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Left: How the AI handles traffic by default (ex; I need to turn right in 5 blocks, I'll get all the way to the right immediately) Right: Optimally running a 6 lane one way road, traffic spreads out and uses all lanes for maximum throughput. The Traffic Trident, a main trunk 6 lane road that maximizes throughput while permitting 2 way traffic that can return to the main trunk line. (Note: Left and Right roads are NOT 4 lanes, they are opposing direction 2 lane one ways) Slickdrac fucked around with this message at 19:26 on Mar 16, 2015 |
# ¿ Mar 16, 2015 18:15 |
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# ¿ May 12, 2024 07:47 |
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Slickdrac posted:Left: How the AI handles traffic by default (ex; I need to turn right in 5 blocks, I'll get all the way to the right immediately) Right: Optimally running a 6 lane one way road, traffic spreads out and uses all lanes for maximum throughput. Fixed my post to make more sense, multitasking makes you braindead.
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# ¿ Mar 16, 2015 19:27 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=409590909 Saw someone ask for my lightless 6 lane intersection, here you go.
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# ¿ Mar 17, 2015 22:17 |
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Jamsque posted:Thanks for this No problem. I just realized I didn't put it exact center of the asset designer, not sure if that makes a difference when plopping it down? This is the grid layout I incorporated it into. http://steamcommunity.com/sharedfiles/itemedittext/?id=409596774
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# ¿ Mar 17, 2015 22:38 |
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bitcoin bastard posted:How do you get the asset builder to expand past 64x64? It's not. If you were talking about the image in the link description, it's 4 of those grids put together. Also, the IMPORTANT NOTE I put on there was how I fixed my traffic problem for the offramp from this to this It seems so obvious now since all the traffic was flowing from the right side over to it's left alternate direction trunk counterpart. Red traffic means nothing Slickdrac fucked around with this message at 23:47 on Mar 17, 2015 |
# ¿ Mar 17, 2015 23:41 |
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Nondescript Van posted:i probably missed something but I dont see the difference in road design between these two or why one is much better than the other. It's the same exact highway design, except in the grid layout, I had roads between these sections that meant traffic from all 4 grid blocks were all going out to the highway on the bottom left side and overloading the highway. The I noted in the grid asset link before NOT to connect the trunks like that, it'll give you congestion problems.
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# ¿ Mar 18, 2015 00:21 |
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Did some highway testing, hope this helps a bit and shows that onramps can be very useful! https://www.youtube.com/watch?v=nonDzZfoqiY Also, one thing I forgot to mention, a dub-stub cancels out and makes all lanes thru again.
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# ¿ Mar 18, 2015 03:02 |
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Nalesh posted:I'm still on the edge on this after the disaster of a game that shouldn't be spoken about in polite company, so I ask of three things. There is a good twitch stream from a goon that someone has handy. I haven't had anything really bad buggy, but there is an issue if you plop too many parks that will kill commerce, but there's workarounds. There's a mod for that
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# ¿ Mar 18, 2015 05:41 |
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Diviance posted:Third, traffic trident variant: I approve of this Also, I applied the trident idea with the things I learned about highways earlier and made a double diamond (technically it's called a full diamond, but I didn't check the list of interchanges to see if this was a thing before making it) You can see the triple exit ramps splitting traffic. And the merge points work 2/3rds as theorized, the inbound lanes with turn signals do take the left and right sides of the highway when entering, but the straight thru lanes just pick whichever lane when they come out, so I'll be turning them back into full highway segments right after the initial split. If you keep the whole stretch a highway, all three lanes will be thru lanes. Also, I can make this smaller I think.
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# ¿ Mar 18, 2015 08:30 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=409073164 I know some folks were looking for this before. Pillar removal from railroad tracks so you can build your train tracks above roads.
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# ¿ Mar 18, 2015 09:27 |
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Just a little bug warning when you're playing in the asset editor. If you save something, then start a new asset, always remember to check your save naming, it doesn't clear the old asset save name out. Time to make the Double Diamond again -_- This is probably? as small as is reasonable for max speed of the 45 degree on/off ramps.
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# ¿ Mar 18, 2015 10:18 |
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Orgophlax posted:How do you create a Y intersection? Everytime I try the section turns red saying the space is already occupied. When you have 3 roads combining, the game seems to get real mad if any angle is less than 45 degreees. If you are combining different sizes of roads, it can get real finicky. Some of the multi split highway sections I've made have required me to delete one spur to make a different one, and then I could put the spur back on no problem. A design could be completely legitimate, but you have to plop it in just the right order.
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# ¿ Mar 18, 2015 15:28 |
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Still waiting on the Goatman.
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# ¿ Mar 18, 2015 15:59 |
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Poizen Jam posted:I did turn it on. All my save games have a little cross through the trophy now because it just didn't work You will still get the cross through the trophy, but achievements are enabled.
