Longbaugh01 posted:So...there's this now: http://steamcommunity.com/workshop/filedetails/?id=421028969 He hits a lot of the concerns that someone who has been burned by bloated or badly coded mods in the past might have. In a mod community of the size and scope of C:S', I would think it makes perfect sense to want to establish a reputation for making poo poo that is performance-efficient and hassle-free right away.
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# ? Apr 7, 2015 08:19 |
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# ? May 27, 2024 22:25 |
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Any ideas why I wouldn't have the Zen Garden? I didn't pre-order but it should now be a part of the base game, and I still don't have it. I tried doing the verify integrity of game cache thing but that didn't work, and it's not DLC either. Would a complete reinstall help maybe? edit: nm, just read a post that said it would come in a patch this week uXs fucked around with this message at 12:22 on Apr 7, 2015 |
# ? Apr 7, 2015 12:18 |
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Nostalgia4Infinity posted:I know but I've been trying to rezone to high density and it's so tedious. I always find tearing down buildings more annoying. Rezoning is just right click -> left click with the zoning tool
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# ? Apr 7, 2015 12:41 |
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I got a bit excited when I saw this Chicago area grocery store growable pop up in the workshop. It's Mariano's!
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# ? Apr 7, 2015 14:08 |
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How the hell do I use the asset editor to make a highway intersection? If I don't make the bridge the highest it can be, it will always say "slope too steep" if I try to place it on even slightly elevated ground on my actual map. If I make it as high has it can be, I can't get a ramp away from it because it either clips through the side of the bridge or it says "slope is too steep" even if the ramp is the exact same height E: It works if I angle it the other way around, even though that lane is going left to right. What the gently caress GrossMurpel fucked around with this message at 14:32 on Apr 7, 2015 |
# ? Apr 7, 2015 14:26 |
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You're making the ramps too short. If you make them as short as possible they won't fit on anything but incredibly flat terrain. Make them a few squares longer and it'll fix a lot of the "Slopes too steep" problems.
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# ? Apr 7, 2015 14:33 |
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Fans posted:You're making the ramps too short. If you make them as short as possible they won't fit on anything but incredibly flat terrain. Make them a few squares longer and it'll fix a lot of the "Slopes too steep" problems. E: It seems to come from that tiny bump created by the other ramp merging just before the highway ends. If I delte the other ramp, this one works fine. Kinda amazing how sloppy ramps work.
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# ? Apr 7, 2015 14:36 |
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Looks like a patch went out this morning, 1.0.7c. Don't see any gameplay changes, mostly looks like fixes related to modding. quote:Patchnotes 1.0.7c (incl. 1.0.7b and 1.0.7)
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# ? Apr 7, 2015 14:40 |
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So does any of that make it so that intersection Assets have preview pictures?
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# ? Apr 7, 2015 15:00 |
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Hagop posted:So does any of that make it so that intersection Assets have preview pictures? Ugh. If they could fix this...
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# ? Apr 7, 2015 15:08 |
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Longbaugh01 posted:So...there's this now: http://steamcommunity.com/workshop/filedetails/?id=421028969 I'm not sure what you think this does? The way I read it, it sounds like a framework other mods can use to extract information about the gamestate in an efficient way so they can do whatever cool stuff they're meant to do, instead of everyone duplicating effort and hurting performance by including code in their own mods to do that, and possibly loving poo poo up to boot by doing it in a hacky way. Are you somehow getting the impression that this is a phone-home spyware type thing?
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# ? Apr 7, 2015 15:24 |
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Who is Majiir and what did he/it/xe do to KSP?
Mokotow fucked around with this message at 22:24 on Apr 7, 2015 |
# ? Apr 7, 2015 15:36 |
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Mokotow posted:Who is Majiir and what did he/it/xe did to KSP? Made a mod that scraped information off your computer and shipped it back to a central server to "help modders make better mods." Then started adding it into a collection of very popular mods that he took control of when the original authors stopped working on them. He wrote it in such a way that even if you deleted the mod, any mod that included it would just re-install it without telling you. There was no opt-in, you had to create a config file telling it to not send information.
