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dkj posted:Since tree brush seems to be broken is there another mod to use to mass plant trees? I think extra terrain tools comes with a good tree brush https://steamcommunity.com/sharedfiles/filedetails/?id=502750307 Ah no here's the new one that has all the bells and whistles https://steamcommunity.com/sharedfiles/filedetails/?id=1658679290 Baronjutter fucked around with this message at 19:38 on Jun 26, 2021 |
# ? Jun 26, 2021 19:01 |
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# ? May 24, 2024 23:27 |
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Baronjutter posted:I think extra terrain tools comes with a good tree brush https://steamcommunity.com/sharedfiles/filedetails/?id=502750307 Perfect, thank you!
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# ? Jun 27, 2021 02:08 |
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I have now reached the point where whenever I learn about a dumb building I immediately check to see if there's a C:S asset of it. https://steamcommunity.com/sharedfiles/filedetails/?id=697899995
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# ? Jul 1, 2021 00:21 |
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You never really finish a city in this game...but I've now built all the cool districts I had in mind for this one, ending with a space center. It's been a blast. Pretty happy with the end result!
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# ? Jul 9, 2021 05:29 |
Hi friends, I haven't played in several years and picked up the non-radio DLC on the Newegg sale. Is there an updated list of recommended mods, and beginner's guides? A text+picture guide sounds better than video but I'm not that picky.
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# ? Aug 9, 2021 14:27 |
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I picked up the game after a year break or so. I just went to the steam workshop for the game and sorted by most popular in the last 6 months and slapped them on. Though as a new player I wouldn't recommend adding them all at once unless you've used them before. Just do a couple at a time and build small until you run into something you wish you had a mod for. Install the mod, nuke the city, rinse and repeat.
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# ? Aug 10, 2021 02:36 |
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Starter wise I liked whatever the version/name of traffic circle maker is.
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# ? Aug 10, 2021 02:56 |
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Roundabout Builder I believe. What's the mod for networked highway lines? I wanna give it a try. Edit: Made a huge industry Doesnt look that big? Well I supposed its not, but there are over 100 corn fields stacked on top of eachother with the full industry to back it. That fire station is necessary when literally all of them catch fire um excuse me fucked around with this message at 20:28 on Aug 12, 2021 |
# ? Aug 11, 2021 22:15 |
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Community Challenge! I took my previous post to its logical extreme. I tried to find the limit of what a single 4x4 can hold in terms of population if I just stacked buildings one on top of each other with the "Find It!" and "Building Anarchy" mods. I have a bunch of traffic mods but no other mods that can affect population. I peaked around 7500 people. I'd like to see what anyone else can manage. I call this the 16 square challenge. The whole "city". The 4x4 is in the lower clover.
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# ? Aug 13, 2021 20:20 |
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Are pedestrian pathways necessary?
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# ? Aug 24, 2021 20:15 |
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Necessary in what way? Does the game require them to work correctly? No. Will you inundate your city with traffic if you even get close to densely populated, hell yea. Pedestrians will attempt to walk to where they want to go. If they cannot get there, they will literally spawn a car and despawn it once they arrive.
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# ? Aug 24, 2021 20:30 |
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Pedestrian paths are great. Residents will walk a surprisingly long way if you give them the option. I've put down a long path before thinking "eh, maybe a handful of people will use it" and looked back half an hour later to see it heaving with people. And each of those people
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# ? Aug 24, 2021 22:06 |
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Are there any simcity like games that focus purely on transit. alternately any cities skylines mods that make it so
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# ? Aug 25, 2021 01:23 |
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Boy is there, and it's free. OpenTTD is based entirely around Transport Tycoon and even has a multiplayer. It's a very old game so the graphics are rudimentary at best but at least its a small install.
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# ? Aug 25, 2021 01:25 |
mila kunis posted:Are there any simcity like games that focus purely on transit. alternately any cities skylines mods that make it so Cities in Motion (both 1 and 2, they are rather different) by the same developers as Skylines. Also consider the A-Train series.
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# ? Aug 25, 2021 07:31 |
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I just want them to make cities but make it not so goddamn car centric. It really bothers me that everything needs to be zoned next to a road. I could absolutely see a ton of my office districts just having a metro and a bunch of paths in the middle but nope, i have to have an arbitrary road every x amount of squares.
