chain very loosely goes raw->processed->generic->commercial good. However this is a very loose chain and you can skip the processed step. The big bonus is that each potential step you have, the more money you make. If factories can get their raw products locally it saves them money/increases profits and therefore you earn more $$ from taxes. Not that the player necessarily needs $$. Rudager posted:Clicking on that revealed this monster..... My favorite from that page was this: http://steamcommunity.com/sharedfiles/filedetails/?id=410027027&searchtext=ramp Next up on Colossal Order's resume: Rollercoasters: Skylines.
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# ? Apr 1, 2015 06:10 |
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Alkydere posted:Next up on Colossal Order's resume: Rollercoasters: Skylines. In all seriousness, they have an ongoing agent stimulation of people and goods moving around a landscape over time, money management, and a durable path-and-route building system, they have a really good starting point to make this game. They totally should.
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# ? Apr 1, 2015 06:17 |
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Collosal Order doing a take on Transport Tycoon? Isn't that what Cities in Motion is, to some extent? I don't know, I never played them. I guess they're more mass/public transit related.
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# ? Apr 1, 2015 06:41 |
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Eifert Posting posted:Where do y'all set your taxes early on? Each type complains separately. Seems like residential is usually first.
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# ? Apr 1, 2015 06:42 |
Are there any mods out yet to make constructed river banks, rather than having the current hole in the ground style?
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# ? Apr 1, 2015 06:46 |
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Does anyone remember which mod it was that caused the game to crash when quitting (back to menu)?
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# ? Apr 1, 2015 07:29 |
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MikeJF posted:In all seriousness, they have an ongoing agent stimulation of people and goods moving around a landscape over time, money management, and a durable path-and-route building system, they have a really good starting point to make this game. They totally should. The Gamasutra article on the traffic simulation even mentioned a physics system for vehicles. They kinda already have the pieces in place. Better yet, why not make the park stuff a region thing so you can build a rollercoaster park... in your city! Straight up ape another failed expansion pack from Simcity 2013!
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# ? Apr 1, 2015 07:35 |
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Highway Interchange 1 looks too intense for me.
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# ? Apr 1, 2015 07:51 |
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So I don't know about you guys, but this game has brought me to a new level of Stockholm syndrome with my city's urban planning. I just drove from Eugene to Seattle analyzing every single interchange's pros and cons and imagining how to implement it in my latest city. I think maybe I was too hard on Seattle engineers and that the Mercer Mess has just been an terrible unavoidable mess.
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# ? Apr 1, 2015 07:54 |
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Pile of Kittens posted:So I don't know about you guys, but this game has brought me to a new level of Stockholm syndrome with my city's urban planning. I just drove from Eugene to Seattle analyzing every single interchange's pros and cons and imagining how to implement it in my latest city. I think maybe I was too hard on Seattle engineers and that the Mercer Mess has just been an terrible unavoidable mess. Same except now I'm even harder than I used to be on the city planners because jesus gently caress some of the intersections around San Diego... Anyway someone asked see cargo train setups; here's what I have: Cargo Harbor right next to the train station, which is also located near most of my industry. When I took this shot there wasn't much traffic but that intersection can handle quite a lot of throughput without bogging down too much. It's always red in the traffic view but there's never a line of trucks. One way roads are your friend. A little further over you see the crazy rail interchange (lotta trains moving through there), and another harbor + train station. Basically this hub area handles most of the import/exports, and distribute goods throughout the city via rail. There's other industry hubs (built around ore, forests, oil, and so forth), and they all have a cargo train station nearby to feed goods to the hub. I've also got a couple cargo stations near the city proper - one is just outside the main downtown area for example. This way industrial products can get to commercial areas and skip most of the freeway and traffic crap. Cargo delivery stations near population centers dedicated to distributing to commercial areas are under a "No Heavy Traffic" policy so they just spawn the little delivery cars. *These cargo rail lines are totally separate from any passenger rail or the outside connection railways* Bonus pic: That hot dog car was floating there blocking trains for a while before I noticed it, had to bulldoze the building that owned it to get it to despawn. I like to imagine it flew off the overpass going the wrong way though. Moridin920 fucked around with this message at 08:39 on Apr 1, 2015 |
# ? Apr 1, 2015 08:13 |
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Last night I learned that train line gridlock can get just as bad, if not worse, that regular traffic gridlock. I think in my next city I will separate train lines for passenger and cargo. Oh God and the subway. One main line that all other lines converge into is not a good idea. Oh well, out of sight out of mind.
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# ? Apr 1, 2015 08:42 |
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My city is growing. I like turning the fog off too.
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# ? Apr 1, 2015 08:52 |
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Raskolnikov posted:My city is growing. I like turning the fog off too. How did you do that?
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# ? Apr 1, 2015 09:22 |
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Ok, how do you build a city without it turning into one giant grid?
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# ? Apr 1, 2015 09:28 |
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Ragingsheep posted:Ok, how do you build a city without it turning into one giant grid? Why should you? Embrace the grid.
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# ? Apr 1, 2015 09:37 |
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Ragingsheep posted:Ok, how do you build a city without it turning into one giant grid? Mine is a collection of smaller districts. Zone a few blocks, don't connect every single street with the next district but just use one or two big roads. I was using 6-lane roads for this but traffic is a problem. Newer districts have better highway connections. Also, not every district is a grid. I have a few ribcage-type things and some other stuff. Curved roads are nice for making weird layouts.
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# ? Apr 1, 2015 09:39 |
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Stoat posted:How did you do that? Ragingsheep posted:Ok, how do you build a city without it turning into one giant grid?
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# ? Apr 1, 2015 09:42 |
Also, you can do highly interconnected grids without having a single giant monogrid that is perfectly regular throughout the entire city. Different sized blocks, different angles, all kinds of crazy poo poo, jam it all together!
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# ? Apr 1, 2015 09:46 |
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hailthefish posted:Also, you can do highly interconnected grids without having a single giant monogrid that is perfectly regular throughout the entire city. Different sized blocks, different angles, all kinds of crazy poo poo, jam it all together! Today we'll be travelling through the Arch Window!
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# ? Apr 1, 2015 10:08 |
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Ragingsheep posted:Ok, how do you build a city without it turning into one giant grid? I forced myself to only ever use the freeform tool once I wanted to stop gridding.
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# ? Apr 1, 2015 10:14 |
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# ? May 25, 2024 14:38 |
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Ragingsheep posted:Ok, how do you build a city without it turning into one giant grid? Set a few rules for yourself, any of these work when I'm trying to avoid a grid: -blocks must not have 4 sides -every road must be curved -if it's a grid erase and start again
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# ? Apr 1, 2015 10:14 |