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Woohoo, new Feindbold assets!!! :party:
My poor, battered and bruised laptop is less than impressed with the prospect of more subscriptions, though ;) 

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Very smart. These look exactly like I remember from my only visit to New York ... all the way back to 1995. Well done!

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    Thank you^^

    Here is a colorvariation test for "industrial" expansion, its only 2 different buildings and no corners so far. Speaking about Industrial, is there any way to deactivate the pollution for specific buildings? Because these kind of buildings should not have any. I mean I could turn them into foresty/farmland. But that requires people to turn their distric into a foresty... I would prefer a simpler solution :D.
    sJx5bbc.jpg

    UtHQYM7.jpg

    HmGdP9A.jpg

    QSK9RIr.jpg

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    Phwoar, are you going to go for a warehouse theme?

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    Another great addition. As to the pollution, sorry, no idea. I think the warehouse-like industry by rik4000 also pollute, if I remember correctly.

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    Oh wow. I like those! That's a great example of what the game's default industry is sorely missing. I hope you can work out the pollution problem, because you're exactly right. There's no reason why those buildings would create any pollution.

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    I would just keep the pollution, otherwise it will break the balance of the game. Just add some buildings with chimneys. And maybe some with a depth of less than 4 with parking spaces in the backyard.

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    Just to play devil's advocate, I'm one that doesn't care about balance. Not in this game. I just want to build, then admire what I've done or rework it until I like it.. That's just me though.

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    Damn, those industrial buildings are fantastic!
    Personally, I do sometimes mix industrial with R/C (it's a great way to create decrepit neighborhoods plagued with urban blight), but only on a very limited scale. I'd love to do it on a larger scale, but too much industry will destroy every tree in the vicinity, and although I don't mind a certain percentage of plants being dead, all of them is too much. And the dirty yellowish hue above it doesn't really appeal much to me either (it'd have been okay if the effect was much more subdued).

    Having said that, how did you manage to keep the trees alive in your screenshots, Feindbold?

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    6 hours ago, Matthias King said:

    Just to play devil's advocate, I'm one that doesn't care about balance. Not in this game. I just want to build, then admire what I've done or rework it until I like it.. That's just me though.

    In principle, I fully agree with this statement, and I don't care about this kind of balance in my own game, either. If you treat the game as a puzzle, I know how to solve it and can move on, as this doesn't pose any challenge anymore.

    However, this game is overly harsh on industry. A large part of my life, I lived in a city quarter that had lots of industry below and amidst the living quarters. If real life were like CSL, I would have been constantly sick and probably died by now. So I guess that, from this point of view, some non-polluting industry that is tied to a specific building theme would be welcome.

    Of course, there's those people that comb through the workshop for stuff that isn't balanced and will vote it down.

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    1 hour ago, Judazzz said:


    Having said that, how did you manage to keep the trees alive in your screenshots, Feindbold?

    And the dirty yellowish hue above it doesn't really appeal much to me either (it'd have been okay if the effect was much more subdued).

    Thats a good question :D... mh I think I just hit the fast forwart button and stopped to take a few screenshots. I guess the colorchange takes a while right? Dont know though, last time I zoned some industry was probably on 2nd or 3rd day after release :D

    There is a mod that deactivates that ugly industrial effect though:
    http://steamcommunity.com/sharedfiles/filedetails/?id=523824395

     

    1 hour ago, Turjan said:

    However, this game is overly harsh on industry. A large part of my life, I lived in a city quarter that had lots of industry below and amidst the living quarters. If real life were like CSL, I would have been constantly sick and probably died by now. So I guess that, from this point of view, some non-polluting industry that is tied to a specific building theme would be welcome.

    Of course, there's those people that comb through the workshop for stuff that isn't balanced and will vote it down.


    I think so too, especially these kind of warehouse are usually right next to residential areas. I think I test them as forstey buildings. Might neeed to do a seperate theme with an explanaition than, because if I simply add them to the brookly people will probably not notice they need to zone for forsty.


    Also here is something different, I wanted to do an ~200 triangle bus for a service vehicle graveyard (as a growable for the industrials) but I ended up doing a (I hope so) usuable Bus with around 1,2k triangles. The bus apears to be a "international bus 1970", just picked it, because the blueprint was colored :D .

    This is my first vehicle, so be kind :D its just textured with the blueprint (wich I changed a bit), but I allready imported it into the game and it looses that "comic" look ingame, so I might just keep it the way it is.