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# ? Aug 25, 2021 17:13 |
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dogstile posted:I just want them to make cities but make it not so goddamn car centric. It really bothers me that everything needs to be zoned next to a road. I could absolutely see a ton of my office districts just having a metro and a bunch of paths in the middle but nope, i have to have an arbitrary road every x amount of squares. Road anarchy small dirt paths through the middle of buildings you place down with ploppable RICO or Find It! Use TM:PE to disable traffic.
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# ? Aug 25, 2021 17:21 |
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Oh I do that, but i'm saying I want a game that's designed from the ground up for that sort of thing.
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# ? Aug 25, 2021 19:47 |
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Oh, this discussion gave me a thought: one of the traffic-related mods lets you enable/disable certain kinds of traffic on roads, right? Commercial buildings (both in-game and in real life) need trucks to be able to deliver goods to them, but there's no reason to allow normal single-person vehicle traffic on those roads. Maybe set up the roads to allow for delivery vehicles/emergency/healthcare/etc. but disable standard cars?
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# ? Aug 28, 2021 18:46 |
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Epsilon Plus posted:Oh, this discussion gave me a thought: one of the traffic-related mods lets you enable/disable certain kinds of traffic on roads, right? Commercial buildings (both in-game and in real life) need trucks to be able to deliver goods to them, but there's no reason to allow normal single-person vehicle traffic on those roads. Maybe set up the roads to allow for delivery vehicles/emergency/healthcare/etc. but disable standard cars? TM:PE can do that. Unless you have very, very good public transportation and walkways, you're likely to have problems getting customers to those commercial buildings.
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# ? Aug 30, 2021 14:48 |
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There's a mod that lets you set 'cargo' entrance/exits for buildings, isn't there? I guess you could use that alongside TM:PE to have access roads for heavy traffic and then other roads for cars/buses. Not quite what you're asking for, but would look a bit more realistic. Or find a mod that gives gently caress-off big multi-story car parks and have your carefully-curated landscapes obliterated by brutalist monstrosities.
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# ? Sep 1, 2021 17:07 |
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dogstile posted:I just want them to make cities but make it not so goddamn car centric. It really bothers me that everything needs to be zoned next to a road. I could absolutely see a ton of my office districts just having a metro and a bunch of paths in the middle but nope, i have to have an arbitrary road every x amount of squares. I guess the (not fixable in this game) solution would be to make it so that you can zone off of any path or roadway but then make parking its own supply indicator (like water or power), that can be offset by available public transport within a defined walking distance. That way you could have things like office parks and European high streets but they would only grow if people were actually able to get there.
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# ? Sep 1, 2021 17:46 |
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kingturnip posted:There's a mod that lets you set 'cargo' entrance/exits for buildings, isn't there? Its probably the best mod for realism released since move it. Also for cargo stations etc being able to have trucks go in on one road and come out on another is brilliant not only for an actual realism side, but just pure traffic flow.
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# ? Sep 2, 2021 19:50 |
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Is there a setting I accidentally toggled where putting down roads and buildings doesn't clear the default vegetation from the area, or am I doomed to spending 15 minutes bulldozing palm trees out of every development I add to my city now? This just started in the past day, around the 35k population mark if that's relevant. It was fine up until this point.
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# ? Sep 3, 2021 02:22 |
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Dr. Clockwork posted:Is there a setting I accidentally toggled where putting down roads and buildings doesn't clear the default vegetation from the area, or am I doomed to spending 15 minutes bulldozing palm trees out of every development I add to my city now? Usually that's because the tree anarchy mod is enabled.
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# ? Sep 3, 2021 03:52 |
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You can use the move it marque tool to select just trees and delete them hundreds or thousands at a time
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# ? Sep 3, 2021 04:01 |
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I don't recall switching anarchy on, but that was indeed the case! Thanks for the tip on the move it marque tool, I've mostly just been using it to delete overpass pillars and tweak road curves.
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# ? Sep 3, 2021 04:12 |
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Zip! posted:I guess the (not fixable in this game) solution would be to make it so that you can zone off of any path or roadway but then make parking its own supply indicator (like water or power), that can be offset by available public transport within a defined walking distance. That way you could have things like office parks and European high streets but they would only grow if people were actually able to get there. What about TMPE's Parking AI? Or is that not complete enough?
