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zxqv8 posted:This guy (Impact) got linked earlier in the thread, but probably deserves another plug because his attention to detail is loving bonkers and the results speak for themselves Impact, Fluxtrance, and Strictoaster are all amazing. ST turned me onto the plop the growables mod and I'm using that + RICO to handplace an entire city.
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# ¿ Oct 1, 2017 19:49 |
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# ¿ May 11, 2024 10:36 |
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Man Musk posted:I uploaded a map to the steam workshop wewt that makes me a modder You may want to consider taking some glamour/overview photos and add them to the Workshop page so people know WTF it looks like.
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# ¿ Oct 9, 2017 07:28 |
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Baronjutter posted:The new update looks really dumb and a pass from me for buying it, but the road editor has me super excited unless it's hamstrung somehow. I watched a feature overview where a guy barely shows it, but will we finally be able to create lane by lane the roads of our dreams? God, I hope so.
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# ¿ Oct 16, 2017 22:25 |
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McGlockenshire posted:I haven't been paying attention. Is this a mod, or is this the new thing in the expansion? It's a new feature coming in the expansion. I'm looking forward to being able to make custom roads for my superblocks.
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# ¿ Oct 17, 2017 21:10 |
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Baronjutter posted:If I can figure out how to make some narrow 1-way tram roads with bike lanes I'll be happy. Same - I want a 2-tile wide road that's one lane of foot/bike traffic and one lane of vehicle traffic separated by a median.
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# ¿ Oct 18, 2017 19:50 |
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Baronjutter posted:So how bad has the update broken all the essential mods we love? I usually give it a week for mods to get updated by their original authors or unfucked by BloodyPenguin.
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# ¿ Oct 19, 2017 20:50 |
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Ofaloaf posted:Is there a way for train tracks to work within roads? I tried taking the tram-in-avenue road and swapping the tram lines out for train tracks, but I couldn't get regular rails to mesh with it and it generally seemed to be a mess. I don't know about doing that in the road editor but you can make that sort of thing happen with road anarchy and moveit.
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# ¿ Oct 20, 2017 22:45 |
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serious gaylord posted:Is the game playable again yet? Yeah, there's still a few mods like Rush Hour that are completely broken but I played it just last night without much trouble.
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# ¿ Oct 22, 2017 22:53 |
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DCMI and DDI are the god-tier service interchanges in Skylines.
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# ¿ Oct 25, 2017 21:21 |
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It's legitimately amazing how much detail you can get in this game from a few props and decals. I've got a WIP nuclear power plant that I've spent some time detailing the entrance facility and sime fairly simple work with decals left it looking pretty damned good.
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# ¿ Oct 28, 2017 08:31 |
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Baronjutter posted:Building Themes - Manages to be way more functional and a better interface than the crap CO eventually implemented I would drop Sharp Junction Angles for Fine Road Anarchy - it integrates directly with Fine Road Tool. Building Themes, Control Building Level Up, and Disable Zone Check are all superfluous if you have Plop the Growables installed. CBLU is also noted as being incompatible with PtG!
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# ¿ Nov 2, 2017 05:23 |
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Baronjutter posted:I actually buffed the employment/production on farming/forestry since I'd only have one actual building per huge area. What settings in (I assume) the WG pop/consumption mod did you use for this?
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# ¿ Nov 5, 2017 05:06 |
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double nine posted:I could use some advice on my current supposedly rural town. Props. Lots of props. You won't have a lot of actual "working" land but there's a lot of farm field props and whatnot you can use to make the area feel like it's doing poo poo. Baronjutter posted:To increase the worker/resident capacity of any building type, lower the space per person field. And how would you increase the overall production?
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# ¿ Nov 5, 2017 19:12 |
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I made some spaghetti:
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# ¿ Nov 8, 2017 12:12 |
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Baronjutter posted:God I wish we could have zoneable roads with built-in retaining walls, or if the seawalls in the game weren't so thick and could be placed right up to the edge of things, and if buildings didn't auto-morph the terrain to be flat around them. It's super hard to build anything terraced without huge ridiculously thick walls. Here's a zoneable road with built-in (brick) retaining walls: http://steamcommunity.com/sharedfiles/filedetails/?id=1186715899
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# ¿ Nov 13, 2017 00:43 |
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Baronjutter posted:Just doing some suburban things and crying over RICO still not being fixed and the creator being MIA. What in RICO is broken exactly? I haven't noticed any problems - then again, most of what I've been up to since Green Cities dropped is doing big-picture infrastructure on a new map.
