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Free 3D Software and Resources for your Modelling Needs
reReticulated Spline replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
For everyone using Blender, I created a template for new and advanced users. Cleaned up interface Custom Cities:Skylines material Lighting & Reflections Download the files in the link and open the Blender file with Blender. Then import the OBJ file (if starting from an existing model) and choose the Skylines material. You can load all texture maps in this material and you'll get a fairly accurate result of how the model will look in Skylines. https://drive.google.com/open?id=0B0VjwRXeG_O3d0JnRVR6TGVkS00 If you are new to modelling, download the Modtools from the steam workshop, activate it and look for a model you want to use as a base. Select it, choose 'dump' and find the files on your computer. Open the Blender file and follow the instructions included to load all the files. You can then focus on just the modelling and texturing without worrying too much about how Blender works. If anybody has any requests or questions, you can PM me. -
Modding Tutorial 1: Prop Remover
reReticulated Spline replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Many thanks for writing this guide. I would like to try my hand at modding as well and your guide is very useful to help me get started. I am also new at c# so, I'll just have to learn harder. Using this tutorial (and a little peeking in existing mods) I was able to output some variables of buildings and change them such as electricity production for powerplants. For my next test I want to try to access information of the instances of buildings and get their output, like say accumulated garbage or something. For this I want to cycle through the instances in a city instead of the prefabs. It looks like you do something similar in the Make Historic tutorial, but I'm not ready for the serialize stuff yet and find the tutorial a little overwhelming. Can you tell me how to do this? I'm new to C# so I find your tutorials hard but not impossible. I do need to find mods on the workshop that do similar things in a very simplistic manner and crack them open with ILSpy to get more reference points. Maybe you can list some mods that are good learning materials for newbies as supplementary material for your tutorials. Once again: great work on the tutorials, I'll definately use them and see what I can build for C:S!- 18 Replies
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About Specialized Industry
reReticulated Spline replied to BlakeMW's topic in Cities: Skylines General Discussion
Great analysis. I was doing some experimentation as well to check the 10% tax increase, but noticed that the taxes on a single industrial building fluctuate quite a lot. Do you know how taxes are determined? -
SimCity & Skylines: Mayor vs Mayor
reReticulated Spline replied to Dirktator's topic in Cities: Skylines General Discussion
That ending cracked me up too! -
Green Propaganda
reReticulated Spline replied to BlakeMW's topic in Cities: Skylines General Discussion
Well, renewables SHOULD be cheap to maintain as you said yourself. I think the regular wind mill is well balanced. Offshore wind mills should be much more expensive to maintain though requiring ships etc. to maintain and being placed in more harsh conditions (i seem to remember it being the most expensive power source). Solar power should require a much larger size for the relative power it provides. So yeah, consider these two as 'futuristic' versions of themselves (together with the fusion plant). Coal, Oil and nuclear by contrast should have a much larger output per plant. They should take up MUCH less space compared to wind and solar. There also should be some way for a city that has access to coal/oil to use coal/oil really cheap. But if you don't have those as natural resources, wind should be the cheapest (provided you DO have high wind). Turns out reality is actually pretty well balanced if translated to a city builder. As for fallback of wind/solar: in Europe everyone is connected to the same grid. Excess power is sold to neighbours during peak and bought back when power output is low. Fuel based power plants respond by selling only when demand is up. But because there is no region/country in the game, we can forgive that simplification right? Is green power too powerful in this game? YES. (Advanced wind and solar at least). Calling it 'propaganda' is a bit silly though. Because that word implies some sort of pro-green-power-conspiracy of which the developers are a part. The whole idea that there IS such a thing as green propaganda is actually part of the information war against green energy.- 15 Replies
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- electricity
- green
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Newbie to the game..
