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ethansprang

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Everything posted by ethansprang

  1. No buttons in asset editor

    Well, long story. Before your advice, I was trying to change some default assets. I stuck to default assets because I could mod them on my laptop with the -noWorkshop flag and not worry about crashing my puny laptop from all my subbed content. This got around the no-buttons problem on my desktop, and then I could share the assets to Steam and sub them to get them on my desktop. In retrospect, I should have just emailed them to myself for the local folder, but there you go. Now, I want to change some of them slightly, but people have actually subbed them. I want to fix/alter them in a way that doesn't break people's saves. Yes, they're silly default assets, and in the future I'll stick to keeping them locally, but for now I'd like to figure out these issues. If I ever make better things that are worth sharing, I'll have to be able to update anyways. Thanks again!
  2. I am loving the terrain texture props. I'd love to see some more simple textures (esp. the basic Concrete) in sizes, akin the "filler" and "brush" plops already on the workshop. 1x1, 1x2, and 1x4 would be great, and some triangles. Why? When plopped in-game, props can fit into much tighter areas than even circular road-free 1x1 lots. This makes them great for filling in alleys and gaps on curved roads. Also, props can overhang lots and surfaces can't. I've been trying to make some "T" shaped filler lots that would extend back from the street and then behind zoned areas. While I can do this with grassy residential back yards, the concrete surfaces can't extend past the asset lot boundaries. I'd like to add parking and paved ground behind industry. You can fudge it with ped paths to cover the grass with grey+ruin, but then you can't place props on the road segments. I think triangular surface tile props would make it a lot easier to make odd-shaped corner lots because the sidewalk or parking lots could overhang the lot boundaries. As it is now, corner lots tend to be wall-to-wall buildings that overhang their lots into the intended corner angle (Axel Kielbooms' come to mind), but this leaves "grass" surfaces in your cities. There are also a number of angled parks (Core79 has some nice ones) that incorporate the road angle into the park itself, but this makes it hard to build on the opposite side of the angle because the square corners of the lot extend across the angled street.
  3. No buttons in asset editor

    Okay, that all works fine. I can "share" assets with the -noWorkshop flag. I've got mods and working assets in my local folder. But...in order to update an asset on the Workshop, don't I need to be connected to the workshop? I'm not getting the "update" button in the content manager. I keep hoping that this is easier than it seems and there is 'one weird trick' that I'm missing that makes everything load fast and update quickly.
  4. Ryno's Assets

    Every American "Edge City" from 1972-1985?
  5. Building Types

    I've got an AMD FX 6300 six-core machine. It had 16GB and a GT740. Above 40K cims it slows; but 80K the 3x speed is the same as the 1x speed. I'm usually at 15-12 fps. My current city is just at 200K. For the holidays I got another 16GB and SSD. Overkill probably. But I've got 1700 assets and 50+ mods, and it still starts faster. And it saves without a pause! But I'm still at 7 fps and nearly 20s for a game-day. If I upgrade a road or add an intersection, all the nearby traffic will freeze for quite a while. Every so often the hearses and garbage trucks get confused and dance in place for a bit. And I'd better pause if I want to move a bus-stop or it's really not happy. But it keeps on chugging.
  6. No buttons in asset editor

    @Turjan "Local asset folder" - do you mean common/Cities_Skylines/Files/Mods? Or Appdata/Local/Colossal Order/Cities_Skylines/Addons/Assets? I found the workshop folder, but I'm not sure where the local assets are stored. And anything I place in that folder will be available in-game even with -noWorkshop and -disableMods? Speaking of which, what's the difference between them? Because -noWorkshop seems to disable all the mods as well. Thanks! @Judazzz Agreed. Disabling takes a time. Disabling multiple assets takes a loooooong time. Trying to unsub an asset or mod from in the game usually crashes for me.
  7. Smaller roads

    Do you have screenshots of how the game handles the 1/3 zoning already? Even if not perfect, you might find a lot of people would say, "Eh. Good enough. Gimme gimme gimme!"
  8. Sorry to hear that. Good thing about the HDD and backups. Dead power supplies scare me cause they can fry so much other stuff depending on how they fail.
  9. Smaller roads

    Default highways are already 3 cells wide, right? They just center on a 4-cell RoW and leave about a half-cell on each side. Same for the onramps, which are 1.5 cells wide (or less?) and leave gaps when placed in 2-cell grids. So a one-cell, bi-directional, non-zoning "highway" would be fine. As for zoning, wouldn't the game respond correctly if you zone the narrow 1-cell road first and the wider roads out from them? I also suspect that in most cases where players want to use these narrower roads, having the game recognize them as "corners" is not a priority.
  10. No buttons in asset editor

    Thanks. I figured there had to be something involving saving local copies outside the game. Wish there was a way to disable outside the game. Does that mean that all the mods "for modmakers" (e.g., Mod Tools) should be saved locally? And that they need re-saving every time they get updated?
  11. Increase Zone Size?

