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Paulus

How to avoid 'no road connection' on custom rail lot

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Hi guys,

I have a quick question which can (probably) be answered easily by the more expierenced modder: I am trying to create a set of railway lots so that I can build custom railyards, using the PimX tool and built In Lot editor. However, the lots I create keep getting the 'no road connection' zot. How can I create railyard lots in the Rail menu that don't require road acces? 

I am sure there is some property somewhere that has to be altered, but which and where..

BTW: I use Simmer2's excellent railyard lots as a starting point to create new lots in PimX. I have by now some experience with creating my own lots with this tool, but mostly just by trial and error..

thanks!

Paulus

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You'll probably need to modify your lots with Reader after making them. In the LotConfiguration Exemplar is a property "Required Roads", set this to 0x08 to remove the road requirement for a lot.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Thanks!

    After some testing I believe removing the properties related to jobs from the exemplar file also has the desired effect.

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    Yes if a lot has jobs, commuters need to be able to find a way to get there. I didn't think about that, but it does raise the question of how are you making your lots? Using PIM-X, you can select from a pre-set list of Building Exemplar types, for example under Park is the option for "Neutral Lot". If you don't want to make a lot that affects anything, this is the best template to use. That way it won't need Electric or Water, have any jobs or make the area more or less desirable in any way. Whilst the items under the Transportation heading might seem a better fit, I find them better to use only for functioning lots.


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    I overlooked your reply.. you are right that neutral park lots would be better suited, but my park menu is already overcrowded, hence my preference for the rail menu. Deleting the properties for jobs does not seem to have any undesired effects ( but I haven't tested thoroughly yet...)

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    The point of the various options in PIM-X when making a Buildings Exemplar, is to serve as a template for all the properties of the lot. So the tip to use the neutral park lot, simply avoids having to alter those properties manually later. You can quickly change the menu a lot appears in using LEProp/Reader, so it wouldn't have to remain in the parks menu. This essentially changes the Occupant Group, which tells the game where to place an item.

    Similarly any other unneeded or problematic properties can be changed later, so picking the template that creates the least additional work is always a good idea.


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    17 hours ago, Paulus said:

    I overlooked your reply.. you are right that neutral park lots would be better suited, but my park menu is already overcrowded, hence my preference for the rail menu. Deleting the properties for jobs does not seem to have any undesired effects ( but I haven't tested thoroughly yet...)

    I haven't really used it, but DAMN could be helpful. This thread at SC4D goes into detail about SSPTool and how to create new DAMN menus with it. 


    BSC Custodian, SC4D staff, & LEX Admin

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    On 13-12-2019 at 12:51 PM, rsc204 said:

    You can quickly change the menu a lot appears in using LEProp/Reader, so it wouldn't have to remain in the parks menu. This essentially changes the Occupant Group, which tells the game where to place an item.

    I did not know this could be done, I will certainly use this method next time. Thanks!

    On 13-12-2019 at 3:12 PM, xxdita said:

    I haven't really used it, but DAMN could be helpful. This thread at SC4D goes into detail about SSPTool and how to create new DAMN menus with it. 

    Thanks for the advice, I'll look into it.

    For now, I have just downloaded the Gmax\BAT tool to create my own buildings for the first time since I started playing SC4 some 15 years ago, so that will probably keep me busy for the next year or so.. ;)

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