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It's maddening that the large streets with a divider in the middle appropriately let you use tram tracks on the divider so they have their own section, but you can't also paint that lane as a buslane which is a pretty common setup in EU Edit: Streets like these: No reason the middle lanes that are now reserved for trams can't be turned into buslanes
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# ? Nov 17, 2023 10:14 |
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# ? Jun 10, 2024 11:03 |
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How do you get your High-density Residentials to level up to 5? I pretty much have unlocked all the other signature buildings, but my residential buildings are stuck at lvl 3.2 or something. They have plenty of parks, sport arenas, HD offices, HD shops around them. Also my city seems to be in hell loop. I have LD residential, commercial and industry demand maxed out, but no Office or MD/HD residential demand. I've literally carpetbombed half the map with LD residential. That doesn't sate the demand. Commercial and industry buildings have huge problem recruiting any workers, but there's still an endless demand for them too.
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# ? Nov 17, 2023 17:01 |
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MID / HIGH density need mass transit and a school next to them after a certain point. Also yeah, I limit LD development because it's basically impossible to provide services or effective mass transit to it, so getting them to their jobs is harder. Infidelicious fucked around with this message at 17:39 on Nov 17, 2023 |
# ? Nov 17, 2023 17:21 |
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Issaries posted:How do you get your High-density Residentials to level up to 5? I've found just not zoning LD to help HD actually get created. My theory is that the RCI shows you wants rather than needs. Everyone wants to live in a house with a yard, but sometimes there is only 100floor residential skyscrapers.
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# ? Nov 17, 2023 17:26 |
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Eight lanes is mass transit enough. Doh. Completely forgot about mass transit. 100k+ people and still running only with busses. edit: Did get some MD residential demand by godzillaing 30 squares and built some metros. HDR hasn't improved so far... Issaries fucked around with this message at 18:40 on Nov 17, 2023 |
# ? Nov 17, 2023 17:45 |
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Thread title should say ignore low density rci or something. I mean its kinda hilarious how it creates a huge trap to ruin your city with sprawl just like real life, but as a game mechanic you really need nuance on how to use it. My city is at 80k right now I think and every demand bar is pretty much maxed full time. It is so much more important to spend time tightening up the happiness and finances of your desired density types than just paving away at the whims of the meter. Also I’m thinking that when you open up the rci details window and see a negative modifier for empty buildings that this actually means buildings at less than full occupancy as opposed to actually empty/abandoned. If I’m correct you can basically murder your high density demand for a long time simply by zoning a few 6x6 towers that can take tons of cims. Even more-so if your constantly slathering low density alternatives for them.
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# ? Nov 17, 2023 19:15 |
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Also, I think my biggest want right now is the ability to zone warehousing and production industries as separate things. loving sucks to need some good employment opportunities for cims but all you get is endless blocks of warehouses because the game wants them for your specialized industries.
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# ? Nov 17, 2023 19:20 |
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I think you’re addressing a symptom. The game supposedly has production chains but the only control you have over supply of a particular good is to micromanage its tax rate, spin the zoning wheel, and hope.
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# ? Nov 17, 2023 19:27 |
I wish they would tone down the smoke stacks in industrial zones. My small towns industrial sector is half massive smoke stacks and it looks weird.
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# ? Nov 17, 2023 19:37 |
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I continue to have the exact opposite experience, where the only demand is C even though there are roughly two unfilled jobs for every one filled. It's basically impossible for my R not to slowly tick up, there are no ennui waves like I've been used to since SNES SC, but goddamn is it slow.
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# ? Nov 17, 2023 20:16 |
Mandoric posted:I continue to have the exact opposite experience, where the only demand is C even though there are roughly two unfilled jobs for every one filled. Only C has high demand, even though they bitch about low customers and lack of staff.
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# ? Nov 17, 2023 20:19 |
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Mandoric posted:I continue to have the exact opposite experience, where the only demand is C even though there are roughly two unfilled jobs for every one filled. Try building a ton of parks around town and see if that affects the commercial demand at all. In C:S1 the two (commercial demand and recreational demand) were lumped in under the same bar, might be the same thing here. Would also be interesting seeing if high density commercial affects the bar differently, wouldn't surprise me if it did something dumb like that.