    Here is the blueprint, if you are interested:
    http://www.the-blueprints.com/blueprints/buses/international-buses/56425/view/international_bus_%281970%29/

    mKjjJH9.jpg

    oheV0T9.jpg

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    1 hour ago, Feindbold said:

    Thats a good question :D... mh I think I just hit the fast forwart button and stopped to take a few screenshots. I guess the colorchange takes a while right? Dont know though, last time I zoned some industry was probably on 2nd or 3rd day after release :D

    There is a mod that deactivates that ugly industrial effect though:
    http://steamcommunity.com/sharedfiles/filedetails/?id=523824395

     

    Yeah, it takes a short while before the air becomes polluted and trees start dying off. So I guess we need a timed auto building re-spawner mod to avoid pollution then  :D 

    About the Cloud/Fog Toggle mod: I've been using it for ages but don't know which exact settings I have disabled, so I need to check that first, but if my memory serves me right it removes the industrial fog, but not the yellowish discoloration. Hope you're right, though!

    Oh, and I love that bus!!!

     

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    9 hours ago, Judazzz said:

    Yeah, it takes a short while before the air becomes polluted and trees start dying off. So I guess we need a timed auto building re-spawner mod to avoid pollution then  :D

     You can also use pollution-resistant trees, like some of Shroomblaze's:

    lkDobFt.jpg

    Those Pin Oak trees are quite resistant, like in this industrial area. I think the creator has to skip on one of the possible textures that is responsible for the pollution response, if I remember correctly.

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    Or we can just make a mod that removes the visual effect of pollution....

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    9 hours ago, boformer said:

    Or we can just make a mod that removes the visual effect of pollution....

    Would be even better if it was a district policy (Clean Industry Act, or something like that) - I don't mind visual pollution in dedicated industrial districts, but it would be nice to be able to remove, or at least lessen, the effects when you want to zone industry in a more urban environment.

    @Turjan: those pin oaks look better indeed. Thanks, I might try that.
    btw: those assets are UK Industry (by Rick4000, iirc.), right?

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    1 hour ago, Judazzz said:

    @Turjan: those pin oaks look better indeed. Thanks, I might try that.
    btw: those assets are UK Industry (by Rick4000, iirc.), right?

    Yes, those are rik4000's assets. They show up dark in the pollution graph, so I guess the pollution is standard, even if I didn't check the numbers.

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    Two things:

    1) how do you get rik4000's UK industrial to show up in a non-UK map?

    2) Feindbold - I just got around to loading your new commercial buildings yesterday and I really like them. Excellent work. I'm looking forward to your next batch.

    Somewhat unrelated question: I have your 3x3 luxury corner high-rise, but I can't get it to grow. I'm guessing it's because I have no other 3x3 corners in high-density residential. What do I need to have in order for it to show up?

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    39 minutes ago, Matthias King said:

    Two things:

    1) how do you get rik4000's UK industrial to show up in a non-UK map?

    Through the Building Themes mod.

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    28 minutes ago, Matthias King said:

    I've seen that, but I wasn't sure how it worked. I'll check it out. Thanks.

    Yes, I made a building theme with rik4000's industrial assets. Although the image only has level 1 buildings (all of rik4000's industrial assets are level 1) for maximal pollution, I also cloned all buildings up to level 3, as the game works best with level 3 industry.

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    29 minutes ago, Matthias King said:

    I'm looking for the theme on the workshop, but I can't find it.

    Sorry, I didn't mean that I uploaded it, I meant that I made the theme and grew the buildings for that image. Making a new theme in the Theme Manager of the Building Themes mod is very quick and simple. Just set the filters to "custom" buildings and "industrial", and you will be done in about 2 minutes. Cloning every building takes slightly longer, because you have to do that for every building and level separately, but that's not something I would be able  to upload, anyway.

    @Feindbold: Sorry for the detour.

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    Oh. Then I suppose that might explain why it didn't come up in a search of the workshop.

    I'll check out the building themes mod and see if I can figure it out. Thanks.

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    Turjan,

    you can edit the Themes xml file in a text editor, which means if you make the theme you can just cut-n-paste it.  Someone else would need to have all the same buildings, etc... but that will get the clones to load too.

     

    Editing the file directly is also a good way to duplicate an existing theme if you want to tweak or trim it.

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    Finally my programs are all installed again, after I reinstalled windows on a new ssd.

    Im new to car modelling, but this seems very weird,....has anyone experienced anything compareable? I guess it could be possible that this is related to sketchups "projection" feature, wich I used to texture the car,.. but my is it working properly in the asseteditor loadout?

    blN8g9O.jpg

    UuDJdKV.jpg

    Gonna test to reimport an old building of mine, just to check if it might related to differences in my 3ds max/sketchup settings, as everything is a fresh install.

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    Are you using the Cities Skylines plugin to export? That is weird. Did you use projection on the whole model? If so, try mapping some areas manually and see if it sticks. And also, check to make sure all the faces are orientated properly.

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