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# ? Apr 7, 2015 15:40 |
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xzzy posted:Made a mod that scraped information off your computer and shipped it back to a central server to "help modders make better mods." Then started adding it into a collection of very popular mods that he took control of when the original authors stopped working on them. He wrote it in such a way that even if you deleted the mod, any mod that included it would just re-install it without telling you. There was no opt-in, you had to create a config file telling it to not send information. I stopped reading the KSP around when the second half of that started happening. What's the situation now? Did they tell him to knock it the gently caress off?
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# ? Apr 7, 2015 15:42 |
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What's the best way to have commuter traffic separate from goods traffic? Just have three zones designated as industrial, commercial, and residential and connect them in a triangle?
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# ? Apr 7, 2015 15:44 |
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Not sure, I stopped following KSP myself. I know Squad updated their policy to squash most of it so I assume everything's peachy these days. Also, I really like my city. The way stuff grows organically and eventually starts to look like a real city (including a bunch of questionable decisions) is really neat.
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# ? Apr 7, 2015 15:46 |
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Supraluminal posted:I'm not sure what you think this does? The way I read it, it sounds like a framework other mods can use to extract information about the gamestate in an efficient way so they can do whatever cool stuff they're meant to do, instead of everyone duplicating effort and hurting performance by including code in their own mods to do that, and possibly loving poo poo up to boot by doing it in a hacky way. I agree. Reading it, it just sounds like an extra API that other mods can use, and taking care that it does everything cleanly and safely. I haven't looked at the code or anything but I can't find anything wrong with it judging from just the description.
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# ? Apr 7, 2015 15:46 |
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New Map from Scotland Tom, who made the map I'm currently playing/really enjoying ( Powhatan Valley): Tenasi River It looks like it's got a really nice, claustrophobic-yet-expandable river valley city feel with lots of opportunity for some cool architectural elements.
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# ? Apr 7, 2015 16:24 |
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Fffffuuucckkkk. Computer blue screened after playing for two hours and of course I forgot to save. I take it this mod will work for autosaves? http://steamcommunity.com/sharedfiles/filedetails/?id=406123642&searchtext=&insideModal=0&requirelogin=1
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# ? Apr 7, 2015 16:43 |
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I really hope this game gets a Cities of Tomorrow style DLC. While Simcity 2013 was a hot mess, I think the expansion has some neat ideas, like the Megatowers and OmegaCo. This game already takes place in the near future, let me futurize the crap out of my city! High tech housing isn't enough! Being able to build huge arcologies would be sweet. Yes, I am one of those weirdos who used the Future and 2050 tilesets in Simcity 2000. wafflemoose fucked around with this message at 17:25 on Apr 7, 2015 |
# ? Apr 7, 2015 17:22 |
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Hubis posted:New Map from Scotland Tom, who made the map I'm currently playing/really enjoying ( Powhatan Valley): That guy makes such great maps. Been really enjoying Powhatan Valley myself as well.
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# ? Apr 7, 2015 17:25 |
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Starhawk64 posted:I really hope this game gets a Cities of Tomorrow style DLC. While Simcity 2013 was a hot mess, I think the expansion has some neat ideas, like the Megatowers and OmegaCo. This game already takes place in the near future, let me futurize the crap out of my city! High tech housing isn't enough! Being able to build huge arcologies would be sweet. "We're were going Marty, we don't need roads." *still changes lanes too early causing sky traffic*
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# ? Apr 7, 2015 17:57 |
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man how in the hell do you even import a heightmap? When I try in the map editor, I just get a yellowish bar with an X on it, no browser or way to choose anything
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# ? Apr 7, 2015 18:24 |
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Rev. Bleech_ posted:man how in the hell do you even import a heightmap? When I try in the map editor, I just get a yellowish bar with an X on it, no browser or way to choose anything Once you sort that it just shows up in the heightmap import dialog.
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# ? Apr 7, 2015 18:35 |
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Starhawk64 posted:I really hope this game gets a Cities of Tomorrow style DLC. While Simcity 2013 was a hot mess, I think the expansion has some neat ideas, like the Megatowers and OmegaCo. This game already takes place in the near future, let me futurize the crap out of my city! High tech housing isn't enough! Being able to build huge arcologies would be sweet. The taller the buildings, the better the city looks. Suburbs are for scrubs.