    Once Network Addon adds single-square roads, maybe the "easiest" solution for bigger buildings would be to just change the scale of all mods. Go back to SC4's 16m squares and boom - "bigger" buildings. All existing buildings - even the vanillas - can be rescaled in the asset editor to 50%. A "C:S Lilliput Total Conversion Mod Project" It would be time consuming, to be sure, but it would address a lot of the "I want a city that looks bigger!" desires. Scaling vehicles and the Cims themselves would be more of a challenge... Maybe don't zoom in too close? And the road overpass collision minimum height limit would be way too high at 16m. (it already feels too high at 8m).
  12. I think the "Realistic Population and Consumption" mod does something like this. It (claims?) to alter population based on building volume or footprint, so that two 4x4 HR5 buildings might have very different populations depending on the actual building model. It appears to work, in general. Perhaps you could "fix" this by making the higher level buildings overhang their lots? So if your estates are 1 square wide, an LR5 4x4 would need to be a set six or seven squares wide, overhanging quite a bit.
  13. This would also be useful for players (like myself) who run the game on more than one machine. Like, a laptop profile that loads only a few subbed assets, or a "modmaking" profile that loads props and mods and your current projects but not everything else you subbed.
  14. I've got 81 subbed trees and never noticed any limits.
  15. I am working on that right now. It will be a feature of the 'Network Skins' mod. Amazing. What did i do to deserve such joy?
  16. I've been playing with taxis and bikes, and... what do they add? I mean, aside from the appearance that there are taxis and bikes now. Taxi stands - why? Since bikes will use sidewalks and ped paths, why do we need bike lanes? They don't appear to have a better speed limit, and so far I haven't seen an congestion issues that one of them handles better than the other. What do you use them for?
  17. Not too happy about this. T++ made my game sluggish, so I got rid of it after a short try. On the other hand, your mod doesn't have these issues. It will obviously include the improvements with the performance which have so far not been included in official T++, so I don't think there's going to be any problem on that front. Now we just need the intersection signal tools from Traffic Manager and life will be sooooo much easier. I know they're supposed to work together, but I have lots of problems with TM's signals resetting on each reload, but I simply won't give up Lane Customization.
  18. Could you do something like this for the Trees on roads? Like, if we want palm trees, or aspens, or poplars, or purple jacarandas.... Also, being able to increase the number of trees woudl be nice. The "tree-lined-streets" never get a real canopy.
  19. How to plan for future traffic.

    The answers are 1. Yes, you'll probably bulldoze a bunch later in the game to upgrade capacity. You will have TONS of money. 2. Your starting point will all be low-density, but the later additions will be higher density, so the traffic problems will move away from them, especially if you add a second interchange when you get about 10K population. So, how? Start with dirt roads everywhere. Very cheap - and big enough for quite a while. Make the streets leading from the offramp into basic 2-lane roads, but that's about it, until you get firmly in green and your pop is over 2K.
  20. Once again, there seems to be the assumption that there could be an "unlimited" version of the game that doesn't affect slower computers. This is clearly false. The relevant data structures are arrays, not integers or floats. Why are they arrays? So they can be searched and manipulated. If you have larger arrays, those operations take longer. The problem is that the array size has to be a fixed value, for all users. And these are the fundamental core of the game - the building and road lists. So an array large enough for 25 tiles worth of buildings could be built into the core game, but that over-sized array would still be used in a 9 tile city. And even if the array is never filled in 9 tiles, so that the last half of it is "empty" - i.e., place-holder data - all those empty array elements are still SEARCHED every time - and that's what creates the processor loads. That's the performance issue. Quite simply, for this "simple solution", you would need to create an entire separate executable of the game for 25 tiles without impacting 9-tile players. And, because of the Unity restrictions, that still only gets you to a 64K array. Anything bigger requires a totally separate layer of overhead to split "Buildings" into multiple categories like pylons, residential, and commercial, or to split "Roads" into water, power, bus routes, pedestrian lanes, and so on. If it were easy, they would do it in a heartbeat. Even if it were hard, but they could do it without affecting min-spec 9-tile players, they would do it.
  21. Is there any way to edit the list of which assets are enabled and disabled from outside the game, before launch. I have a laptop that I'd like to do some asset modding on, but there is no way it can handle all the crap I've subbed to for my desktop. For now, all I can do is launch with "-NoWorkshop". If I could "disable" stuff without launching, that'd be AWESOME. This would also allow users to play different themes in different cities without needing all assets every time.
  22. Why not both? I don't think @Koesj is saying "Only Uniques". But i understand that to many uniques makes the neighborhoods empty. What to do if too many buildings in your CBD are plopped without jobs or commerce? Put the jobs someplace else! I have a theme I call "Low Commercial Parking" that is low-commercial growable parking lots from the workshop (Parking Lot, and Variable Fillers). If you add this theme to you CBD, then you have zonable parking lots in up to 2x4 sizes. You don't even need the eyedropper. And now you get the traffic back on your streets!. You could do the same by making a growable plaza or park, maybe with "Low Residential", or something that you're otherwise unlikely to zone in the middle of the CBD. Another source of "space" in your downtown is the service buildings. There's already a version of the NYC "Long Lines" telephone exchange building on the Workshop as a garbage dump. Some of these filler buildings could be in other categories, leaving some other space for growables. Finally, it'd be helpful if these fillers are on deeper lots to reach into the middle of larger blocks. 4x8, 4x10, 6x8. They could have an alley or a loading dock stuck on the back, so that dead space in the middle of the blocks is used. Even if NYC blocks are only 8 cells deep in real life, most other American city grids have much larger blocks that the game has trouble filling. SF, for example has a regular grid (excluding streets) of 16x11 in the City, 11x11 near the Embarcadero, and 10x21 in SoMa,
  23. @NicoRobin, wow, talk about asking the right question at the right time.
  24. Those are the "alternative pillars" i was thinking of - thanks for finding them!
  25. I prefer the look of the 1:1.5 scale stuff, but quite a few modders only make 1:1. And, sadly, it seems some of the best early 1.5 modders are gone and may not return to update their stuff to AD. So if I want a good looking night skyline, it's gotta be 1:1 for now.
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