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Why do my hydro dams sometimes turn on and off?
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# ? Aug 16, 2022 21:02 |
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# ? May 25, 2024 05:31 |
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Hydro dams are notoriously finicky; they work on the difference in water level between each side of the dam, so you need the water on the reservoir side to be as high as possible. In my experience, if the water on the reservoir side isn’t near the top of the dam, it won’t generate any power at all. Sometimes you can cheat it and get a little extra power by putting your city water/sewage outlets behind the dam. You may need to terraform parts of the reservoir to get the water level higher. That also means that tiny fluctuations in water level (perhaps from building things that take in/pump out water upstream, perhaps just from natural waves formed in the river) will affect the power you get out of it, and may lower the water level below the threshold it needs to generate electricity. And then sometimes it just turns on and off for absolutely no apparent reason, because gently caress you I guess??? Luneshot fucked around with this message at 22:15 on Aug 16, 2022 |
# ? Aug 16, 2022 22:12 |
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There's also a weird interaction with the 81 tiles mod. If your dam is in any of the tiles after that first 25 (or whatever the default is) it'll load in with super glitchy/jagged water that's pretty much guaranteed to spill over for the first few seconds. On one of my maps I had to build a long series of diverting sea walls in order to spread out the impact so I didn't wash all the cars off a nearby highway every time I decided to play the game.
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# ? Aug 17, 2022 00:19 |
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Related question: what happens if you have a dam that ends up damming water behind the map edge? Does it end up flowing off the map, or...
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# ? Aug 17, 2022 09:34 |
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death cob for cutie posted:Related question: what happens if you have a dam that ends up damming water behind the map edge? Does it end up flowing off the map, or... Water comes out of water sources. Water sources are cylinders that you manually adjust the height of, with larger sources generating larger amounts of water. You can also think of the sides of the cylinder as being what generates water, while the top of the cylinder actually absorbs/removes water. How much water can back up is basically limited by the amount of water that the source produces and the height of the water source, because the water level can only reach the top of the cylinder. You also have the ocean level setting, which is basically an infinitely wide water source and can be buggy because of that.
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# ? Aug 17, 2022 14:08 |
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Why would I ban sidewalk bicycling or not encourage bicyclcing?
Baron Porkface fucked around with this message at 02:00 on Aug 20, 2022 |
# ? Aug 20, 2022 01:10 |
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Whole map I was working on is just gone, cool. Even the terrain disappeared, there's no mountain or anything. Guess I'll stick to workshop maps.
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# ? Aug 20, 2022 03:37 |
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Grand Fromage posted:Whole map I was working on is just gone, cool. Even the terrain disappeared, there's no mountain or anything. Guess I'll stick to workshop maps.
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# ? Aug 20, 2022 03:43 |
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https://forum.paradoxplaza.com/forum/threads/cities-skylines-plazas-promenades.1539337/ New DLC announced - looks like a focus on walkable/car-free areas for cities. Might see about trying to do a city focused on pedestrians/bikes!
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# ? Aug 22, 2022 18:59 |
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Big yawn, DLC that just does what mods do. I guess it's good for people playing on console. Maybe good that they're thinking about things other than cars. Skylines 2 having more robust pedestrian and bike infrastructure options would be nice. Grand Fromage fucked around with this message at 19:50 on Aug 22, 2022 |
# ? Aug 22, 2022 19:47 |
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Accompanying the release of Plazas and Promenades are two content creator packs and two radio stations:
“Plazas and Promenades” Expansion, the two Content Creator packs and the two Radio Stations will be available in the “Plazas and Promenades Bundle” at a 15% discount.
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# ? Aug 22, 2022 20:30 |
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Great all the mods will break again
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# ? Aug 23, 2022 02:42 |
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Yeah I'm surprised how many are so excited about this. Mods have done it all better since like a year after the game came out, all this is going to do is break all our poo poo yet again. I was just about to get back into the game but I'll wait until the fallout settles down.
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# ? Aug 24, 2022 21:07 |
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Every time Colossal drops a new DLC it just makes me annoyed that 1) there is no Cities 2 in sight and 2) nobody else has really entered the city builder market. Doesn't help that this seems like a pretty lame DLC even by Cities standards.
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# ? Aug 24, 2022 21:40 |
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Didn't even think about having to drop the game for a month waiting for mods to update. At least it seems like CO lets some of the big modders have early access so they can get things fixed, Airports wasn't too disruptive. I wonder when they're going to announce Cities 2. It's sold a fuckload of copies, they're for sure doing one and I imagine fairly deep into making it by now. If they just want to announce it like a month before it's out instead of dragging it out for years I'd be cool with that. Please god have regions and better zoning.
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# ? Aug 24, 2022 21:48 |
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I so miss region play of simcity 4. It was nice to be able to have more bite sized projects you could bounce between. Feel like doing some farms? Go build a cool farming region. Want to do some downtown stuff? Switch over to your downtown tile. I'd love something like that but with a bigger economy. Go start a farming focused map to help supply your region with cheaper food imports. Build a neat mining town in the mountains because your main industrial city doesn't really have any minerals. Get a whole cool region going.
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# ? Aug 24, 2022 22:31 |
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I gave up on official radio stations when one of them did nothing but throw Sad Viking Music at me, the gently caress are we doing
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# ? Aug 25, 2022 16:09 |
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Rev. Bleech_ posted:I gave up on official radio stations when one of them did nothing but throw Sad Viking Music at me, the gently caress are we doing I have them entirely disabled because their playback is dependent on framerate. If that stutters, so does the music.