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# ? Nov 17, 2023 20:56 |
My city is yearning for entertainment, but nobody wants to build entertainment commercial businesses. The only entertainment I have is what parks provide, it seems. I also tried setting subsidy rates for those business and seems to give nothing at all... what do I need to do to attract those and tourism businesses to my city?
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# ? Nov 17, 2023 21:13 |
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Entertainment = parks. At the end of the “park research tree” you can unlock something like 4 tourist attractions.
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# ? Nov 17, 2023 21:27 |
There are absolutely commercial buildings that sell Entertainment, but apparently they don't do too well here?
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# ? Nov 17, 2023 21:31 |
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New swathes of both low and high C tend to populate quickly, but just "borrow" workers from the existing ones. Meanwhile, I've slammed down basically full green park coverage and it's done effectively nothing except make low-R demand start dancing between 0% and 25% erratically. E: Also, it only took me from +4 to +5 "abundance of entertainment".
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# ? Nov 17, 2023 21:31 |
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nielsm posted:There are absolutely commercial buildings that sell Entertainment, but apparently they don't do too well here? I could definitely be wrong.
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# ? Nov 17, 2023 21:36 |
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An endless line of cars that for some reason insist on entering the bus station on the left only to drive around it and immediately exit on the right, instead of using the perfectly good road right in front of them. Entering is extremely slow, causing a huge traffic jam. Is this the new pathfinding at work? Moving the bus station a bit to the left didn't fix it, but moving it back almost a cell from the road did for some reason.
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# ? Nov 17, 2023 21:57 |
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Martian posted:
Looks like they are trying to get to that parking area in the back, that's the one you can upgrade for additional bus stops right? Might be a solution.
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# ? Nov 17, 2023 22:48 |
Another traffic jam! This time a tram blocked by pedestrians, and the pedestrians blocked by the tram too. And then three more trams blocked by that tram.
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# ? Nov 17, 2023 22:58 |
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Martian posted:
That's exactly what they're doing in the school pic I posted earlier. I've been digging into it and it looks like you have a jam that the system never cleared (or it keeps being reset by new cars entering the jam), I can still see the icon for yours. I was able to load an older save and see the jam there, just like yours. Once you get the jam cleared they go straight again. I started by just deleting a piece of the big road and rebuilding it. This is the old save with the jam icon still showing. I've seen this over and over. I'm starting to lose track of the traffic issues that I'm resolving by deleting and rebuilding segments of road. RadioDog fucked around with this message at 00:08 on Nov 18, 2023 |
# ? Nov 17, 2023 23:48 |
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WithoutTheFezOn posted:What I meant was that I’ve seen no reason to believe that the Entertainment good sold by those businesses is a thing that will fulfill residents' entertainment needs, despite having the same name. I think they do! I saw bars light up in purple in the entertainment map overlay. Same way as hotels light up in the tourism overlay
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# ? Nov 18, 2023 00:05 |
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Is there a way to delete smaller sections of road? I just want to demolish a few cells without leveling the entire neighborhood of rowhomes.
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# ? Nov 18, 2023 06:09 |
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Away all Goats posted:Is there a way to delete smaller sections of road? I just want to demolish a few cells without leveling the entire neighborhood of rowhomes. It's a little finicky but yes, if you create a new node at the point on the road where you want to delete, you can gain much more control for things like this, or placing crosswalks. The easiest way to do so is to use the alley road type and pull it off at 90 degrees from the point on the road where you want the node added. I am pretty sure nodes persist immediately they are added so you should be able to delete the alley right away. Unfortunately you're probably not going to be able to avoid some degree of demolition with this method, but it's the only one I know of.
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# ? Nov 18, 2023 09:36 |
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If you pixel-perfect replace it while paused, it'll reattach and cancel the teardown, just like rezoning a dezoned square does. I'm pretty sure this is the only way to actually remove most bonus road features.
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# ? Nov 18, 2023 10:26 |
nielsm posted:Another traffic jam! This time a tram blocked by pedestrians, and the pedestrians blocked by the tram too. And then three more trams blocked by that tram. I've seen a fix for that: back the tram stop off from the pedestrian crossing node a bit.
