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Volmarias
Dec 31, 2002

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I'm glad they're getting rid of the extra zebra crossings, I'm just out here holding my breath for updating entire stretches of city road at once

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hailthefish
Oct 24, 2010


Oh my god yes.

OwlFancier
Aug 22, 2013

Yeah it will hopefully make them look a lot tidier.

double nine
Aug 8, 2013



comrade gravity is optional

(turns out the short autosnap roads you can build are funky if placed next to a cliff ;)

Pharnakes
Aug 14, 2009
My question is how did you manage to make such a steep cliff? I can never get the terrain altering tool to make much more than a gentle slope.

hailthefish
Oct 24, 2010

Level from center, patience and convenient geology. If there's rock close to the surface there's basically nothing you can do but you can get surprisingly sharp slopes with persistent application of the level from center tool. It helps to have the topography and grid displays enabled too.

double nine
Aug 8, 2013

Start with the terrain tools to get some basic flattening done then shift to flattening with a building. For large plots of land stuff like an airplane factory works best but to start with I like using the brick factory or even a warehouse.

Using this you can push terrain far more than with the terrain tools themselves. (I only do this with 4 bulldozers & 4 excavators to keep myself sane)

edit: I will say that doing too many hight levels starts to look really silly so I like to 'terrace' the terrain
edit2: if there is a part of the terrain you're happy with, 'lock' it with a dirt road while you do more terrain deformation on the other side of the dirt road. This isn't a 100% perfect protection but does provide a substantial buffer.

double nine fucked around with this message at 13:37 on Aug 27, 2022

OwlFancier
Aug 22, 2013

Argh I want the update so bad, jonesing for some central planning.

Found a map that looks good though, lots of rivers and valleys to bugger about with.

https://steamcommunity.com/sharedfiles/filedetails/?id=2145968527

SkyeAuroline
Nov 12, 2020

OwlFancier posted:

Argh I want the update so bad, jonesing for some central planning.

Found a map that looks good though, lots of rivers and valleys to bugger about with.

https://steamcommunity.com/sharedfiles/filedetails/?id=2145968527

Looks quite interesting. I'm playing on a Seattle map currently, having a rather... rough time with it (did a very poor job planning ahead). Oil economy sure isn't what it used to be, and train planning is hell.

Think this is the most recent I have of the bulk of the republic. Still out of date, though.

OwlFancier
Aug 22, 2013

I approve of your resisting the grid. finding it hard to do that personally.

SkyeAuroline
Nov 12, 2020

OwlFancier posted:

I approve of your resisting the grid. finding it hard to do that personally.

Thanks. There are parts that are semi-gridded, but for the most part I follow terrain contour lines. Good for planning roads, terrible for retrofitting rail connections. Going to have to do an entire new plant for asphalt, concrete, and prefabs eventually, a distribution office of 12 T138 dumpers for gravel is not doing the job and I don't think an aggregate station will fit well.

OwlFancier
Aug 22, 2013

I do wish it were easier to route conveyors, can never get the bastards looking tidy. I am thinking about doing a plant that is just fuelled by storages and loaders/unloaders and the big 25 tonne trucks, purely for reasons of tidiness.

Volmarias
Dec 31, 2002

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OwlFancier posted:

I do wish it were easier to route conveyors, can never get the bastards looking tidy. I am thinking about doing a plant that is just fuelled by storages and loaders/unloaders and the big 25 tonne trucks, purely for reasons of tidiness.

I just want to be able to place conveyors that aren't so absolutely fussy about placements, or at least will show you a ghost of the invalid placement so that you can figure out WHY it's wrong.

Semi related, I've finally fallen off the Cosmonaut bandwagon. It's just so CONVENIENT to press a button and make a bunch of gravel paths appear!

I'm curious what the meta will end up being with early game revenue generation. I tried setting up a nuclear fuel complex, but it requires a LOT of people. I'm guessing that Tourism is where it's at until you can afford to build up?

Volmarias fucked around with this message at 19:06 on Aug 27, 2022

OwlFancier
Aug 22, 2013

Tourism I think actually requires that you have a pretty nice place to live, it's a lot less of a money printer than it used to be, basically I see it as "well I've built the connection to the border and all these services in town, so I might as well get some cash off it by shipping in tourists"

SkyeAuroline
Nov 12, 2020

Volmarias posted:

I'm curious what the meta will end up being with early game revenue generation. I tried setting up a nuclear fuel complex, but it requires a LOT of people. I'm guessing that Tourism is where it's at until you can afford to build up?

