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4 hours ago, hitzu said:

Then does it mean that there will be no extentions for tram network as a part of NExt?

I'm not sure why everything has to be part of the same parcel. While that may be a convenient approach for the user, it also has its downsides. Like, for example, right now, NEXT reached such a size that the update may actually make the game cross the threshold into not having enough memory to run anymore.

I hope I get the game fixed enough to make it run again with mods so I can actually configure NEXT.

Edit: It may even be worth a consideration to have the default load state be with most options off, if that makes sense.

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Compatibility-wise I'd expect DLC-dependent extensions for mods to be separate from the main mod itself. Or rather, it should be because it is best practice: you don't want your core product to have dependencies that are optional (and thus used by only a selection of your entire user group), unless it is 100% unavoidable (which imo. would then be a perfect reason to have a good hard, critical look at the initially chosen approach for your product).

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6 minutes ago, Turjan said:

I hope I get the game fixed enough to make it run again with mods so I can actually configure NEXT.

But you do can configure NExt in Option menu. You can disable roads that you don't want to use anyway.

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Just now, hitzu said:

But you do can configure NExt in Option menu. You can disable roads that you don't want to use anyway.

I know how it works at the moment. I don't want an update that I don't notice add things to load for my game by default.

And practically I cannot configure anything at the moment, because a mod update broke the game that severely that it does not even start to the main menu anymore.

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    You still using Fine Road Heights? It's also known to be broken.

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    23 minutes ago, GC_Vos said:

    You still using Fine Road Heights? It's also known to be broken.

    The mod works for me (I can apply any desired slope increase, even just 1 meter), the one feature that seems bust is Ctrl-Left/Right to cycle the various road types. I do use PropaneDragon's 'temporary fix'-version (installed locally), though.

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    1 hour ago, GC_Vos said:

    You still using Fine Road Heights? It's also known to be broken.

    I had that disabled some time before the patch, because I was fixing zoned blocks near alleys.

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    I was hoping with the new version of next that the one cell wide road zone mismatch problem had been fixed unfortunately it still exists, but ah well..

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    2 hours ago, ghosty20 said:

    I was hoping with the new version of next that the one cell wide road zone mismatch problem had been fixed unfortunately it still exists, but ah well..

    They provided the Zone Shift Tool so you can fix it.

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    If you have Road Color Changer, there is an issue between that mod and NEXT.

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    On 2/19/2016 at 2:34 AM, hitzu said:

    Then does it mean that there will be no extentions for tram network as a part of NExt?

    I personally was hoping that NExt would implement tram roads as part of their mod considering the lack of tram roads that Snowfall offers (being from Melbourne I can say I love my trams!).  I love this mod for all the variety of roads it provides (because CO didn't give us many road options in the vanilla game) but I just so desperately wish I could put tram tracks on most of them.  On that note, I wish CO implemented the tram track overlay feature CIM2 offered so I wouldn't have to rely on modders to get more tram options... :(  I understand the rationale that not everyone has Snowfall, however, I'm hoping the mod developer later down the road will either add it as an option that one could toggle based on if they have the DLC or as a separate mod that adds it to the NExt roads.

    To be honest I don't even own Snowfall right now because I am so disappointed with it (for many reasons) and don't feel it's worth the cost they are charging for it.  I only would buy it for trams and to support CO/Paradox (though I feel torn to support CO/Paradox with all these half baked DLCs) .  That being said, the only way I would let myself buy this DLC is if some modder (preferably the NExt team) expanded the tram road options in the game (or if the DLC significantly drops in price).  Otherwise, this DLC is a no-go for me and I'll have to live without trams :(

    Lastly, I have to ask since I know nothing about code... Is it even possible for a modder to implement functioning tram roads as a mod?

    Despite my woes I'd like to thank the NExt team for all their hard work on this wonderful mod :)

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    In theory it would be quite simple to enable certain features based on the DLCs the player owns. So technically it would be possible to new tram/bike network types.

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    You can disable each road individually in the options. So it's possible. Btw, it can also be added as a new mod.


    It must be something like this  :rofl:

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    Lazarus was experimenting with the tracks, but I don't know if the mod will feature tram roads. It's not planned in the short term.

    I finally got around to importing the 6/7L meshes...

    Screen%20Shot%2002-22-16%20at%2002.48%20

    Screen%20Shot%2002-22-16%20at%2003.43%20

    Some problems with the nodes right now which I hope to resolve soon.

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    On 20/2/2016 at 3:36 AM, boformer said:

    They provided the Zone Shift Tool so you can fix it.

