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Everything posted by ethansprang
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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.
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Koesj's Building Woes: Dingbats!
ethansprang replied to Koesj's topic in Cities: Skylines Modding - Open Discussion
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. -
What do you want me to work on in April?
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
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. -
What do you want me to work on in April?
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
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? -
Mr_Maison's Creations [Metropolitan depot 2, 5/21/2021]
ethansprang replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
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).- 402 Replies
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Spec. Tater's experimental assets (More Farms!)
ethansprang posted a topic in Cities: Skylines Modding - Open Discussion
Thanks to all the wonderful modders and modellers making such amazing original work! Sadly, all I have are ideas, but they have been reasonably well received here so I'll keep offering them! My latest: Collection: LifeSize Defaults The 1:1 vs 1:1.5 scale choice was only ever a result of CO's decision to shrink taller assets. And sure, that made some sense in the context of a 32m lot restriction. As we see on the Workshop, very few tall buildings have such a small footprint, and those that do are pencils. With boformer's upcoming larger-growables mod, we no longer need to settle for 1:5 scale! But what about the default assets that are still lower scale? Glad you asked! My LifeSize Defaults collection is a re-scaling of default assets. I loaded up each one in the asset editor, figured out how distorted the scale was, and then re-scaled and re-propped them. I started with HR. The scaling issue is only a problem above about 6 stories because shorter buildings are all actually 1:1. Above 6 stories, the scale drops with height: 10-12 story buidings tend to be 15-25% shrunk (1:1.2), but the 20 story apartments are at least 35% smaller (1:1.5), and some appear close to 50% smaller (1:1.75 and even 1:2!). The Council on Tall Buildings estimates building height (if no exact measurements are available) based on floor counts. CTB says that average residential floor height is 3.1m, avg mixed-use floor height is 3.5m, and average commercial/office floor height is 3.9m. I evaluated height by measuring off the screen, using a standard 3-tile distance of 24m. I checked both in the asset editor model preview, and in the editor itself by building 24m ped walkways adjacent to the buildings. Judging by the 4-7 story apartments in the game, it appears that most buildings have about 6.5-7 floors within 24m. That means that CO used a floor height of about 3.4m for residential, with a higher ground floor height, equal to about 1.5 floors. I then evaluated the towers and re-scaled them so that about 6.5-7 floors corresponded to a height of 24m. I think the buildings look MUCH better in the game. In fact, the whole game looks better to me because it now looks more like a real place where the roads and trees are all the right size. A Caveat: Some of the default 4x4 assets ended up larger than 4x4. They will grow, but they will overhang their lots. In order to make this work, I am using Building Themes, both to prevent the unscaled defaults from growing, and also to confine the over-sized 4x4s to special apartment complexes where they can grow freely and healthily. [UPDATE]: HR4 and additional HR3 posted, including the large towers in the below shot. Collection: LifeSize Defaults -
Spec. Tater's experimental assets (More Farms!)
ethansprang replied to ethansprang's topic in Cities: Skylines Modding - Open Discussion
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.) -
Network Extensions Project
ethansprang replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
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.- 813 Replies
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Larger Farms and Area Fillers Thoughts
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
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. -
Garbage and Dead Bodies ....
ethansprang replied to herbigharo32's topic in Cities: Skylines General Discussion
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. -
Number of Households Per Residential Asset
ethansprang replied to Jimbobbedyjobob's topic in Cities: Skylines Modding - Open Discussion
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. -
Network Extensions Project
ethansprang replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
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.- 813 Replies
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Cities: Skylines - Community Modding Requests
ethansprang replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
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. -
Local-Only Train Stations Mod
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Wait..... so now we have FERRIES? That's SOOOOO cool -
Network Skins (Coming 2016)
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
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. -
wallacet's WIP's
ethansprang replied to wallacet's topic in Cities: Skylines Modding - Open Discussion
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. -
Network Extensions Project
ethansprang replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
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.- 813 Replies
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Feindbolds Buildings
ethansprang replied to Feindbold's topic in Cities: Skylines Modding - Open Discussion
Correction: many default res towers are 17-20+ stories high. It's just that the 1:1.5+ scaling makes them seem way too short relative to the cityscape. -
Spec. Tater's experimental assets (More Farms!)