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# ? Aug 25, 2022 16:58 |
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dragonshardz posted:I have them entirely disabled because their playback is dependent on framerate. In game music is also entirely pointless in games without contextual music.
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# ? Aug 27, 2022 09:04 |
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They're no SC3K soundtrack.
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# ? Aug 27, 2022 09:46 |
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dragonshardz posted:I have them entirely disabled because their playback is dependent on framerate. Is that normal practice?
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# ? Aug 27, 2022 10:29 |
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no, that's basically a totally insane way of handling music playback
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# ? Aug 27, 2022 19:30 |
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The UI also has a hosed up rendering thing that eats like half the FPS because they made a mistake and never fixed it. FPS Booster mod takes care of it.
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# ? Aug 27, 2022 19:45 |
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https://www.youtube.com/watch?v=-t5Fo4UOx7I The service point looks pretty cool actually, vehicles don't need to enter the pedestrianized area because there are dedicated points on the exterior for them to pick up and deliver to. That's a lot like the "block" system I wanted for a CS:2 so that's actually optimisitc. I don't know of any mods that do that. I wonder if you could use it to make industrial compounds etc, or if it could be modded to work like that. OwlFancier fucked around with this message at 22:52 on Aug 27, 2022 |
# ? Aug 27, 2022 22:49 |
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egg! egg! egg!
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# ? Aug 27, 2022 23:09 |
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OwlFancier posted:https://www.youtube.com/watch?v=-t5Fo4UOx7I There's a mod where you can change the vehicle delivery/spawn points for any building so you can do cool things like making an access road for hospitals and hide the ambulance spawn/despawn points in a covered area. Same for big warehouses and truck deliveries. In fact I wouldn't be surprised if the mod was used as a springboard for this feature.
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# ? Aug 29, 2022 18:30 |
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I think the way it works is you can just add service locations for the whole district, so the whole pedestrianized area can have its services located on the outside and the inside can be purely walkable or mass transit. That really seems like it would change the whole way I lay out cities, on a big block basis with big access roads for vehicles and mass transit stops in every district.
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# ? Aug 29, 2022 21:21 |
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Those huge 8 story tall flat glass roofs look dumb.
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# ? Aug 31, 2022 22:07 |
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Oh no I was going to play Skylines today but the DLC is out. Mods???????? E: Watching about how it works, it's dumb. The pedestrian area is a special district like a park with upgrade goals and maintenance and poo poo. It's not actually incorporating pedestrian infrastructure into a city or doing anything about cars, it's making a little disney area where people can walk. Using traffic manager to set roads as car-free is way better than this. Grand Fromage fucked around with this message at 21:09 on Sep 14, 2022 |
# ? Sep 14, 2022 20:30 |
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sounds like lazy bullshit but also sounds very true to how car-free zones are viewed in nearly every american city
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# ? Sep 14, 2022 23:32 |
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Grand Fromage posted:Oh no I was going to play Skylines today but the DLC is out. Mods???????? I'm looking at it and it does seem useful if you use it in much larger expanses, like if you want to set up a superblock system and ensure that cargo traffic stays out of the majority of the area. The fact that it means the game will properly support pedestrian-only roads, even if it's limited to doing them inside special areas, is a much bigger deal.
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# ? Sep 14, 2022 23:34 |
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Clark Nova posted:sounds like lazy bullshit but also sounds very true to how car-free zones are viewed in nearly every american city I'm constantly confused why this game from Finland is so American. dragonshardz posted:The fact that it means the game will properly support pedestrian-only roads, even if it's limited to doing them inside special areas, is a much bigger deal. I guess it does provide something for modders to work with--making it so you can do zonable ped roads anywhere without needing the district seems like it should be simple enough, as someone who knows nothing about Skylines modding. Would be more convenient than having to mark roads manually.
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# ? Sep 14, 2022 23:44 |
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Maybe Finland has adopted a bunch of Americanisms wrt land-use patterns or something?
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# ? Sep 15, 2022 03:28 |
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dragonshardz posted:I'm looking at it and it does seem useful if you use it in much larger expanses, like if you want to set up a superblock system and ensure that cargo traffic stays out of the majority of the area. That was my interpretation, is there anything stopping you from designing a big district with a centralized distribution center for its businesses and garbage services and then making it entirely pedestrianized?
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# ? Sep 15, 2022 03:33 |
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OwlFancier posted:That was my interpretation, is there anything stopping you from designing a big district with a centralized distribution center for its businesses and garbage services and then making it entirely pedestrianized? I think that this is exactly how it is intended to be used. The DLC lets you make largely car free cities, you basically just need arterial roads allowing vehicles to reach a pedestrian zone's access points. turn off the TV fucked around with this message at 04:03 on Sep 15, 2022 |
# ? Sep 15, 2022 03:57 |
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https://twitter.com/punishedgarage/status/1574068250563919873/
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# ? Sep 25, 2022 20:40 |
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Disgusting. But also I've been here. Sometimes I just want to make suburban hell-sprawl.
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# ? Sep 25, 2022 22:16 |
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lol the walmart parking lot is still only about a third as big as it should be
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# ? Sep 26, 2022 01:42 |
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I'm a fan of the 8 lanes of stroad with two cars on it.
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# ? Sep 26, 2022 03:02 |
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# ? May 25, 2024 05:31 |
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they really needs to get TMPE so they can disable pocket cars, enable the advanced parking AI and make sure that nothing is pedestrian accessible in order to get the true experience
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# ? Sep 26, 2022 03:14 |