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# ¿ Mar 18, 2015 17:43 |
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Alakaiser posted:Oh hey! One of my mods got put on TotallyMoo's mod collection thing. Truly, I have made it with my code template and three lines of original code. I'm surprised no one's caught that from my screenshots/gifs/video I'm still using the same exact monitors I've had since 2006. They still work and I'm too cheap to buy a new one. Haeleus posted:Is there a way to have custom tiles (e.g. parks) actually show an image in the scroll menu rather than the generic icon for mod objects? I've downloaded several new parks (love the little 1x1 tiles) and its getting annoying mousing over and guessing which is which without a visual queue. Not presently
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# ¿ Mar 18, 2015 18:22 |
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At the very least, some kind of rhyme or reason for how saves and items are ordered would be nice. Maybe I'm not catching it, but it just seems to put things in whatever order it feels like based on the wind direction at the moment.
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# ¿ Mar 18, 2015 18:28 |
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zedprime posted:I think I figured out the arcane currents organizing saves, or as close as any mortal can. They are listed alphabetically, then at the end chronologically listed are any made in the current game session. Either my game or computer doesn't know the alphabet then (or mods broke something), because "testcity" is above all my quicksaves at the top of the list, and "newsave" is towards the bottom below the quicksaves, and it's not reverse alphabet since "bigcity" is at the top just below "testcity" And my assets have no order at all, though maybe it's basing off the savefile name, not the asset name in the quickbar, but I haven't looked closely at specifically what I named saves as.
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# ¿ Mar 18, 2015 18:49 |
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Domattee posted:neither can you have multi-level streets. There's a mod for that http://steamcommunity.com/sharedfiles/filedetails/?id=409073164&searchtext=
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# ¿ Mar 19, 2015 17:46 |
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Sankis posted:I tried to make a city with the trident thing posted on page 1 or 2, however I seem to have stop lights which makes everyone just clutter up together. The road that connects upwards from the tri-inbound intersection should be a highway piece as short as you can make it.
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# ¿ Mar 20, 2015 10:18 |
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Another Person posted:people as products Power producing crematoriums. Or just cut the middleman and send the dead straight to the incinerator.
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# ¿ Mar 20, 2015 11:04 |
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Fishstick posted:Once you get incinerators, is there a point to keeping landfills? Incinerator trucks function the same as normal garbage trucks in terms of picking up trash from residences, right? Kinda. So far I've noticed it seems you need more collection capability than you need burn capability. So landfills provide more trucks for less cost. Similar case for cemetary/crematorium, though the dead collection need isn't as severe as long as you're not running the city of Auschwitz.
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# ¿ Mar 20, 2015 13:42 |
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Noyemi K posted:Nope, industrial. Do they serve any purpose or function outside of jobs? I think they do very very small amount of goods, but are they better tax income than industry?
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# ¿ Mar 20, 2015 23:41 |
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Vetitum posted:Just spent the evening on a new city , 10k inhabitants and not a single traffic light. Upgrade to highways.
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# ¿ Mar 21, 2015 00:20 |
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It appears that there is a limit to how many roads you can plop down. Roads and highways do not share the same limit counter. All versions of 2, 4, and 6 lane roads are on the same one though. edit: Appears to be 100,000 cells of road. Slickdrac fucked around with this message at 03:59 on Mar 22, 2015 |
# ¿ Mar 22, 2015 03:51 |
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Vire posted:So what is the advantage to upgrading your buildings. Like I know when I put parks down the buildings upgrade and get bigger but what does that actually do? Is it just that they have more people in them thats it? Does land value actually do anything? Higher level means more people living/working there, it also means higher tax income. Land value is useful for increasing level.
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# ¿ Mar 22, 2015 07:55 |
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You want a gridhell, I'll give you a gridhell. Everything is 8x8 cells, 2 lane bidirectional roads. Highway is basically a gigantic roundabout around the outskirts. Almost all roads are red, but traffic does not back up. Roads are capped though and I can't build any more.
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# ¿ Mar 22, 2015 20:30 |
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Is this normal for that many people, or just because I have 7 or 8 mods going? CPU is a 2 year old i7
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# ¿ Mar 22, 2015 23:13 |
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cthulhoo posted:Welp, something happened and I couldn't load any save games or even start a new game (black screen, loading progress bar forever) until I disabled "auto line color" mod. Posting just in case this happens to someone else, don't panic, disable mods. http://steamcommunity.com/sharedfiles/filedetails/?id=409865621&searchtext= TransportLineColorMod is the superior version anyway.
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# ¿ Mar 23, 2015 20:47 |
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# ¿ May 12, 2024 07:47 |
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onionradish posted:It is pretty annoying that most of the default parks don't fit into the standard grid, though. If you just right click, it will rotate 45 degrees. If you hold right click, you can move around and rotate it smoothly.
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# ¿ Mar 24, 2015 20:26 |