    Ahh k I wondered what it was for lol.. I thought it was that other zoning mod that is on the workshop..

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    Funny you mention the parking, I have noticed this too especially with the 3/4L OW. I think the extra space also allows trucks to not get in front of traffic when they are supplying shops.

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    4 hours ago, GC_Vos said:

    Lazarus was experimenting with the tracks, but I don't know if the mod will feature tram roads. It's not planned in the short term.

    3 hours ago, andreharv said:

    Everyone:  I do plan to eventually make roads that support bikes and trams because...well...why not.  CO has introduced some new properties that make it easier to filter dlc dependent stuff.  Just keep in mind that we build our roads based on user demand and practicality so slight or superfluous modifications of existing networks will be put on the back burner.  This all being said, one of the growing pains of NExt is...well...it's growing.  We haven't even scratched the surface of useful networks but we are also working on ways to make our mod easier to digest and enjoy.   If we do dlc stuff at all, it would probably be sectioned off from the rest of the base stuff...somehow.  More on that later.

    Totally ok with it being on the backburner.  All good things take time!  Just glad to hear it is being considered for the future :)

    I think my biggest wish for this mod besides tram roads would be seamless turning lane pockets for intersections.  I can only dream of the day that will happen :P  I would think asymmetrical roads and compatibility with both LHD & RHD would have to be sorted before that could even become a reality.

    Anyways I know you all have lots on your plate so take your time with development of this mod (quality over quantity).  I'm excited to see what you all have in store!  Everything looks really good so far.

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    5 hours ago, andreharv said:

    I do plan to eventually make roads that support bikes and trams because...well...why not.  CO has introduced some new properties that make it easier to filter dlc dependent stuff.  Just keep in mind that we build our roads based on user demand and practicality so slight or superfluous modifications of existing networks will be put on the back burner.

    12745475_918472578201458_739803969619220

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    Wouldn't, in theory at last, all that we would need for limitless road variations is a single bare-bones version of each type of lane configuration per width (1+1 lane, 1+1 default, 1+2, 2+2 narrow, 2+2 wide) in combination with an enhanced version Boformers Network Skins (also featuring a road texture replacer, an additional toggle for road-side props [or a main road type preset selector - like urban road, rural road, national road, highway - which would define the basic layout like presence/absence of traffic lights/zebra crossings/props, which type of road sign], and perhaps functionality to define whether a road segment is one- or two-way), and a mod to change speeds, priority, etc. (like Traffic Manager: PE), be enough. That way it would be possible to have a single 'master' asset for - for example - 2+2 plus median, which could then be configured in any way desired (what main type, what texture, which lights, road side props or not, median type, trees or not). It would making a varied road network quite tedious as you'd have to create your own custom variations yourself (and there's a LOT that can be configured), but that is something that could - in theory - be handled with a set of quick presets and a possibility to create a list of personal 'Road config' favorites...

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    Forgive me if this is a dumb question, but did you enable the mod in your list? When they're downloaded, they're turned off by default. I had this happen to me several times before I realized what happened.

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    :D That's fine.

    And yes, i enabled everything but hardcore mode (i believe that's the name)

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    16 minutes ago, MrGohut said:

    :D That's fine.

    And yes, i enabled everything but hardcore mode (i believe that's the name)

    To chime in with a dumb question of my own: did you progress far enough to unlock all road types? And perhaps an even dumber question: are NExt roads actually subjected to the unlocking system of C:SL, or are they always available regardless of what mode you play and how far you've progressed.

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    Well, i have unlocked everything (selected in mods) as far as i know if i have unlocked everything at the start, roads from this mod are too.

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    Another question: did you enable all roads in NExt's options section?
    If so, maybe un-subbing, then manually removing the NExt folder in the Workshop folder (C:\Program Files\Steam\steamapps\workshop\content\255710\478820060 - the part in bold is the location of your Steam folder) to get rid of all remnants of the mod, and then re-subbing again works?

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    Everything is selected..

    I did that and still no custom roads.. :( Sad Face.

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    Okay, so for everyone who have this problem (from reddit):

    Quote

    FECKIN DID IT!!!! Apparently, there was something wrong with the folder's name. I got the mod from an external source, copied it into AppData/Colossal Order/Cities_Skylines/Addons/Mods and renamed the folder to NetworkExtensions, no space between the words. Fixed it."

    I also unsubscribed from Advanced Toolbar. I'm not sure which one did it.

    After renaming folder, everything is working fine! :)

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