Jump to content

ethansprang

Member
  • Content Count

    133
  • Joined

  • Last Visited

Community Reputation

41 Rising Star

About ethansprang

  • Rank
    Backpacker

Recent Profile Visitors

607 Profile Views
  1. Unemployment and demand

    Get the CSL More Graphs mod. Look at the unemployment rates for each education level. I think you'll find that your rates for one education level are VERY low, and for another they are off the charts. I would note that most of your buildings in the screenshot are filled with "Families". That means lots of kids, and 8% is VERY high for a % of kids. Your city is currently 58% YA or younger - very high. And your adult:senior ratio is over 2:1, which is very high. I suspect you have (a) zoned lots of new residential recently, (b) built several city services that resulted in widespread upgrading of your high-density residential neighborhoods, or (c) had a steadily growing problem with "death waves". Depending on the cause, and depending on which education level is responsible for your unemployment numbers, solutions will vary.
  2. There are now quite a few angled buildings in the Workshop. A few modders have made them in a range of angles, but you're right this means LOTS of buildings, e.g. every 5 degrees! To avoid angle-asset-overload I tend to settle on a few angles and just use those, especially a 3-4-5 Right Triangle because it makes the zoning and road snapping look so much better (53.1 and 36.9 degrees). The other thing that helps variation is to realize that these smaller buildings are invariably corners with only two sides exposed and the others obscured by adjacent w2w buildings. That means you can have more than one "front", and so a ploppable, freely rotatable building can actually satisfy two or three angle variations depending on orientation. It is also possible that smaller angles can be combined to make larger corners, e.g. 45 and 30 combined to a 75 degree corner, but this would require extra attention to roof details.
  3. Yeah... and it's not like there's a shortage of "Highly Educated" jobs in my cities. Now, can we get this as a TF2 promo to replace the Balloonicorn? Pyro would set everything on fire for that.
  4. If there were more in-game feedbacks for asset-neighborhood mis-match, that'd help. I've had L3 RICO assets give me "low land value" zots. Of course, they can't abandon. Maybe if they suffered from higher crime - juicy targets! higher fire risk: for the insurance money! noise: it's too nice and popular negative happiness modifiers within small radius: social friction from inequality But, as these types of negative modifiers would all be creator-determined, it's up to the players to balance their games. Cheaty asset's gonna cheat. Maybe RICO needs more in-game player control, to set levels and densities for the jobs?
  5. I know there a "place in water" flag you can set for buildings. Is that available for trees? You could then have water and land versions. Or maybe a prop version for water? Users would have to rotate it manually and use Prop Anarchy. What if the "tree" is actually a pair of trees, widely spaced around the origin? If the center point is placed on the water's edge, one will end up in the water and one on the shore. This would allow random rotation to work as well (make sure the models are oriented about 120 degrees different).
  6. New Farms! Piggybacking on other's great assets, here's a bunch of farms, inspired by a recent trip to Spain. Why? The farm assets on the workshop tend to be (a) 4x4 growable or ploppable, (b) large flat surfaces, or (c) strips of default bushes and trees. I wanted to make larger fields and orchards, with varied terrains. These are intended to be tiled next to each other and end-to end to cover large areas up to 32tiles deep. I used some of my favorite very popular assets by Gula, Mr. Maison, Breeze and others. Collection: Large Farms and Orchards Currently offering : Gula Grass Farm 2x16 Bush4 Orchard 2x16 (bush#4 by Breeze) Shady Orchard 4x16 (the Shady Tree) (looks like the olive orchards of Spain!) Orchard Bloom 2x16 (Summer Tree #8 by Breeze) (fruits or nuts in the spring) Yellow Bloom Farm 2x10 (rose bed by dazflint) I also included some other farms from other users. More to come as I am inspired. (Pix to be added after I chase down the mod crashing my game at startup.)
  7. Figured as much, given what you posted in the other thread about how roads are drawn and textured. Especially since trams are dlc-only and there seem to be sufficient non-tram roads at this point.
  8. Once again I am in awe. I keep looking for small klugde-y solutions to problems, like triangular filler lots for non-grid blocks made from overhanging props and decals. And you just go and rebuild the whole damn system. Wow.
  9. Garbage and Dead Bodies ....

    You can have all your garbage facilities located outside the city, you just need to include high-volume roads for all the trucks. Place a lot of dumps in the same spot because they are cheap and the trucks will be on very long missions. Then as they fill, empty them into the incinerator. You really need to use both without breaking the bank, otherwise your incinerators will not run at 100% disposal rate and you'll be wasting TONS of money. Note that incinerator processing rates drop once the incinerator is less than half full, so it's really easy to end up overbuilding incinerators if they are not placed in each neighborhood. Also true for corpses: graveyards/dumps for collection, crematory/incinerator for disposal. You can also get some enlarged capacity garbage trucks in the Workshop so your trucks don't get full before only getting halfway across town.
  10. You can't. It's built into the game. Each level of zoning type has a households-per-tile or jobs-per-tile value associated with it, and those values apply to the entire city. I put the default values on the Zoning CS wiki page. If it's really that important, you'll have to make them all ploppable RICO.
  11. 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.
  12. Extended Building Information Mod is fairly simple - it just provides lots of extra info and stats, like the effect size and radius for city service buildings. It's subbed by over 115,000 players. It is so simple that it has not been updated since last May, but still ran perfectly through the Euro and After Dark updates. Sadly, Snowfall has introduced a problem where the extra information text in the info-box is now overlapping. And it appears orphaned. It'd be nice if anyone wanted to try their hand at it.
  13. Wait..... so now we have FERRIES? That's SOOOOO cool
  14. Is that the same road texture you used on the paths in your modular park? Because that park path is VERY nice and I'd like to get it in the game.
  15. wallacet's WIP's

    Did you ever find out which assets were crashing your asset editor? It's something I run into a lot. I read somewhere that some older assets that were modified by creators from their original template classes (e.g., office repurposed to be a school) were the problem, but I've never been able to pin them down. I think it's especially a problem with some older parks. As of now, I just disable everything except props and mods.
×