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27 PositiveAbout Kaputnik
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Can CSL effectively utilize more than 8 CPU threads?
Kaputnik posted a topic in Cities: Skylines Technical Help Q&A
First of all: this is purely related to (modded) CSL perfomance, so disregard any background tasks (streaming, rendering etc). Is there any point in going for a >8 thread CPU if my main concern is CSL? If yes, would a R7-1700 edge ahead of an i7-7700k? Slight OC taken into account. How big is the difference? And yes, I will hold out until the upcoming Intel announcements. If any of you know of relevant benchmark results out there involving CSL and high thread count CPUs, please feel free to share as I can't seem to find any! -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Back with another one (or 2) of those block rockin requests, this time: Quays! 1) Custom "quays" or skins I know @boformer worked on this for Network Skins, is it still in the pipeline? What about various seawalls as selectable/upgradable quay variants from the native tab - is this possible? Or how about different widths? 2) Right angle corners for quays Would it be possible to have quays make angles instead of curving when not using curve or freehand tools? I'm not sure if the 3D models can do that without freaking out or not. -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I haven't, as I wasn't sure what's up with the TM:PE/T++/TAM merge situation (and the backlog on that project seems pretty substantial as is). If the merge is still happening, that might be a good place for it, as a module (as I'd prefer to not use all of TM). I can try and drop him a message on Steam if he's not here on ST. -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Half request, half me wondering if this is feasible: Automatic priority roads Fundamentally, roads in the "Highway" category would have priority over "normal" roads. Bonus objective #1: Support for NExt roads. Bonus objective #2a: Priority hierarchy based on category/tab, e.g. 1-cell < 2-cell < 4-cell < Highway. Bonus objective #2b: Priority based on number of lanes. I realize Traffic Manager includes priority road support, but I'd love a no-config, fire&forget mod just for what I described above. I'm assuming this would require some kind of additional simulation/AI layer? The main problem this mod would solve is the currently non-functional roundabouts, but it could also help control traffic flow in other scenarios without the need for repeated micro-management. -
[Release] Surface Painter mod
Kaputnik replied to BloodyPenguin's topic in Cities: Skylines Modding - Open Discussion
Absolutely brilliant! Have a -
Concrete/ruin brush - possible? (YES!)
Kaputnik replied to Kaputnik's topic in Cities: Skylines Modding - Open Discussion
BloodyPenguin just posted a texture brush plugin for his landscaping tools! http://steamcommunity.com/sharedfiles/filedetails/?id=689937287 Edit: Didn't see that he posted it himself in General: Can't seem to delete this bump, so here it is for now -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Awesome! Not 100% sure what you mean by strict capacity though, is that referring to separate multipliers for each level? -
Free Content Update Details
Kaputnik replied to boformer's topic in Cities: Skylines General Discussion
Patch notes in newest word of the week: https://forum.paradoxplaza.com/forum/index.php?threads/co-word-of-the-week-4-12-2016-patch-notes-1-4-0-f3.915105/ Also: Vanilla fine road heights? -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Another suggestion My problem: - Offices hold way too few workers, and - Existing agent configuration mods are too complex/affect too many areas/not configurable. Solution A: Just increase office workers A simple mod to double or triple the amount of workers in an office building Solution B: Configurable RICO agent multiplier In mod options: One slider/dropdown per zone type, adjust number of agents from 1x to 4x of default. Extending the sliders to allow less than 1x would require rounding, dunno if that will cause problems. If value == 1; bypass if possible (to avoid mod conflicts). Possibly an "Apply" button that gives a warning if trying to change this in-game... would probably cause a bit of chaos. This mod should not touch consumption, AI or agent "habits" - just multiply the number of agents that can work or live in a given building type. -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Nice find, I'll give that a shot now. -
Cities: Skylines - Community Modding Requests
Kaputnik replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Idea/request: Mod/asset profiles As far as I know it's possible to do use different mod/asset configurations by manipulating folders, but would it be possible to do this from within the game - and preferrably per savegame? - Manage profiles as some kind of middleware to the in-game content manager - Should include assets/props as well as mods, and preferrably mod options (if possible) - New profile as copy of existing or "blank" (everything disabled) - Savegames remember which profile was used for that city, switches to that profile on load - One "default" or fallback profile, in case a savegame can't find the correct profile -
How long will you continue building on a city once you've reached the last milestone?
Kaputnik replied to DiArmada's topic in Cities: Skylines General Discussion
I always want to try out new maps, mods, ideas etc so I start from scratch very often , so my cities usually don't get bigger than 30-40k. Demand also seems to shift heavily from R to CIO around that population size, and really tall buildings start to appear in high density areas. I'd prefer to avoid growing skyskrapers, I don't really like having so much of my cities as offices, and I really really don't like how the zoned industry looks.. so I tend to get a bit disheartened with the look of my cities around that point. If larger industry plots and/or more RICO enabled industry assets become available in the future I'll probably start growing my cities larger -
Free Content Update Details
Kaputnik replied to boformer's topic in Cities: Skylines General Discussion
New possibilities for modders? Or could you always do that? Sounds like a fantastic update, can't wait! -
Troubleshooting error message "Array index is out of range"
Kaputnik posted a topic in Cities: Skylines Technical Help Q&A
Just got hit by a system.indexoutofrangeexception which I've never seen before. The message box kept popping back up instantly on close (loop?), forcing me to force crash the game (couldn't even get to the esc menu). This happened about 5 minutes into my first snow map game, while building basic 2-lane + NExt alley roads on a slight slope. I have too many mods/assets installed to list really, but nothing's been updated since I last played without issue - except a LUT I don't use and this fire station (which wasnt plopped). Thinking it could be something that's incompatible with snow maps, but really just trying my luck here to see if anyone recognizes this error... Edit: Autosaved game loaded right back up without errors, but nothing would grow on the roads I were placing when I got the error (just vanilla 2-lanes). Worked fine after rebuilding them, so I guess it's no big deal! Output log: Simulation error: Array index is out of range. at BuildingAI.CalculateUnspawnPosition (UInt16 buildingID, .Building& data, ColossalFramework.Math.Randomizer& randomizer, .CitizenInfo info, UInt16 ignoreInstance, UnityEngine.Vector3& position, UnityEngine.Vector3& target, UnityEngine.Vector2& direction, .Flags& specialFlags) [0x00000] in <filename unknown>:0 at HumanAI.GetBuildingTargetPosition (UInt16 instanceID, .CitizenInstance& citizenData, Single minSqrDistance) [0x00000] in <filename unknown>:0 at HumanAI.SimulationStep (UInt16 instanceID, .CitizenInstance& citizenData, .Frame& frameData, Boolean lodPhysics) [0x00000] in <filename unknown>:0 at ResidentAI.SimulationStep (UInt16 instanceID, .CitizenInstance& citizenData, .Frame& frameData, Boolean lodPhysics) [0x00000] in <filename unknown>:0 at CitizenAI.SimulationStep (UInt16 instanceID, .CitizenInstance& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0 at HumanAI.SimulationStep (UInt16 instanceID, .CitizenInstance& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0 at CitizenManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0 at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 at CitizenManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0 at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0 [Core] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65) -
Network Extensions Project
Kaputnik replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
If you drag the 1-cell roads from the zone grid towards the road you want to connect to (instead of vice versa) you can snap the 1-cell road "inside" existing cells (if that makes any sense without screenshots XD ). It'll still interrupt the zone grid slightly though.- 813 Replies
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