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      Urgent Request: Simtropolis Needs Donations To Keep Going   12/05/2016

      Hi Community As Simtropolis turns 14 years old this year, we're asking your help now more than ever to help us keep the site and everything you love about our Community and STEX up and running. A donation goes a long way to help us offset the costs of keeping the site up and operational. As you know, we're a completely community-driven not-for-profit website, but we do have to deal with some modest real-world expenses from month to month. Lately, we've been feeling a big pinch with a slump in donations, and we're hoping to drive that up so we can continue to keep the site running. In return for your donation, we're offering several STEX Collection Discs which you can learn more about here, if you wish to receive one. We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Donate Any Amount Here To Receive a STEX Disc(s) Donate a Specific Amount Here Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated -- we really appreciate it!

SimCity (2013) Modding - Open Discussion

Open discussion, speculation, research & development on modding SimCity.

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    • I'm not a fan of the waterbug, I resist anything that causes it. Transparent textures would do the trick, that's real easy to do. Open the PIM-X with the diagonal filler override from TGN loaded, place one of the diagonal grass overlays from that pack on the lot, without a base texture and save. I have S3D half-grass fillers, the colour matching is not perfect, but otherwise they are very usable. Sadly, the problem is slopes, they can't handle them, at all. The real victory over this problem for me was behind TGN's inception. Because when the grass does match the underlying terrain, you barely need to cover these diagonal "zig-zag" situations. I see you are using the PY version of TGN, but the terrain mod is something else entirely. If you could make three 128x128 textures, more closely resembling the terrain mod. I could give you the tools to make a custom TGN mod using your textures. That would make a huge difference to the problem too. Get in touch if you need anything .
    • I would have to let this rattle around in my mind.  I would really like a way to be able to easily switch or assign a station to an appropriate type, though at the moment, @BloodyPenguin says it is not possible.  However, that's where it ends for me.  I don't really see the benefit of having the two types share one track.  Visually, if the caternary was left, what about the third rail?  If the station isn't connected to the MOM tracks, which I would assume would be most of the time, any changes you make to the appearance would stand out when connected exclusively to vanilla rail.  Also, realistically if you have two different networks going to the same station, I would think it would probably make sense to have them each have their own station track.  Personally, as I had mentioned before, I neither find the idea of mixing transport types feasible or practical.  For now, I think the MOM conversion tool will be suitable until more MOM exclusive stations and transfer stations are made.