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# ¿ Nov 17, 2017 23:17 |
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One of the best ways to solve the traffic problems created by trucks going to/from centralized industrial areas is to essentially quarantine their traffic off. Plonk down a cargo station where your industry is and ban freight travel on all roads departing the area. Cargo will use the train station to travel elsewhere assuming there's a valid route for the train. High-density commercial should be scattered throughout your city - helps to prevent the problem of OMG TRUCKS ERRWHAR - but any areas of it that are more that zone type than any other should have the same treatment as the industrial areas applied to it - local train station, cargo trucks prevented from snarling traffic elsewhere, etc.
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# ¿ Dec 26, 2017 11:18 |
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Krataar posted:Are there any guides or tips on how to make the most magnasanti/Blade Runner 2049 hell city I possibly can? I am going to be trying to scoop up mods, but I've been away from this game for a long time for what is good and not good. The best I have for you is Wellech's building themes: http://steamcommunity.com/id/SGriffin86/myworkshopfiles/?appid=255710 There's also some other stuff floating around on the Workshop, mostly taller buildings.
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# ¿ Dec 31, 2017 05:34 |
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Strabo4 posted:Man, those highways look really nice. I got scared off by the modder's warnings and whatnot but those look really really good. How much of a PITA is it placing all those pillars manually, though? MoveIt's copy/paste helps for long stretches, as does the different line tools in Prop Line Tool. I'm not using that mod - my current city is a no-highways build that uses trains for extra-city transport - but PLT + MoveIt makes doing long sections of props pretty painless.
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# ¿ Jan 2, 2018 23:42 |
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Bold Robot posted:You might already be on top of this but in addition to Move It! and No Pillars, you'll want either Fine Road Anarchy or Sharp Junction Angles (I think the former is the one to use now - someone correct me if I'm wrong), it gives you much more control over your roads, what they snap to, what angle you want them at, etc. You can have it show a little window in the interface with various road building options. Very useful. Fine Road Anarchy is the gold standard these days.
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# ¿ Jan 4, 2018 04:03 |
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nielsm posted:I'm not sure what happened here. I didn't place it. Green Cities update broke high-density RICO mod buildings (when using WG Realistic Pop) and the creator hasn't fixed it yet. There's a community patch which is a replacement for the whole mod until the guy updates it : https://steamcommunity.com/sharedfiles/filedetails/?id=1204126182
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# ¿ Jan 22, 2018 21:32 |
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That's why I play with weather and disasters off. No lightning strikes, no forest fire, just me and my helicopters keeping the peace.
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# ¿ Jan 24, 2018 07:46 |
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Ms Adequate posted:Crazy genius has fixed prop pox. Holy hell. I remember the awful, bitter drama when Pegasus' umbrella props were used as an example of the root cause of Prop Pox.
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# ¿ Jan 27, 2018 07:11 |
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turn off the TV posted:Auto bulldoze demolishes damaged and abandoned buildings. The disaster relief/response agents allow the damaged building to be repaired, as in your level 5 residential building with 30 cims will be repaired as the same level 5 residential building with 30 cims. Or you can play with disasters off and a "No Abandonment" mod installed
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# ¿ Feb 17, 2018 23:14 |
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LORD OF BOOTY posted:so i had the idea to deal with sewage without polluting the water sources by just digging a poo poo lagoon and putting my drainage stations there, and turning them off and doing a new poo poo lagoon when it got full Something you can do to deal with this in an actually functional way is install the extra terrain tools mod and put in a water source in your poogoon. Sink it down to the lowest it will go, and it will simply delete the poo.
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# ¿ Feb 28, 2018 00:38 |
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SkunkDuster posted:How do you view the city stats? I saw a video where it showed a line graph of population and I'll be damned if I can find it in the interface. Am I just blind, or is it an addon they are using? ESC > City Stats, iirc.
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# ¿ Mar 20, 2018 03:59 |
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turn off the TV posted:Alternative DLC feature list because own all of them (okay not Green Cities). All of these DLC have unique buildings, new policies, etc. Rush Hour is cool in execution, but it's not been updated for a while and breaks in some mysterious ways/conflicts hard with other mods that touch the simulation time, like Ultimate Eyecandy. How the heck do you make TMPE disable on-street parking?
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# ¿ Apr 8, 2018 23:56 |
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turn off the TV posted:Disable events in Rush Hour and disable time control in Ultimate Eyecandy. Huh. cool. TMPE doesn't have a global setting to disable street parking AFAIK, but yes it does have the per-street controls. I was hoping it had global controls for on-street, though...
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# ¿ Apr 10, 2018 01:06 |
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turn off the TV posted:It was a real rollercoaster of emotions seeing the announcement for the Parklife DLC, complete with zonable parks intended to remove the dead space between buildings, and then seeing that nope, there's no filler tool and you have to hand place every prop. At least those dead spaces you've already filled with props will now be functional? I do like that they're officially adding/supporting pedestrian roads as well.