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# ? Nov 18, 2023 10:55 |
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Cim Aunt Beru and Cim Uncle Owen just wanted to do a retirement Harley road trip, then they were killed by a WOKE ANTIFA smart car cim parallel parked single file. Border, Soft on Crime DA's? Impeach!
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# ? Nov 18, 2023 14:38 |
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Tarnop posted:The scale of everything is hosed up, and some of the weirdest bits of design cruft crop up when two incompatible scales collide. Eg having to give commercial buildings a failsafe mode because it's possible for their delivery trucks to get stuck in a traffic jam that lasts longer than it takes for them to go out of business I renew my dislike of the agent system. It seems like there are so many design concessions made to allow for it, all for the benefit of having traffic jams that last for months.
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# ? Nov 18, 2023 14:45 |
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Away all Goats posted:Is there a way to delete smaller sections of road? I just want to demolish a few cells without leveling the entire neighborhood of rowhomes. You can add a new node to an existing road via the straight-road tool and double clicking on a piece of the road. - select the road with the number of lanes you want to have - select the straight-road tool - double click where you want to delete the road segment from - select bulldozer, bulldoze that new small segment Can also be used to create dual asymmetrical turning lanes on a road that's one piece: create a new node in the middle and then convert the new split segments of the road to asymmetrical roads.
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# ? Nov 18, 2023 15:40 |
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Count Roland posted:I renew my dislike of the agent system. It seems like there are so many design concessions made to allow for it, all for the benefit of having traffic jams that last for months. I am starting to join you on this. Agents can be great if everything is tuned well and there are no bugs in their pathing......but there are a lot of bugs with the pathing and tuning is exceedingly hard. edit: I can't for the life of me understand why hundreds of people are taking the train out of town to do shopping while my commercial zones seem to have no traffic. MikeC fucked around with this message at 16:32 on Nov 18, 2023 |
# ? Nov 18, 2023 16:04 |
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The mega gridlock seems to be a bug due to service vehicles not having the same despawn rules as cims when they get completely stuck. I noticed that one of my buildings suddenly had a trash problem and when I flipped on the overlay there were four garbage trucks just a few feet down the road all blocking each other from turning onto the road from the adjacent collector.
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# ? Nov 18, 2023 17:22 |
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piratepilates posted:You can add a new node to an existing road via the straight-road tool and double clicking on a piece of the road. Oh jeez that's much more convenient than my method! Thanks 😊 The latest patch seems to have helped my clinics a bit, treating more people for sure Ms Adequate fucked around with this message at 19:16 on Nov 18, 2023 |
# ? Nov 18, 2023 19:14 |
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Ms Adequate posted:Oh jeez that's much more convenient than my method! Thanks 😊 Using alleys for nodes is still very good if you don't have existing buildings around the road that it'd mess up. Sometimes converting a road will merge two nodes, so trying to have a single road with two different asym turning lanes can require re-making that node, much easier sometimes to just make the alley, convert the turning lanes, delete the alley. But for trimming roads, especially curved ones, the straight-road node maker comes in handy.
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# ? Nov 18, 2023 19:38 |
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Dont forget you can use the same straight road technique on raised roads to add new columns. I havent fully gotten the hang of it, as sometimes it will automatically remove the old column that was in the way, but other times ill need to delete the overpass segment and redraw it from the new column location. Still a great tool for when you want to draw under existing raised freeways and dont want to break up your grid spacing/squareness.
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# ? Nov 18, 2023 20:37 |
That's some drat thick smoke coming from a factory producing food from vegetables and livestock. Are they using wood fired stoves or something?
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# ? Nov 18, 2023 22:36 |
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they burn the livestock for fuel, looks like they got a load of pigs in
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# ? Nov 18, 2023 22:51 |
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that's just steam, from the canned steamed hams they're making mmm, spam (steam-ham)
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# ? Nov 18, 2023 23:01 |
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joke sucked but no takebacks
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# ? Nov 18, 2023 23:01 |
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nielsm posted:
maybe they're making kippers
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# ? Nov 18, 2023 23:04 |
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# ? Jun 10, 2024 11:03 |
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nielsm posted:
Döbbelböck
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# ? Nov 19, 2023 00:21 |