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# ? Sep 3, 2021 19:55 |
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kingturnip posted:There's a mod that lets you set 'cargo' entrance/exits for buildings, isn't there? All buildings have a "front" on one road and I don't think Building Spawn Points actually lets you have vehicles access a building from multiple sides, though I haven't really tested it so I coudl be wrong.
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# ? Sep 4, 2021 04:36 |
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Entropic posted:All buildings have a "front" on one road and I don't think Building Spawn Points actually lets you have vehicles access a building from multiple sides, though I haven't really tested it so I coudl be wrong. BSP does allow for that but it's...a bit jank.
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# ? Sep 4, 2021 04:57 |
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https://twitter.com/JWMason1/status/1434718137103044608
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# ? Sep 7, 2021 22:33 |
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Haha when I build a city I always think "where are all these fuckers gonna park?". Then I start stuffing parking lots everywhere. Mostly in front of schools and other municipal buildings. In a full RICO city I start adding them in dense residential areas and industrial.
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# ? Sep 7, 2021 23:32 |
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It’s really amazing how much more realistic cities look with shitloads of parking lots, if you’re going for a North American style anyway
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# ? Sep 12, 2021 02:25 |
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Since it's on sale again, any guides on what dlcs are worth getting, and what mods are pmuch must have?
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# ? Sep 24, 2021 00:00 |
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Parks/industries - yes Mass transit - maybe The rest- ehhhhh Mods Whatever the traffic manager name is, and the roundabout builder.
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# ? Sep 24, 2021 00:08 |
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Nalesh posted:Since it's on sale again, any guides on what dlcs are worth getting, and what mods are pmuch must have? For mods go to the community workshop, and sort by most popular in the past year. I always download dozens of mods. Edit: here are my mods, does not include dependencies or assets I have hoarded. The bold ones are the must haves. Intersection Marking Tool 1.8.2 Find It! 2 FPS Booster Patch Loader Mod Node Controller Renewal 3.1.3 Harmony 2.0.4-4 (Mod Dependency) Roundabout Builder Surface Painter Network Tiling Fine Road Anarchy 2.0.2 Metro Overhaul Mod (MOM) Advanced Stop Selection (ex MTSE) No Radioactive Desert And More! Ploppable RICO Auto Line Color Unlimited Trees Mod v1.12 Quay Anarchy Extra Train Station Tracks ( ETST ) More Beautification Loading Screen Mod Automatic Bulldoze v2 81 Tiles (Fixed for 1.2+) Extra Landscaping Tools Move It Prop Snapping Prop & Tree Anarchy Prop Precision All 25 Areas purchasable Precision Engineering TM:PE V11 STABLE (Traffic Manager: President Edition) um excuse me fucked around with this message at 00:53 on Sep 24, 2021 |
# ? Sep 24, 2021 00:39 |
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Nalesh posted:Since it's on sale again, any guides on what dlcs are worth getting, and what mods are pmuch must have? Bold Robot posted:There are a lot of excellent mods out there. Workshop content in general has added much more to the game than all of the DLCs put together. Some of the key ones have already been posted.
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# ? Sep 24, 2021 14:14 |
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Nalesh posted:[...] what mods are pmuch must have? Macsergey mods are under active development and provide insanely good features if you're into those kinds of things: - Intersection Marking Tool for detailing your roads - Node Controller Renewal for fixing all kinds of network stuff (use original NC for more hardcore control) - Building Spawn Points for finetuning traffic push/pull on larger buildings - Network Multitool for parametrically creating roads, rail, decorations, etc.; very powerful (maybe also use Python Console with curve builder if you're insane like me)
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# ? Sep 24, 2021 14:54 |
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I have: Intersection Marking Tool 1.8.2 Node Controller Renewal 3.1.3 Harmony 2.0.4-4 (Mod Dependency) UnifiedU (UUI) 2.1 [Stable] Mod Compatibility Checker Clouds & Fog Toggler TM:PE V11 Stable (gently caress typing this out) Prop Snapping Prop & Tree Anarchy Prop Precision I play fairly vanilla though.
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# ? Sep 24, 2021 14:58 |
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# ? May 24, 2024 23:27 |
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First time using RICO today. Is it common to have errors with buildings you edit with RICO everytime you load your save, like having residential households totally empty out or having commercial buildings turn themselves off randomly and/or never having enough goods?
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# ? Sep 26, 2021 22:08 |