I'm wondering the same - it's already a serious struggle to get a functional economy going for me, and that's without the new update factored in. Not looking forward to what's to come.

Blowjob Overtime
Apr 6, 2008

Steeeeriiiiiiiiike twooooooo!

Volmarias posted:

I just want to be able to place conveyors that aren't so absolutely fussy about placements, or at least will show you a ghost of the invalid placement so that you can figure out WHY it's wrong.

This would be real nice. Something to give an idea if I'm close or if I need to reconfigure stuff on the ground to accommodate the supports.

OwlFancier
Aug 22, 2013

Almost anything can make you money, you can do it with imported goods and processing them into finished goods fairly easily, the difficulty is mostly in not expanding your workforce too fast so that you end up paying for piles of people you aren't making a profit off of.

If anything I am thinking I might find it easier with the update because of the new cosmonaut additions and being able to buy all the construction goods from the border, meaning I don't have to set up a fully equipped construction yard from the get go.

ThomasPaine
Feb 4, 2009

We have no compassion and we ask no compassion from you. When our turn comes, we shall not make excuses for the terror.
does this have angle snap for buildings/roads yet

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



Since about 6+ months ago, was it?

ThomasPaine
Feb 4, 2009

We have no compassion and we ask no compassion from you. When our turn comes, we shall not make excuses for the terror.

ThisIsJohnWayne posted:

Since about 6+ months ago, was it?

oh sweet maybe time to give it another go then

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



ThomasPaine posted:

oh sweet maybe time to give it another go then

Turn it on by pressing F2 (F3?) twice, first is to display grid second is for sticking to grid. The grid icon checkbook above the minimap displays a little magnet 🧲 when its on

OwlFancier
Aug 22, 2013

F1 for grid modes. It doesn't have angle snap (other than to the extent the game only does a lot of discrete angles anyway) but you can totally build a road grid that snaps to the main wireframe grid. Buildings are still somewhat arbitary because the snap is based on their origin point which is different from building to building so the setback is going to be variable.

Volmarias
Dec 31, 2002

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OwlFancier posted:

F1 for grid modes. It doesn't have angle snap (other than to the extent the game only does a lot of discrete angles anyway) but you can totally build a road grid that snaps to the main wireframe grid. Buildings are still somewhat arbitary because the snap is based on their origin point which is different from building to building so the setback is going to be variable.

The road <-> building placement is a lot less finicky than it used to be too, worth giving it another try.

There's also F4 for Build A Parallel Road / Pipe / Whatever mode, which is very nice for making things look organized.

OwlFancier
Aug 22, 2013

Oh yeah the parallels are dead handy.

SkyeAuroline
Nov 12, 2020

New update is live on the beta branch. Patch notes here.

Anime Store Adventure
May 6, 2009


Didn't get a chance to actually play with the new stuff but it seems neat, at least. That said, seemingly no support for metro interchanges underground or with bridges? That seems like it makes the metro pretty limited imo. I suppose it could be a good city-loop to make sure people can access services, but you're basically limited to separate tracks for each line. Would be nice to be able to share stations without having to build multiple platforms weirdly.

Volmarias
Dec 31, 2002

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SkyeAuroline posted:

New update is live on the beta branch. Patch notes here.


quote:


  • Super realistic mode (a.k.a Cosmonaut mode)
  • Construction priorities
  • Panel road
  • Merging unfinished infrastructures into bigger pieces (as in blueprint mode)
  • Possible to use custom house with construction office
  • Possible to use foreign workers from custom house

:prepop:


quote:


  • In the train window is possible to stop train and launch it on the red signal

:eyepop:

SkyeAuroline
Nov 12, 2020


Yeah, I'm hoping that last change makes construction trains not completely unusable for multi lane construction even if it takes manual oversight.

Pharnakes
Aug 14, 2009
Does it force you to use all max difficulty settings for cosmonaut mode? I really like the idea of building everything "properly" but if I chose the maximum difficulty for citizens needs no matter what I do a year or two in loyalty just collapses and it's game over, even if everyone was living in a socialist paradise with every need catered for.

Arven
Sep 23, 2007
You're all welcome. I got tired of waiting so I started a new cosmonaut run on Saturday and was 12 years in. :sigh:


And yeah... I don't think I'm going to be able to do the now official cosmonaut runs for early starts unless they've fixed some stuff. There are certain situations where pipes, wires, or conveyors become unbuildable without helicopters if you mess up while laying it down initially.