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# ¿ Apr 18, 2018 22:41 |
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BigglesSWE posted:Literally every DLC for this game. And ferries. And the "eco" buildings which are not garishly oversaturated like some of the default buildings. Blimps and cable cars are cool too. Helicopter-based EMS/PD/FD if you pick up Natural Disasters and shut off random disasters and weather so you don't get forest fires everywhere.
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# ¿ Apr 22, 2018 04:14 |
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Bold Robot posted:They seem to have stumbled into it with a few smart core design decisions like making it super mod-friendly. CO itself seems to have at best a tenuous grasp on why people dig the game, see e.g. 3 years of questionable DLC and that one interview the CEO or lead designer or whatever gave where she says she plays to maximize profit and doesn't see why people would do anything else. Honestly the latter bit was the same with the SC4 crowd. You had a bunch of people who were really about building realistic cities with realistic traffic infrastructure, which spawned projects like NAM and CAM, but also a lot of people who didn't care so much about realism and just made what they liked. The community has in some part slowly moved over to CSL from SC4, so it has a similar structure - bsquiklehausen, for example, made a TON of railfan assets and automata for SC4.
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# ¿ Apr 22, 2018 23:06 |
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Nova88 posted:I'm having a bit of a traffic flow problem, I was wondering if people would be able to help, my planning of road networks in this game is pretty much guesswork. re: framerate - if you can cut down on the number of people driving around, it'll improve your framerate. Add some metro, trams, buses, etc. Pathfinding is pretty heavily CPU-bound so the less of it there is, the better your FPS will be. That said, it's still a Unity engine so there's going to be a point where even with huge numbers of people using the metro, you're going to dip down into sub-30 ranges. When it comes to traffic management, you can try and do real-world road hierarchy but it's still a design that centers around car traffic so you'll still have FPS problems. It's actually measurably more efficient and FPS-friendly to connect independent superblocks via non-car transit, eg metro for people and heavy rail for cargo. (Metro here is literally any/all transit options including busses.) dragonshardz fucked around with this message at 23:24 on May 5, 2018 |
# ¿ May 5, 2018 23:21 |
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turn off the TV posted:At this point I'm really hoping that C:S 2 moves on to using GPU pathfinding. Recent GPU based techniques for solving traveling salesmen problems are anywhere from 5 to 300 times faster than CPU based calculations. One of Nvidia's dedicated computing GPUs can perform tens of billions of moves per second on a network of 10,000 nodes. That likely depends on if Unity implements it, and how willing CO is to hack it in if not.
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# ¿ May 6, 2018 03:30 |
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JFC posted:Can anyone suggest a good, up to date workshop collection with plenty of interchange, lane, and public transport mods? I just reinstalled this and want to make something. I don't think you need a collection for that. NeXT2 and TM:PE will cover most lane/traffic stuff. Add Metro Overhaul Mod for, y'know, Metro and then take a poke around the Roads category maybe? There are some useful and nice roads in there among the cruft. If you can be more specific about your idea I can find more stuff to help you accomplish it.
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# ¿ May 8, 2018 06:34 |
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turn off the TV posted:Right hand side is blurred, left hand side is neural net export. Beneath is the neural net image with some basic erosion done in Wilbur. So this would, for example, let us take non-US terrain data from terrain.party and sharpen it from "blurry mess" to something usable?
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# ¿ May 10, 2018 03:48 |
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Speaking of learning from veterans, here's my (very WIP) slums area that I'm detailing using tricks I've picked up from Strictoaster/Fluxtrance. It's amazing how some dirt decals, grass decals, trees, and other foliage act in concert to make everything flow and look cohesive.
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# ¿ May 29, 2018 00:08 |
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Speaking of traffic, anyone else have this issue where the Options menu is completely unusable while ingame? I can't switch from the Graphics section to the TMPE section, or to any other section for that matter.
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# ¿ May 29, 2018 04:01 |
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serious gaylord posted:If an asset has been removed from the workshop and isn't coming back and is now causing a 'simulation failed' error so I can't load my save, is there any way to fix it without starting again? smods.ru has offsite backups of most Steam Workshop items. You can probably find it there.
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# ¿ Jun 3, 2018 23:52 |
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Fall Dog posted:Can you run the loading screen mod to try to isolate the specific asset, then remove said asset using the content manager in the title menu? I had to restart after the 81 tiles mod (I think) started doing this to me. It sucked, but I also got to cull the mods that were destroying my frame rate. That won't fix the issue if it's an asset that's been placed or used in the save, IE, a network or building.
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# ¿ Jun 8, 2018 23:57 |
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# ¿ May 11, 2024 10:36 |
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WhiskeyJuvenile posted:You can get the names of the missing asset and maybe find it somewhere else tho Yeah, use LSM to find the name of the asset and then check to see if smods.ru has it rehosted, then either download and use it forever or just long enough to remove it from your city.
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# ¿ Jun 9, 2018 00:54 |