ethansprang replied to ethansprang's topic in Cities: Skylines Modding - Open Discussion
Would that also apply to the prop locations? If your method is applied to the model, does that affect the distance to the street? It could if you use the same center point the asset editor defaults to. In a couple of the larger assets, I had to rotate them because they extended too far into the street in their original orientation. So you would need a scale vector and an offset. -
Spec. Tater's experimental assets (More Farms!)
ethansprang replied to ethansprang's topic in Cities: Skylines Modding - Open Discussion
"...this..." - rescaling? Awesome to hear. But how? Because it doesn't look like the "floor height" measurements in the default assets vary at all with the scale. -
Spec. Tater's experimental assets (More Farms!)
ethansprang replied to ethansprang's topic in Cities: Skylines Modding - Open Discussion
I'll have to look at how to package as a single item - not sure how to do that or how to update it. I did create a collection with a "subscribe all" button. As for floor height - yes, it does vary, but only upwards. By choosing a "24m = 6.5 floor" ratio to standardize on, I ended up leaving a few of the shorter apartment buildings with larger floor heights. They don't look too out of place. I just didn't want to have to redo them all. Also, although the angles make it tough to see, the default Euro 1880 buildings do have taller floors. They'll hit maybe 5 floors in 24m. Which is realistic - all those classic old five and six story 19th century Haussmanian buildings in Paris, for example, are actually the same height as modern 9 or 10 story blocks. -
Network Skins (Coming 2016)
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
When new elevated road skins are added, do they have to be as crazy thick as the default? That cement beast is nearly 4m thick. You don't notice at first, but most real world bridges or overpasses are 1-1.7m thick at the roadbed. They appear thicker because they have 1m concrete sidewalls or very heavy metal railings. But the roadbed thickness is never more than 2m and usually less. CS elevated roads, by contrast, have very low guardrails (and a curb!) but have 2m thick roadbeds on top of a 2m metal (?) support structure. The vehicle clearance requirement of 8m elevation is also too high because lots of standard highway bridges are in the 5-6m range, but even 8m bridges result in clipping of trains and trucks because the bridges are so darn thick. -
L2 4x3 Detached07 (#3)
ethansprang commented on boformer's City Journal Entry in Vanilla Asset Review – Cities: Skylines
The building is deceptive, like a lot of the larger LR lots. All three reviewers agree that it should hold 1-2 households. It's a single story building, with a single 2-car garage. It appears to have at least three primary entrances, two on street and one on the right side. Eyeballing it on a 4x3 lot, it looks like it's about 3.5+ tiles wide and 2.5+ tiles deep, with a courtyard. That's going to be close to 8 tiles area, or over 500 m2. I think the problem is expectations: American homes average over 200m2, while European averages range from 80 (Italy) - 110 (Fr, Ger) - 125 (Greece, Den). So depending on where you live, this might be anywhere from 2 to 6 households, which suggests density levels of $, $$, or $$$, or possibly more on a 4x3 lot.- 7 Comments
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Deeper zones? Well, why not?
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Why? I mean, as long as "wealth level" is tied to land value, that's purely a result of restrictive zoning laws. In the real world, you will ALWAYS get more money from building more homes/flats on the same lot. Anywhere you see the opposite, it's because whoever owns the land has been prevented by law from increasing density. (Or is a billionaire who can afford to ignore the large sums of lost income from not developing their land.) But restrictive zoning laws are driving out poor residents, strangling cities, and turning them into absentee playgrounds for the super-wealthy - why should you want to replicate that in the game? That seems perverse. -
Deeper zones? Well, why not?
ethansprang replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Darf, Is there a way to do this with the built in styles manager? Because when you play without European building unlocker, the default ones don't load up at all, even on the new snowfall maps. So clearly the CS styles/themes manager will disable default buildings. But is that just because the Euro buildings were tied to the boreal map theme? Could you create a "No Defaults" Style for all maps so the game simply never loads the "European" OR "International" assets? If so, a "1:1 Only" Style could do the same. Then if you load up custom re-sized versions of the defaults, you've only loaded the assets once. I admit I've never used the built-in themes - boformer's mod is sooooooo awesome. If it's a map type problem, I suppose you could create a new map theme ( "life sized"?), but that seems to have a lot more drawbacks.