Arven fucked around with this message at 13:31 on Sep 12, 2022

Anime Store Adventure
May 6, 2009


Pharnakes posted:

Does it force you to use all max difficulty settings for cosmonaut mode? I really like the idea of building everything "properly" but if I chose the maximum difficulty for citizens needs no matter what I do a year or two in loyalty just collapses and it's game over, even if everyone was living in a socialist paradise with every need catered for.

Cosmonaut is just a new difficulty preset that yes, does this. The “realistic building” is also just a setting.

I certainly won’t be enabling it because I still like having a “I’m not waiting for this poo poo” button now and then, but the added ability to use border crossings to buy things is welcome.

LeFishy
Jul 21, 2010

Anime Store Adventure posted:

Cosmonaut is just a new difficulty preset that yes, does this. The “realistic building” is also just a setting.

I certainly won’t be enabling it because I still like having a “I’m not waiting for this poo poo” button now and then, but the added ability to use border crossings to buy things is welcome.

Is "realistic imports" also a setting because I'm in the same boat. I love the logistical restrictions of cosmonaut but am too stupid to manage things like heating.

I always just forget to turn off auto-import on new buildings and it bugs me.

Anime Store Adventure
May 6, 2009


LeFishy posted:

Is "realistic imports" also a setting because I'm in the same boat. I love the logistical restrictions of cosmonaut but am too stupid to manage things like heating.

I always just forget to turn off auto-import on new buildings and it bugs me.

I think that's basically the setting, yes. 'Cosmonaut' as it is today is now just a preset beyond hard, 'Cosmonaut' as we used to call it is basically just that new realistic imports setting.

Volmarias
Dec 31, 2002

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Arven posted:

You're all welcome. I got tired of waiting so I started a new cosmonaut run on Saturday and was 12 years in. :sigh:


And yeah... I don't think I'm going to be able to do the now official cosmonaut runs for early starts unless they've fixed some stuff. There are certain situations where pipes, wires, or conveyors become unbuildable without helicopters if you mess up while laying it down initially.

I missed one, they did actually fix that too. I'm hoping the "merge infrastructure construction" is "turn 50 road updates due to crosswalks and driveways into one" which is another qol requisite


quote:

  • Construction of pipelines or wires not directly connected to end buildings

That one should have been :vince:, whoops

Pharnakes
Aug 14, 2009
What about conveyors though? Sometimes they build the whole thing, sometimes they only build the towers and refuse the rest.

Volmarias
Dec 31, 2002

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Pharnakes posted:

What about conveyors though? Sometimes they build the whole thing, sometimes they only build the towers and refuse the rest.

Do you mean aligning them so that they will build the conveyor itself? I think that's something you would always have to handle at the placement phase.

Anime Store Adventure
May 6, 2009


Pharnakes posted:

What about conveyors though? Sometimes they build the whole thing, sometimes they only build the towers and refuse the rest.

This is a mod problem, at least I'm guessing. Some of the mod conveyors don't have a road connection, just a walking path connection. Walking path connections are valid for building the tower, but not valid for building the conveyor that attaches to the tower. It appears like it *sometimes* works, because often trucks can reach the construction via another way, but if you connect two path only towers together, it won't be able to build the conveyor between them.

double nine
Aug 8, 2013

there's three issues I think: first conveyor towers will build the road/footpath connections before they try to build the conveyors, which can cause the space that would be used for conveyor belt support beams to get occupied by those roads/footpaths.

Second is when you place a building the underlying terrain gets morphed (flattened) just a bit, which may also cause problems

Third is that the actual buildng placement can shift just a couple pixels compared to where you place your mouse, which can make it that the angle is too sharp for a connection. This is only true if you're trying to place the thing in a spot that's borderline reachable.

Anime Store Adventure
May 6, 2009


double nine posted:

there's three issues I think: first conveyor towers will build the road/footpath connections before they try to build the conveyors, which can cause the space that would be used for conveyor belt support beams to get occupied by those roads/footpaths.

Second is when you place a building the underlying terrain gets morphed (flattened) just a bit, which may also cause problems

Third is that the actual buildng placement can shift just a couple pixels compared to where you place your mouse, which can make it that the angle is too sharp for a connection. This is only true if you're trying to place the thing in a spot that's borderline reachable.

Just for clarity: everything you said is correct but entirely separate from the issue I was describing. Mine has nothing to do with placement - everything to do with the ability for a construction office to build a conveyor that’s already “placed.”

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double nine
Aug 8, 2013

sorry I misunderstood. I don't understand that one either :(

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