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56 posts in this topic
asked me a few questions about Sub-Buildings Enabler and modular buildings, such as train stations with varying platform counts.
Right now "modular" just means that there are multiple separate buildings which are hard to align correctly, just like network puzzle pieces in SC4. The modules are cluttering the menus of the game.
SBE's purpose is the grouping of multiple small buildings into one large building. Only the main building is displayed in the menu. The mod only executes on startup, not while buildings are placed. There is no way to customize the placement of the building.
It would be possible to add a building customizer window similar to the NetworkSkins window. And with that, different options could be selected, for example the platform count of a train station, or the configuration of an airport terminal. Technically, asset creators would supply multiple SBE XML files, and the player can choose between them.
Advantages: Only one menu item, simple placement and only a single selectable building that can easily be removed and bulldozed.
The mod could go even further: There could be an option to place airorts without integrated runways, or to place buildings without the integrated props and trees. The stats of a building could also depend on the selected placement option.
That comes very close to SimCity's modular buildings.
Is it possible to make 1x1, 2x2, 3x3, and 4x4 "invisible" park lots that you can plop and use to make Districts? You can have up to 3 districts in small city tiles, 4 districts in medium-sized city tiles, and 6 districts in large city tiles. In order to seperate districts, you need to place a 1-tile gap around the whole district to make it a separate district and not make it one huge thing if you have multiple districts. The way to name these districts is simply get the "question mark tool" thingy, and hover over parts of your city to find a district you want to rename, click on the district, and rename it. The default name for districts will be "A Simple District". Like I said earlier, the actual lots you have to place down to make districts will be invisible, so you can still see your city.
So, is it possible to make this kind of mod? I got the idea from the ability to make districts in Cities: Skylines.
If someone does make this or has already made something like this, please send me a link to the mod.
I was wondering, would it be possibly to create a mod which created a floating city? Perhaps a platform that can be placed, even if it had to be connected to the ground by a beam, which would allow you to build a city in the air? I'm starting to get into the idea of futuristic cities and this idea is one that I've had for quite some time. Is such a thing possible, and if it is, does it exist?
Here are my thoughts about a free-form farm and area filler mod:
The first thing to understand is how the ground texture system works in CS. Everything is based on quads with 4 edge points. There are methods to fill a quad with a certain texture. The available textures are:
None (grass) Clip (world hole used for subway station entrances etc.) PavementA (road pavement) PavementB (building pavement) Ruined Gravel Field The sidewalks of roads are made of quad segments:
Then there is also the tool renderer that outlines buildings and roads when you hover them. This tool renderer supplies methods for quads, circles and Bézier curves or combinations of these.
So a mod for farm fields and area fillers must also be based on quads.
Quad Farm Fields
It would be relatively simple to make a mod where you select 4 points to create a field (or any other area filler). The quad could be completely or partially filled with Farm, Gravel or Ruined Texture, and trees and props (that do not count to the tree limit) could be placed automatically.
In many cases, that's still better than a square farm field and gives you more flexibility. The farm field could be placed anywhere, with no need for a road connection, and it could be huge!
But such a quad field is still not the most elegant solution. What I would really like to see is a filler tool or a polygon tool that creates :
Complex-shaped farm fields and area fillers
Creating a system like that would be 20x more complex than a quad-based system. First all the vertices for the fields have to be found. You could either supply these with a polygon tool where you just select a number of points, or with a filler tool. Then the whole area has to be split into tris or quads, which is quite complex (there are algorithms for that).After that, the area can be filled with a ground texture, quad by quad (or tri by tri).
You can imagine how hard this would be.
Simulation & AI
No matter what shape the field has, an AI could be attached to generate goods or to create workplaces for citizens. The AI could be similar to the industrial extractor AI that is used by the vanilla farms. Maybe it would even be possible to have tractors driving on the fields. Spawning animals like cows and pigs is also easy.
It would be awesome to have a similar system for the other industrial specialisations. The first thing that comes to my mind are forestries. Or how about large open-cast mines which slowly dig into the ground? It's all possible!
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