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Good to hear you found a solution! Can't imagine having to play the game without NExt.
But does that mean you're using a local copy of the mod in your game (the folder location is not the one that is linked to the Workshop)? Maybe unnecessary to tell, but keep in mind that local mods aren't updated automatically given they lack a link with the Workshop.

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I know, but when i'm downloading something i always check upd status. Everything is up-to-date.

Quote

Can't imagine having to play the game without NExt.

Yeah :D I was playing vanilla, but they when i saw all these mods, i couldn't stop myself. It's just too good :D

When i moved from Simcity to Cities: Skylines - totally different experience :DD

 

(Sorry for my English if something if wrong :s)

So Have Fun guys!

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Me again :)

Are busways working for you? When i have 2 way busways everyone is on it :/

 

##Edit

I have traffic++ v2 but again... i think that it's broken or something, i can set turning lanes, but that's all :/ nothing else.

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My "national roads" in steep parts have phantom stops where the whole traffic stops, which causes huge traffic jams.

nGfW5la.jpg

Weirdly enough, they have a similar pattern as traffic lights. I can try to change roads to different types and back, but that just moves the location of those phantom stops.

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2 hours ago, Turjan said:

My "national roads" in steep parts have phantom stops where the whole traffic stops, which causes huge traffic jams.

Weirdly enough, they have a similar pattern as traffic lights. I can try to change roads to different types and back, but that just moves the location of those phantom stops.

That just happened to me using vanilla highways, so probably not NExt-related?

(Cars stopping at one spot on the highway, and when I rebuilt that section the glitch moved to where I rebuilt from.)

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Yea, I recently noticed some phantom stops in my city as well. Not sure if it's NExt-related or not.

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The speed limit seems a bit excessive, though :D 

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Awesome, I knew someone must be working on better looking ped roads.

I have a question with the one tile wide lanes you guys have made. Would there be any way to make them snap to one tile of a perpendicular road? Instead of snapping between two tiles of the road as that breaks the grid. 

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2 hours ago, Judazzz said:

The speed limit seems a bit excessive, though :D 

@JudazzzBy the time I realized this, it was too late.  Sadly, Jim Bob the neighborhood drunk was struck and killed early this morning.  The Hearst in the picture is carrying him away to rest :(.  Haven't finished setting up the props yet.  The speed limits will be set to about 20kph or so and will only be accessible to peds, emergency vehicles, and service vehicles by default.  There will also be a wider 'road sized' version with a center bike lane.  But let me not get too far ahead of myself.

@sachizm I am sure this is possible but @boformer may know better than I if this is possible, implemented, or included in the current version.

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1 hour ago, sachizm said:

I have a question with the one tile wide lanes you guys have made. Would there be any way to make them snap to one tile of a perpendicular road? Instead of snapping between two tiles of the road as that breaks the grid. 

If you drag the 1-cell roads from the zone grid towards the road you want to connect to (instead of vice versa) you can snap the 1-cell road "inside" existing cells (if that makes any sense without screenshots XD ). It'll still interrupt the zone grid slightly though.

 

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1 hour ago, andreharv said:

But let me not get too far ahead of myself.

Well, by all means please do ;) 
I love the fantastic work you and the rest of the NExt team are doing - your mod alone has elevated C:SL to a whole different level, so many thanks to you all!

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On 01/03/2016 at 3:47 PM, andreharv said:

Still WIP of course ;)

2016-02-28_00002.jpg

2016-02-28_00004.jpg

Can we get a rough estimate of when these might drop? I'm happy to hold of building my new city and concentrate on infrastructure until this is ready

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4 hours ago, sachizm said:

Can we get a rough estimate of when these might drop? I'm happy to hold of building my new city and concentrate on infrastructure until this is ready

And have you been working on tram-track streets yet?  

 

 

Good work guys! You're the best. ; D


It must be something like this  :rofl:

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8 hours ago, Bad Peanut said:

how do goods get delivered to the commercial buildings built on pedestrian roads?

I think the only transport prohibited there are private cars and perhaps heavy trucks.

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I'm getting serious performance issues with this mod enabled, even when I disable almost all the roads (I'm only interested in a couple). I understand there are some memory problems with the mod (I only have 8gb). Is there likely to be a fix in the future for this?

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    CO has been helping us to find a solution, you can find the thread here: https://forum.paradoxplaza.com/forum/index.php?threads/network-extensions-assets-bundle.902035/#post-20683761

    Other than that the mod's inevitably gonna get bigger and bigger, I don't know if there's much we can do to change this.

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    Here are some new road ideas:

    - Pedestrian + Tram :lol:

    - (One-way) street one cell wide with Tram 

    - All-in-one roads (for example bike + car) :yes:

    - 2-lane street (both directions) with parking lots outside and in the middle

    - one track but both directions Tram Track (for example that you dont have to make a turn if the tram line ends here)

    - 6 lanes road with buslanes and in the buslanes tram tracks 
    (bus,tram|car|car||car|car|bus,tram):thumb:

     

     

    My favourites are pedestrian + tram 

    and the 6-lane with bus and tram                             :rofl:


    It must be something like this  :rofl:

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    Don't the tram-only tracks already work as ped paths as well? Haven't really played with them yet since it's all been on-street for me :) 

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    18 hours ago, mikamaty said:

    Yes, but they arent zoneable :(

    That could be changed. But then the residents could not reach it.

     

     

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    I like that the game actually included a single-tile network in the single-track tram path.  Is the default zoning behavior different from the single-tile alleys in NExt, and if so, will there be a way to piggyback on it?  I haven't played enough to see where it is superior, but it seems to solve some of the snapping problems with other roads.

     

    Also, any hope of sub-tile width paths?  I mean, an 8m wide gravel park trail or industrial access road or golf-course path is still absurdly huge, so something smaller would be nice aesthetically.  

    However, I have also been using park paths to selectively block zoning on one side of a road or intersection, or to limit zone depths between two streets. When we get boformers deeper lots, a narrower blocking tool will be very useful. Note that props or buildings are not a solution because they do not block zoning behind them. 

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    Have you guys been working on tram tracks yet?


    It must be something like this  :rofl:

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    Ok. Do you know on which new road types with tram you will work (yet)? And when will come the new (big) update? 


    It must be something like this  :rofl:

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    I expect that tram users will want EVERY road to be trammable: 2tile and 4tile, one-way, 4,6,8 lane, with trees, grass, parking, bikes, buses. And then they'll want every possible lane, like in CiM2 to reduce tram-car conflict at intersections and transitions.  Ideally it'll end up as a menu-based network mod allowing tracks to be placed on any existing lane type.  If NExt goes that route for all roads, adding trams would be easy.  If not, well... you'll wait a while.

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    My favourites are the 6-lane Road with bus lanes and tram tracks in one

    (tram,bus|car|car||car|car|tram,bus)

    and one cell one-way wide roads with tram.

    A "one-lane but both directions" tram track would also be very nice. But is that possible?


    It must be something like this  :rofl:

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