reReticulated Spline replied to Charizard's topic in SimCity (2013) General Discussion
Remember that unlike previous simcity games, you can unzone underneath buildings to 'lock' them in their current density. It's a system you'll get used to easy enough. Avenues exist to combine roads with streetcars. I *think* sims can drive faster on them too, but I'm not sure. Now that I have Udon, I see no reason to use avenues anymore. You might also be interested in the road mods that have the word 'regional' on it. They allow you to build roads outside the city box and create extra city connections. -
Help me understand workers and work places
reReticulated Spline replied to KiloJKilo's topic in SimCity (2013) General Discussion
Many buildings have a day shift and a night shift. The Wind power plant should have 10 low wealth jobs and 3 medium wealth jobs per shift. So it should either say 10/3/0 or 20/6/0. You'll notice commercial buildings that close at night only provide half the number of total jobs that the 20/7 commercial buildings provide. Add all of them up and you'll get to 80 total low wealth jobs. I haven't really checked Guillaume's mod enough to see what's wrong here. -
My modded city Willemstad
reReticulated Spline replied to Den.D's topic in SimCity (2013) Modding - Open Discussion
Looks like somebody needs a marina mod. Great city! I made a water-based canal city myself a while back and was surprised just how much cooler it makes the city look. But getting those exact shapes is great. You should make a youtube vid showing your method. I'm sure a lot of people would really enjoy seeing how you terraform the waterways. -
Question about simcity cities of tomorrow
reReticulated Spline replied to mvannata3's topic in SimCity (2013) General Discussion
Or rather: the new regions where ALSO given to normal SC users so people with the expansion pack can play alongside other players. Also in Sandbox mode ALT + U turns on/off futurization. Maybe you can use that to keep a city classic? -
UDoN 1.9 - Bug or Features?
reReticulated Spline replied to Yayie's topic in SimCity (2013) Modding - Open Discussion
Maybe not the best topic to ask, but Xoxide's rants is asking for it. What are the plans for team 5? I know I'd like to see more tutorials on the web. I'd also like to see some documentation concerning property IDs. Is there going to be a SUGC website or some other way of communicating any of such information? And what else is involved in team 5? Great to see so many people working together on udon!- 21 Replies
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- unidirectional networksudon
- roads and traffic
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Progressive Insurance Set Free DLC: Flo comes to town
reReticulated Spline replied to Xenocity's topic in SimCity (2013) General Discussion
Sure, but money has never really been a problem for me in this SC. -
Progressive Insurance Set Free DLC: Flo comes to town
reReticulated Spline replied to Xenocity's topic in SimCity (2013) General Discussion
As I understand it, it was only available for a limited time. Other free dlc might be limited available as well. You're not missing out on much. It's a medium density commercial building. But you can buy an insurance that pays at disasters. -
Project SUGCAM - We're (sort of) Rolling!
reReticulated Spline replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
I already gave some of these ideas in private but here's my take. Let's see what other people think. In general: - Food as (global market sellable) resource would do it the most justice in my opinion. - Food lots need to be added to the trade depot. - Supply chains to change different food types into other (more profitable) types sounds great but maybe should be implemented later? (I want to have fields in my cities asap ) - If at all possible it would be great to have fields that extend beyond the city limits (to help fill in the empty space around cities). - low investment low reward. It makes sense to easily convert an entire cityplot into fields with only a few residential to make it work Specialized To make agriculture more interested than just another tradable resource - a building that converts food resource into lots of freight (food preservation factories) to make it a viable alternative to industry (like sc4) - health as a bonus to agriculture (like omega-esque trucks delivering fresh food to local commercial which reduce germs or local food deliveries that work like wellness trucks)- 24 Replies
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- agriculture!
- food
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UDoN 1.8, Regional UDoN, Regional UDoN Bridges
reReticulated Spline replied to Yayie's topic in SimCity (2013) Showcase
Looking foreward to the new version! I'll be sure to try it out when released. In a water-filled city appearently. As I mentioned in the comments of the mods, I'd like to see the streetcar tracks also receive a UDON version of them somewhere in the future. That way you can force streetcars to follow a predetermined path. (I'd like to force streetcars to deliver sims after picking them up instead of greedily picking up more people from nearby stops.) -
Hello all! As I am working on my first mod, I find that there are many property ID's that I WANT to change but can't find easily because they are not named. However we can name them ourselves in SimCityPak. So what's the deal? Are there any lists of what people have found out themselves so far? I think it would be a good idea to share what we know here. PropertyID Type Decription 0x0C1302E9 Float Jail Cells (# cells) From SSign's landvalue increase mod description: 0x0E585AE2 Float Negative landvalue (0-1500) 0x0E585AE3 Int32 Negative landvalue range(1-3) 0x0E585B02 Float Negative landvalue (0-1500) 0x0E585B03 Int32 Negative landvalue range (1-3) 0x0E585B06 Float Negative landvalue (0-1500) 0x0E585B07 Int32 Negative landvalue range (1-3)
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