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# ? Apr 7, 2015 18:39 |
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Public service announcement: For those having trouble making an aesthetically pleasing city, here's one thing you can stop doing: Stop making curved roads with sharp kinks in them. It looks sooo poo poo. Curved road segments need to be tangent to each other dammit!
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# ? Apr 7, 2015 18:43 |
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Subyng posted:Public service announcement: I really wish I could assign a hotkey to grid snap for just this reason. I want grid snap because it forces the dotted line to come straight out of the road (which is what you want), but then after clicking to place the dotted line target, I have to go back down and turn off grid snapping for most of the things I use curved roads for.
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# ? Apr 7, 2015 18:48 |
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GrossMurpel posted:The taller the buildings, the better the city looks. Is there a way to get dense blocks of low-rise apartments, like most cities in Europe have? On another note, that CimCopter Alpha thing makes me excited.
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# ? Apr 7, 2015 18:57 |
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GrossMurpel posted:The taller the buildings, the better the city looks. You need short buildings to make the tall buildings look cooler. PT6A posted:Is there a way to get dense blocks of low-rise apartments, like most cities in Europe have? Small zones work well, 1x1 or 2x2.
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# ? Apr 7, 2015 18:59 |
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PT6A posted:Is there a way to get dense blocks of low-rise apartments, like most cities in Europe have? Try high density zoning but with a no high rise policy?
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# ? Apr 7, 2015 19:01 |
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Their is a high rise ban policy, I have not used it so I don't know if it will help, but you could try that.
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# ? Apr 7, 2015 19:01 |
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Yeah there really needs to be a medium density zone. And mixed residential-commercial would be awesome.
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# ? Apr 7, 2015 19:03 |
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Get the growth stage limiting mod, set your district to any max stage you want. I like making large areas of level 1 or level 2 residential, looks the most "realistic" I found. Not quite wall to wall 5-6 story buildings but as close as you can currently get. \/ Most of those are just CiM1 buildings imported. Those type of buildings also look awful in the skylines zoning system. Plus no way to limit styles yet. CO is working on something though and I'm really curious how they're going to implement it. Baronjutter fucked around with this message at 19:21 on Apr 7, 2015 |
# ? Apr 7, 2015 19:06 |
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Baronjutter, since you love European style so much, there are currently a bunch of growable "Belgian" style buildings on the workshop that might suit you, although I personally haven't tried any.
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# ? Apr 7, 2015 19:18 |
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Subyng posted:Baronjutter, since you love European style so much, there are currently a bunch of growable "Belgian" style buildings on the workshop that might suit you, although I personally haven't tried any. Those look amazing but without the ability to specify themes for a district it'll probably look wonky. I'd settle for ploppable but I don't think you can plop residential buildings.
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# ? Apr 7, 2015 19:32 |
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xzzy posted:You need short buildings to make the tall buildings look cooler. That's what commercial is for.
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# ? Apr 7, 2015 19:33 |
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GrossMurpel posted:That's what commercial is for. Unless you get that same glass office tower over and over.
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# ? Apr 7, 2015 19:36 |
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Just don't turn on the highrise ban after you already have highrises. Existing highrises aren't grandfathered in, they get destroyed.
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# ? Apr 7, 2015 19:51 |
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Subyng posted:Yeah there really needs to be a medium density zone. This is all but confirmed to be coming in a future patch, the CEO of Colossal Order did an interview with Rock Paper Shotgun the other day and she mentioned tunnels and 'European style' contiguous blocks of buildings as features that were either planned or already in development.
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# ? Apr 7, 2015 19:52 |
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# ? May 27, 2024 22:25 |
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Jamsque posted:This is all but confirmed to be coming in a future patch, the CEO of Colossal Order did an interview with Rock Paper Shotgun the other day and she mentioned tunnels and 'European style' contiguous blocks of buildings as features that were either planned or already in development. If they get tunnels working right, hopefully we can get away from trains vs metros and just have above-ground and below-ground stops.
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# ? Apr 7, 2015 19:55 |